You have 3 options;
Make whatever is in front of the object semi-transparent.
Render the object, then render what is in front of it (each perhaps on their own render layer), then composite the two renders in the compositer.
Move the object closer to the camera than the object that is obscuring it.
As far as I know, there is no "z-offset" setting for an ...
From this base figure:
We can place a Bezier curve:
And add a screw modifier to it (360 degrees with 3 steps):
And add an empty as pivot point for the modifier, then move it up until triangles are aligned:
You can play with the curve resolution to vary the amount of triangles.
To render it after that (did not pay attention to the edit mode above):
You may be able to use mix shader nodes
I achieved this result;
Using this node setup;
And these black and white textures (painted in blender, directly on the object);
.blend file here;
Effectively, what this does is uses the black (0) and white (1) or gray (some decimal value in between) as a factor for a mix shader. This mixing can be added to as many ...
The following add-on generates a unique file path from a given directory and the current timestamp. It modifies both the output path (Output Properties > Output) and every base path of File Output nodes.
For instance, if the directory (Output Properties > Auto-Filename > Directory) is set to C:\tmp\ and the current timestamp is 2020-03-22_01_10_43_857754 ...
Press F2 and click "+" next to the file name input field. This indexes .blend files. The same goes for rendered images (F3). To my knowledge your problem involves scripting or code alteration as this is not yet automatic by default.
For bending an object (yeah, it's simpler if you combine all into one), you can use Mesh Deform modifier.
Make the cage around the car, simple box with subdivisions. Make it wire viewport visibility
Add the Mesh Deform modifier to the car and select the box and bind
Put Simple Deform modifier to the Cage object, or some other modifier