The Guide of V-Ray Rendering Manual Model (1)

Let's take a look at the effect of rendering a picture below, which looks very much like a photo of a hand model.

How to achieve this kind of effect like a manual model is actually very simple, because the V-Ray artificial light source comes with such a huge "fake" incomparable property that can render your model. You will find that you are uncontrollably rendering your building into a hand model, and most of the time you are not willing.

Well, it's actually very simple, stemming from the contrast between the small scales actually rendered using V-Ray artificial light sources.

Let's take a look at the real manual model photo. Well, this is the final result we want to achieve.

The scale of the building is very large, and the V-Ray artificial light source will have a small sense of scale. In such a contrast, it will look like a manual model. For example, the following Siza's work Borges & Irmao Bank.

If you change an object with a small scale, you will not have this contrast when you render it. You don't feel that it is a fake model, and you are more inclined to believe that it is real. Like this camera.

How to achieve
Let's take a look at the implementation process.

The first step is to build a model

In the second step, all ambient light is turned off, and two side light sources are added at two angles. (in order to compare the effects in both directions)

The third step, rendering (wood material is only diffuse texture, no processing)

Degree of completion

The first thing you need to consider is the degree of completion. This is a state. Obviously not only manual model rendering, but in any form of rendering work, completion is the most important one. High-computation works are not authentic, but let you completely forget the question of true truth, so that your attention can be paid attention to the design or the content itself. The biggest reason for the many disturbing renderings is that the completion is too low, and the entire image is full of wear, missing, and various bugs. Improving the so-called completion is not a difficult job, just a little care and patience.

Come together to improve the degree of completion

Since it is a manual model, should it be placed on a certain booth? Then add the booth

Since it is a booth, maybe you will see the ground and the wall? Then add the ground and the wall

Usually the manual model will install a few led lights to make the model more beautiful, then fill the internal lights

Since there is lighting, we probably need to prepare a few sockets and plugs.

Add some paper people and paper trees to set off the volume of the building (so does it look better?)

Finally, add a nameplate, um, or you can also attach a glass cover, work ~ (put the phone across)

Wow, the effect looks great!

So when you don't know how to add details, what you should do is find some references to see how the real manual models are placed. Remember, look at it!

It's not hard to find out, if you still have a perfect attitude in the case of ensuring the degree of completion, then you need to pay attention to the lighting and composition (or shooting angle).

From: Rifle Graphics

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Creation Analysis: Using 3D to Make 2D Style Scene(1)
Creation Analysis: Using 3D to Make 2D Style Scene(1)
In this case, we show the use of 3ds Max to create 2D animated movie-style scenes and will focus on explaining the Makoto Shinkai-style picture performance. From his animation works, we can feel a strong personal style, exquisite light, and shadow applications, strong light and dark contrast and gorgeous colors are the biggest features of his works, these features make his works look more real. Reference material from Makoto Shinkai’s animated film "Koto no ha no niwa". Some pictures material comes from the 2D animated film "[Koto no ha no niwa](https://en.wikipedia.org/wiki/The_Garden_of_Words)", and some screenshots are found for reference. The whole idea: 1. Composition layout and lighting test 2. Material adjustment and rendering settings 3. Use of channels 4. 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2020-01-17
Tutorial: V-Ray for 3ds Max Making Forest Park Restaurant
Tutorial: V-Ray for 3ds Max Making Forest Park Restaurant
The case study presented to you this time is based on a person's conceptual design - a restaurant that is intended to be built next to a waterfall and surrounded by vegetation. From design to final performance, it is all done by one person. The overall production idea is worth sharing with you. The software used is 3ds Max, V-Ray for 3ds Max, Photoshop. 1.Architectural modeling and material assignment In the early stages of design, conceptual sketches can be drawn in the form of paper and pencil. According to the characteristics of the Tongas National Forest Park, combined with personal preferences, the general appearance of the base is restored and the general shape of the restaurant is designed. The 3ds Max was then used to complete the modeling of the restaurant, refining the details of each part of the restaurant from three dimensions. 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The ground is almost done, and there is no difficulty in this step. Next is the cliff waterfall, you can first use the spline to hook out the plane of the cliff, then use the "clothing generator" modifier to generate the grid, and finally use the "replacement" modifier (placed the noise map) to generate the height difference Of course, use the soft selection to determine the area where the bump is to be generated before using the noise. In the upper part of the cliff, considering that the camera could not see her full picture, I only built a small part of the top of the cliff and then combined it with the model. Use the plane to pull out a simple shape, then use the turbine to smooth the mesh, and finally use the noise modifier to give the model a bump change that simulates the rough effect of the rock surface. However, a cliff does not seem to be enough, so I copied a few more, and finally got the following effect, the environment has been basically built. The environmental model has been roughly completed, and the corresponding materials are given to the various parts of the environment, including the dirt on the ground, the rocks behind the restaurant, and the rocks on the cliff. In order to reduce the workload, it is not intended to increase the details on the model, but to directly use the texture with sufficient information to achieve complex surface effects. Real displacement Texture by Christoph Schindelar is a seamless map of 3D scanning with accurate diffuse, normal, gloss and displacement information to create realistic and reliable surface effects. In order to show the high quality of the material, I made a few small tests. 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At this time, you only need to use the polygon to simply pull out the waterfall, and process it into black and white, then use the color scale to remove the unnecessary parts, and finally repair it with a brush to get a pure waterfall "flowing body". Take one of the waterfalls as an example, The only thing left is to polish. Adjust the overall color brightness and tendency, add a halo to the exposed area, add the lens vignetting effect, and the final result is born. Article reference article shared by 3d artist Yu Dejie
More
2019-08-21
V-Ray For Sketchup To Make A Rendering Imitate The Penda Style
V-Ray For Sketchup To Make A Rendering Imitate The Penda Style
This is a rendering that imitates the Penda style and is the first attempt to simulate a manual model with rendering. The style of Penda has always been very much liked and yearned by me. It is elegant and readable. The following reference picture shows an indoor project from Penda. The software used is SketchUp, V-Ray, Photoshop. Step 1: Create a model Firstly, look at the material of the reference model, here is composed of four materials, the bottom of the board, the floor plan, the placed character model. There is a rough plan to do before you do it, such as material or floor plan. The original model used in SketchUp is now a work in the previous exercise, and the models on the side are scattered into random placements. Then there is the element in which to add the floor plan. You can make the found design material into a png format in Photoshop, and then use this png into SketchUp to adjust it to the appropriate size. Place it on top of the board as follows, Step 2: Material adjustment The choice of material is actually very important. The color of the wood is dark and the color of the metal will affect the final rendering. Then you need to adjust the reflection, roughness, and reflection values of the material. During the adjustment, the board uses very weak reflections and roughness. If it needs to be more realistic, you can add a embossed iron map to increase the detail of the wood grain. The character model used for decoration needs to pay attention to the subdivision and simulate the feeling of smooth plastic. And the focus is on the texture of the metal model, because the Penda's picture has a feeling of powder, so the metal is pink and purple, and Glossiness is connected to the gray map. Step 3: Lighting and rendering This part chose V-Ray to make lighting, and chose to turn off the skylight, and then played a large light source on the top of the model to simulate the light source, the color is white by default, and the subdivision is increased. Then adjust the AO layer, the picture is as follows: Step 4: Photoshop late adjustment First copy a layer in soft light mode, the texture looks increased, and then adjust the contrast. And adding some dirt will make the model look more realistic. Finally, the periphery is blurred, the focus is simulated, and the final product is finished. Although the final result is still far from the style of Penda, the overall process of rendering is the same.
More
2019-08-15
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