Hi all! Today I would like to present how to setup an interior scene. As usual, before we begin, we change units to cm as shown on the screens below.
I always use centimeters as my main units so I can easier control objects proportions. I also change Gamma value to 2.2 (you can find this setting in Customize / preferences dialog). This value ensures that we will work with linear workflow, so the renders will be physically precise and colors will be accurate.
I always use centimeters as my main units so I can easier control objects proportions. I also change Gamma value to 2.2 (you can find this setting in Customize / preferences dialog). This value ensures that we will work with linear workflow, so the renders will be physically precise and colors will be accurate.
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When it comes to modeling the more reference images you have, the faster you work. Search the net and find everything you can about objects that you will be modeling - for eg. pictures and info about materials that they are made of. Before modeling objects I set up room and camera as on the images below.
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I add background that will be visible behind the window and I change its parameters in "Object properties" dialog so the global light will pass through it.
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You have to remember to change "Alpha contribution" for plane to 0.0 in Your VRay object properties. This lets you to render alpha separately - everything behind the windows will be transparent. This way You can change the background later in Photoshop.
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Background material
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I make rest of the models or I just insert some Evermotion Archmodels if there is such possibility so I can save my time.
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Before I assign materials, I set up the lighting. I usually use one global light, it can be HDRI in environment map slot or Vray Dome. In this scene I used the latter. If I need some more light in my scene I use also VRay light and directlight which is perfect to sunlight simulation.
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I added Vraylight and enabled skyportal function that clones parameters of vray dome (color, intensity) but gives more accurate shadows and therefore greater realism. The next step - making shaders.
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Most of them are simple materials - for. eg. carpet has two maps - one for diffuse and another for opacity. I didn't even alter any parameters. Carpet material:
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Sink material:
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Sideboard material:
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Door bump map:
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My trial render:
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It turns out that the scene is too dark. Increasing intensity of global light is out of question, because it would burn-out window shutters and still it wouldn't give me desired effects. I decided to use one additional light from camera side.
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Final render settings:
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Of course, during making of shaders I used less accurate settings to shorten rendering times.
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