3ds MAX and VRay ENTERIJER Tutorial
3ds MAX and VRay ENTERIJER Tutorial
3ds MAX and VRay ENTERIJER Tutorial
photographer
This is Kanak and I want to explain you here exclusively on tonytextures.com how you can easily set up a
daylight interior scenery in 3ds MAX by using VRay rendering engine with a bit of Photoshop correction
of the RAW rendering afterwards.
I would love to call my approach rendering through the eye of a photographer. I think this is the best
way for you to learn how to render without knowing a thousand of parameter. I will go through
following steps to explain my method:
Before we start I want to give a small shoutout to our free “openArchiVIZpack” we use for a lot of our
archi viz tutorials. We put together here 60 archiviz graphics like cutout trees, plants and people as well
as tileable textures and sky background images. And you are even allowed to use it for commercial
projects – so no excuse anymore to grab it now:
3D Model of a Standard Office Room
1_the-room-that-we-will-work-with
I have created a standard 3d office room that should be used for this interior daylight rendering tutorial.
I also put in some basic 3D furniture low polygonal models – nothing special.
2_3d-Models-for-VRay-interior-architectural-scenery
Because the light should fall through the window I also imported very simple vertical blind as window
curtain to create some nice effects with the daylight.
The first step is to “Enable Gamma/LUT Correction”. You will find it via Customize>Preferences on the
“Gamma” tab.
4_GammaLUT-Correction-in-3DS-MAX
Basically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and
the numerical value of that pixel in the rendering. Because we want to to render a RAW image
(physically correct) we deactivate with this step the increase of brightness which will normally
automatically be created because the screen itself will reduce the brightness again.
Background information for geeks: Almost every computer monitor has one thing in common. They all
have an intensity to voltage response curve which is roughly a 2.5 power function. Don’t be afraid, this
just means that if you send your computer monitor a message that a certain pixel should have intensity
equal to x, it will actually display a pixel which has intensity equal to x ^ 2.5 Because the range of
voltages sent to the monitor is between 0 and 1, this means that the intensity value displayed will be
less than what you wanted it to be, but we want the real values because we export the result as RAW
and correct it in Photoshop afterwards.
OK, if you understood this part you made the hardest part, if not – it does not really matter
Let´s go back to the 3d model. It is a complete level of an office building but for this tutorial we only
concentrate on one single office room.
5_Room-without-furniture
First I create some VRay materials for the main elements. Open the material editor (shortcut M) and
pick an unused material. For the dining table top I created an easy marble material, but you can use also
another texture of your choise.
For the chair I created two different VRay materials. One is a SS Stell metal material and the other one
looks just like simple white plastic. See the settings I made in the screenshot:
7_SS-Stell-Material-for-chair
8_White-glossy-plastic-material-for-chair
For the other table I also used a marble texture like for the other table as well:
9_marble-material-table-top
For the floor I use this high resolution tileable strip parquet texture:
tileable-strip-parquet-floor-texture-with-high-resolution-free-download
You can download it for free at tonytextures here for free. You are even allowed to use the texture for
your commercial projects!
Free Download: High Resolution and Seamlessly Tileable Strip-Parquet Floor Texture
I use the texture also as diffuse map in 3ds MAX and add afterwards some glossiness and reflections:
• Set reflection color to light white
• Activate “Fresnel reflections”
• Refl. Glossiness value: 0.9
• Subdivs: 10
11_Strip-Parquet-Wood-Tileable-Texture-in-3ds-MAX
Next we will create a VRay physical camera. To do so, select Create>Camera>VRay (from drop down
menu) >physical camera.
12_Setup-Vray-physical-camera
Afterwards press “c” to activate your camera view. Then choose a nice camera position.
13_Position-your-camera
The light should be generated by a light emitting plane that we place in the window. To do so create a
VRay plane light by selecting Create>Light>VRay>VRay Light. Afterwards modify the parameters like
shown in the screenshot:
14_VRay-Plane-Light-for-Interior-Architectural-Scene
It is important to activate “Cast Shadows” to ensure that shadows will be generated and also activate
“Invisible” because the plane itself should not be visible in the final rendering.
In addition we need a VRay sun. To do so select Create>Light>VRay>VRaySun and set the target inside of
the window. When you are going to create a sun you need to confirm the upcoming dialogue („Would
you like to automatically add a VRaySky environment map“) to automatically add a VRaySky
environmental map.
15_Setup-Vray-sun-and-sky
For the camera setup I first changed the custom balance to white. If you want to make your image
brighter then you have two possibilities (like you would have with your DSLR-camera as well):
Let me explain the four most important parameters of a physical Vray Camera:
1. 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. More light = brighter image. 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.
2. F-Number: F-number is the parameter of your cameras aperture. A lower f-number mean wider
aperture and thus more light = brighnter image. A higher f-number means a narrow aperture and
thus less light = darker image. It is important that it affects the depth of field but in VRay if you
are not using the depth of field effect then that also doesn’t matter.
3. ISO: ISO is the film speed. Higher ISO = bright image, lower ISO = dark image. In real life a higher
ISO can cause a noisy image but not in a VRay physical camera.
4. White balance: It means to identify the right white color for camera. You can make it neutral in
VRay
So finally you see that the physical VRay is even more powerfull as a real world DSR camera and does
not have some major disadvantages.
After this short detailed description I change some parameters in the Render Setup to achieve a fast, but
also realistic result.
– VRay Settings:
– Indirect Illumination:
– Settings:
Now it is finally time to start rendering and get results. Here we go!
18_Raw-out-put
This is my raw output – it’s a bit dark from my point of view but that’s okay. I’ll love to handle this at
Photoshop. But of course you can also make additional enhancements by changing the shutter speed
and f-number at you VRay physical camera directly.
19_Import-to-photoshop-and-edit-RAW-rendering
And just play around for your right exposer and with the color. It is self explaining and you will get a
feeling for the parameters just by testing these out by yourself. See my parameters I ended up with
here:
20_Parameters-in-Photoshop-to-edit-RAW-image
I know there are quite a lot of settings to be made, but I would recommend you to set up your dummy
scenery and use it for your future project as well.