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 completionThe 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
The Guide of V-Ray Rendering Manual Model (2)
If you have a higher pursuit of rendering, you need to pay attention to two aspects (lights and lenses), let's start with the light. It's important to note that we don't have a complete set of lighting parameters for you. Each scene is completely different. If you want to get some kind of once-and-for-all parameters, you can't do it! In each of the following examples, we have debugged the number, intensity, and angle of the lights more than twenty times. It is right to master the correct logical thinking. Light Lighting is very important for visual experience! Strong contrast between light and dark, can draw lines and increase the geometric readability of the model, which is the most common form of manual model performance. The lighting arrangement in this case is also the easiest, you only need to arrange a V-Ray artificial light source in the right place. Directional Light is the most preferred. As follows, Ando's Koshino house has only one directional light source. Yes, there is only one. As for the location of the lamp, look at the producer. We rendered 72 different angles of lighting effects and assembled them into a gif, hoping to inspire you. Of course, it is not necessary for the manual model to make the light too dark. It can also be brighter. To render a bright scene, first you need a bright background. Although it may not be necessary, there is no harm in understanding the lighting of the products in the studio. Try to understand the three points of lighting? Use the primary three-point lighting knowledge to add three or more light sources and coordinate the brightness relationship between them. Usually, like thisIn fact, not so complicated. We are actually the light of this cloth Globally covers the brightness of 200 gray, the rendering mode check light is as follows Add wood material, wood material only uses diffuse map, then, render it. HDRI Since the V-Ray artificial light source will "small" the large-scale model on the look and feel, then the manual model must use artificial light source? Of course not, the effect of ambient light is also very good. Compared with artificial light sources, the ambient light is less excessively carved and more natural. We made a model with reference to it. All ambient light is turned off, a V-Ray Volume Light is added, and an HDRI image is loaded as a light source. At the same time, a face was added outside the window, and a self-illuminating material was made from an outdoor photo.Give the appropriate intensity of hdri, adjust the desired angle of sunlight, and then render the model to check the lighting. Then add the material, this time the wood material, added a little reflection, but it is very weak. Slightly added some ambient light occlusion (AO), global subdivision. 2, other parameters remain the default Lens After talking about the idea of lighting, let's talk about the lens. For the manual model, the core of the lens is a word: depth of field. Depth of field can make the rendering result more in line with the camera's usage habits. Usually the model is small and the shooting distance is close. The proper depth of field effect can highlight the model itself and shape the sense of space on the macro. After turning on the depth of field and adjusting the appropriate aperture size, the wooden house above is rendered into a picture.When you work hard on the lights and the lens, you will find that a maddening problem is highlighted: when the model is displayed without reservation, the details are displayed with unreserved . Handmade models leave scratches, breaks, and stains due to cutting, sanding, and pasting. These details not only make the model more realistic, but also give the model a unique temperament. From: Rifle Graphics
The Guide of V-Ray Rendering Manual Model (3)
In the Guide of V-Ray Rendering **Manual** **Model** (2), when you work hard on the lights and the lens, you suddenly find that the lack of details is a big problem. Finally, let's talk about the details of the drawings. About the details, one to point out is that if you still have the passion for learning and the desire to know, you should do it in 3d MAX and MAYA, or even ZBrush and Houdini. Try to use high-quality textures, in addition to the resolution of the touch, more importantly, it usually provides more than diffuse reflection, but also provides textures used by other important channels, which saves you the time to go to PS . Use texture to create a material similar to the following (gravel floor) But in most cases of architecture, there is no need to be so complicated, too complicated and sometimes make your material look worse. In this wooden hand **model**, the wood part Rifle does not even add reflection. As for the glass, a dirt texture is used, which is attached to the transparency of the diffuse reflection. Another point you need to be aware of is: avoiding repetitiveness. By adjusting the texture UV of each face, the regularity is disrupted. Any **manual** **model** has a logical structure of basic production. Keeping these frameworks in a timely manner is a common way to improve the credibility of the **model**, and it is simple.**Manual** **model**s always leave some hand marks in the production. For example, in the position where the plate is joined, the cut position or the corner portion, there will be signs of wear or stains. In V-Ray, the dirt program texture is usually used to simulate. Essentially the dirt map works the same way as AO. What it looks like in the **model**. The wood map is used in the regular part of the dirt map, and the dirt part is given a white color directly. Although we can use permutations to increase the detail of the **model** surface, the most fascinating beauty maps are all used for full-mode rendering. For most of the partners who already have some experience with V-Ray, the picture does not show the feeling, not that you will not use the software, sometimes focusing on the secondary aspect, losing important aspects, such as: life ps Material, but not willing to work hard on **model**ing. I hope that the guide of v-ray rendering **manual** **model** compiled by Fox Renderfarm can help you.
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