Rendering parameters with the indoor is almost the same, the main thing is that the lighting is played differently, regardless of the day scene, the night scene is to rely on the light to simulate, so you have to change the lighting, not the parameters. The parameters of the outdoor map can be appropriately lowered a little
3DMax night scene outdoor building lights, each floor inside the floodlights, do not have the main light source, that is, there are lights on the lights, and the light source is a little smaller, the background to get a picture of the night scene. Other renderer parameters are the same as normal. Just don't give the sky light to the blue bright.
Slow rendering, local computer configuration is not enough, choose desktop cloud to solve the problem of lagging
First look at the rendering effect of this picture:
After getting the model, first put the simple material to pay a good, paved, wall dividing line, with the wall with woolen stone.
Personally, I think that when doing the night scene, the first thing to do is to determine the general tone, the first to play around the ambient light, this picture I want to put it blue-green tone.
1: This picture is that VR renderer rendering, first set the sky light to blue, GI set to -5, -5, the speed will be faster.
2: Start hitting the auxiliary light around, real life night shadows are very virtual, and also has a relationship between light and dark, also has a main light direction, here I used a row of open SHADOW MAP shadows of the target spotlight, to be the main light source. The color is given as blue-violet.
3: Test the rendering effect now,
4: Next, we will just rendered out of the photons of that picture to save and call, and then hit the fill light, this will save a lot of time.
5: As I said at the beginning, it's going to be rendered in a blue-green tone, so the fill light is going to be a bit on the green side.
6: In order to make the main light side and the backlight side a little bit more clearly divided, in the roots and upper part of the building to play some open attenuation of the light, the color is also to be mainly green and blue.
7: We will then hit the dark part of the near scene some detail lights, the dark part of the light can be a little warmer colors. In the low part of the building to play the light can be turned on the projection, the effect will be a little richer.
8: In order to get a better test effect, first adjust the material of the glass, first of all, to the background to get a map, is to give the glass to do the reflection with.
9: Now adjust the material of the glass, the general night scene of the glass I will give a BLEND material, the top to a darker glass, the bottom to a bright spot of the glass, the mask on the top and bottom of a gradient to give a mapping, as shown
gave this mapping glass to give a mapping coordinates from top to bottom, do not forget!
Test it:
10: so that there is some detail on the glass, we see that the glass in the foreground is darker, we have to hit some warm fill light in it and turn on the projection, so that there will be light hitting the wall from the interior.
11:This wall is quite large and we can do something on it. You can also play some translucent light out, pay attention to the color change. The method is the same as above.
Test:
11: According to the close-up of that building's lighting method, the back of the building's interior also hit some fill light.
Test the effect and it's basically just about right.
12: Take note of the darker house on the right, and hit the yard with some fill light to pull the front and back walls out of level.
Finally render out the big picture, add some brightness contrast in PS to make the picture a little bit of spirit, not here, not well written, we correct more!