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		<title>Realistically Light and Render Interior Scenes using 3ds Max and Vray</title>
		<link>http://1malaysia-innovation.com/3d-max/realistically-light-and-render-interior-scenes-using-3ds-max-and-vray-2/#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed</link>
		<comments>http://1malaysia-innovation.com/3d-max/realistically-light-and-render-interior-scenes-using-3ds-max-and-vray-2/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 04:36:13 +0000</pubDate>
		<dc:creator>zullee</dc:creator>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3d Max Tutorial]]></category>
		<category><![CDATA[Realistically Light and Render Interior Scenes using 3ds Max and Vray]]></category>

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		<description><![CDATA[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! &#160; &#160; &#160; &#160; &#160; &#160; &#160; Final [...]


Related posts:<ol><li><a href='http://1malaysia-innovation.com/3d-max/create-a-photorealistic-car-render-using-3ds-max-and-vray/' rel='bookmark' title='Permanent Link: Create a Photorealistic Car Render using 3DS Max and Vray'>Create a Photorealistic Car Render using 3DS Max and Vray</a></li>
<li><a href='http://1malaysia-innovation.com/after-effects/learn-how-to-create-a-light-rays-custom-effect-from-scratch/' rel='bookmark' title='Permanent Link: Learn How to Create a Light Rays Custom Effect from Scratch'>Learn How to Create a Light Rays Custom Effect from Scratch</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>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!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h3>Final Effect Preview</h3>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" height="450" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/Preview.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/Preview.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 1</h3>
<p>In this tutorial, we&rsquo;ll be using real units, so the first thing would be to open the menu &ldquo;Customize &gt; Units Setup &gt; US&rdquo; and choose &ldquo;Standard &gt; Feet w/Decimal Inches&rdquo; as the unit.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="422" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/1.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/1.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 2</h3>
<p>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&hellip; 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.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="348" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/2.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/2.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 3</h3>
<p>Press f10, and from the &ldquo;assign renderer&rdquo; tab choose &ldquo;Vray&rdquo;. This will enable &ldquo;Vray&rdquo; as your renderer, and also enable Vray materials in your material editor.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="722" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/3.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/3.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 4</h3>
<p>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.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="606" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/4.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/4.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 5</h3>
<p>Now to work on the lighting and render settings to achieve the final result.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="450" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/5.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/5.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 6</h3>
<p>Add a Vray physical camera to the scene by going to &ldquo;Create Tab &gt; Camera &gt; Vray &gt; Physical Camera&rdquo;.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="288" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/6.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/6.jpg" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 7</h3>
<p>The settings for a physical camera are:</p>
<div class="post<br />
post_inner_article">&nbsp;</div>
<div class="post<br />
post_inner_article"><strong>Type</strong> &ndash; Determines the type of the camera. Set it to &ldquo;Still&rdquo;.</div>
<div class="post<br />
post_inner_article"><strong>Film Gate</strong> &ndash; Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.</div>
<div class="post<br />
post_inner_article"><strong>Focal Length</strong> &ndash; Specifies the equivalent focal length of the camera lens.</div>
<div class="post<br />
post_inner_article"><strong>f-number</strong> &ndash; The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.</div>
<div class="post<br />
post_inner_article"><strong>Vignetting</strong> &ndash; When this option is on, the optical vignetting effect of a real-world cameras is simulated.</div>
<div class="post<br />
post_inner_article"><strong>White Balance</strong> &ndash; Allows additional modification of the image output according to the color or preset chosen.</div>
<div class="post<br />
