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How does the kitchen made by 3dmax show the sunshine scene? Method of making kitchen scene performance with 3dmax
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3dmax is one of the most used softwares in the 3D industry. If you want to engage in the 3D industry or plan to engage in the 3D industry, you must use this software. Widely used in advertising, film and television, industrial design, architectural design, 3D animation, multimedia production, games, engineering visualization and other fields. No matter what industry you want to engage in, you must first master the use of 3dmax. Is an online design tutorial website, which provides tutorial videos on the use of 3dmax software, interior design, game modeling, architectural landscape, rendering, material use and mapping. If you really want to learn 3D modeling, you must take a look at the tutorial of Feather Rabbit.

Method of making kitchen scene performance with 3dmax

Open the scene file, some kitchen models have been created in the scene, and we need VR renderer to render.

Open the rendering settings and set the renderer to VR renderer.

Open the material editor, first make the floor material, click the material ball, set the material as VR material, and add a floor map on the channel behind the diffuse reflection.

Click to go to the parent object, set the reflection color to dark gray, the reflection gloss to 0.5, and the concave-convex intensity to 10, and add a concave-convex map on the subsequent channel. Double-click the material ball to see the ground material effect at this time.

Then you need to make the metal material in the scene. Click the material ball, set the material to VR material and name it metal. The diffuse reflection color is set to dark gray, the reflection color is gray, the reflection gloss is 0.9, and the subdivision value is 12.

Click on the material ball, the material is set to VR material, and it is named wood. Add a map to the diffusion channel and set the angle of the W axis to 90 degrees, which will produce a 90-degree rotation.

Set the reflection color to dark gray to produce a certain reflection effect. The reflective gloss is 0.6, and the subdivision value is 20.

Then make the material of the glass in the scene. Click a material ball, the material is set to VR material, and it is named glass. Set diffuse color to gray, reflect color to white, select Fresnel reflection, and set refraction color to white.

Next, you need to make a white latex paint material. Click a material ball, the material is set to VR material, named latex paint, and the diffuse reflection color is set to white.

After making, assign each material to the corresponding model in the scene.

Next, we make the lights in the scene, mainly the main light source and the auxiliary light source. Click Create, select a light, switch to VR, and select a VR light source to create in the scene. Create 3 light sources and place them outside the window to illuminate the room.

Click Modify, set the type as plane, multiply by 20, and the color is light blue. The value of half-length and half-width is basically the same as the window size, which is invisible when checked, and the subdivision is set to 15.

Select two VR light sources in the scene and set them to illuminate the room. The type is plane, the multiplier is 20, the color is light yellow, the half-length is 1900mm, and the half-width value is 4300 mm, and it is invisible if checked.

The third light source is also set in the same way, with a magnification of 5, light blue, half length 1900mm and half width of 4000mm, which is invisible if checked.

Press the shortcut key 8 to open "Environment and Effects", and add a map to it on the channel behind the environment, which can be used to simulate the outdoor background effect.

Finally, you need to set the final rendering settings. Click to open the rendering settings. Because it is the final rendering, we require higher quality and increase the common width and height appropriately.

Click on the VR basic item, set the type as adaptive DMC or adaptive subdivision, check the anti-aliasing filter, and set the mode as Mitchell-Netravali or Catmull-Rom, which will be more detailed when rendering. Expand the color map, where you can set its type. The default is linear multiplication, but there will be exposure in this case, so we set it to exponent, check the sub-pixel mapping and clamp the output.

Click on VR indirect lighting. In order to achieve better results, you must check it so that it can be applied to indirect lighting and a very real secondary rebound effect will appear. The first bounce is set to halo map, and the second bounce is set to light cache.

To extend the halo map, we need to check that the display computer processes and displays direct lighting, and set the hemisphere subdivision to 50 and the interpolation sampling value to 20. The larger these two values, the finer the rendering, and the larger the value, the slower the corresponding rendering speed.

The subdivision in the light cache is set to 1000. The larger the value, the finer the rendering and the slower the rendering speed.

Click VR settings, the smaller the adaptive number and noise threshold, the finer the rendering, the slower the waste, and the information window will be cancelled.

Finally, click Render to see the final rendering effect.

That's how 3dmax made the kitchen scene. If you want to know more about the use of 3dmax software, you can click this link: