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Re: V_ray Forum by ugo2u(m): 4:28am On Aug 11, 2010
too many things to learn in so little time. I am currently learning 3ds max and its very tiring, and now to add v ray? man I dont know, anyway you guys are doing a good job
Re: V_ray Forum by tushbobo(m): 8:31am On Aug 11, 2010
Just know u cant learn everything in at the same time.take it in strides and take only neccessary tutorials.u dont need to learn everything in the tutorials.do more of practice then refer to tutorials when u get stuck.I ve been using max for 5 years but i m still learning,
Re: V_ray Forum by tushbobo(m): 10:56am On Aug 11, 2010
Tutorial continuation:

The effect of using the vray sky in the vray environment rollout is seen below.
U can also use hdri maps for your reflection slots


The first image has the vray sky map unchecked(camera white balance is daylight)

The second has the vray sky map checked with vignetting unchecked(camera white balance is daylight).The image looks a bit burnt out,u can reduce the sun intensity and the sky output map.Instead of this u can also use vignetting(and other exposure controls like f number n film speed) to make the camera reduce the amount of light it receives there by reducing the image brightness.

The third image has vignetting checked @1.3(camera white balance is daylight)

Re: V_ray Forum by tushbobo(m): 11:06am On Aug 11, 2010
U might not really notice the vignetting effect on the above images but the one below shows an exaggerated vignette.(camera white balance is custom-light blue).
vignetting is off in the first image
vignetting is set to 2.5 in the second

Re: V_ray Forum by 5p1naz(m): 10:33pm On Aug 11, 2010
great work @tushbobo . . . abeg do u know any site i can download the hdri maps for for free
Re: V_ray Forum by tushbobo(m): 8:55am On Aug 12, 2010
I got some free hdri from http://www.hdrmill.com/freebies.htm
There are free hdr images on thepiratebay.org but the problem is with downloading because the files come in large size(800mb-3gb)
Re: V_ray Forum by 5p1naz(m): 7:12pm On Aug 12, 2010
thanks Behind, , , uv been of great help. . .

is there any1 that can put a misty forest image behind this picture. . . i mean put a background for me in photoshop. . .
i modeled and rendered the tree using 3dmax 10 and vray plugin

Re: V_ray Forum by tushbobo(m): 10:51am On Aug 13, 2010
U can render the background in vray too.if u want to put it on a background image in photoshop save the image in targa format.But the thing is it might not really match due to possible differences in the camera angles and the picture scales.just learn photoshop basics and do it urself.its quite straight forward.which plugin did u use.by the way i visited the vray grass plugin website and it was requesting for payment before downloading.is it not free?
Re: V_ray Forum by 5p1naz(m): 5:45pm On Aug 13, 2010
for the climbing plants, use this. . . http://guru/main/store/gwIvy_v0.94b-max-guruware.zip
if it says error, it means you have to hide your ip to download it, so try using ULTRASULF software or try this website http://www.iphider.org/ they wolud hide your ip for u. . .

for the grass plugin, i tink i downloaded mine with a torrent at http://www.demonoid.com try it. . . when u get there just type vray autograss
Re: V_ray Forum by she2(m): 8:48pm On Aug 13, 2010
@Behind bobogreat work, please can you add me on your yahoo messenger my yahoo id is shttabidemi@yahoo.com, so that we can chat once in a while their is alot i want to learn about vray from you.
Re: V_ray Forum by 5p1naz(m): 1:28am On Aug 16, 2010
my vray wants to take 278 hrs to render a chair in a studio white background all modeled by me. . . wtf? ? ? i then decided to make my render faster, saw these guy's settings on how to render fast, he used 8mins to render sm'in, i tried the exact same drawing cos i downloaded it, . . i tried it and mine is gona take 6hrs. . . any1 here with help. . . vray dey craze o o o. . .
Re: V_ray Forum by Mobinga: 1:02am On Aug 17, 2010
5p1naz:

my vray wants to take 278 hrs to render a chair in a studio white background all modeled by me. . . wtf? ? ? i then decided to make my render faster, saw these guy's settings on how to render fast, he used 8mins to render sm'in, i tried the exact same drawing cos i downloaded it, . . i tried it and mine is gona take 6hrs. . . any1 here with help. . . vray dey craze o o o. . .
Its ur system specs. . . ie ram, processor. . .


anyone know where i can download 3ds max tutorials??
Re: V_ray Forum by 5p1naz(m): 3:34am On Aug 17, 2010
Mobinga:

Its your system specs. . . ie ram, processor. . .


anyone know where i can download 3ds max tutorials??

4 gig ram ooo bros. . . .
which of the tutorials? ? ?
rendering/animation or what? ? ?
Re: V_ray Forum by Aseye(m): 7:52am On Aug 17, 2010
@Behind i use max 8, standalone version, will it work, he is a model i did recently but render with default mental ray, i just love the realistic touch vray gives model, i dnt do buildings but i hope to blow ma models with vray,

Re: V_ray Forum by tushbobo(m): 2:10pm On Aug 17, 2010
5p1naz:

my vray wants to take 278 hrs to render a chair in a studio white background all modeled by me. . . wtf? ? ? i then decided to make my render faster, saw these guy's settings on how to render fast, he used 8mins to render sm'in, i tried the exact same drawing cos i downloaded it,  . . i tried it and mine is gona take 6hrs. . . any1 here with help. . . vray dey craze o o o. . .
Why dont u try to clean up your system,do a proper scan(may be a virus is eating up your RAM or something) u can also decongest your system by uninstalling unused programs.Go to brothersoft.com and download ccleaner run it to delete temporary files and other files which might slow down your system.My system is  3.48 gig ram but renders fast.
Aseye:

@Behind i use max 8, standalone version, will it work, he is a model i did recently but render with default mental ray, i just love the realistic touch vray gives model, i dnt do buildings but i hope to blow ma models with vray,
The vray version i have can only run on max 2009.Go to thepiratebay.org(or related sites) to download vray.But i ll prefer u install max 2009 or 2010 to enable u install more recent versions of vray.
Re: V_ray Forum by Mobinga: 4:41pm On Aug 17, 2010
5p1naz:

4 gig ram ooo bros. . . .
which of the tutorials? ? ?
rendering/animation or what? ? ?