post_inner_article"><strong>Shutter Speed</strong> &ndash; 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.</div>
<div class="post<br />
post_inner_article">
<p><strong>Film Speed (ISO)</strong> &ndash; Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="818" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/7.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/7.jpg" width="600" /></div>
<p></p>
<div class="tutorial_image">&nbsp;</div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 8</h3>
<p>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<br />
		form of bounced light).</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="1607" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/8.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/8.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 9</h3>
<p>The basic parameters of the Vray lights are:</p>
</div>
<div class="post<br />
post_inner_article"><strong>Color </strong> &ndash; The color of the light.</div>
<div class="post<br />
post_inner_article"><strong>Multiplier</strong> &ndash; The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.</div>
<div class="post<br />
post_inner_article"><strong>Invisible</strong> &ndash; 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.</div>
<div class="post<br />
post_inner_article">
<p><strong>Subdivs </strong>- 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.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="619" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/9.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/9.jpg" style="display: inline;" width="600" /></div>
<p></p>
<div class="tutorial_image">&nbsp;</div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 10</h3>
<p>IES stands for &ldquo;Illuminating Engineering Society&rdquo;. 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.</p>
<p>Go to the &ldquo;Lights&rdquo; tab, choose &ldquo;Vray&rdquo; from the drop down list, and create a &ldquo;Vray ies&rdquo; in the right view. Then instance it below all four steel holders.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="534" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/10.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/10.jpg" style="display: inline;" width="600" /></div>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/11.jpg" src="http://cg.tutsplus.com/wp-content/themes/tuts/images/global/box.gif" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 11</h3>
<p>The main settings for the ies lights are:</p>
</div>
<div class="post<br />
post_inner_article"><strong>Browse Button </strong>- Click it and browse for the ies file that you want to use.</div>
<div class="post<br />
post_inner_article"><strong>Color Mode</strong> &ndash; If you choose this option, you can change and affect the light intensity through the color picker.</div>
<div class="post<br />
post_inner_article"><strong>Temperature Mode</strong> &ndash; Allows you to accurately change the light intensity through the color temperature.</div>
<div class="post<br />
post_inner_article">
<p><strong>Power </strong>- Determines how bright the light will be.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="641" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/12.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/12.jpg" style="display: inline;" width="600" /></div>
<p></p>
<div class="tutorial_image">&nbsp;</div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 12</h3>
<p>Through the following steps, you will configure the rendering settings in Vray. Press F10, then under &ldquo;Global Switches&rdquo;, uncheck &ldquo;Default Lights&rdquo;. This will cause the default lights in the scene to be switched off. For the Image Sampler type select &ldquo;Adaptive DMC&rdquo;, and &ldquo;Catmull Rom&rdquo; as the filter. Also, change the min and max subdivs as shown.</p>
<p>Lastly, change the &ldquo;Color Mapping&rdquo; type to &ldquo;Exponential&rdquo;. 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).</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/13.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/13.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 13</h3>
<p>Under the &ldquo;Indirect Illumination&rdquo; select &ldquo;Irradiance Map&rdquo; and use &ldquo;Light Cache&rdquo; as the primary and secondary engine. Also, change the Preset to &ldquo;High&rdquo;, &ldquo;hsph subdivs&rdquo; to 50, and &ldquo;interp samples&rdquo; to 20.</p>
</div>
<div class="post<br />
post_inner_article"><strong>Irradiance Map</strong> &ndash; 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.</div>
<div class="post<br />
post_inner_article"><strong>Current Preset</strong> &ndash; Allows you to choose from several presets for some of the irradiance map parameters.</div>
<div class="post<br />
post_inner_article">
<p><strong>Hemispheric Subdivs (HSph. subdivs)</strong> &ndash; Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/14.jpg" /></div>
<p></p>
<div class="tutorial_image">&nbsp;</div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 14</h3>
<p>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.</p>
<p>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).</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="374" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/15.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/15.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 15</h3>
