Traditional Culture Encyclopedia - Photography major - How to make a simple villa night light performance with 3dmax? 3dmax making simple villa night lighting performance tutorial

How to make a simple villa night light performance with 3dmax? 3dmax making simple villa night lighting performance tutorial

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3dmax is one of the most used softwares in the 3D industry. If you want to engage in the 3D industry or plan to engage in the 3D industry, you must use this software. Widely used in advertising, film and television, industrial design, architectural design, 3D animation, multimedia production, games, engineering visualization and other fields. No matter what industry you want to engage in, you must first master the use of 3dmax. Is an online design tutorial website, which provides tutorial videos on the use of 3dmax software, interior design, game modeling, architectural landscape, rendering, material use and mapping. If you really want to learn 3D modeling, you must take a look at the tutorial of Feather Rabbit.

3dmax making simple villa night lighting performance tutorial

In this case, we will focus on simulating the effect of the villa. The main points of simple style villa are as follows:

1, the main elements are metal materials and glass materials, furniture with high-purity colors and simple lines;

2. Composed of curved surfaces and asymmetrical lines;

3. The style is simple, applicable and beautiful;

Generally speaking, you can decorate the courtyard with green trees and flowers.

Set the renderer to VR renderer. Open the material editor, click a material ball, set the material as VR material, name it Wood Floor, and add the texture map of the wood floor on the diffuse reflection channel.

Add the attenuation program map to the reflection channel and set the attenuation type to Fresnel.

Set the reflection gloss to 0.85, subdivide it into 20, and the concave-convex strength to 30, and add the same wooden floor map on the back channel.

Click a material ball, the material is set to VR material, and it is named wall. Add a wall map on the channel behind the diffuse reflection, and the V-direction value of the tile is set to 2.

Set the reflection color to dark gray to produce certain reflection. The reflective gloss is 0.7, subdivided into 20, and the concave-convex strength is 50. Add an identical ground map to the passage behind it.

Click a material ball, the material is set to VR material, and it is named cobblestone ground. Add cobblestone ground map on the channel behind diffuse reflection, set the reflection color to white, and check Fresnel reflection to produce a certain highlight effect. Reflective gloss is 0.9, subdivided into 15.

The concave-convex strength is 20, and the cobblestone floor map is added on the back passage. The replacement strength is set to 1, and the same cobblestone ground map is added to the back passage.

Click the material ball, the material is set to VR material, and it is named wood grain. Add a wood grain texture map to the channel behind diffuse reflection, and the reflection color is dark gray, which can produce a certain reflection effect. Glossy is 0.85, concave-convex strength is set to 40, and the same map is added.

Click on the material ball, the material is set to VR material, and it is named water. The diffuse color is black and the reflective color is white. Check Fresnel reflection. The subdivision is set to 15, the refractive color is set to white, the refractive index is 1.33, the subdivision is set to 15, check the influence shadow, the smoke color is set to light green, and the smoke multiplication is 0.4.

Click on the material ball, the material is set to VR material, and it is named Mosaic. Add the texture map of mosaic on the channel behind diffuse reflection, and set the tile U direction to 4.5 and the blur to 0.0 1. And its concave-convex strength can be set.

Click the material ball, and the material is set to VR material, named glass. Diffuse reflection color is white, reflection color is dark gray, refraction color is white, smoke color is light blue, and smoke multiplication is set to 0. 1.

Next, simulate the surrounding environment materials. Click a shader, name it Environment, set the material to VR luminous material, set the intensity to 0.6, add a texture map of the environment on the channel behind it, and select "Use real-world scale".

So we have finished the material part, and then we need to make a camera. We use two cameras to create in the scene and fix them in corresponding positions. At this time, you can press the shortcut key C to switch the camera angle for viewing.

Next is the lighting setting, which is mainly divided into three parts: the night lighting of the villa, the lighting of the villa room and the auxiliary light source outside the villa. We use photometry under the light to select the target light and create it in the view to create such multiple target lights.

Click Modify to set the corresponding parameters for these lights. Check the shadow, set the mode to VR shadow, the light distribution type to photometric network, and add light and shadow files. Set the filter color and intensity.

Set its shadow parameters, check the area shadow, so that the shadow will be softer when rendering in the future, and the subdivision is set to 20. Similarly, the target lighting near the wall also needs to do this.

Next, create the lights of the villa and the room. You can use VR light source to create lights in the room of the scene. Set the multiplier to 30, the color to be light yellow, the half-length to be 1 130mm, and the half-width to be 2900mm. Check Invisible, and set the subdivision value to 15.

At the same time, if we look inside the scene, we also need to create multiple position light sources, and we can set its parameters accordingly.

The second floor of the villa also needs to build a target light. Click Modify, and the parameter settings are similar to the previous settings. Here, a light and shadow file is replaced. The color of the filter is white and the intensity is set to 35000.

Next, make outdoor lighting. Outdoor lighting mainly adopts VR sphere, VR light ball and target lighting. First, create a VR sphere above the lampshade and candlestick, click Modify, set its type as sphere, multiply it by 40, the color is light yellow, the radius is 60, check Invisible, and subdivide it into 15.

Then create a VR dome in the middle of the scene, click Modify, set the type as dome, multiply it by 2, the color is light blue, check Invisible and subdivide it into 15. This is used to simulate blue light outside the scene.

The final target light is created from top to bottom, simulating the real shooting effect, setting its filter color to white and intensity to 35,000. This target light is the same as the target light on the second floor.

We have set the lights in the scene and then set the final renderer. Open the renderer settings and set the renderer to VR rendering.

Set the final width and height in public places, and the values here can be increased as much as possible. We set the width to 1500 and the height to 1000.

Click the basic item of VR, set the type of image sampler as adaptive DMC, check the type of anti-aliasing filter as Mitchell-Netravali, expand color mapping, set the type as VR index, and check sub-pixel mapping and clamp output.

Enter the indirect lighting, check on, the first bounce is set to glow map, and the second bounce is set to light cache.

Expand the halo map, set the current preset to low, and then check Show Computer Processes and Show Direct Lighting.

Expand the light cache to increase the subdivision value, or check the options for saving direct lights and displaying computer status.

Click VR settings, set the adaptive number to 0.85 and the noise threshold to 0.005, and the image will be fine when rendering. The area is sorted from top to bottom, and the information window is cancelled.

Click Render to see the final rendering effect.

The above is the operation tutorial of 3dmax making simple villa night light performance. If you want to know more about the tutorial of using 3dmax software, you can click this link: