The Production And Rendering Process Of Office Building' s Night Scene

For landscapes and architectural drawings, designers need to grasp the aspects of volume, texture and light efficiency. The following is a case model, although the scale is not very large, but the details are complete.
Case collection
Before you make a production, you can find some reference pictures of the effects. If we are going to make a night scene, then the reference picture is also a night view.

Model adjustment
The original model has been built to the details of the scale, in order to make the model look more perfect, here added the glass frame part of the window frame, floor, and some railings and other handrails. Then, taking into account the scene, and adding some scenery buildings, floor lights and street light poles according to the original general situation of the site.

Light and material
Referring to the building in the case, I first used a night scene HDRI to illuminate the scene, followed by interior lighting, outdoor entrance lighting, ground lighting (illuminated building exterior) and red atmosphere lighting. I only did a simple lighting test, because the intensity of the light may need to be adjusted after adding the material. In fact, I added the light and material synchronously.
In terms of material, I chose two concrete materials made by Arroway for the wall and the entrance floor.

The rest of the railings, window frames, and glass are of course simply set up, and the textures are not mounted. The interior uses the dark glossy wood flooring material that Thea comes with.

After the initial setup of the lights and materials, it is necessary to start a long test rendering. Here are a few test renderings, which relate to the adjustment of the light environment and materials.

Mapping and channel
Once the various parameters have been determined, the rendering begins. This time I used the BSD engine, because the Presto engine will give up some of the lights that are far away, occupy a small distance, have little impact on the picture, and are not easy to detect due to resource saving. However, these lights are considered to be more important. After choosing the right parameters, I waited patiently for more than 3 hours. Since BSD does not use the GPU for rendering, its algorithm is obviously not as good as Vray, and the speed is slower.

The following is a map and a channel map. Alpha\Material_ID\Object_ID\Depth will be used in the channel. Others such as Shadow\GI\Diffuse can also be checked to prevent use. Thea is different from Vray. Checking the channel map will significantly affect the final rendering speed, which will slow down the rendering speed by 10%~20%. Vray doesn't seem to slow down the rendering speed because of the checkmark.

Post-production process
Since the normal pattern rendering is not used, the post work is slightly more cumbersome. First of all, the landscape building is replaced with photo material from CGTEXTURE, and the overall light and dark relationship is adjusted to make it harmonious.
Adding plant scenes afterwards is also a long process. The reason is that you need to find a perspective relationship and a relationship between light and dark. The latter is the most time-consuming, and this process needs to be done in the reference case picture and in the process of continuous modification and balancing.

The method of adding characters and plants to the scene is no different, and it is also an individual activity. After the scenes are added, adjust their brightness and warmth again and thoroughly into the picture.

Ultimate Weapon: The Topaz Adjust filter adds a portion of exposure, detail and contrast to unify colors in one shade. After some minor adjustments, I got a picture.

I hope that you will gain something in this tutorial, especially for the built environment, space and light and shadow.

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