<p>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.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="450" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/16.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/16.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 16</h3>
<p>Now to texture the scene (actually it&rsquo;s quite simple). The basic parameters that will be used in materials are:</p>
</div>
<div class="post<br />
post_inner_article"><strong>Diffuse</strong> &ndash; The diffuse color of the material.</div>
<div class="post<br />
post_inner_article"><strong>Roughness </strong>- Can be used to simulate rough surfaces or surfaces covered with dust.</div>
<div class="post<br />
post_inner_article"><strong>Reflect</strong> &ndash; The reflection color.</div>
<div class="post<br />
post_inner_article"><strong>Reflection Glossiness </strong> &ndash; 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.</p>
<p>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.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="1666" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/17.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/17.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 17</h3>
<p>The wood rack is also made of a Vray material with slight reflections and glossiness.</p>
<p><img alt="" height="820" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/18.jpg" width="600" /></p>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/18.jpg" src="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/18.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 18</h3>
<p>The material for the wall is again just simple cream and black colors with no reflections.</p>
<div class="tutorial_image"><img alt=" " height="826" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/19.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/19.jpg" style="display: inline;" width="600" /></div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/20.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/20.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 19</h3>
<p>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.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/21.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/21.jpg" style="display: inline;" /></div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/22.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/22.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 20</h3>
<p>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.</p>
<p><img alt="" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/23.jpg" /></p>
<div class="tutorial_image"><img alt=" " original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/23.jpg" src="http://cg.tutsplus.com/wp-content/themes/tuts/images/global/box.gif" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 21</h3>
<p>Here is the final result! Hope you learned something new!!.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt=" " height="450" original="http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/Preview.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/3d Max/Preview.jpg" style="display: inline;" width="600" /></div>
</div>


<p>Related posts:<ol><li><a href='http://1malaysia-innovation.com/3d-max/create-a-photorealistic-car-render-using-3ds-max-and-vray/' rel='bookmark' title='Permanent Link: Create a Photorealistic Car Render using 3DS Max and Vray'>Create a Photorealistic Car Render using 3DS Max and Vray</a></li>
<li><a href='http://1malaysia-innovation.com/after-effects/learn-how-to-create-a-light-rays-custom-effect-from-scratch/' rel='bookmark' title='Permanent Link: Learn How to Create a Light Rays Custom Effect from Scratch'>Learn How to Create a Light Rays Custom Effect from Scratch</a></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://1malaysia-innovation.com/3d-max/realistically-light-and-render-interior-scenes-using-3ds-max-and-vray-2/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Create a Photorealistic Car Render using 3DS Max and Vray</title>
		<link>http://1malaysia-innovation.com/3d-max/create-a-photorealistic-car-render-using-3ds-max-and-vray/#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed</link>
		<comments>http://1malaysia-innovation.com/3d-max/create-a-photorealistic-car-render-using-3ds-max-and-vray/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 05:11:06 +0000</pubDate>
		<dc:creator>zullee</dc:creator>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3DS Max Tutorial]]></category>
		<category><![CDATA[Create a Photorealistic Car Render using 3DS Max and Vray]]></category>
		<category><![CDATA[Vray Rendering Tutorial]]></category>

		<guid isPermaLink="false">http://1malaysia-innovation.com/?p=756</guid>
		<description><![CDATA[Whenever you see highly realistic images of CG cars, you may think that it is an incredibly difficult process to arrive at such a high quality result&#8230;this is not actually the case. In this tutorial, I will show you how easy it can be to create a photorealistic car render using 3DS Max and Vray, [...]


