3ds Max Vray 3d Visualizer handbook to Interior Night Renders (custom captions/subtitles)

3ds Max Vray 3d Visualizer handbook to Interior Night Renders (custom captions/subtitles)

– [Jamie] Hello everyone,
this is Jamie here. Welcome to the night version of the interior penthouse apartment. In this course, I’ll be taking you through the process of turning a
daylight interior apartment into a night one. Some of the lights have
already been created from the previous daylight version, and some new ones will
be created in this course to help capture a typical interior apartment scene at night. So without further ado, before
we start test rendering, let’s reduce some of the
high resolution values previously entered to render the interior daylight scene. First open the render setup dialog by clicking on this button. And delete the previously
created sunlight object. Back in the render setup
dialog, in the common’s tab, let’s reduce the render Output size to 1000 pixels by 578 pixels. Note that, because the
Image aspect is locked, the width and height values are relative to one another. In the V-Ray tab, under the
frame buffer parameters, uncheck the V-Ray raw image file function. This will prevent V-Ray
from saving or overriding existing V-raw image files
while we are test rendering. Also, uncheck the
separate render channels. Most of these functions
have already been discussed in detail in the previous
daylight interior course. Uncheck the resumable rendering. Let’s reduce the uniform
probabilistic value to eight for test renders. Under the Bucket image sampler parameters, because we’ll be carrying
out quick and draft renders, let’s decrease the minimum
subdivision value to about one. And the max subdivisions to four, which is extremely low. In the Noise threshold, let’s increase it to 0.01, to speed up the rendering times. Under the color mapping, let’s keep the Mode as color mapping only, because a gamma value of
2.2 has already been applied in the 3Ds max preferences. In the GI tab, under the
ambient occlusion section, let’s reduce the subdivision
value to about eight, to speed up the ambient
occlusion computation. In the irradiance map parameters, to speed up the pre-rendering
calculation process and have draft results, let’s
change the current preset to very low. In the light cache parameters, for quick and draft light cache results, let’s reduce the subdivision
value to about 600. Let’s carryout a quick test
render to see what the scene is looking like, without
the sunlight object. As you can see, the overall
render still looks like a daylight render even
with the sunlight deleted. The first step, is to change the texture of the building outside, to a night one. Let’s start by clicking
on the wireframe mode and choosing the shaded viewport option, from the dropdown list. Next, we are going to select
the building outside object and isolate it, by clicking
on the isolate button. Open the material editor
dialog, by clicking M on your keyboard, or by
clicking on its button on the main toolbar. Select the building outside material slot. In the Basic parameters rollout, click on its Diffuse toggle, and then on its bitmap toggle. Choose and open the
bitmap under the name of, HighriseNight0058_1_seamless_L. All these high resolution textures came from textures.com website, formerly known as cgtextures.com. As you can see in the shaded viewport, the texture is now updated, and it’s more consistent
with a night scene. Next, let’s open the
Modify panel and change some of the length and
width tiling values to match the window sizes with the previous one. Change the length, width and
height value to about 3000. While the UVW map is still selected, use the Move tool to adjust
the texture in the viewport. Once satisfied, exit the Modify panel and the Isolation mode. Let’s close and minimize
some of these open dialogs. Before we go any further, let’s bring in a photo
reference to be used as a guide for the overall look
and feel of the render. Click on the rendering tool bar and choose the View Image File option
from the dropdown list. In the view file dialog, choose this night photo reference. As you can see, this photo reference encapsulates
everything a striking interior night photo
reference should look like. Everything that’s outside, has a tinge of blue spilling
through the glass windows, which is contrasted by the warm
lights inside the apartment. The sheer contrast of
these two powerful colors make most night scenes
extremely appealing. The following step is to emulate this look and feel in the render. Let’s minimize some of these dialog boxes and expand the viewports. Select the Vray light window
and open the Modify panel. Click on its color swatch to
open the Color Selector dialog. Enable the sample screen color and pick the blue tinge
depicted in the photo reference. We can adjust it further in
the Color Selector dialog. Next, let’s close the control panel and create a V-Ray dome light. To do so, click on the light button and choose the Vray option from the list. Next, click on the VrayLight button. In the top viewport, click and drag to create
the vray light object. Open the Modify panel. In the General group, click on the light type and choose the dome light from the list. Next, click on its color swatch
and change it to a similar blue tone as the window light. Select the window light in the scene. In the modify color swatch,
right click and copy. Select the dome light and
paste it in its color swatch. Under the options rollout, let’s make the dome light
invisible to the camera by enabling the invisible function. Also, uncheck the Affect reflections, and the Affect specular option. These two functions have been unchecked because dome light often
creates undesired results on reflections and the specular of other objects in the scene. Let’s do a quick test render
to check these latest changes. The render is looking much better, but still needs few more tweaks. Let’s cancel the render first. While the dome light is still selected, let’s change its name to, underscore dome. Open the modify panel,
click on its color swatch and change it into a darker tone of blue. Copy this color, select the window light and
paste it in its color swatch. Let’s do another test
render to check the changes. The overall render is
looking much better now. However, the texture
of the building outside still remains unchanged. Let’s cancel the render
and rectify this error. Click on the diffuse toggle
to check the texture. The diffuse texture looks correct here. Click on the go to parent button, to go back to the basic parameters. Next, let’s copy the diffuse
texture by right clicking on the diffuse toggle and
choosing to copy it from the list. Scroll down to the self
illumination group, right click on its toggle and choose to clear the current texture. Once cleared, right click again, and choose to paste instance
the previously copied texture from the diffuse toggle. As you can see, the
self illumination image is now consistent with
the diffuse texture. The following step is to
use this photo reference to place a strip light
washing down the ceiling gap. This tutorial is a small
segment of a course I’ve recently created for my
patreon supports, and my blog. In this course, users are taken through the
full process of converting a daylight interior
scene, into a night one, using 3Ds max , v-ray and Photoshop. To follow this course, you need the previous
interior daylight classes. You can access and
download the 3D projects and videos from my
patreon page or my blog. I really hope you’ve
enjoyed this tutorial. If you did, please like and share it, and I hope to see you on the next one. (upbeat music)

2 thoughts on “3ds Max Vray 3d Visualizer handbook to Interior Night Renders (custom captions/subtitles)

  1. I hope you have find this video useful. To download the full course please click the link below:


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