In the process of work, I decided to change the wallpaper with the fish for the others:
And paste them all over the wall (for this, first remove all the modifiers UVWMap, Edit Poly, UVWMap) from the walls. Change the map of fish to a color map in the material for the walls. It is necessary to select the polygons of the wall, reassign them SetID. With the polygons selected, assign the UVWMap box type again, in the UVWMap modifier, place tiling 2 along the U axis. For polygons with plaster: add the Edit Poly modifier, select the polygons with ID = 1, assign UVWMap for the selected polygons, box type 800/800/800). I also changed the color of the dark curtains.
Molding and plinth Draw the molding and plinth. Select the walls, isolate them, take the spline Line and draw the line, taking into account the snap to the vertices along the inner contour of the walls
Let's draw an additional line (profile of the molding)
Select the line "wall contour" apply the Bevel profile modifier, in it we click the Pick Profile button. It turns out molding.
We will place the molding at the junction of the wallpaper and the white part of the wall. It can happen that the bends of the molding, its convex parts, are turned in the wrong direction. To fix this problem, you need to go to Profile Gismo, find our gizmo and turn it into a projection top.
Create material for VRayMTL molding. Color Diffuse 0/0 / 210. For better rendering on the final render, put the VRayDirt card in the Diffuse slot. Its settings:
The map I used for the radius slot in VRayDirt and for Bump
Do not forget to apply molding modifier UVWMap type box, 500/500/500. I apply the same material to the ceiling and material slopes. On the flex-cardboard ceiling, we do not yet have UVWMap, we will not forget to apply this modifier to the ceiling. In the same simple way, we will draw a skirting board. We will see that the plinth has holes on the sides. Let's fix the situation.
From the top to the Bevel profile modifier we'll overlay the Cap Holes modifier. The hole is no more. We text the plinth just like molding.
We completely forgot about the door, I again use the model that I have. You can use models from Renderstuff. I will join the door to my scene, I'll put it right, I will not forget to assign all the textures to it.
Let's hang the chandelier:
Carpet Before the creation of the carpet must be preserved. Let's make a carpet. Many carpet causes one headache. How to create carpets read in the topic How to create normal realistic carpets in 3DS MAX and VRAY also there are links to video lessons, focusing on which you can create the carpet that you prefer. Do not forget to raise the Dynamic memory limit in the V-Ray system with the render of the carpet, and then you risk going to infinity. In order to get a carpet you need to create a box with a size of 2 080 to 2 060 mm, translate it into Editable Poly and give it this shape. The lower polygon must be removed altogether.
To this object apply the modifier Hair and Fur (WSM), its parameters on the screens below
You can brush your hair on the carpet with a comb tool to your taste (I did not comb it). We go into the Environment and Effects rollout and set the hair rending mode to mr prim
We assign a normal VRayMTL to the carpet, we change only the color of Diffuse to light beige. When you run the renderer, we'll see that the computer is thoughtful. Well, we'll have to wait, this is the price of a realistic carpet. Low computer power may not allow such a carpet, so I recommend that users consider other options.
I will hide the carpet and I will not show it until the final rendering, in order to speed up the preliminary visualization of other objects. Also I will put the spot lights, I will select the flex-cardboard ceiling, convert it to Editable Poly, in the Edge mode, cut our ceiling with the Slice plane tool so that I can then remove the polygons that interfere with the spotlights.
I will select the polygons and delete them.
It remains for us to put some furniture in the room. This process I will not describe, because This lesson is still about visualization, not modeling. I'll put a small wall, a chair, a table and some toys.
How to create a highchair look under the link
The table is made similarly
When working with the scene, I got a very strange glitch, although when I save it in jpg format everything looks decent. It happens because of the connection of unverified models to the scene. I picked up the chandelier for a long time, attached one or the other to the stage and eventually got a bug. To fix this situation, I select all objects in the scene, save the selected one and open the saved in the new max. In this case, I will have to re-configure the scene, re-enable global lighting, put a new sun, relink it with the sky and adjust the power of their glow.
I'll check if everything is OK in the new scene:
Let's go back to the furniture. The wall and the cot are made by poly modeling, in the same way that we made the walls. The coverlet is made by fabric simulation. I'll tell you in detail: Let's draw a Box the size of a mattress, maybe a little smaller. We translate it into Editable Poly, we make it chamfers on all edges.