Related posts:<ol><li><a href='http://1malaysia-innovation.com/3d-max/realistically-light-and-render-interior-scenes-using-3ds-max-and-vray-2/' rel='bookmark' title='Permanent Link: Realistically Light and Render Interior Scenes using 3ds Max and Vray'>Realistically Light and Render Interior Scenes using 3ds Max and Vray</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Whenever you see highly realistic images of CG cars, you may think that it is an incredibly difficult process to arrive at such a high quality result&#8230;this is not actually the case. In this tutorial, I will show you how easy it can be to create a photorealistic car render using 3DS Max and Vray, as long as you know the right steps.</p>
<p>&nbsp;</p>
<p>For this tutorial, I used &ldquo;Dodge Viper&rdquo;, but these steps will let you can achieve similar result using any high-rez car model.</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><a href="http://1malaysia-innovation.com/zullee/FINAL_IMAGE_BIG.jpg#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed">Click on Image to Open a High Rez Version</a></div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image">&nbsp;</div>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/FINAL_IMAGE_600.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/FINAL_IMAGE_600.jpg" /></div>
<p>&nbsp;</p>
<p><a href="http://cg.tutsplus.com/tutorials/3d-art/create-a-photorealistic-car-render-using-3ds-max-and-vray/FINAL_IMAGE_BIG.jpg"><br />
	</a></p>
<h3>&nbsp;</h3>
<h3>Step 1</h3>
<p>In order to achieve similar results as above, you need to model a detailed and clean car. If you don&rsquo;t feel like modeling, you can use a pre-made model too. Another important step is to find a good HDRI image and a matching back plate. I got one at <a href="http://www.hdri-locations.com/freesample.php">www.hdrilocations.com/freesample.php</a>, but you can also do your own research to find a good HDRI and back plate, as there are plenty of them available on internet. When you are done with collecting your models and HDRI, fire up 3DS Max and import/ merge the car model into a new 3DS Max scene.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" height="378" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/1.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/1.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 2</h3>
<p>Create a long plane in the TOP viewport. Position the plane so that it lies under the wheels and acts as a road.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" height="348" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/2.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/2.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 3</h3>
<p>Make sure your perspective view is selected, and go to &ldquo;Views &gt; Viewport Background &gt; Viewport Background&rdquo; or (Alt+B). Click on &quot;Files&quot; and load the background image. Use selected settings while loading a background image.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" height="401" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/3.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/3.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 4</h3>
<p>Go to the TOP viewport again, and create a standard Target camera. Don&rsquo;t worry about it&rsquo;s position and settings, I will explain this later.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/4.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/4.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 5</h3>
<p>All good back plates contain information about f-stop number, iso, and other important settings. All we have to do to match some of image parameters with the camera we have just created. So right click the image, and under &ldquo;properties&rdquo;, go to &ldquo;details&rdquo; and scroll down until you see the &ldquo;Camera&rdquo; roll out menu. Currently we will match only the &quot;Focal Length&quot; parameter. As you can see, the back plate image has a &quot;Focal Length&quot; value of 45.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/5.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/5.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 6</h3>
<p>Back in 3DS Max, go to &quot;Camera Settings&quot; and and change the &quot;Lens&quot; settings to 45. Also, change the perspective view to your camera (C).</p>
<p>&nbsp;</p>
<p><img alt="" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/6.jpg" /></p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/6.jpg" src="http://cg.tutsplus.com/wp-content/themes/tuts_theme/images/box.gif" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 7</h3>
<p>Now, we need to match our perspective with the background image. There are several ways to do that, such as camera tracking etc. I, personally find those methods too complicated, so i use the method of <em>trial and error</em>. What i do is try to match the perspective of road with the background image using camera tools such as &quot;Orbit Camera&quot; and &quot;Pan&quot;(Mouse Middle Click). If you think the car is too small then you can use&quot;Dolly Camera&quot; as well. When you are satisfied with your composition, right click the camera, and go to &quot;Camera correction modifier&quot;. Click on &quot;Guess&quot;, and it automatically sets the correct perspective. After couple of minutes of experimentation, my viewport ended up like this.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/7.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/7.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 8</h3>
<p>Our scene preparation is now done, so let&#39;s get on with the materials and texturing. Assign a &quot;shellac&quot; material to the car body. Under the &quot;Base and Shellac&quot; material option, use &quot;VRayMtl&quot;, and put a value of &quot;100&quot; under &quot;Shellac Color Blend&quot;. Go back to the Base material and use the settings shown below.</p>
<p>A Shellac allows you to superimpose one material over another, with the base material being underneath and the shellac material over it. The &quot;Shellac Color Blend&quot; box controls the amount of shellac that gets laid over the base material, and the Subdiv value control the smoothness of material. The more subdivs you have, the material will look noise free in the render, but this will of course increase the render time.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/8.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/8.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 9</h3>
<p>For the car body color, go to &quot;Car Color&quot;, under Shellac material options, and use the following settings. I decided to give the car body a deep red color, so I used a Falloff gradient under &quot;Diffuse&quot; slot from light red to deep red. If you want a Black carpaint, for instance, then you can simply replace the light red with Grey, and the dark red with black. I have also used Fresnal reflections this time. Fresnel describes the way a surface&#39;s attributes change depending on the view angle.</p>
<p>&nbsp;</p>
<p><img alt="" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/9.jpg" /></p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/9.jpg" src="http://cg.tutsplus.com/wp-content/themes/tuts_theme/images/box.gif" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 10</h3>
<p>For the windshield material, apply a VRayMtl to the windshields, and use the settings shown below. Note: The reflect parameter controls the reflection of the material. Black means the material will not reflect anything, and white means it will reflect everything in the scene. The refract value gives transparency to the material where white means 100% transparent, and black means 100% opaque. Also, I used a small picture of a Rainbow gradient under the Diffuse slot, you can find a similar one using Google.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/10.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/10.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 11</h3>
<p>For the tire material, apply a VRayMtl and check &quot;BRDF&quot; as &quot;Ward&quot;. The BRDF parameters determine the type of the highlights and glossy reflections.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/11.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/11.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 12</h3>
<p>For the rims material, apply a VRayMtl using the settings shown. The reflection glossiness controls the parameters of specular reflections in vraymaterial. The lower the value (0.45-0.75), the blurrier the reflections. Also, if you use less values of reflection glossiness, you need to crank up the subdivs, as blurry reflections produce more noise in the render.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/12.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/12.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 13</h3>
<p>Now, assign a &quot;Matte/Shadow&quot; material to the road, so that it catches the shadows from the VrayLight and HDRI. Open the &quot;Material Editor&quot;, click on &quot;Get Material&quot;, select &quot;Matte/Shadow&quot; from the list, and apply it to the road. Use the default settings of the &quot;Matte/Shadow&quot; material.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/13.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/13.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 14</h3>
<p>Time to use the HDRI to light up the scene. Press &quot;M&quot; to open the material editor window, and click the &quot;Get material&quot; button. Another window of &quot;Material/Map Browser&quot; will pop up. Select &quot;Bitmap&quot; from the list, and load the HDRI from the browser.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/14.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/14.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 15</h3>
<p>Go to the &quot;Lights&quot; menu, select &quot;vray&quot; from the dropdown menu, and create a &quot;VrayLight&quot; above the car using the following settings. You will need to adjust the multiplier value according to your scene. In my scene, a multiplier of &quot;1.5&quot; worked perfectly.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" height="439" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/15.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/15.jpg" style="display: inline;" width="600" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 16</h3>
<p>Position your &quot;Vraylight&quot; so that it sits on top of the car.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/16.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/16.jpg" style="display: inline;" /></div>
<h1>&nbsp;</h1>
<h3>&nbsp;</h3>
<h3>Step 17</h3>
<p>Open the &quot;Material editor&quot; again, and drag the HDRI into the &quot;Use texture&quot; slot of the VrayLight .</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/17.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/17.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 18</h3>
<p>Press &quot;F10&quot; to open the Render Setup window. In the V-Ray Menu, go to &quot;Global switches&quot;, and uncheck &quot;Default lights&quot;. Under &quot;Image sampler&quot;, select&quot;Adaptive subdivison&quot;, and select &quot;Mitchell-Netravali&quot; as the Antialiasing filter. Under the Environment tab, check&quot;Reflection/refraction environment override&quot;, and drag in the same HDRI that you applied on the VrayLight. Under the color mapping rollout, select &quot;Exponential&quot; as the type, check &quot;Sub-pixel mapping&quot;, and also &quot;Clamp output&quot;, leaving the &quot;Clamp level&quot; at 1.0.</p>
<p>Below is an explanation of the settings:</p>
<div id="entry">&nbsp;</div>
<div id="entry">Default Lights: Since we are already using HDRI based lighting, we don&#39;t want our scene to be lit by Default lights. Keep this parameter unchecked.</div>
<div id="entry">Adaptive Subdivison: This is an advanced image sampler capable of undersampling (taking less than one sample per pixel). In the absence of blurry effects (direct GI, DOF, glossy reflection/refraction etc) this is the best preferred image sampler in VRay. On average it takes fewer samples (and thus less time) to achieve the same image quality as the other image samplers. However, with detailed textures and/or blurry effects, it can be slower and produce worse results than the other two methods.</div>
<div id="entry">Mitchell-Netravali: As you can read the description in vray rollout, it allows control between edge-enhancement and blurring.</div>
<div id="entry">Vray-Environment: We are already using our HDRI as a skylight, so we only need to copy it into the Reflection/refraction slot.</div>
<div id="entry">Vray-Color mapping: Exponential automatically adjusts the brightness/contrast of the scene so that you don&#39;t get &quot;burnt&quot; areas. In short, the Linear mapping method clamps the bright colors to white, causing any bright parts of the image to appear &quot;burnt out&quot;. Both the Exponential and HSV exponential modes avoid this problem. While the Exponential mode tends to wash out the colors and desaturate them, the HSV exponential mode preserves the color hue and saturation.</div>
<div id="entry">Sub-pixel mapping: This option controls whether color mapping will be applied to the final image pixels, or to the individual sub-pixel samples.</div>
<div id="entry">Dark multiplier: This is the multiplier for dark colors. It acts like a contrast parameter.</div>
<div id="entry">Bright multiplier: This is the multiplier for bright colors. It acts like a brightness parameter.</div>
<div id="entry">Affect background: If this is off, color mapping will not affect colors belonging to the background.</div>
<div id="entry">Clamp output: If this is on, colors will be clamped after color mapping. In some situations, this may be undesirable (for example, if you wish to antialias hdr parts of the image too). In that case, turn clamping off.</p>
<p>Use the following render settings:</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/18.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/18.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 19</h3>
<p>Now, lets render our first image. Press &quot;F9&quot; for quick render. As you can see, it&#39;s not quite as it looks in the Final result, so lets tweak some more settings.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/19.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/19.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 20</h3>
<p>Press &quot;M&quot; to open the material editor window, and select the same Bitmap material containing the HDRI file. Now here is the tricky part. We need to adjust the position of HDRI till we get good illumination and reflection on the car body&#8230;.and there&#39;s no other way to do this except Render, Render, and Render!</p>
<p>After hitting several renders, my bitmap parameters came up like this:</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/20.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/20.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 21</h3>
<p>So, here is the final render from 3DS Max. As you can see, it is still slightly different from the finished image. Don&#39;t worry, we will improve the render in Photoshop in next step!</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/21.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/21.jpg" style="display: inline; width: 655px; height: 535px;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Step 22</h3>
<p>Fire up Photoshop, and open the previous render. Add some warm tones using &quot;Color Balance&quot;. Press shortcut&quot;Ctrl+B&quot; or go to &quot;Image&gt;Adjustments&gt;Color Balance&quot;. Adjust the sliders according to your needs. I used the values of &quot;+16, 0, -13&quot;. I also added some headlight glow using a plugin called &quot;Knoll Light factory&quot;, and adjusted some levels to get a nice brightness/contrast to the image. You can also add some cool lighting effects and try different post treatments using any other plugin or in photoshop itself.</p>
<p>&nbsp;</p>
<div class="tutorial_image"><img alt="" original="http://cgtuts.s3.amazonaws.com/091_Vray_Car/22.jpg" src="http://1malaysia-innovation.com/wp-content/uploads/image/After Effects 3/22.jpg" style="display: inline;" /></div>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>Conclusion</h3>
<p>This concludes the tutorial. I hope you enjoyed it and learned something new. If you are unable to understand any step, please feel free to post a comment, and i will try to explain it as best as I can. Thanks for your time!.</p>
</div>


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