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How to render a realistic interior night scene with 3DSMAX?3DSMAX rendering realistic interior night scene tutorials
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3dmax is one of the most used software in the 3D industry, want to engage in the 3D industry or intend to engage in the 3D industry, you must be able to use 3Dmax software, which is widely used in advertising, film and television, industrial design, architectural design, 3D animation, multimedia, production, games, engineering visualization, and so on. production, games, engineering visualization and other fields. No matter which industry you want to engage in, you must first master the use of 3dmax. It is an online design tutorial website with tutorial videos on 3dmax software usage, interior design, game modeling, architecture and landscape, rendering, material usage, mapping and so on. If you really want to learn 3D modeling, be sure to check out Feather Rabbit's tutorials.

3DSMAX rendering realistic indoor night tutorial

Rendering of such things, you have to look at the design, the design of a good bare model is also beautiful. So here I specially in their usual collection of model library inside to find a handsome indoor model. I hope you study seriously, learn 3DSMAX rendering production methods.

Then all the way to import what! Why is it that when you go into Artlantis there is no interior floor!!!!

In fact, it is very simple because the original model author in the production of the ground when a separate surface, rather than blocks, so the import of such a bug. once again, tell us to do a good job of modeling than anything else. The solution at this time is usually to go into the su and re-model before exporting. However, given that we are doing an indoor night scene, there is a lazy way to solve this problem by utilizing the characteristics of night scenes (which will be mentioned later). Press Crtl+I to bring up the model info window, activate the earth material and adjust it to fit.

Then we get to the interior's biggest headache, lighting - I honestly have a limited grasp of this one, but thankfully this model is relatively simple and well within my grasp. First the moonlight was added. Adjust a point light source with a brightness of 1000, a radiation angle of 360, and a shadow intensity of 80 to the right position. Many of you may not feel the need to add this, but the fact is that sometimes some of the darker cooler tones depend on this - after all, we don't have the light transmission that VRay has for diffuse light.

Then add the main source of light in the room, there is nothing to say, the main thing is to light up the room, and then a little attention to warm and cold. The main color is white can be adjusted later.

Look at the state of lighting now.

Then adjust the material.

The picture on the left in the red box painted that bottle is not very awkward? That's because it's closer in the picture than the chair in the close-up, it's particularly large, and the color is too white to look harmonious. We need to find a way to eliminate it. Pull the bottle to the back as a separate object, change the color, and give it two leaves to make it a vase for good. Also find a way to get a rug object in - a bright red color will make the room less monotonous. Then add a bit of auxiliary lighting to the lamp on the chair side and it's pretty much shaped up.

Then we come to that earth material derived to the outdoors. It looks like it's still there in the last preview image doesn't it? Actually it doesn't matter. You know in real life there is such a physical phenomenon, indoor and outdoor brightness gap is too large, the glass will occur similar to the phenomenon of total reflection, that is, you can not see the outdoor scene indoors at all. That's why I didn't modify the su and just laid the earth material directly, the big thing is to adjust the fresnel reflection of the glass a little bit smaller.

Another thing to mention is that it's a good idea to pull the localized renders before rendering, and render something that might change the overall atmosphere to see - like the ground in this image. Sometimes the preview image can be deceiving, especially when it comes to highlight blur.

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