Let's draw a rectangle (Rectangle) in the size of the coverlet, select all its vertices, click break break, arrange the rectangle over the mattress:
Apply the Garment maker modifier to the rectangle with the following parameters:
On top, we'll put another CLOTH modifier, in it we press the Object Properties button, the window will open. In the list on the right, select the rectangle, we will indicate that it will be a fabric, we will put the type of fabric cotton:
Create two more Boxes that will tuck the fabric. We arrange everything like this:
Next, select the rectangle, go to it in the CLOTH modifier, click the "Add Objects" button Add Objects and add the mattress and cubes one at a time by clicking on them (for each object you need to click the Add Objects button again). Open Object Properties in the CLOTH modifier at the rectangle and see that our additional objects appeared in the list. For each of them (except for the rectangle on which we have already assigned a fabric) we will put the same values of solids:
Turn on the auto key animation key
Move the slider to 35 frames, move the auxiliary boxes closer to the mattress and slightly tilt them:
Move the animation slider to 60 frames, rotate the boxes a little more and tilt them still.
Move the animation key to 80 frames, arrange the boxes like this:
Let's change some parameters of the fabric simulation:
Click the Simulate button, watch the process. When the rendering miscalculation is over, turn off the Auto key, remove the auxiliary boxes, we get the unfinished blanket. We translate it into Editable Poly, apply two Simmetry modifiers
Again, we translate the blanket into Editable Poly, we can pull some vertices and ribs to get wrinkles on the surface. It may happen that our veil comes out of the bed a little. Select the vertices and move them using the smooth selection tool, adjusting the shape
Material settings for the cover:
In Diffuse we put the Falloff map
For the colors gray and light gray in the map Falloff use the map
For a white color in the map Mix in Bump we use a map
We will use the models of pillows from Renderstuff, I will assign textures to them, and I will change the textures in the Diffuse slot for Falloff
I will install the sliding door system from Renderstuff, adjust them to the size I need, and again I will have to modify the walls and the ceiling cornice a little. The color of the doors will be bright, I will also change the Reflect color. To do this, open the material editor, select the empty ball, take the pipette, and click on the door system with a pipette. The door material appears in the materials editor.
At the first sub-material I will change color Diffuse on light 255,22,196, and also color Reflect 0,0,47
Cameras In the perspective window, press Shift + F, after which we see the frame that is the area that the camera captures. I arranged the cameras like this.
Applied far and near trim, twisted FOV and applied to each Camera Correction modifier, which is:
For each camera, I will write the save path. To do this, in the main menu, click on Rendering and select from the Batch render drop-down list. The Batch render window opens. With the Add button I add 4 kinds, select the first view, for Camera slot select camera 1, click on the ellipsis with Output Path and create where I need the folder. I will open this folder, I will name the picture I want to save "1", I'll put the resolution of the saved picture png.
Put the resolution of the desired picture:
I'll make the carpet visible. For VRaylight in the window, I'll raise the number of sabdivs to 60. I'll go back to Batch render, click on the render. I'm waiting .... I'll get:
I see the shortcomings of the picture: the noise, some details are not clearly miscalculated, on the cornice in the shaded place are clearly visible dirty spots. This is corrected by improving the render settings, there's nothing to be done about it.
A little processing in Photoshop and get the following:
Someone might say that the image turned out to be unrealistic. Unfortunately this is the case. We have compiled a simple scene with simple materials and models. For greater realism, more labor is required in the development of models and materials.
