Making of Wood/Concrete WC
by Mario Nogueira Web: www.rip3d.net


Two other materials I don’t have in the image but is useful to mention is the Background Image and the Glass Block. 

Background Material - Once I don’t have a HDRI for this image I use a VrayLightMtl with a .JPG image applied, with Intensity of 2 in the color slot, this will give me a soft light and reflections in the interior.


Glass Block - This map comes along with max, you can find him in the ArchMat Folder in 3dmax root; the only thing I made was creating a Gap mask, so I can control the Gap Color between Blocks



Lighting - For Lightning This Scene I Use a Directional Standard Light That I’m gone Called ‘’SUN’’, Two Big Vray Lights Filling the Exterior Windows And Doors and  6 Omni Light in The Fake Ceiling to create Indirect Light in the Walls. You can see the lights in the Fig. 17 – TOP VIEW – And FIG. 18 (FRONT VIEW)




Little explanation about the Lights I Use:

THE SUN: I Use a Standard Directional Light for Simulating a Very high Sun Position with Sharp Shadows.     

This light have a Yellow Color (RGB: 255; 255; 200) in the slot with a 0.85 multiplier and Vray Shadows. (Remember I use these values for this image particularly, not every model/image has the same parameters, and everything influences the light; model dimensions, sun high, day time etc…) 

Also in the Directional Parameters don’t forget to mark the Overshot Slot and Chose a Falloff big enough to cover the model.



VRAY LIGHTS IN WINDOWS:

I use this kind of light in the windows because even I use GI in Render this is not enough for lightning the interior, So for this I create big Vray light planes filing all windows in the Scene, with this I will have more light in the interior with soft shadows and that’s what I need to simulate the bouncing sky/sun light in the model.


In this case particularly the Vray lights have a Blue Color (RGB 231; 238; 241) and with 3.0 Intensity.

Also in the Vray light Options Check the Invisible Option (with this checked, you will not see the light plane and the sun can pass thru the Vray light plane)

Normally when I use Vray lights in the scene always use a very high subdivision sampling, in these case 65 subdivisions, with this I remove almost all noise this light produce in the scene.

This is a little boring sometime because more subdivisions you have, more time you will render, so if you don’t have a faster computer I don’t recommend to use a very high subdivision sample.


OMNI LIGHTS IN FAKE CEILING:     

Instead of using Vray lights in the ceiling for simulating a decay light in the wall I replace them with Omni lights, with this solution I render faster, (Note: Only use Vray light if you don’t have any more light options, these lights are very good but take longer to render), after this another problem… How can I block the light in some places to give impression that I have a Fluorescent light? Simple solution, in the ceiling above the Acid glass i add some boxes separated 1 meter each, with these simple solution I give the impression that i have a florescent light there. (FIG. 17 and FIG. 18 – Detail in the ceiling)

In this case particular I have 6 instanced Omni light with a pure white color with 1.30 intensity multiplier. All lights have Vray shadows.


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