By the end of this tutorial,
you will end up with this image. We will start in 3ds Max with this basic scene and go through the whole process
step by step using V-Ray 6. As always, I will be following our 8-step system. I will walk you through the whole process
from setting up composition and camera, through creating gorgeous lighting, choosing the
right colors and materials, then adding assets and creating a story within the image, and finalizing
our visualization with some post-production work. I am sure you’ll be using this
system too after this tutorial. Start with downloading the base scene from
our website, so we are on the same page! It will be delivered straight to your inbox.
Big thanks to Choas Group for sponsoring this video!
Let’s begin! The scene and design of this interior are
from our brand new Interior Design Course, check it out if you are interested. I’ll change the preview to clay
so it’s easier to see anything. You can see how it looks, we
have a bedroom with a bathroom. I think it’s a good idea to show the
connection between these two spaces and do the camera from behind the
window so we can show more space. Choose VrayPhysicalCamera. I’ll start somewhere here. We can choose a Camera to make selection easier. Let’s start with 140cm height. We can work on this now in the viewport. I think something like this will work nicely. The panoramic view is actually great, we can see
lots of the space, I’ll leave the ratio as HDTV. Shift + F to turn on the Safe frames. We can test different Focal lengths. 25mm is way too wide for me here. This is too narrow in turn. I think something in between
will be better, 35mm is perfect. Ok, now let’s adjust the camera. It should be a bit closer now. I’ll select the target and move it
up a bit to help the composition. Don’t forget about ‘Automatic vertical tilt’ as we have different heights of
the camera and its target. Now, I’ll select the target and move it slightly. We see too much ceiling now, I’ll
adjust the height of the target. Let’s move the camera a bit higher. Here is our camera, the composition looks good. We have the bed in the cross-section of the
guides, it takes roughly two-thirds horizontally. Also, the wall connection
is in line with the guide. I like it! We can go to the next step. Talking about the camera, we have
a big piece of wall on the RHS but I think we need something else on the
LHS. I will use the framing technique. Glass doors will be great, let’s see if we
can use something from the Chaos Cosmos. Let’s choose the Architecture category. I’d like the sliding doors. They will be perfect! Let’s import them to the scene.
We will place them here. You can see that our opening is
bigger. Not a problem, we can edit it. Import as a mesh. Delete the proxy and place the mesh. Awesome, I will show you one trick.
Isolate the walls and the doors first. Then, create a box in the opening. This is great if you want to have
something divided into equal pieces. You can add segments and easily adjust
vertices to the correct divisions. Choose vertices and adjust them to the box. It doesn’t have to be perfect, just roughly. Here we go, we can delete the box now! I’d like to have the doors open so I
will select the specific polygons and move the door leaves in the correct directions. Now, we can preview this. Go to Render Setup first, choose the
VRay tab, and look for color mapping. Change the value to 0.5. It’s
always a good starting point. Anyway, we also need some light, let’s start with the sky. Click 8 on your
keyboard and add VraySky to the Environment Map. Let’s start interactive rendering. Let’s make the image brighter a little bit.
For now, we can use the Exposure layer. Typically, when we add the framing,
adding the Depth of Field is a good idea. In this case, I want to add just a little
bit, to avoid too blurry background. F-Number equal to 8 is enough. We
have a bit of blurry foreground but everything else seems to be sharp. To set up the lighting, we need to have all
the most influential elements in the scene included as they can affect the lighting output. So let’s start this stage by adding
the bed mattress with some linen. Let’s choose the Bedroom & Storage category. This bed is nice. It’s simple, and
not too messy. Import it to the scene. First of all, import it as a
mesh as we need some editing. Isolate it and our bed frame. Move it to our bed frame. Delete all unnecessary elements and
leave only the mattress and the bedding. Add a Smooth modifier to fix the smoothing. Choose the AutoSmooth option. I’ll rotate it, position it in the correct
place and scale it to match the size. Awesome, it fits perfectly. For now we can add standard grey VrayMtl. Ok, now we can add the Sun.