Hello!Gus_ann, we are against laying out lesson scenes. If you do this, instead of repeating the lesson with the inevitable pondering of his steps, the thoughtless cloning of your scene will begin. Particularly "cunning" will simply take your scene as a basis and measure (pour in) their own models (downloaded in an Internet for free), their interiors, in the hope of getting the same result as you without realizing the essence of things. Enough is that a huge number of free or shareware models, provoked the emergence of a whole class of trideshnikov, the so-called. "Reggers", just poured into the ball geometry and "press on the kettle", it was not enough that even clones of the scene started to fill up the Internet😁However, I would like to ask you if you are most interested, render one frame at night, one frame of the day scene in HDR by all rules and do post-processing as a finishing touch.If it's costly for you to spend this time, then just render and pass it to me in the 32-bit OpenEXR, and I'll do the post myself and post it as the final touch of your lesson. But I do not insist, it's only if it's interesting to you😉MOPs, as for reposts and full licking of content from the pages of our site, in violation of the rules of republishing, it is often, however, the explicit imposition of the vatmarks on the key illustrations for the lesson, still stops the frank thieves😁I hope gus_ann will not mind if I protect a certain image with a watermark. For example, "Lesson from gus_ann for RenderStuff".I have already completed the 4th part of the lesson, and in the near future it will be published.
I looked at the scene ... In general, I will say that in order to learn it is necessary to go through all the steps of the lesson, repeating everything, as Ilya did, from and to, let him do something wrong, but in general it turned out quite not bad. I think with the question of lighting scheme, he not only got acquainted, but also made friends. It should be like this: as a multiplication table - at night, wake up, tell everything - what to put, in what order, what to twist ... Then there will be no questions. Ilya is a good fellow in this respect (he himself knows about this). Initially, you need to learn, and then take the order, otherwise the time is riddled in the best way, at worst - a complete failure.Concerning the scene: All the settings match, but for some reason it's dark. Errors:1. In the lesson, this is called "non-standard situations." There I show the screen and say that the jamb turned out and why it turned out, as well as the way out of this situation. You have one-on-one situation, all the same (red circles about which you write) and the way out of this situation is the same.2. Problems with the window, or rather with glass. I knowingly advise the model from Renderstaff, with them there is no problem. I myself do not fully understand the principle of the action of the same glass material on a surface with different geometries, but if the geometry is incorrect, then the material does not work properly. You get two glasses in one leaf, i.e. As in old wooden windows. Do not do this. In general, all the glass surfaces are long considered, many in the windows do not make glasses at all, if it is hung with curtains - and correctly - it is still not visible, just put a frame and doors for the geometry of the window and that's it.3. A meaningless pile of all lights (like Omni). What for? They are all the same you have turned off. They are not needed at all.In the end, what I did:For a start, I opened the scene and deleted all the cameras, all the lights (and portals in the windows too), the sun. I assigned the scene a gray material through the Override MTL. Removed all the windows in the windows (they go in two tiers and, I think this is the problem and it is). I deleted almost all the additional glass geometry, since I do not know what exactly gives red spots (a vase of flowers, floor lamps, a chandelier, a sconce, mirrors). On the Top view, I selected everything and saved the selected one. Called "geometry." Opened a new max and attached the saved geometry (Merge) to it. As a result, I got a scene without lighting and settings. I put the camera in the right place.Included frame buffer, put Adaptive subdivision, Reinhard = 0.35, set gamma 2.2 again. Includes the Index of Aluminum with all the initial settings of the Irrianians MAP and Light Cache as in the lesson. Next, I made a new sun, in its modifier the power of the sun set 0.07, the size of the sun = 3. Connected with the sky. In the editor of materials the power of the glow of the sun (in fact it is the power of the glow of the sky) = 1.5. Put the light beam (portal) in the window. Curtains while hidden, also deleted the background behind the window. Everything, render: Fig.1.Is it dark? Increase the glow of the sky to 2, or in color mepping, increase the multiplayer to about 2 maximum. All.I'm sending out a vord file with a renderer, because (well, you already understand) neither the pikamatik nor the radical want to work for me. Still there are some remarks - the tablecloth hovers over the table, the glasses pass through the tablecloth and their bottom is not visible. The same thing about a chair with a table-cloth, its edge is punched by a chair. All materials for tests put with subdivami to 8, you have 20 everywhere, it greatly slows down the preliminary visualization. Then you screw it in the end. And almost all materials must have Fresnel reflections (this is physically correct), can except for the mirror and a few more mats. At you these reflections have only a glass on a table, and plates in general a standard mate. All materials must be Virai. It's probably all. I also put a color rendering (how it turned out color without textures) on which you can also orient yourself whether you need to increase the lighting or on the contrary to understate it. Also in the future it is worth working with materials. Light without good materials - only half of the render, and also post-processing ....Http://f-bit.ru/299419