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

Welcome to join us

render farm free trial

Recommended reading

How to Render High-quality Images in Blender


How to render large scenes with Redshift in Cinema 4D


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?


Why V-Ray Render is Black in SketchUp And How To Fix it?


How to Reduce Noise in Corona Renderer - Corona Denoising (2022 Updated)


How the Redshift Proxy Renders the Subdivision


What is the difference between pre-rendering and real-time rendering?


Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software?




Tutorial: V-Ray for 3ds Max Making Forest Park Restaurant
Tutorial: V-Ray for 3ds Max Making Forest Park Restaurant
As the leading cloud rendering services provider, Fox Renderfarm is here to tell you how to make forest park restaurant using V-ray for 3ds Max.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 AssignmentIn 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.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-1Because this design does not require the display of interior details, some ready-to-use chair models can be used directly, without the need for exquisiteness. Together with the temporarily created table and luminaire model, it is placed inside the building, so that the interior has certain details related to the subject.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-2After the main body model is completed, the corresponding materials are given to each part. The structural part of the building is mainly black steel. The material is generally created by the method of making metal. However, in order to make the surface of the material more vivid, a texture of stainless steel is used as the mask, gloss map and bump map, the metal surface has a slight color change and reflection gloss changes.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-3The following is a node diagram of the material. In addition to the base material, the dirt effect is added to make the stain effect appear on the concave corner of the steel. Of course, this effect can be selected by adding PS in the later stage.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-4Since the main body of the building is far away from the camera, all aspects of the details can be appropriately reduced, especially the object that is occluded. Therefore, the rest of the restaurant model uses only three material balls, one is glass and the other is wood (for table) The same one), one is stainless steel. Stainless steel may be a more interesting material, but it is not clear in this scene, so it only gives a diffuse reflection and bump.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-5 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-6In the end, the complete building body was initially obtained.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-7 2. Scene LightingThis step can be made according to personal habits. Here, lighting, modeling, and materials are synchronized. At the beginning of the modeling, the lighting is placed according to the design, because the lighting is an indispensable part of the design. Because it is a conceptual scene, the illumination does not have to be too limited to reality. It can be adjusted according to preferences. In order to highlight the existence of the main body of the building, you can use the shadow to block the less important places, and at the same time highlight the context of the scene and form a contrast between cold and warm. It even reduces the difficulty of the late fog.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-8 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-9The light source of the scene is mainly divided into three parts.The first is V-Ray sunlight, from the perspective of the camera, from left to right, and the sun is low.The second is a dome dome lamp loaded with an HDR from Peter Guthrie at dusk, but the overall tone is cold.The third part is the lighting in the building. The spherical light of the v-ray is placed directly inside the luminaire. Combined with the double-sided material properties of the luminaire, the lighting environment can be guaranteed while ensuring the visual effect of the luminaire itself. Finally, four spotlights are used. Illuminate the bottom of the second floor to highlight the outline of the building's main body.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-10 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-11 3. Environmental Modeling and Material AssignmentThe next step is to start the environment modeling, first creating a large plane that covers the range seen by the camera and uses it as the ground around the building.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-12However, the surrounding area of the restaurant is not a flat ground, there is a river passing by, you can use the drawing function in the editable polygon to create the bump effect of the ground, and use the noise modifier to further add subtle height changes to the ground. At this point, create a plane, use it as a water surface, combined with the ground with high and low changes before, easily produce the effect of water. Of course, when brushing the terrain, you should consciously shape the riverbed instead of carving it at will. Use a similar approach to create more undulating relationships for the ground and get a preliminary environment.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-13The 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.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-14The 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.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-15In order to show the high quality of the material, I made a few small tests. The following three materials are given to the scene, and the distribution is as follows.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-16 4. Vegetation AdditionHere we use the itoo's grass model, convert it to a proxy, and use the advpainter for manual distribution.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-18 !Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-17 5. Rendering and Post-ProductionThe scene is now almost processed, and finally the remaining material is filled, such as the water surface, and finally a complete scene. Raise the render parameters and add the render element zdepth (set the distance according to the scale of the scene) and change the output resolution to 2560×1440. Let's take a look at the changes from model to lighting to final rendering.!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-19After rendering the basemap, put it into Photoshop to adjust it. Content like waterfalls and water fog, which is handled later in the post, is very advantageous for still frames. Because the color of the waterfall itself is not complicated, its characteristics are mainly reflected in the light effect of water vapor and the water body on both sides. 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,!Tutorial V-Ray for 3ds Max Making Forest Park Restaurant-20The 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.Fox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!Article reference article shared by 3d artist Yu Dejie
3D Tutorials: Making a Sci-fi Scene in 3ds Max(2)
3D Tutorials: Making a Sci-fi Scene in 3ds Max(2)
Continue the 3D Tutorials: Making a Sci-fi Scene in 3ds Max(1), the fastest GPU and CPU cloud rendering services provider, Fox Renderfarm still share with you the part of texturing and rendering in making a Sci-fi scene. TexturingMaking textures is the most interesting part of the work, but realistic textures are also the most difficult to make. Understanding the texture we want to make is the first thing to do. The more common items in life, the more troublesome it is to make. So it is very important to find a reasonable reference. For this project, I used the V-Ray shader to set the material. First of all, I chose the V-Ray Mtl material type, paying attention to the highlight setting.For the metal material setting, first, add a texture to the diffuse, reflect the falloff to simulate Fresnel, and fine-tune the color in the curve and falloff parameters.!3D Tutorials Making a Sci-fi Scene in 3ds Max -11Because of the difference in metal texture, the robot's metal texture drawing has been slightly adjusted. For example, the metal texture of this robot is divided into three types, and their highlights will be somewhat different. I have used the Reflect glossiness adjustment in V-Ray Mtl. RenderingWhen the model, textures, and lights are all made, we can start rendering. As a 3D artist, rendering time is an issue that cannot be ignored. The rendering of this project uses layered rendering, which facilitates the post-processing of files and also speeds up rendering time, but the downside is that the lighting is not well controlled. If the lighting is adjusted, many files need to be re-rendered.!3D Tutorials Making a Sci-fi Scene in 3ds Max -8!3D Tutorials Making a Sci-fi Scene in 3ds Max -19!3D Tutorials Making a Sci-fi Scene in 3ds Max -16As for the production of CG scenes, it is crucial to the tone and atmosphere of the whole scene. Whether we can grasp the overall picture feeling is the key to the success or failure of creating CG scenes. The atmosphere can be created by adding special effects such as atmosphere, and the adjustment of the overall color of the picture is often achieved through color correction. There are two commonly used color correction methods, one is to directly color correct in 3ds Max, and the other is to color correct in PHOTOSHOP. I personally prefer to use PHOTOSHOP.!3D Tutorials Making a Sci-fi Scene in 3ds Max -4After the 3ds Max rendering work is completed, it is now the work of entering PHOTOSHOP, we need to further add details to the picture.!3D Tutorials Making a Sci-fi Scene in 3ds Max -13!3D Tutorials Making a Sci-fi Scene in 3ds Max -15I adjusted the color, brightness, saturation, etc. to make the picture look more comfortable. Next, add details to the picture, including weeds, smoke, light-emitting energy bars, etc. I made a variety of attempts but finally chose red.!3D Tutorials Making a