Creating Scene, Modeling the Structure Kitchen, Room, Bedroom, Foyer, Office + Render #5

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start either in their setup go to the render setup by hitting F10 or rendering in the toolbar and selecting render setup then comment in the output size we'll select HTTP 1920 by 1080 or custom and using any other aspect ratio that we want in the scene tab change noise level limit to 5 until using two Corona high quality we make some adjustment in the scene environment and override when we do the lighting in the camera tab don't mapping let's change highlight compress to 5 then make highlights to 0.5 fit mix Shadow to 1 controls to 4 and basic photographic setting has to be checked we can make this adjustment in the virtual frame of reset for deployment layer check enable and change clear intensity to 3. next is the performance app and the only thing that will change is precision change it to 0.25 last one is render element we'll use this element later for the post-production there items that we are going to add are C essential reflect and refract to have access to the reflection and refraction same asking why your color to have access to the object then we want to select them in the post-production see text map to add more shadow on the corners and we have to add a map in the material tab let's select Corona AO here and drag and drop you to the material editor double click on that and change max distance to 10 centimeter which means 10 centimeter Shadow for the corners last one is C shading Bloom glare which will be used for rays of delight to save this preset go to the preset on the top and save preset with the name and hit save if we save time for the next time for future uses and we'll only need to load it next time now it's time to add our patellas to the scene based on RCP go to the layer manager and turn on RCP isolate the ceiling RCP and pot lights then select ceiling right click and uncheck back please call displays as a box and start adding pot lights we then change the ceiling to the back Discord again now we may want to start lighting the first name we'll tackle is environment lighting and for this to it we want to do that lighting to catch more interior lights so we do hdri lighting Begin by opening the material editor and drag and drop grown-up bitmap for the map we choose hdri from folder then open render setup in the same tabs in environment and select single map drag and drop this texture to the map for that now it's time to start doing test renders while starting up interactive the good thing about that is when we move to the scene we have real-time rendering as you can see it's dark but it doesn't look like dusk we're going to have a little bit of a dark blue tone in the scene to do that open material editor and select Chrono color correction and assign this bitmap to that in the corona color correction we change the color of the tint to something like a dark blue color and assign this color correction to the single map let's do another interactive rendering as you can see the color changed to the blue and it's dark now and the adjustment that you may want to make is changing the saturation to negative 0.1 for now we haven't set up the camera and we are in perspective mode but in the camera setup we can make some adjustments that give us the same adjustment for the camera in the render setup camera tab basic photography settings you can change these items we have a shutter speed that indicates Hardline light is permitted to hit your camera sensor so the lower the number the less the scene is bright if a stop controls the amount of light that goes into the lens and lower the number for that makes the scene brighter ISO is how sensitive your camera sensor is to light now we can start to work with these numbers let's change the fs stop to eight or six downside is still bright and doesn't look like that slide so we need to change the outside to a darker blue to do that open material editor and change the exposure to negative 2 to make it darker now we have environment lighting and we will check it after we set up the camera to do that press open the layer manager and create a new layer for cameras then go to the top view and select Chrono camera and drag enter up to the scene with the modify panel and check targeted since we want to have a free camera in photography parameters use photographic ISO and for the focal length we'll use 20 to have a wider camera thin bit 36 we make other adjustments for sensor lens and shutter speed into interactive rendering go to the camera view and move the camera up to a height of almost 120 centimeter now we'll go to the camera view and build a camera or pan big movie to catch the best view in this view we want to First hide the armchair so right click on that and hide selection then you want to move back and you need clipping to remove the Interline ball from the camera view to do that go to the camera modifier environment and clipping enable camera clipping change the number amount to enter the scene again we also have to set up the aspect ratio and save frame first open renders the top in the comment tab the output size shows nastic ratio and size of the render if we click shift plus v on the scene we can see the size of the render fidastic ratio of 1.33 in the output size for now let's change it to 1.7 and lock it then change the V to 2500 and height will be set up automatically according to the aspect ratio the yellow line around the renderer shows the safe frame or area that you've seen the render if you press plus sign on the left side of the window configure viewport save frame we can make some more adjustments like action save Titan safe and user safe fifth grade is helpful because it gives us a 4x3 grid and with these lines we can make sure that important visual Essentials to the final renders are contained now we do a test render hit the start interactive as you can see the render is pretty dark so we need to go to the camera modifier and make some adjustment change the episode to 504 and shutter speed to 40. the scene has started to lighten up so let's change shutter speed to 20 and if I stop to 5 again so that looks pretty good since it's not supposed to brighten up all the area as we have interior lights each works as an environment light next is the dining area we'll copy the same camera and change the name of the camera to dining area and then select the camera and protect it with jolly move back and start interactive rendering here these are star loads that we have on the dining table are coming from Blue Man clear check the virtual frame buffer window and set glare intensity to 3. let's continue to add some cameras we may want to set up cameras in all areas and test the environments lighting after doing that we'll start adding interior lights go to the create panel light and select chronology drag and drop light into the scene in the top view and go to the modifier panel check targeted as you want to have is slot and set intensity to 64 now temperature to 4500 shape disk radius 3 and uncheck all the visibility items as we don't want to see the shape of the light in the scene or the reflection of refraction in the highest map go to the folder that we have Corona is map and select intermediate drives then in the top and front view settings for one of the part light objects also move it to a separate layer in the layer manager instance it for all the pot lights in the living area since we want to set up different intensity and temperature for each area separately now with the star test rendering as you can see we need to brighten up the space by changing the intensity change it to 100 200 and 300 or another way is to change the radius of lighting and make it bigger while keeping the intensity to the true number for the intensity like 6 divided for example let's change the radius to 5 it looks pretty good let's move on to the dining area and copy paste the is light in the top view to the first Spotlight there and you stance the other ones now we'll do a test render with the dining area camera the intensity of Lights looks good for now and we need to add the chandelier on top of the dining table and paint it on top of the island let's go to the file import marriage and find the chandelier file and merge it now it's time to add lights for that we'll start with the dining chandelier go to the top view then Light Select chronal light drag and drop for the first light on the chandelier change it to the sphere and leave the intensity to 64 now and temperature to 4500 change the radius to 2.8 and instance it for the other lights and do a test render the intensity is pretty low so we'll change it to 200. this is starting to brighten up let's change the pot light temperature to 5500 to have a combination of warm and cool light then change the color temperature to 4000. it looks better now so we'll add more contrast by changing the temperature option until you're like to 4000 and I guess to 6000 looking before now we may change it after doing the kitchen lighting for the pendant let's add this lighting go to the top view and drag and drop in this light with the color temperature of 4500 and instance to create the other ones we need lights under the cabinet so let's add a rectangle light with a temperature of 4500 for all of them and make them visible directly go to the dining area camera and do a test render again the intensity for the lights under the cabinet is pretty high so we change it to half the amount for now it looks pretty good the next area we will do is record the lighting we'll start by copy pasting the same ideas for the first one and instance for the others do a test run there looking good now we may want to go to the Fourier camera and do a tester in there to make sure lighting recorder works properly we need to change the intensity to a higher amount like 300 and temperature to 5500 go to the camera and change the fs stop to 5.5 basically it's all about playing around with the intensity and temperature of the lights and Fs stop and shutter speed of the camera to get a good result okay we are done for this session in the next one we're gonna continue to do lighting for the other areas see you next time continue Lighting in the master bedroom we'll start by test rendering to check the environment lighting there go to the camera and change the fs tab to 4. now we can start inferior lighting go to the top view and live select Corona Light drag and drop a like to the table lamp and change the intensity to 60. instance for the other one and do a test render we need to change the intensity to 150 looks pretty good now then we need to add higher slides for the pot lights and we can do this by copy pasting from leaving area instance for the rest and then do test render to create more contrast we change the temperature for IES to 5000 and the temperature of the table lamp to 4000. now we'll add some uneased light to the closet area and start lighting downswing first we do a test rendered for the environment lighting then we'll add some is light and check the brightness change the intensity to 100 looking pretty good now we need to add light under the bald pattern on top of the toilet which will be done with the rectangle light rotate it 180 degrees and change the temperature to 4000. check mark visible directly as we want to see in the render let's do a test render it's too bright so we're changing density to 20 and temperature to 4000. okay they are done for this area let's move on to the office as you show up We Begin by doing a test run dip there is no window for this area and the only light that we have is from decorator we'll start by adding light under the shelves go to the light and add a rectangle light about the same length of the Shelf move it to the center and rotate it by 180 degrees and instance it for the other ones now we'll do a test run there before changing anything else let's change the intensity to 15 for now next stop is the tape and lamp add a sphere light and change the intensity and size of the light for the pot light we'll copy paste the same IES light from the corridor and change the IES map to another from is folder change the intensity to 100 temperature to 4 500 and size 2 centimeters let's copy paste the same one years with the previous map for the both world lightings the last one is the chandelier on top of the desk and we do that by adding the dislike under the chandelier let's change intensity to 60 temperature to 4000 and set the radius to 18 centimeter let's do a test render to change the overall temperature we can tweak the white balance in the short rain buffer and change it to 5500 after we've added all the lights we can play with the intensity to attain a good result for example we can make pot lights darker and lights for the chandelier brighter to create a focus at the center of the office the last area that we cover is the powder room let's do a test center first and then copy paste is we need to change it to about temperature like 4000 or 4500 it's looking pretty good before submitting renderers you'll need to set the background photo so let's go to the top view and with the cylinder make an area around the suite converted to editable poly and delete the top and bottom polygons and apply your normal map to see the texture inside of the ceiling depth for the texture let's use a Corona bitmap and select the background texture select Chrono color correction and assign the bitmap to this in the corona color correction we change the saturation to negative 0.3 and exposure to negative 0.1 for the tint color let's select the blue grayish color and then assign it to the chronolog material and change the intensity to 50. and close the material editor now we right click on cylinder object properties and uncheclusive Shadow and cast Shadows because we don't want this cylinder to receive our cast any Shadows hit OK and apply this texture to the cylinder and go to the living room camera and do a test run there in terms of color and lighting it matches with interior light now we may want to do a test to make sure the position matches with the camera's horizon line to do that we'll oscillate the background select camera and check my horizon line move down the cylinder to match the horizon line of the background with camera we're done with this right now let's go back to the powder room and start doing final renders to submit each one there we may need to change the acid ratio for example if the powder room is good to have a more Square render let's change the image aspect to 1.4 and like it change the feed to 5000 and hit enter the height will be set automatically by the image aspect scroll down and in the render output files select insert the folder where we want to save the render and hit enter we'll do this for each area separately after we're done with renders we do some post protection in Adobe Photoshop open Photoshop and go to the file open on your computer go to the folder where you save the render and password enters and open it you'll have to copy paste all the password enters to the main render one after that you can close them and we have one part with all of them together now we want to start to organize them create a group with reflection reflection Bloom clear and syntax map and call it adjustment and another group for wire color and calling selection start with ctex map and turn off the other ones for syntax map go to the drop down menu and select multiply this is pretty intense so with opacity let's listen it to about 21 the next one is reflection pass and we'll change it to screen mode let's change opacity to 33 percent for the refraction pass let's do a screen mode with an opacity of Aging person the last one is Bloom clear and this one should be a screen mode again with the opacity of 70 as you can see it's impacting the lights now it's time to combine all these adjustments and make one layer while keeping all these render passes separate select the main render and adjustment layers right click and duplicate the layer and merge create a group for that and rename it to post Pro we'll change this layer to Smart object and the reason for that is to preserve an image source content with all of its original characteristics which enable us to perform non-destructibility into the layer right click on the layer and select compare to Smart object by hitting control plus we can zoom in then go to the filter camera raw filter and select it in this window we can do a lot of editing like enhancing saturation contrast Clarity and many other options let's start with temperature and move the temperature slider to the left and right so it looks good here set the exposure to 0.15 contrast to 14 highlight 27 Shadow 13 and blacks to 7. to have more details in the texture we can change texture to 12 Clarity 13 and Vibrance to 5. the next step is D2 that is for sharpening to change the amount to 26 in hsl adjustment we can emphasize and saturate colors separately for instance if we want to have more saturated blue environment light we move the slider for blue to the right or for the green color in the scene you can do the same less adjustment is effect we can do any acting here by changing them on to negative 43 and midpoint to 61. after doing that we'll go back to the exposure and change the amount to 0.65 and hit OK we may want to create more contrast with the blue environment color and warm color inside to do that we'll open the camera feature again and with brush select left side close to the window and change the temperature to negative 29. we are now done with post-production so we need to save it go to defy save that save it in your desired folder as a PSD file and then a jpeg next up animation
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Channel: Free tutorials online
Views: 1,549
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Keywords: 3ds max tutorial, 3ds max tutorials, 3ds max tutorials for beginner, 3ds max, 3d modeling, autodesk 3ds max, 3ds max modeling, 3dsmax, 3d max, 3ds max modeling tutorial, 3ds max beginner tutorial, 3ds max course, vray, autodesk, corona renderer, 3ds max 2023, 3ds max full tutorial, corona render 3ds max, vray 6 for 3ds max, modeling, render, 3d render, tutorial, lighting, rendering, materials, interior design, interior designer, interior design ideas, 3ds max tutorial for beginner
Id: bmTWaKFt12E
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Length: 15min 33sec (933 seconds)
Published: Sun May 21 2023
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