May 2, 2014

Understanding Rendering and Lighting of Living Room

by Maxim A. Ganzha, Russia Webwww.3dmaks.com



Hello everybody, my name is Maksim Ganzha, after many requests from my friends I decided to write a little article about how I’m creating my interiors.  We will look through the process of rendering of one of my last work with super lighting and gorgeous composition =), which I made in Mental Ray. 
Did you ever think why some interior works in galleries are more interesting than others? The main secret is in beautiful lights settings and stylish composition. That’s exactly what we will talk about in this article. 





We will not describe the process of modeling because in this case the article would become too long and boring. Let’s start with the rendering!

Lights Setting and Adjustments


At the beginning let’s open our scene and choose Mental ray render from the list of our available renders. Open the scene.

scene

Go to the render settings by clicking F10. In "Assign renderer" section Press the "Choose renderer" button and choose Mental Ray from the list.

mental ray

After choosing the renderer, in materials and maps browser the mental ray’s shaders and materials would became available.  Choose the material called "Arch & Design" and adjust the diffuse colors like this: the color of diffuse RGB is about 0,8 0,8 0,8, the other adjustments you can see in screenshot. Also I would like to note that you shouldn’t forget to switch on the "Ambient Occlusion" in your materials.  With this adjustment the shades would look more realistic and in corners of your scene the darkness which is peculiar to realistic lighting would appear. I put the value of "Max Distance" equal approximately 3 meters (this is the distance between the floor and ceiling).

material map browser

Open the render setup. In "Translator Options" section switch on the Material Override enable and put our gray material in material slot.  With this option we will fill in all our objects in scene with one material. This would help you and your system to adjust lighting easier. The render would be fast. Materials of all objects in our scene will describe later. 

material editor

After setting the rendering material of all the objects to gray material we need to create the "Daylight System".
daylight system
Create and locate the sun, it’s not a problem if it will shine in the opposite side. Go to the system settings and, as it is shown at the screenshot, switch on the "Manual" checkbox. After this step we can place the sun randomly without setting the date and time.  Let’s place the sun as it shown in the picture below. 

sun


light
While creating the "Daylight System" 3ds max will offer us to put "mr Sky" as environment map. We will agree and let’s continue. 

mr sky
After we set up the "Daylight System" let’s work with windows. We need to place "mr Sky Portal" inside them. It is situated near photometric lights. 

mr sky portal


Click on the button and put on the settings as it shown at the picture below:

window

settings
As you can see the portal is directed at the opposite side. We need the arrow to be turned at the room direction. To change the direction, we switch on Flip Light Flux Direction, and everything would became at the right places =) 

flux
Next step is to select our portal and with pushed “Shift” key move it to the second window. 3ds max will offer us several types of copying. We choose "Instance".
Finally we set up daylight. Now we need to adjust it. Press "F10" and turn on Final Gather (FG) Global Illumination (GI). The settings are shown below. Don’t forget to reduce the quality of FG Precision Preset. 

final gather

Let’s put the resolution of picture 450 x 338 pixels and make the test render.

Push the “8” key and in "Environment" settings in "Exposure Control" section choose "mr Photographic Exposure Control". 

environment effects
Click the render and look what we get  =)

render


for this render next exposure settings are corresponding: 

exposure

As we can see we got nothing special. The light is pale and ugly. For making the light more interesting we need to adjust the exposure control.  I remembered that I wanted to use an artificial light – to turn on the floor lamp near the sofa. The sun was preventing it that’s why I turned it off. Go to the daylight system settings and turn off "mr Sun Basic Parameters".

sun parameters
Press the “8” key again and adjust the exposure control as it shown at the picture below:

exposure 

And look what we get: 

render look 

This one looks more interesting and the daylight seems to be more realistic  =) Now let’s move to floor lamp lighting settings. In artificial lighting I like to use photometric lights. Let’s pick up this one:

free light 

And let’s place it instead light bulb in floor lamp as it shown at the picture below: 

light bulb

light bulb 2 


In lighting settings turn on the shadows "Ray Traced Shadows" in "Shape/Area Shadows» section setup the disk radius equal to 30 millimetres. Checked the "Light Shape Visible Rendering" and set up 64 samples. This setting will help us to achieve beautiful realistic shadows from the lamp.
shadows

Look what we get: 

render 
We see that the lamp glow turn out white, but I wanted to make it more looking like simple lamp. For this we need to decrease the lighting temperature. Also we see that light is too intensive. With such camera exposure and daylight we should almost didn’t see it and now it looks like searchlight =)

 Again let’s open the photometric lights settings and set up the temperature and intensity.
intensity color
Look what we have:

render

orange light 

Now that’s what I want. The ideal lighting, I like it much, and what about you? The tint of orange and blue lights is the best combination in architectural visualization  =) 
I would like to add some special effects. For this let’s go to the render settings and in "Camera Effects" section check the  "Output" DefaultOutputShader ( Glare ) took the shader by the mouse and drop it in "Material Editor", and choose "Instance" type of copying.
instance material

Behind the windows set up the object “plane” this will be our background.

plane as background


In “plane” object settings turn on check marks as it shown in the picture below: 

And set the material "Arch & Design" to it.

arch design
Make test render again and look what we get. For fast rendering I set up a gray material for all objects except background.
grey render

So we have a nice picture. A weak haze from glow effect makes picture more alive. Now let’s lookthrough material settings.
Material Settings
Now it’s time to look through the basic materials settings which I use in this scene.Let’s begin with the most interesting one.
The carpet -  As we can see from the grid the geometry is quite simple.
In the carpet the material "Arch & Design" with next settings was used:The diffuse map
carpet material

carpet settings

In "Displacement" the next texture was used:

displacement texture

displacement carpet settings 
The Sofa The Sofa’s grid is difficult one. I use two materials for it: the cloth and the wood for legs.

sofa

Let’s look at the textile material.
sofa material

In diffuse slot drop down "Ambient/ Reflective Occlussion" shader and place two of the same type textures of textile inside it. The only one difference between them is that one is darker than the other. Settings you can see below:


sofa material


The next parameters ambient occlusion and bump. 

ambient

Now the wooden legs.

wooden legs
In diffuse I use the simple parquet map. The settings you can see below:

varnished

The bump settings:

bump settings


Coffee Table - Materials and grid of coffee table looks like this:
coffee

table

The glass is just the "Arch & Design" material/ we pick up the finished material as it shown at the picture below:


glass

Journals - I wanted to create "Arch & Design" magazine, not spending much time for settings of material. I justused glossy plastic.

journals
The magazines grid looks like this:

magazine grid

The settings are next:

magazine settings

The pages I painted with the same material only the diffuse color was changed to white.
Newspaper's box - The box is made from lacquering wood. I painted it with "ProMaterials" Hardwood.
newspaper box

Newspaper Grid

newspaper grid

Promaterial Hardwood settings:

hardwood

Also I used second material for the newspapers itself and made it mat.


newspaper mat

The newspapers material settings:


material
The Flower I used my favourite "Arch & Design" material again.
 

plant grid

The settings you can see below:

settings

settings 2



The Window Shades - I made several experiments with window shades and finally I chose this variant:
 





I use the clothes texture in diffuse map of material. Don’t forget about Ambient Occlusion parameter. =)

ambient

clothes
The Walls - I wanted to made the walls from the old plaster which was painted after. And again I have my favourite "Arch & Design". 

wall

The wall map looks like this:


wall map

The reflection settings look like this:

reflection

settins 2


The Parquet Material

parquet 

settingsparquet2
The Floor Lamp - I used three materials for the floor lamp. These are the lampshade (cloth) upright (metal) and electricwire (plastic).

lamp

Let’s start with my favorite "Arch & Design" material – the textile on the lampshade. 

cloth lamp 

It is easy one: the color in diffuse, little transparence and bump. We can see in settings in the pictures below:

color selector
cloth map



For the upright metal material I used ProMaterials: Metal.
 


metal 

The material of plastic wires of floor lamp - ProMaterials: Plastic/Vinyl 

floor plastic 

I would like to share a very useful link which concerns to materials in Mental Ray. It helps me many times, thanks for the founders of this site. www.mrmaterials.com . Now we finished with materials.
Final Render Settings

Now it’s time to increase render settings and make final render. At the picture below you can  see the settings:

render mental ray

settings 

render settings 

Press render button and wait the result  =) 


The Composition

There are 10 main composition rules which you need to learn: 

1. Contrast - How you can attract the viewer to your picture?  You need to have a contrast in your scene. The light object should be on dark background and on the contrary.
 

contrast
author: ms_Dessi 

2. Layout - The key objects should not be placed chaotically. It’s better that they would form a shape of simple geometric figure. 

layout
3. Balance - The objects located in opposite sides of frame should correspond to each other with volume, size and color parameters. 

