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Add to Favourites Lighting & Rendering in 3dsmax using mental ray - Interior

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Hi and welcome to my tutorial. My name is Nabil Chequieq, from Morocco, and in this tutorial you will learn how to light and set up some materials that will give a good result while also having a fast render time.

To start, make sure you are working in a metric unit with realistic proportions. First I've used a daylight system (Fig.01).
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Fig.01

Change the setting of the sunlight and skylight to mr Sun and mr Sky. For the fast calculation of global illumination, let's activate mr Sun Photons (Fig.02).
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Fig. 02

Now let's take a look at some materials. Actually, I prefer to render some objects with ambient occlusion in Max before doing an occlusion pass. For that, the arch+design materials have a section called Special Effects where we can activate Ambient Occlusion (Fig.03).
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Fig. 03

For the wall I've used a little bit of noise in a Bump map (Fig.04), and for the glass I've used a different kind of materiel called ProMaterials, with personal settings (Fig.05).
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Fig. 04

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Fig. 05



Let's take a look at the Exposure Control (8 - keyboard shortcut key). You can see the settings I'm using in Fig.06.
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Fig. 06


For the indirect illumination, Final Gather and little bit of Global Illumination work well. I don't use diffuse bounces (Fig.07).
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Fig. 07

I use some passes in Render Elements for compositing in Photoshop and this is the cool stuff (Fig.08).
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Fig. 08

Here is the render (Fig.09).

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Fig.09

Fig.10 shows the settings for the ambient occlusion.
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Fig.10

In Photoshop, we can do some color correction and contrast (Fig.11).
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Fig. 11

Next_Gen_Character_Creation

And this is my final render (Fig.12). I hope that you have learned something from this brief tutorial and if you have any questions then please feel free to contact me: nchequeiq@gmail.com
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Fig.12

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