19 December 2008

Tutorial:Interior lighting with Mental Ray

Step 01

In the past tutorial we worked on procedural shading and particles to re-create a lava flow, now we make some steps inside the lighting world trying to achieve a photorealistic interior lighting during the day, the night and in all the other hours of the day. Thia tutorial is a very fast and efficient way to produce these kind of results, it’s clear that it’s not the only way. In one of the next tutorials we’ll cover the exterior lighting also. Let’s start creating the room. Create a Box primitive with Lenght = 5.0m, Width = 4.0m and Height = 3.0m,

Step 02

Now add to it a Shell modifier with Inner Amount = 0.3m and Outer Amount = 0.0m,

Step 03

Create a Box as in the figure with Lenght = 1.34m, Width = 0.85m, Height = 2.0m, the position and the dimension are not really so important but try to follow my scene setup to be sure to obtain the same result, we’ll use this box to create the window in the floor,

Step 04

Copy the box making an istanced clone like in the figure,

Step 05

Use the Boolean compound object to subtract the two boxes from the “Room” mesh, so now we have the windows opened,

Step 06

Convert the “Room” mesh to Editable Poly, select the edge of the windows and use the Chamfer on it with Chamfer Amount = 0.006m,

Step 07

Create a Camera as in the figure, with Lens = 32.4mm, and FOV = 58.0 deg,

Step 08

Create a Daylight from the Systems tab panel and set Hours = 10, Mins = 35, Month = 6, Day = 21 and Year = 2008,

Step 09

Move to the Modify tab panel and change Sunlight to “mr Sun”, Skylight to “mr Sky” and when you’ll be prompted, as in the figure, say YES to add mr Sky as environment map,

Step 10

Switch mental ray as rendering engine and try to make a render test, you’ll obtain something similar to the figure,

Step 11

From the Light tab panel create a “mr Sky Portal” and put it in one of the window hole with the right scale and position, pay attention to the arrow that must point inside the room, make an instanced copy of it and move it in the other window hole,


Step 12

Select one of the Sky Portal, set the Multiplier = 1.0, Shadows = On, From “Outdoor” = active, we are trying to collect the outside global illumination to send it inside the room trying to achieve the realistic way of lighting from

outside,

Step 13

Try to make a render test, as you can see in the figure the room is illuminated by outside in a better way,

Step 14

Go to the Exposure Control panel and change the exposure to “mr Photographic Exposure Control”, choose the preset named “Physically Based Lighting Indoor Daylight”, and change the Film Speed (ISO) = 250 so we have more light during the rendering, try to make a render, now you can see that we have the right amount of light coming inside the room,

Step 15

Select the “Room” mesh, go at the poly selection level and change the Material ID, the floor = 2, the roof = 1 and the walls = 3,

Step 16

Go in the Material Editor and create a Multi-sub object material with 3 sub-material, the red one is for the roof, the green for the floor and the yellow one is for the walls as in the figure,

Step 17

Select the floow material and create an Arch & Design (mi) shader on it, select “Satin Vanished Wood” as preset to start from, for the roof material you can choose an other Arch & Design (mi) shader with the preset “Matte finish” and the diffuse color set to white, try to make a render and you should obtain something similar to the figure,

Step 18

Now put a new Arch & Design (mi) shader in the wall material slot and select “Polished Concrete” as preset, set Reflectivity = 0, Change the 1st map you can find in the Mix diffuse map to a RGB Tint, set the R color = 119,54,73, G color = black and B color = black, try to make a render,

Step 19

Change the 1st map you can find in the Mix diffuse map to a RGB Tint, set the R color = 119,54,73, G color = black and B color = black, try to make a render,

Step 20

Select the floor material and go inside the bitmap used for the diffuse map, set U Tiling = 6.0, V Tiling = 2, Blur = 0.5, try to make a render test,

Step 21

Create two boxes to close the window hole, create a new material in an empty slot, the material should be an Arch & Design (mi) set to “Glass (Solid Geometry)” preset, assign it to the boxes just created,

Step 22

Try to make a render test,

Step 23

Now we start to create some furniture to add it in the room, create a Box as in the figure, Lenght = 1.4m, Width = 0.5m and Height = 0.04m,