4. Golden Section - The golden section was known even in ancient Egypt. His properties were studied by Leonardo and Euclid. The simple definition is that the best point to place the object is one third from horizontal or vertical border of frame. The location of key objects in these points seems naturally and attracts the look.

golden section 


5. The Diagonals - One of the most effective composition rule is the diagonal composition. The essence is simple –locate the key objects at the diagonal of frame. For example from the upper left corner to the right lower. This rule is good because it guides the viewer’s look through all the picture
.


diagonals

diagonals2
author: Feodor Ivaneev

6. The Frame Format - If in your scene the vertical objects are prevailing – use vertical format of the frame. And if there are a lot of horizontal objects – use horizontal format of the frame. 

frame
authorMorro 

frame 2
7. The Point of Shooting - The choice of the shooting point can affect at the emotional perception of the scene. Here are some simple rules. For personage render the best point is situated on the look level. For the full height portrait - the point should be situated on the level of belt. Try to crop the frame in such a way that the horizon won’t divide it for equal parts. Otherwise the viewer could hardly focus on the objects in scene. Try to settle the camera at the level of object otherwise you can get the distorted proportions. For example, if you will look at the object from higher point it seems to be shorter than in real. 

point
author: Feodor Ivaneev

8. The Direction - Our mind always reads from the left side to the right, in such a way also we perceive the picture. That’s why try to locate the key object in the right part of the frame. This will help the look and the key point to move towards.

direction
authorDmitry Schuka

9. The Color Spot - If we have some color spot in one part of the frame we need to have something which will attract theviewer’s look in the other side also. This could be some other color spot of some action in frame. 

color spot
author: Scionik

10. The Move in the Frame
 - If you decided to make some dynamic object (car or bicycle) always leave free space behind the object. This will give the feeling that objects is just now enter the frame and not leaving it. 


move
author: Aleksandr1 

All the works used with the permission of their authors!
Now let’s finish the composition and start to post processing the render.
 



The Post Processing

Now it’s time to make our picture more interesting with the help of the post processing. I always do it in my everyday projects because there are some things that could be easier in Photoshop than in 3Ds Max.  So what that we have now  =)

normal render

The possibilities of Mental Ray are very wide and the picture almost didn’t require any additional effects. But I think it will be good to add several lens effects. This will give the feeling of real photo.  

I noticed that the picture is missing the effect of blue glow around the windows, so that’s why we will open our picture in "Fusion" software and use the "SoftGlow" effect. 

softglow
Press the polygon and outline the window as it shown at the picture below. We draw the mask to which the glow effect will be applied. 

 

The next step is to blur the mask borders. For this, press the icon, and in settings at the right part of the window, move the slider Soft Edge to the right direction until you will achieve the blur as I did.

soft edge

Then, lets outline the mask for second window. We need to get the next result: 

mask


Press the SoftGlow icon and adjust it like at the picture below:

softglow 

We will get the nice glow around the windows. 

glow

Again press the SoftGlow icon and use the effect for the whole picture. Adjust it in such a way that we achieve light blue glow for our picture.

softglow
Turn off the check marks for Red, Green and Alpha and move the Gain slider in the right direction. At picture below you can see the result in the left side – without effect and in the right side – after gain effect.

gain

Then press the Sharpen icon add some sharpness to our picture and save the result.

sharpen

Close the Fusion and let’s open our picture in Photoshop. We will use the Magic Bullet Photo Looks plug-in. 

magic bullet

We apply the Anamorphic Flare effect with the next settings: 

anamorphic

We get nice glow peculiar to real camera. Next step - let’s apply the Vignette effect and add little darkness in the corners of the picture. You can see all required setting in the right part of the picture.

borders
Then we will use one interesting effect called Shutter Streak. It will give us little rays in the upper and lower part of our picture. 

streak 



Now it’s my favourite step =) We will apply the Chromatic Aberration effect and adjust it like at the 
picture below:


chromatic aberration

In picture with high resolution it will be almost unnoticeable but will give our work more realism. Press the button.
ok

And save the picture.   That’s what I received:

final living room
source: http://www.cgarena.com/

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