WOW!!! 4 GIGS!!

Do a disk Clean Up. Defragment, or post a screen shot of ur cpu resource monitor,

Rendering tutorials btw
Re: V_ray Forum by 5p1naz(m): 9:41pm On Aug 18, 2010
Mobinga:

WOW!!! 4 GIGS!!

Do a disk Clean Up. Defragment, or post a screen shot of your cpu resource monitor,

Rendering tutorials btw


ah i just found out it was my max setting. . . i did a lil. research online, so the rendering is now faster. . . thnx yall. . . and for the rendering techniques, i'd be opening a new thread cos i'v got loads of tutorials for you guys. . . so id be opening a thread now. . . so check . . . 3DS MAX/VRAY TUTORIALS. . .
Re: V_ray Forum by she2(m): 7:29am On Aug 19, 2010
@5p1naz please what is the settings cos i have the same problem
Re: V_ray Forum by 5p1naz(m): 7:42pm On Aug 19, 2010
she2:

@5p1naz please what is the settings cos i have the same problem

i have to open my max to do that. . . but rite now i wanna format my lappy i think it caught a virus lastnite . . . so i'd be back prolly in 3hrs, id post the settings here then. . .
Re: V_ray Forum by 5p1naz(m): 4:51am On Aug 20, 2010
the only settings you'd have to tamper with is the ones marked in red. . .
when you are ready to render,
- press f10 on your keyboard to open the render setup box
- then click on "setting"
- then change the "default geometry to Dynamic" as you see on the screen. . . your render time should reduce. . . you dont have to wait for 100 hours anymore

Re: V_ray Forum by she2(m): 10:59am On Aug 21, 2010
@5p1naz, thanks i did but you will not believe it that after i did i have been rendering a small scene since 9.00PM last night it is still at 11AM this morning. Although i model in sketchup and export to max. This is frustrating.
Re: V_ray Forum by 5p1naz(m): 2:54pm On Aug 21, 2010
did you work on your indirect illumination settings? ? ? are you rendering an interior or exterior
Re: V_ray Forum by she2(m): 9:05am On Aug 22, 2010
@5p1naz did using the setting yo gave in the 3d max thread tutorial, i am working on an exterior scene. still rendering @ prepass 4 of 4 now i just want it to be through so that i can post it so that you will see what i achieved. Thankz
Re: V_ray Forum by 5p1naz(m): 12:23am On Aug 23, 2010
she2:

@5p1naz did using the setting yo gave in the 3d max thread tutorial, i am working on an exterior scene. still rendering @ prepass 4 of 4 now i just want it to be through so that i can post it so that you will see what i achieved. Thankz

good to know that you are working on the tutorial. . . if you keep constant practice you are gonna be there in no time. . . ok with that said. . . i really dunno what to say again about your laptop not rendering fast, that setting i gave there should give u a good rendered job. . .(not best because u would have noise all over the object. . . wont be visible to an untrained eye though) but thats what i use if i try to render very fast and my rendering last around 8 - 10 minutes. . . trying to upgrade my laptop from 4 to 8 gig . . . lets see how it goes. . . grin grin grin
Re: V_ray Forum by tushbobo(m): 10:04am On Aug 23, 2010
My default geometry is on auto but my renders are always quite fast.
She2 i think u should try to understand these settings.There are so many things that could affect rendering speed in vray(materials,lighting settings and general settings).Go to spot3d.com,give your self 2 days and try to understand the importance of some of the settings.For instance if u have a lot of glass in ur model,using the default exit colour of 5 for reflection and refraction will make the rendering slower but using an exit colour of 1 or 2(which is what u actually need for exterior and even interior scenes,except for close up shots)will speed up rendering.Ur lighting subdivs,noise settings,global subdivs,the type of GI engine u use for secondary bounces can greatly affect render times.
Re: V_ray Forum by 5p1naz(m): 7:57pm On Aug 23, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. 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).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
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. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. 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 1500 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 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

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.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). 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 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. 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.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! 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.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Re: V_ray Forum by codename47(m): 2:56am On Aug 24, 2010
@tushbobo: nice work man, i appreciate ur knowledge of the tools.

Re: V_ray Forum by 5p1naz(m): 4:16am On Aug 24, 2010
Re: V_ray Forum by 5p1naz(m): 4:30pm On Aug 24, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. 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).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
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. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. 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 1500 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 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

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.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). 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 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. 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.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! 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.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Re: V_ray Forum by tushbobo(m): 5:06pm On Aug 25, 2010
the first is nice but i think u can still rev up the second one a bit with some lighting,
Re: V_ray Forum by Mobinga: 11:30pm On Aug 30, 2010
My 3dsMax doesn't have vray!!! where can i dwnload it for 2009??
Re: V_ray Forum by 9igerian: 4:25am On Aug 31, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. 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).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
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. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. 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 1500 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 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

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.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). 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 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. 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.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! 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.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


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