As a rule, any rendering requires post-processing, there is always something to fix and improve.Post-processing images can be done in various ways. Consider the option of processing the HDR picture as the most literate and has wide capabilities on the example of a night render, it is most revealing.Render in HDR.To get an HDR render, follow the V-Ray rollout: Color mapping turn off the checkboxes:Sub-pixel mappingClamp outputStart the render, wait for it to finish, then save in the Open EXR format.When saving to this format in 3ds Max, a window opens, in which we must specify the saving options we need:Format - Full Float (32 bits / Channel)Compression - ZIP of any type.Type - RGB.Processing in Photoshop.Open the saved render in Photoshop:We will see that the picture is highlighted, it's not at all what we saw in 3ds Max while saving. Let's fix the situation: add a new layer "Exposure" and move the slider "gamma correction" to 0.45. In this case, the image is brought to the normal view:For the subsequent post-processing, the first thing to begin with is the evaluation of the image itself and the identification of its problem areas: a clear light on the carpet (scorched spot), a backlight in the area of the mattress and on the wall behind it, and with an yellow glow from the main chandelier, I overdid it .There are no exact values in the image correction except the very first gamma correction to 0.45. All the next steps are made by eye, according to your tastes and ideas about the beautiful.1. Add one more layer "Exposure", the slider "Exposure" move left to darken the picture:Next, fill his mask with black color using the command "Edit"> "Fill"> "Use": Black. The blackout effect disappears.Take the Brush tool, adjust the size, softness 100%, set the transparency to a small 5-7%, the color is white and start painting with a white soft brush on the black mask, thereby showing the shaded layer of the exposure in the right places. The more times we spend on the same place, the more the effect of darkening will appear:At the same time, we will see that details appear on the over-exposed section of the carpet, the villi. This is because we saved the render in HDR format. The essence is very simple. The fact is that if you save to LDR format, the overexposed places of the picture do not carry any additional information, it's just a white spot and that's all. As it is removed by post-processing, it remains an even spot. If we save the render to the HDR format, then the over-exposure will carry not just bright pixels as we see them, in fact, in this spot there is a hidden information from our eyes about the same villi, shadows. (This is true not only for overexposed places, but also for the heavily dark, shaded). More information on the essence of the HDR image you can read in the lesson:HDR Rendering of Photorealistic Images2. I will apply the same method for highlighting dark areas. I have it - the inside of the chandelier, the curtain. Also I will add a little glare on the legs of the chairs and the table, on the curtain I will make the effect of glowing the night lights from the street more obvious. To do this, add one more layer "Exposure", the slider "Exposition" move to the right to highlight the picture. In the same way I fill the mask with a black and soft white brush with a small transparency, I will draw the highlight areas:3. Many tools that should be used for further postprocessing are not available in 32 bit mode, so we convert the image into a 16 bit format.For what we go to the main menu item "Image"> "Mode"> 16 bit / channel:After that, the program will ask whether to merge the layers we created earlier:Click on "Merge".Next, the "HDR Tinting" panel appears, in which you want to select the way to merge:"Exposition and gamma" and, nothing in it without changing, click on Ok:4. In order to remove excess yellowness, we use the method of white balance correction. Create a new layer called Curves and select the white dropper there. On the image, we poke into the color, which should be white, for example, a skirting board. Thus, it becomes instead of yellow in white, and all other colors of the picture are adjusted accordingly:Black soft brush podotru effect on the mask layer in those places where it is inappropriate:5. Create a new layer "Color balance" and slightly adjust it to taste. The average tone I made warmer, the tone of the shadow is colder:6. I apply one more layer "Exposure" and the slider "Gamma" I move to the right to give a contrast to the picture:7. I apply one more layer "Brightness contrast" and also I will correct a bit:8. Select all the layers Cntr + A and copy the combined data, paste it on a new layer. Apply to this layer "Filter"> "Blur by Gauss" and a little wash it. Apply layering mode "Overlay", put 35% transparency to this layer:9. To make the image sharpen again, copy the combined data, paste it on a new layer, apply "Filter"> "Other"> "Color contrast" and twist the radius:The blending mode for this layer will be set to Hard Light.Create a mask for this layer and use the Gradient tool to apply the sharpness effect only to the bottom center of the picture:Concluding strokes:10. I copy the combined data, I will insert it on a new layer and use the "Stamp" tool to correct flaws in the modeling of the blanket - there, instead of folds, I got spines.11. Next, create a new empty layer. I'll take the Brush tool of white color and the shape of the rays, I'll set the opacity of the tool to 100%, I'll draw a glow of the spotlights:12. Create another empty layer and draw a black very large soft brush with the so-called vignettes - darkening the corners to match the picture to the center:Transparency to this layer will put 17%.13. Combine all the layers and save the image in the desired format:In the same way I will do post-processing of the day render:Results.Below are the images before post-processing and after:I think the role of post-processing for the final result is more than obvious even to a newcomer😉Modeling the room in 3ds Max and rendering the interior in V-Ray. Lesson from gus_ann. Part 1.Modeling the room in 3ds Max and rendering the interior in V-Ray. Lesson from gus_ann. Part 2.Modeling the room in 3ds Max and rendering the interior in V-Ray. Lesson from gus_ann. Part 3.Modeling the room in 3ds Max and rendering the interior in V-Ray. Lesson from gus_ann. Part 4.Modeling the room in 3ds Max and rendering the interior in V-Ray. Lesson from gus_ann. Part 5.P.S:I want to express my great gratitude to those who give tips and advice on Renderstuff.A lot of things, for my lessons, I stressed from you.
Kasandra, hello😉In order for shadows to become softer you need to allocate the sun and increase its size in its modifier. The more the sun is larger, the softer the shadows. Now there's a default value of 1. Put 5, and you'll see how the shadow will blur, it will not be so tight. In this case, the display of the sun itself in the viewports will increase. The important point - when increasing the size of the heavenly body, we must also increase the Shadow subdivs parameter (by default = 3). This is so that the diffuse transition from a bright sunspot to a shadow does not make a noise. All the values you can twist on your own. Those. The size of the sun does not have to be 5. You can bet 3 or 10. It all depends on your scene and idea. The same is true about the subdivisions. Noise at 18, put more, do not make noise at 18, can be reduced, because this parameter affects the rendering speed.Regarding your question about the darkness in the scene ...: |Well, I do not know, it's like someone like it. I do not see much darkness now. I would leave it as it is. But, in truth, at this stage of the work it is difficult to say whether it is dark or light. Dark about what? You do not have any textures and materials, just a diffuse color on everything. What kind of interior do you want to make light with white walls or dark, chamber? Only after texturing and the imposition of specific materials can we continue to talk about lightness or darkness. For dark interiors certainly need to bring more light into the room, otherwise there is a risk of getting on the render dark, deaf, failed zones. In the case of light, white interiors, light should be less, because Again there is a high probability of overexposures. Therefore, first a rough adjustment of the lighting is done (something in between), and after the texturing is adjusted to a specific task. At this stage of the work, you set up something average.Nevertheless, for clarifying the picture there are several techniques, the first of which is to increase the intensity of the celestial light. Here:You can also bring more light here with this setting:Well, photoshop has not been canceled yet:Besides all, I saw you have two bundles of sky and sun in the editor of materials, which is not good, because Personally, I have such a system does not work. I'm starting to twist the parameters, and they do not affect the lighting in the scene. Therefore, the bundle must be one.The filter in the settings you need is Area, read the lesson carefully. The render settings are different.I hope I could help you.