Choose Lights, Vray, and select VraySun. I’d like the sun rays to come
parallel to the wood panels. Click Yes to automatically
add the VraySky to the Sun. Let’s select the Lights now and let’s align
the sun and its target to be in one line. ALT + A. I’ll choose alignment on the Y axis. I’ll move the sun up as I want
to have the day in this image. Ok, we can start interactive
rendering and see how it looks so far. Not bad, but I would like to
have more of the sun inside. Including the corner of the bed. You can see that if we’re going up,
there is less sun coming to the bedroom, so we need to have lower sun.
Something more like morning. Maybe too much… Something like this looks fine. But I don’t think such a large spot of
sunlight will be interesting enough. I will add some nice shadows.
Let’s use Chaos Cosmos again! This time I will look for a big tree
to cast some organic shadows. Thanks to this we will create an interesting
pattern from the light and shadows. This White Oak will be great. Ok, let’s show the whole mesh,
and let’s position the tree. First of all, let’s move
it down to our base plane. And I want it to be quite close to the window. Start Interactive rendering. Ok, we can see something but it’s not
enough. Let’s test different positions. Rotate and move the tree until
you will find your sweet spot. Ok, I’ll make the sun a bit
softer. Let’s try the value 2. No, too much. It’s too
blurry. Something in between. 1.5 works great! Ok, as we have the lighting set up,
let’s adjust the camera exposure. Let’s reset the Exposure layer and
we’ll adjust it in the camera settings. Select the camera and go to Color
& Exposure in the Camera Settings. Change Exposure type to Exposure Value. Now we will adjust the
exposure by changing the value. Still too dark. 10 works nice. Ok, we don’t have LightMix
added yet. Let’s do it now. Go to the Render Elements and add LightMix pass. Ok, render again. Go to the LightMix, and let’s adjust the values. I want to have more of the skylight
but more delicate sunlight. Ok, as we have the environment lighting setup,
let’s work on the light in the interior. Ok, so first of all we have the LED light
above the decorative wall behind the bed. So go to the Create Panel, Lights,
Vray, and choose VrayLight this time. Create the rectangular light
in the hole above the wall. I will make it narrower. Let’s position it to be
more or less in the center. Move the light up. Ok, go back to the top view, and
let’s create two more lights. We can copy the existing one and
change it this time to the Disk type. We need something small. A
radius of 5 cm will be enough. They will be positioned above the bath. I don’t want the light to affect
the decorative wall too much, so I will position it more on the RHS of the bath. And the second one is somewhere here. Let’s start interactive rendering. We can adjust the rectangular light
though. It should be way more intense. Value 5 actually looks good. Let’s see what is going on with the lights. Here we go, they are inside the
ceiling, let’s move them down. We can make them Invisible straight away. Here we go, we can see them now.
Let’s change the Directional value now. Maybe a little bit more. Awesome but the effect is too subtle.
I will increase the Multiplier value. Even more. 400 is fine. Ok, but now I want to have a
nice color balance of the lights. This is why we will make
the interior lights warmer. Looks good! Now, the other ones. These ones I’d like to be even warmer. Awesome, we have the lighting done! As this interior will be monochromatic, the
perfect choice will be the complementary color hierarchy with blue light from the sky
and the warm orange color from the interiors. This will create a really nice contrast. It
will create a vivid and energizing effect. I love this combination,
it guarantees great effect! Ok, let’s start with the door frames as they
already have the material on them applied. I would prefer them to be darker without
any gloss to avoid distracting viewers from the most important point of the image. So I will leave the glass and change all other
materials to black material without reflections. Ok, we can delete the other materials. Great, we can create the material for the
walls. We can use the Chaos Cosmos for this, you can find a quite big collection
of wall materials in the library. Choose the Wall category and
I’ll go with this white Stucco. So let’s import them to the scene. The walls will be black but
we can easily adjust it. We can use the Mix map. I don’t want it to be too
dark as I want to have the possibility to add contrast on top of the image. Let’s make another one slightly brighter. Awesome, apply the material to the object. You can see that we need to adjust the
mapping, let’s add the UVW Map modifier. It actually works great! Let’s apply it to the ceiling as well. Copy and paste the UVW Map modifier. Ok, let’s test the materials. The frames look fine. Let’s use the region for the walls. Actually, I need to use Real Zoom as I cannot
see the results in a good enough quality. Ok, I like the effect, it’s not completely plain
and we can see some variations of the material. Ok, now we can work on the bed frame.
