Traditional Culture Encyclopedia - Photography major - How does 3dmax render some conference halls with VRay? 3dmax Renders the Local Parameter Setting Process of the Conference Hall with VRay

How does 3dmax render some conference halls with VRay? 3dmax Renders the Local Parameter Setting Process of the Conference Hall with VRay

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3dmax Renders the Local Parameter Setting Process of the Conference Hall with VRay

First, we open the scene file.

We created a part of the conference hall, including sofas, tables, decorations, floor lamps, televisions and so on. Here we are going to simulate the effect of the conference room during the day.

First of all, we need to set the renderer as VR renderer, click Renderer Settings and set it as VR renderer.

Then start making materials, click to open the material editor, click the material ball, and make the floor material first. The material type is set to VR material, and it is named floor.

And add the texture map of the floor on the diffuse reflection channel.

Set the blur to 0.0 1 and set w to 90.

Click to go to the parent object and set the reflection color to dark gray, highlight gloss to 0.85, reflection gloss to 0.85, and subdivision to 15.

After the setting is completed, double-click to see the effect at this time.

Then make the wall material, because the wall needs a white effect, so there is no need to make other materials, so the default is the standard material, and its diffuse color is set to white.

Then we make the lampshade material of the scene floor lamp, click a material ball, set the material type as VR material, and name it lampshade. And set the diffuse color to white, and set its refractive color to dark gray. The refraction is set to 0.7.

This has produced a certain fuzzy effect. Check the influence shadow.

Then we need to make sofa materials. Here we need to make a black and white effect, the black part is on the outside of the sofa and the white part is on the inside of the sofa, so we use multidimensional sub/object materials to make it.

Set the material as a multi-dimensional sub-object material and name it sofa. Set the ID to 2, and we add a VR material wrapper to the ID 1 material.

On the basic material channel, set it to VR material, set the diffuse reflection color to light yellow, and set the reflection color to dark gray. High gloss 0.48, reflective gloss 0.7, subdivision setting 36.

Then click to go to the parent object and set the generated global illumination to 0.8. In other words, we use a VR material wrapper to wrap a VR material, and the effect of VR material can be controlled by adjusting the VR material wrapper. This is the application of this material.

Then click to go to the parent object, click to enter ID2, add a VR material envelope on the ID2 channel, set the generated global illumination to 0.8, and add a VR material on the basic material channel.

Add an attenuation to the diffuse channel and set the two colors to dark gray and light gray. The attenuation mode is set to Fresnel mode.

Click to go to the parent object, and then set the reflection color to dark gray, highlight gloss to 0.68, reflection gloss to 0.7, and subdivision value to 36.

After the setting is completed, double-click to see the sofa material effect at this time.

Of course, after this production is completed, we need to select the corresponding part and give it a material.

Next, make the TV cabinet material, click a material ball, set the material type as VR material, and name it TV cabinet.

And add a noise noise program map on the diffuse channel, and set the tile V direction to 50, and the noise type to the third way.

After the setting is completed, a stretching effect will be produced.

Then you need to make the material of the decorative bottle on the right, click on a material ball, and the material type defaults to standard. Set its concealed weapon type to simulate a three-dimensional effect.

Then expand the map,

Add a carpet texture map behind the diffuse color.

And set the blur value to 0.0 1, the image will be very fine when rendering.

Then check the self-luminescence, and add a Mask program diagram in the back channel, and add a Falloff attenuation program diagram after the diagram and mask.

Enter the mapping channel and set the two colors to black and light gray. The attenuation mode is Fresnel mode.

Then enter the mask channel and set the color to black and light gray. The attenuation type is set to Shadow/Light.

Because we want to make a vase effect with solid texture, according to our experience, we should check the self-luminescence here and add a mask in the back channel.

Then add attenuation maps on the two channels respectively.

Then the first attenuation should be matched, and the type is Fresnel mode.

The second is the way of shadows and lighting.

When rendered in this way, the surface looks like real flannel.

Then we have to check the bulge and set the strength to 50.

And add the texture map of black and white carpet on its channel.

At this point, the setting is complete, and you can see the final effect.

After this material is made, we will also make environmental protection materials. We can see that we didn't create any planes or cuboids in the scene and put them outside the window.

If we want to simulate the real environment here, we can press the shortcut key 8 to open the environment and effect control panel.

Then click the channel under the environment and add a map of the environment. jpg。 If we need to modify this map, we can drag it directly to the blank shader and then select an instance.

At this time, you can set the parameters, which is our diagram just now.

Of course, we can also set its brightness. For example, we can turn on the output, and we set the output to 1.2.

In this way, the environment will be finished. We need to make a camera, click Create, and use the target camera here to create it. After the creation is completed, you can choose a camera at this time.

Then look at its specific location.

Then click Modify to set the lens to 35 mm and the field of view to 54.4 degrees.

And set the target distance to 8792.

Press shortcut key c to switch to camera view. And press Shift to open the security box display.

Then we should give the newly made materials to the models in the scene.

After the production is completed, we will make lights and render the test sketch. Now we need to set the parameters of the test rendering, click to open the renderer settings, and set its width and height. You can set it a little smaller.

Click the VR basic item and set the image sampler type to fixed. Then cancel the anti-aliasing filtering. And set the type below the color mapping to VR index mode, check the sub-pixel mapping, and check the clamp output.

Then click on VR indirect lighting, check the "On" below, and set the first bounce as luminous map and the second bounce as light cache. Then that current preset of the glow map is set to very low.

Check the display calculation process and display direct lighting. The sample values of hemispherical subdivision and interpolation can be set lower.

Set the subdivision below the light cache, which is set to 300 here, and check and display the computer status.

Finally, click on VR settings, and set the adaptive value and noise threshold, and increase the value as much as possible, and cancel displaying the information window.

So the parameter setting is very low, and then set the light. The lighting setting is very simple, mainly divided into main light source and auxiliary light source. The main light source was created using the VR sun below.

Then click on the VR sun, create a VR sun in the scene, tilt it into the room from top to bottom, and see its specific position at this time.

Then click Modify to set its intensity multiplication to 0.06, size multiplication to 6 and shadow subdivision to 10.

Then we need to make light on the window. We use VR light source to simulate, create a VR light source, put it outdoors, and then illuminate it indoors.

Then select it, click Modify, and then set the type as plane, the multiplication is 2, the color is light blue, and the half-width is basically the same as the window area.

Then check Invisible, and the subdivision value is 8.

In the same way, we use VR light source, create it, put it indoors and use it as an indoor auxiliary light source. Illuminate the back of the scene model, and then select the light.

Click Modify, here you need to set its type to plane, and the multiplication value is 5. Set the color to light blue, and set the value of half length and half width.

Check Invisible, and the subdivision value is 8.

In this way, light is generated in the main three light areas of the scene. Finally, we have to make the remaining lights, for example, we build a VR light source in the lampshade.

And click Modify, here you can set its type as sphere, multiply it by 3, the color is light yellow, the radius is set to 50, check Invisible, and the production is complete.

So the lights went out. Finally, we can press C to switch to the camera angle, and then click Open Renderer Settings to set the last renderer parameter.

Click Common and set the width and height.

Click the VR basic item to set the type of pattern sampler, which can be set to adaptive DMC or adaptive subdivision, check the anti-aliasing filter and set the mode, and the following values can be kept as the default values.

The lighting parameters of the VR profile can be kept as default values. At present, we set it to low, and the hemisphere subdivision and interpolation sampling values increase.

The subdivision below the optical cache is probably 1000 or 1500.

Click VR settings to minimize the adaptive value and noise threshold, and the rendering will be very fine.

Click Render to see the final rendering effect.

The above is a tutorial for 3dmax to render the local parameters of the conference hall with VRay, and it is most important to understand the principle. Want to know more about the use of 3dmax software tutorial, you can click this link: