How To Make a Green Bamboo Leaf Forest Cabin With 3ds Max And V-Ray

This article is organized from Fox Renderfarm, the world's leading render farm. It mainly teaches how to use existing models to make green bamboo leaf cabins. The main software used is 3ds Max, V-Ray, Photoshop, etc..

After opening the model, first check and organize the model. After the group is set up, the angle is selected. After repeated comparisons, the following angles are selected:

Next, start to paste the material, the scene is small, the material is relatively simple, the effect is as follows:

The main material of the model is composed of three materials: wall and glass and wood. The parameters are as follows:

Wall material

Glass material

Wood material
Next, start the lighting layout. First, create a vraysun as the main light source in the scene. Environment and reflection add an HDRI texture and use it as the background to get the following effects:

The lighting and environmental parameters are as follows:

The next step is to add plants. This stage has a great influence on the whole work. Therefore, it takes a lot of time to arrange and combine, including the spatial relationship of the whole scene, the relationship between each plant and the shadow relationship. Tested, scrutinized. Get the following effects:

The adjusted plant plane distribution is as follows:

Now that the scene has been completed, the effect is not bad, but the dark part is not well lit and the color is too dark. Therefore, we added a parallel lamp to the scene to add light to the dark part. The room also added a face light to reflect the space, and increased the dark part multiplication in the exposure control. The parameters are as follows:

Finally, the following effects are obtained, and then the big picture can be rendered. Everyone has their own big picture parameters. I won't go into details here, and I will use it with ease.

Next, go to the post adjustment section, here is the original rendering:

First make an overall adjustment to the rendered image, through soft light, color balance and other processing to get the following effects:

Then add a gray sky map to set a tone for the picture:

Then add a vignetting around, and spray some fog on the plants behind the building to increase the sense of space and emphasize the visual center of the picture:

Continue to darken the foreground and adjust the materials in the scene to make the relationship more reasonable and better integrated into the whole tone.

Next, spray warm light on the bright part to enhance the feeling of the sun. Then create a brightness contrast adjustment layer, as follows:

Create a color balance adjustment layer:

Reduce saturation:

Add a little more exposure:

Then, copy one layer as a whole and the blend mode is soft light.


Finally, if you want to make the work more realistic and the light more natural, it is best to use cloud rendering service, time saving. The tutorial is for reference only. Maybe you can change other methods based on the above, such as using cloud rendering, it may be made. For more different works, get a free $20 free trial of Fox Renderfarm.
Author: Green Bamboo Leaves

Welcome to join us

render farm free trial

Recommended reading


How to render large scenes with Redshift in Cinema 4D

2019-10-15


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

2019-04-15


How to Render High-quality Images in Blender

2020-03-09


How the Redshift Proxy Renders the Subdivision

2018-12-28


China Film Administration Release New License Logo

2019-01-09


Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel

2018-12-26


Corona Renderer Learning - Denoising

2019-05-15


Redshift for Cinema 4D Tutorial: Interior Design Rendering

2019-10-12


Partners

Interested

How to Make a Sci-fi Spaceship with 3ds Max(2)
How to Make a Sci-fi Spaceship with 3ds Max(2)
Your private cloud rendering service provider, Fox Renderfarm, is still sharing with you the production of how to make a Sci-fi spaceship with 3ds max. Rendering The background production directly used a previous project and made some modifications according to the reference diagram. The lighting adopts the sunlight and skylight of V-Ray. When rendering, the spaceship and the background are rendered in layers, and the background does not require too high parameter settings. The final rendering of the background, The sky in the background is not directly rendered, but a sky map is directly synthesized in Photoshop. What needs attention is the color of the water surface. If the sky is blue, then the water, buildings, and especially the reflection-sensitive things in the scene must be changed to blue. After background synthesis, The last is the rendering and post-production of the main spaceship. The rendering settings of the spaceship are the same as those of the background. Several important points to note are, First of all, the material of the spaceship is a reflective material similar to car paint, so the layout of the environment is to better reflect the texture of the car paint. When I tried to render the car paint in the initial stage, it felt very fake, without texture, and the actual material is not necessarily the material. It is not adjusted properly, but it just ignores the influence of the environment on the reflective material. At the bottom of the spaceship, I made a "plate" whose function is to give a darker reflection to the bottom of the spaceship to achieve the effect of the virtual ground. The key point is to pay attention to the height, and remember not to exceed half of the spaceship. The final rendering effect, It can be seen that the background and the spaceship are too integrated. Next, I used a few basic tools to adjust the color of the entire scene. After adjusting the color, it can be seen that the sky contrast has been strengthened and the overall tone has been unified. Finally, add some small details: add lights.
More
2020-12-16
How to Make a Sci-fi Spaceship with 3ds Max(1)
How to Make a Sci-fi Spaceship with 3ds Max(1)
Your private cloud rendering service provider, Fox Renderfarm, is sharing an article for you this time on how to make a fish-shaped spaceship with 3ds max. Introduction This work is inspired by spoons. One day, I saw the spoons when I was eating in the restaurant, I suddenly felt that the spoons turned upside down looked like some kind of fish, and some of them looked like a science fiction-style spaceship. Suddenly I wanted to make this inspiration into a spaceship that can travel in the sky and water. Modeling After returning home, I spent one night combining some handsome sea creatures, such as whales, sharks, etc. and drew this manuscript with a pencil. Later, I thought the shape looked good, and finally decided to make it into a model with 3ds Max. The next step is more challenging for me because it is very challenging to make a 2D concept map into a 3D model. In particular, the 2D concept map will only serve as a reference work, while other angles and details need to be found from references and other materials. The road to spaceship design has just begun. In the production, I constantly modify the details, such as changing the original single tail to a double tail. I also tried to add a co-pilot position next to the tail, but after adding it, it felt unreasonable. Later, the cockpit was changed to a jet engine compartment. Two red fuel tanks were added on both sides of the tail (although some people say they are like batteries)! All models are not very difficult, but they are constantly adjusting their shapes during the production process. But this may have something to do with the person who made it, and I like it very much from the angle in the picture below, the eyes look very imposing. Because I have previous experience in industrial design, the design of the spaceship engine is not too difficult for me. The final model is completed! As long as the overall shape and parts are reasonable, well, the overall shape looks streamlined and comfortable. Texturing When designing the concept map, I have already considered the material of the spaceship. First of all, the main body of the ship is made of car paint, which is very common in industrial styling, and it is not very difficult to make. The texture of the spaceship mainly uses the standard material of V-Ray, and then some blending. This part is mainly to add different materials and textures to the 1 and 2 masks in the mixed material. The important point is that the "Falloff" map is used in the mask, and the default color sorting of attenuation is white on black. Here you should use the invert button to reverse it and turn it into black on white. 1.The setting of "Material 1" is relatively simple. It is the color displayed in the dark part after the "Attenuation" mask, so the color is black (or a dark color in a certain color system, which is close to black). "Diffuse" is pure black and "Reflection" is pure white, which means 100% complete reflection. Pay attention to check Fresnel reflection. Keep the refraction options as default. 2." Material 2" is relatively complicated. The reason for saying this is because the material in Material 2 is the "Shellac" material. You should know that its function is to change the color, highlight, and Reflection of "Base Material" and “Shellac Material”, and mixed them by the value of "Shellac Color Blend". In fact, the settings of the two materials are almost the same, but it should be noted that the diffuse color of "Shellac Material" is the color of the car paint. For example, if you want the model to be yellow, then change it to yellow here. And the diffuse black of "Base Material" is an attenuation color, so that the material can richly reflect the contrast of different angles.
More
2020-12-14
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. Texturing Making 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. Because 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. Rendering When 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. As 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. After the 3ds Max rendering work is completed, it is now the work of entering PHOTOSHOP, we need to further add details to the picture. I 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. The 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. Finally, 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.
More
2020-12-08
Fackbook Customer ReviewsFoxrenderfarm

Powerful Render Farm Service

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com