It will be black wood material. Let’s see if we can find something in the library. Go to the Wood category. This will be good enough, I
will need to adjust it though. So first of all, we can adjust the
mapping. Use the UVW Map modifier. Adjust the values. I will rotate the gizmo as the grain
should go in another direction. Ok, so first of all, we need
to desaturate the bitmap. Let’s use the ColorCorection Map for this purpose. I will like it to be less contrasty
and darker. Let’s adjust the values. Even more. Also, I’d like it to be matt so
let’s adjust the glossiness map. Use ColorCorrection and make the map darker. Start interactive rendering to see how it goes. Ok, it looks good. Now, is the time for the floor material. So these are the floor
panels chosen by architects. On the manufacturer's website,
we can find the CAD Texture. The texture doesn’t show individual floor panels. So I’ve cropped individual panels in
Photoshop to get the desired variety. So going back to 3ds Max, create VrayMtl. Next, we can use MultiSubTex. I’ll add some random colors
to show you how it works. Start Interactive rendering. Well, you can notice that it doesn’t work.
We have to change the ‘Get ID from’ option. So we can choose Random and By element.
We can also see some shades of grey as we have 20 slots turn on,
and the rest of them is grey. Ok, now let’s add our maps.
Click Batch load, and Add. Next, choose your floorboards. Ok, we can also add some extra
randomization by increasing these values. Let me show you the example. Here we go, you can notice that this panel
for example has much more contrast now. It’s obviously not our desired effect,
we can use something small, f.ex. 0.05. Ok, I think that the wood is a
bit too bright with this lighting, let’s use the Color Correction map to fix this. I’ll add a bit of contrast too. Cool, let’s add a bit of vibrance
to the wooden panels as well. Ok, now let’s work on the reflections. I’ll add another ColorCorrection Map
and I’ll add it to the Glossiness slot. We, of course, need to add reflection,
something in the middle will be fine for wood. Copy the map. I’ll desaturate the texture for glossiness. Similarly for another one. And I will plug it to the Bump slot.
By the way, let me show you the example
of one of floorboards I’ve created. Anyway, let’s makethe glossiness map more contrasty to create a bit
more variations in reflections. Ok, let’s start interactive rendering
to see how it looks on render. Great, we’ve done here! Ok, we can work on the stone material now. Create a new VrayMtl. I will choose the map that I’ve downloaded
again from the manufacturer's website. Now, in general, we will need more variations
but in this project, one should be enough. Now, I will desaturate the map as in
reality the effect is not as warm. Something like this will be fine. Maybe let’s increase the contrast with
the use of the color correction map. Turn on reflections. Make it completely white. Now we will create the glossiness map, again
with the use of the color correction map. First of all, let’s make it full grey. Let’s make it really contrasty as we want
to get lots of variety in these tiles. Even more, I want to get a white and black map. That’s it, you can see the
effect on the preview well. We can copy the map, reset to the default
settings, and plug it into the bump slot. We can plug it into the displace map as well. Apply the material to the object. We can isolate the object to
speed up the process of rendering. I will change the view to the
perspective to see the effect better. Start Interactive rendering. I will adjust the exposure for a moment. The displacement is obviously too
strong, let’s reduce the value. Better but still too much. It’s fine for now. If we need
to, we will adjust it later. Ok, now we will work on the decorative wall. It’s built from 3 different types of tiles. Select the tiles and create a new VrayMtl. Now, I’ll use the tiles I’ve got from architects.
You can find them on the paint’s website however, you can use something similar
from your library or Chaos Cosmos. Choose 3 types of textures
to create a variety of tones. Ok, I’ll choose one of the maps. Additionally, I’ll add the desaturated
map to the glossiness slot. Turn on reflections. Fully white color. Apply the material to the tiles. Select the other tiles, copy the material and
replace the diffuse map with another texture. And the same for the last one. Ok, let’s test it. Start Interactive rendering. We can use the Follow mouse option this time. It looks good, and we even didn’t
use too advanced materials! Ok, now let’s add the material to the
bath. I’ll use Chaos Cosmos this time. Choose the Ceramic & porcelain category. Ok, we can use this one, for
instance, we’ll make it black though. You can notice that there is a Mix Map
used, we can change the colors here. I’ll make the first color darker
and the second a bit lighter. Here is the effect. Let’s apply the material to the bath. We need to adjust the mapping though
as the scale is too large now. Let’s use the UVW XForm modifier. This looks fine. Let’s make it more glossy, I’ll
reduce the glossiness value. Ok, this looks nice here, let’s test it on
render now. Start Interactive rendering. You can notice that the bump is way too strong. Oh, it’s 250 - this is why. Let’s reduce it a lot. Way better! Ok, we can add the material to the bath tap. It will be the standard chrome
material. We can use the Preset here. Let’s apply the material to the object. And let’s preview it. Ok, that’s cool. We can work on the beddings now. As the bedroom is monochromatic I want to use something simple here.
I’ll start with the white linen. Go to the Fabric category. This Plain White Sheer will be perfect. It has a simple pattern so we will see
some details but it’s not too distracting. Apply it to the object. Well, we definitely need to
adjust the mapping first. I’ll use UVW XForm again. Don’t forget to have the
Apply to Entire Object on. Let’s test what will be the best scale. This is good, we can leave it. Now, I’d like to add a bit of character here as
the whole bedding in white will be too boring. Why not add the checker pattern to
the blanket? Let’s test this idea. So detach the correct
elements to a separate object. Copy the Smooth modifier
and apply it to the blanket. We can add the same material to the pillows in the
back as well so we can detach them straight away. Don’t forget about the Smooth modifier as well. Ok, let’s copy the material and add
the checker map to the diffuse slot. I want this pattern to be delicate so
I will change the black color to grey. And white to a lighter grey. Apply the material to the pillows and the blanket. Let’s use the UVW XForm again to adjust the scale. I don’t want this pattern to be too prominent
so I’ll use a small scale of the checker. Now, it’s a good time to adjust the position of the pillows as they should
be propped against the wall. Let’s move the pillows back. Actually, I will detach the other pillows as well. Don’t forget about coping the modifiers. Select all pillows and move them back. Adjust the height of the pillows. Ok, let’s start interactive rendering. It looks good at the first glimpse. We can check the details with the
use of the Follow mouse option. It looks good, I like the combination of this.
It’s simple but it is broken by the pattern. We can start by searching by name. I want something simple, the
best in white, greyish colors. This is perfect. Let’s import it to the scene. I want it to be on the LHS of the image. Next to the bed. We can change the preview to position it better. Cool, let’s add some books
laying horizontally as well. These ones will be a great match. Ok, now I will import this lamp
selected by the architects. This is a paid model from the 3DSky but I
saw the free one on their website as well. Awesome, we have two models though
so I will choose the smaller size. I will group this model and
move it to the correct layer. I will create the new one
actually. FIT_Accessories. Ok, let’s position the lamp on the RHS of the bed. We can use 2D Pan Zoom mode
to help with adjusting. And start interactive rendering. Ok, I want to adjust the glass material. I will create new material and use the Glass
preset from VrayMtl. Let’s see how it looks now. We can also notice that the light inside has
an orange color. It’s always better to keep it white and change the color in LightMix
as otherwise, it is hard to adjust right. Change the color of the light to white. I will increase the Multiplier value
as the lighting is not strong enough. 600 is fine, we can always decrease
it later in the LightMix if needed. Ok, I will make this light quite warm. It creates really nice effect, I like it! Now, let’s add some bathroom accessories.
I’ll look for some containers and cosmetics… We can find useful things in the
Bathroom accessories category. I will choose these items. Ok, let’s position them now. I will change the preview to be
able to see the models better. I will rotate the object as well. Ok, let’s add some cosmetics. If you go to the decorations, you’ll
see some suitable accessories. I’ll choose a couple of items
and import them to the scene. Remember about the layering effect
if you want to get natural results. Let’s adjust the position of this model as well. Ok, I like the position of the objects
but I want this brown wood to be black. Let’s use the color correction
map to desaturate the diffuse map. I will make it less contrasty as well. Replace the wooden materials
with two other objects. Let’s preview the effect. Looks good! Something is going
on but it’s just a little accent. I will add a towel hanging on the bath.
This will automatically add some story to the image. As the bathtub is waiting
for someone to take a hot, pleasant bath. Go to the Chaos Cosmos, I’m sure
you will find something there. Ok, this towel should be fine
if we edit it a little bit. Import it as a mesh and move towards the bathtub. Isolate the towel and the bath. Delete unnecessary parts of the object. Rotate the object to fit the bath more or less. Also, adjust the height. I will delete the back part of the towel as it won’t be visible in the camera.
I’ll change the selection type. I’ll select the polygons roughly. It doesn't have to be perfect as it
won’t be visible in the camera anyway. I’ll scale it down a little bit as well. Now, let’s adjust the material. I don’t want it to
be too visible so I’ll change the color to grey. I will use the Mix map again. I’ll change the black to darker grey. And the white to light grey. Ok, turn off the isolation and
start interactive rendering. Nice, it gives some contrast to the
dark space in the background, I like it! In the end, I’d like to add one more pillow in the
center as I feel that the bed looks too empty now. We can type pillow in the search tab. I’ll choose one of these long ones. It doesn't really matter which one as I
will change the material to white anyway. Let’s start with positioning it on the bed. Ok, apply the white sheer material to this pillow. The mapping looks good actually,
we don’t have to fix anything. Start interactive rendering. Way better, I like it! Ok, we’ve done assets. There are many ways to add storytelling to the
image. One of them is by adding specific assets, which tells a lot about inhabitants,
who they are, what they like, etc. Also, the towel adds a story that
I’ve already explained to you before. Similarly, with lighting, the
warm spotlights in the bathroom add a cozy atmosphere to the image, and so on... But I would love to add a person here to make it easier for the viewers to
imagine themselves there. We have a nice collection
of people in Chaos Cosmos so let’s see if there is something suitable. Let’s see Walking people. She will be great! The lady in the towel. Import her to the scene. I don’t want her to attract too much attention, just to add some life to the image and to
stimulate the imagination of the viewer. I will position her in a way that she
is walking toward inside the bathroom, so we cannot see the whole model. Actually, I will mirror the model.
I think it will work better. Ok, start interactive rendering. Awesome but she is too dark, I’ll reduce the
contrast of the map with color correction. Ok, I like it! We’re almost done! Now I
want to add the steam to the bath as well but I’ll do it in the post-production step. The post-production will be divided into 2 stages, the first one in the Vray Frame
Buffer, and the second in Photoshop. I’ll make the basic adjustment
here. I’ll add the Curves first. Let’s make the curve S-shape to add some contrast. Ok, we can also add the Filmic tonemap. It’s definitely too strong,
I’ll reduce the opacity. This looks good. But maybe I’ll brighten up the image,
we can increase the Exposure value. And to make the whites more toned down,
I will reduce the Highlight Burn value. I always desaturate images a bit
to make them look more natural. Let’s jump into photoshop now. We can add Levels to add a bit more contrast. Next, I will add a steam overlay
over the bath to add to the story. Scale it and use Screen mode
to remove the black background. Add a mask and with the use of the soft black
brush, paint out the parts you don’t need. I’m using the fog from our library,
you can look for something on Google. Search for fog or steam overlay. Reduce the strength of the effect. Next I will use the steam only over the bathtub. Change the mode to Screen. Scale to adjust the size. Add a mask and paint out with
the use of the soft black brush . Here is a before and after. To learn more about interior
visualizations, download our free ebook. Also, watch a similar tutorial where I cover
exterior visualization from start to finish, or another video YouTube thinks you might like ;) Bye, bye!