Sci-fi Scene in 3ds Max -23!3D Tutorials Making a Sci-fi Scene in 3ds Max -21The final adjustment was the background. I wanted to add a distant city to the background, so I used 3ds Max to build a simple background city, then rendered it into PHOTOSHOP, and directly found some image materials to superimpose on it.The next step is to add a distant city to the screen. Because it is a faraway view, the city can quickly create a few boxes in Max, and then roughly render it, import it into PHOTOSHOP, and find the material to be directly superimposed on it. This saves the time to show the UV texture.!3D Tutorials Making a Sci-fi Scene in 3ds Max -25Finally, I want to add some clouds to the sky to make it look more natural. I used a brush to paint the clouds in PHOTOSHOP.!3D Tutorials Making a Sci-fi Scene in 3ds Max -24!3D Tutorials Making a Sci-fi Scene in 3ds Max -12!3D Tutorials Making a Sci-fi Scene in 3ds Max -14
3D Tutorials: Making a Sci-fi Scene in 3ds Max(1)
3D Tutorials: Making a Sci-fi Scene in 3ds Max(1)
Your powerful CPU & GPU cloud rendering services, Fox Renderfarm still shares with you the 3ds Max tutorial. In this tutorial, I conceived a sci-fi style scene, and named it "Fortress". IntroductionBefore I started production, I just made a preliminary idea. Because I didn't have too much time to create, I didn't draw a conceptual drawing. I just made a model while conceiving, so it took some time for the model to determine the final form. In the end, I rearranged it before finally making all the models. !3D Tutorials Making a Sci-fi Scene in 3ds Max -6!3D Tutorials Making a Sci-fi Scene in 3ds Max -9!3D Tutorials Making a Sci-fi Scene in 3ds Max -5The first thing I made was the head model of the robot. This model refers to the works of other artists. I defined the function of this robot as combat, so I changed its right hand to a firearm. The left and right are changed to claws according to the need to grasp things. In order to highlight the bright spots on the body, several red lights have been added.!3D Tutorials Making a Sci-fi Scene in 3ds Max -20!3D Tutorials Making a Sci-fi Scene in 3ds Max -22After the building behind the robot is made, the composition problem needs to be considered. I prefer the wide composition. Originally, I didn't plan to place a spaceship behind the robot but made a large-scale crawler machine that walks on the ground.!3D Tutorials Making a Sci-fi Scene in 3ds Max -2However, I tried placing the composition in the lens, and after several attempts, I was not satisfied with the result. Later I thought of another method. I drew a diagonal line from the upper left corner to the lower right corner of the screen. The triangle in the upper right corner of the screen would be empty, and the composition on the left would be very crowded and the scene elements would appear impenetrable. So I referred to a conceptual drawing drawn by Mr. Sebastien Larroude, removed the track of the second main body, and added a sail to turn it into a spaceship. In this way, the composition in the camera becomes a stable triangle.!3D Tutorials Making a Sci-fi Scene in 3ds Max -7!3D Tutorials Making a Sci-fi Scene in 3ds Max -1 LightingAfter the composition is determined, it is the lighting work. In this project, I use the V-ray renderer for lighting and rendering. V-ray is very easy to use and can save money. I think it is very suitable for this project.The main light source I use is the V-Ray sun in the V-ray rendering plug-in. The V-Ray sun can simulate the real sunlight effect. At the same time, I use the V-Rsky texture lighting method here and use the dome to simulate the skylight and form a more realistic shadow. They are the different effects produced by ordinary spotlights and V-Ray light.The parameters of VRaySun are very simple. What needs attention is the light intensity. It is recommended to use VRayPhysicalCamera when using VRay Sun. If you use MaxCamera, it is best to change the Intensity multiplier to a small value. The size of the size multiplier area reflects the intensity of the sun's direct illumination range. The smaller the value, the smaller the straight-line light shadow range. On the contrary, the larger the shadow range, its the numerical unit is set according to the scene size.The parameters of the V-Ray Sun are as follows.!3D Tutorials Making a Sci-fi Scene in 3ds Max -18The most important part of lighting is that the colors of the cold light source and the warm light source complement each other. For example, when making some relatively large scenes, the foreground and the background need to be separated, and the more we separate, the stronger the sense of perspective. A reasonable main light source will be the key to success. So in this step, we need to repeatedly test the rendering results.!3D Tutorials Making a Sci-fi Scene in 3ds Max -3!3D Tutorials Making a Sci-fi Scene in 3ds Max -10
  • Foxrenderfarm

    Powerful Render Farm Service

  • TPN

    Business Consulting

    Global Agent Contact:Gordon Shaw


    Marketing Contact: Rachel Chen


    Connect with Us

Fackbook Customer Reviews