Vray render - using IRR and Quasi Monte Carlo
Let's begin with this simple scene. I used a box (editable poly), then used extrude command to create the window. The scene also had some furniture, just to make it not too simple.
The materials were added to the floor, white color wall. For the chairs, I used leather material which you can find it in Vray shaders pack
*note : All materials must be Vray material. It not only make render faster, but also easier to control color bleeding.
I used Vray light for diffuse lights. Since the windows in this scene are wide open, I used 2 Vray lights at the windows. Placing them as you can see in these images below.
*note : placing Vraylight inside the room, leave a small space between Vray lights and the wall. Trying not to place them intersect the walls because that will make noises for the render
First, you need to assign Vray render for Max. Since this is a test render, it is good to keep the image's size small.
Going to Render tab, then go to Global Switches, right here you can change some render elements such as reflection/refraction, glossy effects,...etc.
Turn off the Default Lights. Then click render, you will get this result.
The room needs more lightning and shadows
Let's begin using Global Illumination. Turn ON the Indirect Illumination (GI), choose Irradiance map as primary bounces, and Quasi-Monte Carlo as second bounces. See the images below.
Since this is just a test for lightning, go to Irradiance map, choose Low for current preset and change the sample lookup to Overlapping. For the Quasi-Monte Carlo, leave the defaut settings.
The room looks really bright, but do not worry, we will fix it in next step.
FIRST: decreasing the multiplier of Vray lights down to 10.
SECOND: go to GBuffer/Color mapping tab, choose Exponential type.
Looking better, but in my opinion it is still too bright. This step is up to you, I will decrease the Vray light mutiplier a little bit more (down to 6). Click render.
Enough for me. Let's begin making more warm feeling by adding the sunlight. I used Target Direct light.
Last step is to put some furniture in and set up a high render for final image. Go to Irradiance map, choose High for current preset and change HSph. Subdivs to 25 (you can put this value higher to get higher quality , but 20-30 is good enough).
For further improvement, saving this final render image as .TGA file. I used Photoshop for the background and color balance...Here is final image.
And that is all about this tutorial. Thank you for taking time reading this tutorial. if you have any questions, contact me at firstname.lastname@example.org.