3ds MAX and VRay Tutorial: Basic daylight interior visualization for beginners Because the light should fall through the window I also imported very simple. In this tutorial, you have a scene of an army compound that requires lighting conditions for system with a Sky Portal object that will cast light into building interiors. You Start by switching from the default 3ds Max renderer to the mental ray see Down on the Farm, an informative online white paper in PDF format by. ronaldweinland.info 1 of 13 Example 3: Real-world lights have inverse-square falloff you can disable light decay to achieve behavior similar to the standard 3ds Max lights. The.
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lighting was created for the 3D interior scene modeled beforehand. The 3D interior scene 3D Studio Max was chosen as a modeling software because of the earlier knowledge and the FREE Vray Tutorial – Global illumination methods. Referenced . ronaldweinland.info 3ds max lighting / by Nicholas Boughen. Discreet and 3ds max are registered trademarks of Autodesk Canada Inc./Autodesk, Inc. in the USA and/or other. lighting and rendering interior scenes with 3ds Max and Vray in this In this tutorial, we'll be using real units, so the first thing would be to.
Then choose a nice camera position. If you want to make your image brighter then you have two possibilities like you would have with your DSLR-camera as well : You can lower the f-number You can change the shutter speed for the camera Four Most Important Parameters of a Physical Vray Camera Let me explain the four most important parameters of a physical Vray Camera: Shutter speed: Stutter speed can control the brightness of your scene. A lower shutter speed lets more light reach the photo chip of a DSLR. Or the other way around a faster shutter speed give less light pass — the image becomes darker. In real life your image can have blur effects when the shutter speed is too long and your scenery is in motion. But in 3ds MAX it will not have an blur effect because nothing is moving.
Here is a detailed view of the vray sun settings: Interior Lighting for Exterior Rendering The tittle maybe confuses you, but yes it is correct, what I mean is that for exterior rendering you need a different lighting for the inside, if you are rendering a exterior daylight scene you need a soft interior lighting just to show a little bit of the interior, so you do not steal the focus of the exterior.
Also it is important to know that you have a bright interior, the exterior have to be overexposed and that will kill your image. For that reason you only see a little bit of lighting in the renderings, just to show that they are people living in that house! Vray IES gives you a real life feeling, because they use real life lighting data.
The settings for this lighting are the next: As you can see the color is based on kelvin temperature, this gives me more control, and I am using a warm tone, so the house will look more welcoming! This gives you total control in how the light affects your 3d render, in this case I did not make a lot of changes to the camera, and here you can see what I did: As you can see, I changed the focal lens and increase the f-number to 9 because I wanted to catch less light and avoid overexposed surfaces, for the white balance I am using a blueish tint to compensate the sky color.
I did not change the shutter speed or film speed ISO. Creating the Grass The grass is a important part of making your exterior more realistic, there are plenty of options to create a beautiful and realistic grass.
In this case I am using forest pack for the grass creation, the first thing that you need to make is several grass patch so you can distribute them around your surface. These are the grass patches that I used in the scene: As you can see, it is a very simple model of a grass with different size, shape and distribution, them I use 3 of them for the grass field. Now you need to select forestpack from the menu, click in your surface and add the different grass patches to it.
After adding the grass patches these are the settings that I used in the forestpack menu: If you see that you need more grass you can decrease the scale so it cover more space or decrease the units, that would add more grass to the field.
As you can see I have all my grass converted into proxies, I did that to avoid losing the settings because sometime forestpack does not visualize the grass, what I do is to save a file with settings and them create another one with the patches converted intro proxies, the only bad things about that is that you can not change any settings when you do that, for that reason I save a backup file.
You can do that if you are going to send the file to another person so you do not have any issues with the rendering. Temperature Mode Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be. This will cause the default lights in the scene to be switched off. Also, change the min and max subdivs as shown.
This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas for example around light sources etc.
Also, change the Preset to High, hsph subdivs to 50, and interp samples to Irradiance Map Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas. Current Preset Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs HSph. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.
Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure very similar to the photon map. In the Light Cache put for subdivs and 8 for no of passes. The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs the default subdivs mean that 1 paths will be traced from the camera.
Step 15 Your settings for the test render are done. If you hit render now, you should see the same image that was shown before.
Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render. The basic parameters that will be used in materials are: Diffuse The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust. Reflect The reflection color.
Reflection Glossiness Controls the sharpness of the reflections. A value of 1.
Use the Subdivs parameter below to control the quality of the glossy reflections. The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump. The wall part also has a grainy texture assigned to it. You can add any other props or objects you like to fill up the scene.
The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map. Step 21 Here is the final result! Hope you learned something new!!.