In this lesson we will create lighting and consider an interesting way to create material for the road.Under the bench create Plane - a land of large size, put on it a texture of grass: I will assign the UVW map modifier, type Plane, size 2000-2000. Here's how it looks in the top view: Create a Vray Physical camera, position it so that you can see the shop. In the camera settings, I change the following settings: For fast test renders, I'll put the initial settings: Lighting.I'll go to Vray light sources and create a Vray Dome, set the intensity of its glow to 1: I have an HDRI image of the sky:Attention, the image below is not an HDRI image, it's a normal picture in jpg format. HDRI image should be in ROW format! There are many sites with HDRI panoramas of the sky, both paid and free. For example, you can download the HDRI sky map here http://www.graphixshare.com/3d/To use the HDRI sky map, I'll go to the Vray Dome properties, find the texture item, click on the none button, and select the VrayHDRI in the Material / Map browser drop-down list. Now I need to put a map of the sky in VrayHDRI. To do this, I'll open the material editor, grab VrayHDRI and drag it to an empty ball. The program asks "Drag as a sample or a copy?", I will answer "sample - instance", click ok: My VrayHDRI card is in the Material Editor, where I can adjust and customize it at my discretion.In the Bitmap item, click Browse and select your HDRI image of the sky. We'll have to wait a little while the image loads: Mapping type I put spherical.I'll do the first test-render: Very dark. The result that you will get is not necessarily the same as mine. It all depends on the HDRI card itself. Some of them are too light, some too dark, and depend on how they were created.To increase the brightness, I change the render multiplier parameter to 100: Render: It's better, it's lighter, but the sky looks flat, there are no pronounced shadows. To correct the situation I'll raise the contrast of the sky image a little - the value of gamma will drop to 0.75: We can say that the lighting is tuned, or ... continue to further customize it - create the sun for greater control over the shadows. To do this, we hide everything in the scene.To do this, select all objects and click the right mouse button - hide selection. Let's make an active Top view. Next, we need to create another Vray Physical Camera, no matter how we arrange it. Let's go to the perspective window, press the English letter "c" on the keyboard and select Vray Physical Camera 2.Open the material editor and the Environment window. In the material editor, click on the ball of the sky (he used to be a ball, and now there is a picture of the sky) and drag the sky from the material editor in the Environment Map using the instance method: Let's go to Views - View port background - Environment background, after which the sky map will appear in the perspective / camera window: What we need to do is put the sun at the lightest point of the sky image. Scroll around the camera, look for the sun's point in the sky: If it is difficult to say exactly where the sun is (in my example it takes half the sky), then in the editor of the materials for the sky map it is necessary to lower the value of Overall mult: Create the sun to meet our camera and choose "no" on the offer of the program to replace the created sky with the standard sky Vray: Let's go back to the view from camera 2 and move the sun into a bright circle in the sky: Delete the camera 2. Make the visible Vray Dome: It is necessary to put the Vray Dome in the center between the sun and its purpose and associate the sun with the Vray Dome.Select the sun and its goal click on the Link button and tie it to one another: Now when you rotate the Vray Dome it will rotate and the sun with its target.I return the value of Overall mult = 1 for the sky in the materials editor. I'll render: Further adjustment of the lighting depends on the picture of the sky that you have chosen. If it seems to you that your shadows turned out to be too dense, hard, then in the properties of the sun you can increase its size, as well as the intensity of the glow: The last thing left to do is create a link between turning the Vray Dome and turning the HDRI map of the sky. I'll select the Vray Dome, right-click and select Wire Parameters: Choose Transform - Rotation - Zrotation: After that, from Vray Dome the line of a sheaf will appear, click again on Vray Dome and I pass Object (VrayLight) - Texture - Horizontal Rotation: A window will open, where you will do the following: put the Z axis in a negative value, click on the lowest arrow and Connect. After that, the bundle we need is formed. Close this window: Now when turning the Vray Dome, the sky map will also rotate. Turn the Vray Dome to your own discretion, picking up the beautiful position of the sky.Remove from the environment a map of the sky. I do not need it anymore: This lighting scheme you can see in the Viscorbel VRay lesson HDRI Lighting Tutorial.In this case, I just copied all the steps in Russian.Road.I'll draw the line in the top view - my way, I'll apply the Extrude modifier, I'll give out a little line, so I'll give it a height, and I'll convert it to Editable Poly. Approximately like this: For the road, we create a normal VrayMtl material. Assign to the road. Since my track is slightly curled, indirect, I will create a texture, just for this road, which will lie ideally under the angle of the turn of the road.To do this, you need to drop the Unwrap UVW modifier and open the UV editor: I will see that the projection of the road is somehow disproportionate, in order to correct the click on the button: Select the vertices of the sweep and rotate them vertically, put in the center (for convenience in work): Go to Tools, Render UV Template: Let's set the resolution of the picture to 8000 by 8000 (it is possible more). Render. We get the edging of our road. Save the render: I'll open the road render in Photoshop, Invert (Cntr + I) it: Create a copy of this layer (Cntr + J). I will make it transparent by 50%. I'll go to the "background" layer and go to the Internet to look for the texture of the road - asphalt. AsphaltDamaged0058 Texture.I download this: Upload to Photoshop, crop it, and stamp the instrument with yellow marking lines: With the help of the transformation tools I'll make this texture, I'll put the layers a little bit into the overlap and the joints between the textures will be smoothed by a soft stitch so that no borders can be seen: In order to make a bent element of the road, I will use the puppet deformation tool: Try to do it neatly, especially the joints of the textures.Remove the upper semitransparent layer, which served as my guide. I will save the texture as a map for Diffuse. Back in the max, and put in the diffuse slot in the material of the road created texture. For this card I set Blur = 0.1: From the diffuse map I'll make a map for the Bump slot. To do this, I will make the image black and white, wind the contrast with the help of curves. Also create an additional empty layer and paint the middle of the road with a large white soft brush. Transparency layer I put 37%: Put this card in the Bump slot of the material of the road, force = 10. For this card, set the value to Blur = 0.1: I make a map for Reflect. For what I will return to Photoshop and with the help of curves I will twist the contrast in the image that I did for the Bump slot: Save this card and put it in the Reflect slot. Other Reflect parameters on the screenshot: Now give a bit of dirt road on the sides, where there will be a curb. I will immediately make a curb to show the idea.I will change the map in Diffuse to the Mix card, I will keep the old road map. It will look like this: I'll put the second color in a dark gray-brown color. And in the Mix Amount I'll put the Vray Dirt card: I'll go to Vray Dirt. I'll make the following settings for this card: To make the effect of the road more natural, a radius map will be used for me. I'll make it from the Reflect map. I'll wind up an extra contrast, I'll add black spots around the edges: Put this card in the radius slot of the VrayDirt card: And in Output I invert it: In order to increase the effect of dirt on the road, I will go to the sublevel above, copy the Vray Dirt card, go back to Vray Dirt, and in Unoccluded color I put the copied Vray Dirt card. How would I put it in myself. This trick I can do with each subsequent Unccluded color, until I have enough dirt on the road. I got a lot of layers.For the final stroke, I'll copy the Reflect map and put it in the Displace slot to 2: Displace with a value of 2, it seemed to me a lot, by the selection method, I stopped at a value of 0.3. With the included Displace card, it will be considered much longer, so for the next test visualizations I tick off for Displace: My render:
Your problem does not depend on the camera. Most likely not tuned bundle settings. Not tied up, I was wrong somewhere. Watch the video in the lesson, try again. Slowly, carefully. It is necessary to spend an hour, spend, you need three, then three. HDRI must rotate with the house light. From the version of Max, too, does not depend.HDRI are of different quality. Resolution, color, run-up in dark and bright zones is different. To customize the bundle with home light, you can use any. The main reason to understand. And when you understand, you begin to test and compare cards from different manufacturers. I'm basically an interior designer and I do not use hDRI much, the difference is minimal in the interior, and the rendering time is much longer. The quality of shadows is easier for me to pull up fasting. But if I need a map, then I use it from Peter Guthrie. There is basically a sky and a piece of land. No buildings, no streets there. And ... I did not test myself, but I heard a response that it's his cards that hang vira 3.00. It seems like something is wrong there is something working with them. But she did not try, only heard.Balls are needed to see how the map works for reflective material such as chrome. This is a pure preview to evaluate the lighting map. Crosses, Hmm, most likely to stretch the texture of this map into a cubic projection. There are programs that make a cubic from a spherical projection and it's a useful thing sometimes, but not in your specific case. If you are interested in this question, then you can see the lesson on this site - "How to make a 360 degree panorama" (or something like that😁, I do not remember exactly the name). There we are considering a concrete example of how to make a cubic panorama from a spherical panorama and for what it is necessary. Figuratively speaking, your cross is a ready-made cubic panorama.About the clouds - nifiga not visible. Make the picture bigger. As an option you can fill your scene with textures and HDR which you use on the file sharing service, give me a link here, I'll see what's wrong and why the sky does not turn. But most likely I can not tell you why it does not spin, but only give a revised version with a turn. It's hard to say where the error is - I'll take it all down and do it again.