Lighting & Rendering in 3dsmax using mental ray - Interior

Hi and welcome to my tutorial. My name is Nabil Chequieq, from Morocco, and in this tutorial you will learn how to light and set up some materials that will give a good result while also having a fast render time.

To start, make sure you are working in a metric unit with realistic proportions. First I've used a daylight system (Fig.01).



Change the setting of the sunlight and skylight to mr Sun and mr Sky. For the fast calculation of global illumination, let's activate mr Sun Photons (Fig.02).

Fig. 02 id_fig_02.jpg


Now let's take a look at some materials. Actually, I prefer to render some objects with ambient occlusion in Max before doing an occlusion pass. For that, the arch+design materials have a section called Special Effects where we can activate Ambient Occlusion (Fig.03).

Fig. 03 id_fig_03.jpg


For the wall I've used a little bit of noise in a Bump map (Fig.04), and for the glass I've used a different kind of materiel called ProMaterials, with personal settings (Fig.05).

Fig. 04 id_fig_04.jpg


Fig. 05 id_fig_05.jpg


Let's take a look at the Exposure Control (8 - keyboard shortcut key). You can see the settings I'm using in Fig.06.

Fig. 06 id_fig_06.jpg


For the indirect illumination, Final Gather and little bit of Global Illumination work well. I don't use diffuse bounces (Fig.07).

Fig. 07 id_fig_07.jpg


I use some passes in Render Elements for compositing in Photoshop and this is the cool stuff (Fig.08).

Fig. 08 id_fig_08.jpg


Here is the render (Fig.09).



Fig.10 shows the settings for the ambient occlusion.



In Photoshop, we can do some color correction and contrast (Fig.11).

Fig. 11 d_fig_11.jpg


And this is my final render (Fig.12). I hope that you have learned something from this brief tutorial and if you have any questions then please feel free to contact me:



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