Step 24

Convert it to Editable Poly, select all the edges and make a Chamfer over it set with Chamfer Amount = 0.002,

Step 25

Create a box over it and four little boxes under it as in the figure,

Step 26

Select the bigger box, convert it to editable poly, select the front face and remove it,

Step 27

Add a Shell modifier to the box as in the figure, I set Inner amount = 0.02m and Outer Amount = 0.0m,

Step 28

Convert it to Editable Poly, select all the edges and add on it a Chamfer effect with Chamfer Amount = 0.012,

Step 29

Go in the Material Editor, create a new Arch & Design (mi) shader, choose the “Glossy Plastic” preset, change the diffuse color = 0.35, 0.69, 0.30,

Step 30

Select all the other boxes of the forniture, create a new Arch & Design (mi) shader, choose “Chrome” from the preset selector and assign it to the selection,

Step 31

If you try to make a render test you’ll obtain something similar to the figure, as you can see the result that is coming is not really bad,

Step 32

Let’s continue creating some objects, hide all the meshes, create a spline as in the figure, we’ll use it to create a vase,

Step 33

Create the outline of the spline just created and try to make the border smoother as in the figure,

Step 34

Add a Lathe modifier to the spline and set Segments = 36, Align = Min, you should obtain something similar to the figure,

Step 35

Create some boxes to close the furniture just created before trying to obtain a result similar to the figure, scale it to obtain the right position inside the room, move the vase on it and assign to it a new Arch & Design (mi) shader set to “Ceramic” preset, create a little copy of the vase, move it as in the figure and assign the glass shader to it, if you try to render the scene you’ll see something similar to the figure,

Step 36

Go in the Final Gather panel, inside the Renderer setup window, and set Diffuse Bounce = 2, if you try to render it you can see that the result is more realistic, it would be useful to activate the Ambient Occlusion effect in every single Arch & Design (mi) shader we created, you can find it under the “Special Effects” sub-panel,

Step 37

I added some Chairs I created before, if you have some objects ready, please add it to give a more real look at the room,

Step 38

Here you can see a sample result with the Chairs,

Step 39

Create a simple furniture as in the figure made of boxes following the same steps we used before, create a new Arch & Design (mi) shader set to “Glossy Vanished Wood”, change Diffuse Leve = 0.5 to make it darker, go inside the Diffuse Color, and then inside the bitmap used, open the “Output” rollout and set RGB Level = 0.23,

Step 40

Create a simple box as in the figure, we use it as a carpet made of simple fabric, create a new Arch & Design (mi) shader, add a carpet bitmap in the diffuse color slor, and in the bump slot and displacement slot also, (I used the “CARPTTAN.JPG” map given with 3ds max), change the Displacement amount = 0.5, try to make a render, you should see something similar to the figure,

Step 41

In your render setup, “Renderer” tab, Set the Anti-aliasing to Gauss, min = 1 and max = 64, go in the Final Gather panel and set the FG Precision Preset = Medium, try to make a render test,

Step 42

This is the render result,

Step 43

Now we have to solve the problem of the window, as you can see we see only white sky, and this is not correct, open the Environment and Effects panel, copy the mr Physical Sky in an empty slot of the Material Editor as istance, in the shader just copied, click on “Inherit from mr Sky” to activate all the options, set Multiplier = 0.1, and render it, now we have the right sky outside the window,

Step 44

This is the final render with the daylight setup,

Step 45

Select the Daylight system, click on the Setup button, and change the time with Hour = 21, now we try to simulate the night light and then we’ll add an internal lightsource, go in the shader we put inside the material editor, the one that controls the mr Physical Sky, change Multiplier = 0.0001, so we have darker in the right way, try to make a render, now it’s night !

Step 46

From the Photometric light creation panel, choose Free Light and create a light source as in the figure, set Shadows = On, Shadows type = mental ray shadow map, Light Distribution (Type) = Uniform Diffuse, Kelvin = 5000.0, Intensity CD = 75.0, Far Attenuation Use = On, Far Attenuation = 0.47m, then in the mental ray Shadow Map rollout change Map Size = 2048, Sample Range = 0.0005m, Samples = 16,

Step 47

Try to make a render with hi quality rendering settings, you should obtain something similar to the figure,

Step 48

A little test done changing the date and time to the evening….

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