How to make showroom effect with 3dmax and VRay? How to use 3dmax and VRay to create the effect of the showroom

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If you are engaged in the 3D industry or intend to engage in the 3D industry, then you must know the VRay renderer, because this is the best use of the rendering engine.VRay is suitable for 3dsmax, Maya, Sketchup, Rhino and other software for different areas of 3D modeling software to provide high-quality rendering of images and animations.VRay is a professional renderer, users often encounter various problems when installing VRay, and there are often a variety of settings on the use of VRay to render images or animations. If you also encounter problems, you can on, here in addition to a variety of VRay renderer professional tutorial videos, there are a variety of VRay questions professional answers to help you quickly learn to use VR renderer Oh.

The method of using 3dmax and VRay to create the effect of the showroom

Step 1

Open 3dsMax and "Customize" > "Unit Settings" > Metric > Meter Set the scene units to meters.

Step 2

Now, let's create an environment for our scene. Create a "C" shape and using the Line tool, convert it to an editable spline.

Step 3

Select the corner points and then choose "Round Corners" with a value of 0.187 meters. At the same time, place "Interpolation Step" 10.

Step 4

Select the line again and in the "Render" tab, check "Enable in viewport" and "Enable". "Enable Renderer". Select the Rectangle type and enter a value as shown below.

Step 5

Now convert the lines into editable polygons, and your base lighting setup is complete.

Step 6

Import or merge the models and scale them according to the scale of the base. In my case, I imported a furniture model.

Step 7

Create a free camera in the front view. Now, click on the top left port to the view and select the camera view.

Step 8

Enable the security frame and adjust the camera according to the scene and model.

Step 9

Press "F10", and under "Production", select Vray's "Assign Renderer" tab. This will make Vray the renderer for you, and also make VRay the material in the material editor.

Step 10

Press "M" to open the Material Editor, then click Standard, then Vray Modern Container Dock. This allows for proper lighting in physical scenes, faster rendering, and easier reflection and refraction parameters.

Step 11

Click on Diffuse Color and make it pure white and apply the base. This will help bring out the details and

diffuse reflections.

3dmax and VRAY Make Showroom Effect Step 12

Now, let's texture the upper part of the feces. The basic parameters that will be used in the material are:

Diffuse - Diffuse reflective color of the material.

Rougness- can be used to simulate a rough surface or a surface covered with dust.

Reflection-Reflective color.

Reflection Glossiness-Controls the clarity of the reflection. A value of 1.0 means perfect mirror-like reflections, while lower values produce blurry or shiny reflections. Use the subdivs value parameter for quality control of specular reflections.

Apply the map off in diffuse slots (as you can see in the image). Also change the color of the reflection to make the reflection glossy 0.7 by applying this material to the cushion of the bench. : You will need to adjust the color and different settings to suit your own model description.

Step 13

Immediately add the bump map, with a bump value of 60, to the area of the map with the same material as the material.

Bump mapping makes objects appear to have bumps or irregular surfaces. When you render an object with a bump map material, lighter weight (whiter) areas of the map will appear to be yet to be improved, and darker (blacker) areas will seem to be lower.

Step 14

Apply the UVW Mapping modifier to just buffer and select the box type mapping style. Also, scale the invention so that it can fit the bump mapping correctly.

3dmax and VRAY Showroom Effect Step 15

Time to create shaders for the metal legs and base of the feces. Here are the important parameters you will need to adjust:

Fresnel Reflections-Check this option to make dependent on the viewpoint surface reflection intensity. Some material properties (glass, etc.) reflect light in this way.

Maximum Depth - The number of times a ray of light can be reflected. Scenes with many surfaces of reflection and refraction may require a higher value to find the correct one.

Exit color - If the line has reached its maximum reflection depth, this will return the color without tracing the ray further.

Step 16

Now, create 3 Vray's for the lights in the scene. Change the multiplier, color to white and check for invisible. Important parameters you should know are:

Color-Color of light.

Multiplier - multiplier for the color of the light. Also the intensity of the light to be adjusted by the intensity unit parameter.

Invisible-This setting controls whether the VRayLight source is visible in the shape of the rendered result. When this option is turned on, the rendering is in the current light color source. Otherwise, it is invisible in the scene.

3dmax and VRAY Creating a Showroom Effect Step 17

Create a simple plane, rotate it, and place a VRay light material on it. Add the Vray light material to the gradient map on the intensity of this material and set it to 2.

VRayLightMtl provides the V-Ray renderer with a special material. This material is used to produce self-illuminated surfaces and allows faster rendering than the standard 3dsMax start-up, self-illuminated material with. It also allows you to transform an object into an actual mesh light source.

Color - Self-illuminated color material.

Multiplier-Multiplier color.

Step 18

The following steps are dedicated to VRay's rendering settings. Press F10, in "Global Switches",

Uncheck "Default Lighting". "Default Lights gives you control over the lights in the default scene.

Step 19

For "Image Sampler" type, select "Adaptive DMC" and "Cattermole/ROM" as filters. Also, change the "Minimum" and "Maximum Subdivision Value". Here is a description of the important settings:

Image Sampling - Sampling and filtering algorithms for rendering images.

Corrected - He always has the same number of samples per pixel.

Adaptive DMC - note that the number of samples per pixel is variable, depending on the differences in the intensity of the pixels.

Adaptive segmentation - divides the image into an adaptive grid-like structure, and the refinement depends on the differences in the intensity of the pixels.

Step 20

Under the Environment tab, check the GI Overrides, which will allow you to override the environment settings for calculating indirect lighting in 3dsMax. The effect of changing the GI environment is similar to skylight.

Making a showroom effect with 3dmax and VRAY Step 21

Under "Indirect Lighting", select "Glow Mapping", and "Light Cache". for "Main" and "Auxiliary Engine".

Additionally, change the preset "High Harvard University School of Public Health", "Subdivs Value" to 50 and "Interpretation Sampling" to 20. A description of an important setting:

Luminescent mapping-calculates indirect lighting only at some points in the scene, while interpolating the rest of the points. This is very fast, especially for large flat areas of the scene compared to direct calculation.

Current Preset - This drop-down list allows you to select from several presets for the glow mapping parameters.

Hemispherical Subdivision Value (HSph.subdivs value) - Quality control for individual GI samples. Smaller values make things faster, but may produce blotchy results. Higher values produce smoother images.

Step 23

For the "Light Cache" set the "subdivs value" to 1500, for the "No Pass" value set to 8.

The Light Cache - Lightmap is built to track the path of many eyes from the camera. Each bounce in the path is stored from the rest of the path into a three-dimensional structure of illumination. This is very similar to a photon map.

Subdivs value - determines how many paths are being tracked by the camera. The actual number of paths is the square of the divs value (the default divs value of 1000 means that 1000000 paths will be tracked from the camera.

Number of passes - The number of passes is calculated in a number of passes, which are then combined into the final light cache of the light cache. Each pass is rendered in a separate thread independent of the other passes. This ensures consistency of the optical cache between computers with different CPU counts. In general, a smaller number of passes with the computed optical cache can be less intrusive than multiple passes with the same number of samples computed with the optical cache. However, a small number of passes cannot be efficiently distributed across multiple threads.

3dmax and VRAY making a showroom effect step 24

Hit the render and you're done. You have created your first studio render!

The above is the way to create showroom effect with 3dmax and VRay, for more tutorial programs on using VRay please click: