IDMR / Work / Lamborghini Sfumato
Project · Transport · 2025

Lamborghini Sfumato.

A hypercar concept exploring the next chapter of Sant'Agata's design language — sculpted in Rhinoceros, lit in Light Tracer Render, and brought into motion through Unreal Engine.

Year
2025
Sector
TransportHypercar · Concept
Scope
SoloPersonal · CAD + CGI
Software
RhinocerosLight Tracer · Unreal
About the project

A hypercar, softened at the edges.

Sfumato — Italian for the painter's technique of blurring the boundary between forms — is a personal exploration of where Lamborghini's hard-edged design language might go next. The brief was self-imposed: keep the unmistakable wedge silhouette and the aggressive front signature, but let the surfaces breathe. Trade some of the origami creases for taut, sculpted volumes that resolve into one another rather than crashing.

The result is a mid-engine hypercar built around a low, wide stance, deep side intakes channelling into a high-mounted rear wing, and a continuous canopy that flows from windshield to engine cover without an apparent break. Lighting is handled by slim Y-shaped LED graphics — a nod to the Terzo Millennio — punctuating an otherwise quiet front mask.

Fully 3D modelled in Rhinoceros using SubD and NURBS in combination, with main renders produced in Light Tracer Render for fast, physically accurate stills, and animated in Unreal Engine for cinematic motion sequences.

Process · Rhinoceros

Built from curves and control points.

The complete vehicle was modelled inside Rhinoceros, blending NURBS surfaces for body panels with SubD for the more sculptural transitions. The capture below shows the working viewport — wireframes, the chassis tucked under the bodywork, and the rim geometry visible through the side cutout.

PROCESS · RHINOCEROS VIEWPORT
Rhinoceros viewport capture of the Sfumato model
Rhino viewport · Working file A native screenshot from the Rhinoceros session — wireframes on the wheels, surface shading on the body. The full vehicle was built as a single contiguous file with all panel breaks resolved before handoff to render.
Visualisation · Light Tracer Render

Stills, lit for presence.

Light Tracer Render handles the main hero stills — a path-traced engine that takes the Rhino model directly and delivers physically correct lighting without leaving the modelling environment.

LIGHT TRACER · STUDIO
Sfumato studio front three-quarter
Studio front three-quarter Indoor key-light setup highlighting the front mask, Y-graphic DRLs, and the front splitter geometry.
LIGHT TRACER · STUDIO
Sfumato yellow and grey paired in studio
Two-tone pair A paired study of the yellow and titanium-grey colourways shot inside a soft-walled studio environment.
LIGHT TRACER · DETAIL
Sfumato front-on shot showing light signature
Front signature A clean head-on study of the front-end light signature and the wedge proportion.
LIGHT TRACER · DETAIL
Sfumato in interior office environment
Showroom context A staged interior scene — soft natural light cutting through louvres, used to study how the body reads in a real-world ambient.
Animation · Unreal Engine

From still to cinema.

Motion lives in Unreal. The Rhino mesh and material data are pushed into a real-time scene where camera moves, environmental lighting, and atmospherics can be iterated in seconds rather than minutes — the same model that produced the stills above, now in motion.

UNREAL · ANIMATION
Sfumato · In motion A real-time cinematic captured inside Unreal Engine. Same geometry as the stills, lit and graded entirely in the engine.
Gallery · Environments

Surfaces, tested against the world.

A car's design is only as honest as the environments it survives. The same model was dropped into a range of contexts — coastal road, racetrack, urban canal, open desert — to see how the surfaces respond to different light and reflection conditions.

UNREAL · COASTAL
Sfumato yellow on coastal road
Coastal road · Yellow Side-on tracking shot — the original Lamborghini yellow against a Mediterranean cliff and sea backdrop.
UNREAL · TRACK
Sfumato yellow on racetrack
Racetrack · Top profile High-angle shot showing the long canopy line and the rear wing in track configuration.
UNREAL · FOREST
Sfumato dark variant in forest road
Forest road · Stealth A near-black colourway emphasising the surface highlights and the under-bonnet light signature.
UNREAL · DESERT
Sfumato dark variant on desert highway
Desert highway · Stealth Side three-quarter under flat overcast light — useful for reading the body section without specular distraction.
UNREAL · VENICE
Sfumato in Venice canal scene
Venice canal · Static A scenic context — the car parked beside a Venetian bridge, used as much for atmosphere as for composition reference.
Pipeline · Summary

Three tools, one model.

Rhinoceros — the entire car was modelled here, from initial proportion sketches in 3D to the final closed surface package. Both NURBS and SubD were used; SubD for fluid sculptural sections, NURBS for panels needing clean curvature for splits and shutlines.

Light Tracer Render — used for the main hero stills. It plugs directly into the Rhino viewport, which means the model never has to be exported or re-prepared for visualisation. Path-traced output, fast iteration, no DCC switching cost.

Unreal Engine — used for the animation sequences. The same Rhino model is brought across and re-lit in a real-time environment. Camera moves, lens behaviour, atmospheric haze and depth-of-field are all dialled in live.

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