With this MAKING OF we are sharing with you our knowledges in rendering using 3dsmax + Corona Render.
Hope it would be helpful for one who is starting or wants to improve skills.
At the end you will find this scene pack with the highres profi textures+materials.
First, we'd like you to have a look at final image below in comparison to the original photo.
The rendering was done using the photo of Fernando Guerra. We tried to repeat it as much as possible. Copying approach has a great importance for the learning process. Through it you dive to an analysis of the best examples, this surely brings you a lot of things you will use in your practice.
MODELING
As you can see the scene is really simple. It's a box with the 2 internal walls. There were also modeled the stone plates on the floor. The trick we always use is a chamfer to all corners of the walls and tiles on the floor. It gives a thin line on the corner which is look more real as we don't have 100% sharp corners in real world. Only props that were modeled are pendant lights. They were done with the simple "lathe" modifier.
SETTING UP A CAMERA
First we divided original photo using 12x9 grid
In 3dmax we set the same frame to the original photo - 1:1.5
To work with the scene objects proportions and to find the right camera position (with the proper length and zoom), we used the 12x9 grid for the max viewport. Then it took awhile to move things in scene back and front to find its proper positions. Use a box or an outline with a ratio of a human body. It helps you to feel the space better. We didn't use the drawings for this interior, to try and find out all dimensions using only the photography.
LIGHTING
Once the walls were roughly placed we started to light up the scene. We always add the light one by one. This method helps you to avoid unnecessary lighting. Corona interactive lightmix is a coolest thing to tweak the light during the interractive rendering. We used rectangle corona light and one ies. Total amount of light sources is 7.
Later, after giving a materiality to the scene you have to manipulate the light again.
Behind the walls we put two light plans from each side. It was done for nice double shading on the ceiling as in the original photo. It gives a filling that behind the corner there is a bright space full of lighting. To make the right wall brighter and do not touch the shadows on the ceiling we added one more light with a bit higher directionality.
Bloom and glare option is really nice for quick sparkles.
You may find it in corona frame buffer.
MATERIALS
The part which took a lot of time is to draw the floor and wall textures and to make their materials.
We drew large maps for the floor part in Photoshop, using some free images we found in internet. To make rough grout we created a distorted grid of lines for the displacement map. For the wet floor we used grunge masks to overlay with the main texture. They go for both - bump and reflect. White and smooth texture parts appear on material as the flooded parts of the floor.
In general this is the scrupulous process. You are adding a small crack to the texture, saving, and looking how it appears on rendering. Repeating that many times you are reaching desired effect.
Basically the same was done for the quarzite stone material, but without much grunge on it.
For the wall reflection we used the same texture as the main one, only with the dark grout.
As you remember the white colour makes more reflection, the dark - less.
To make reflection a bit uneven we mixed displ. and refl. maps using the Corona Mix shader. See wall material example below.
Texture for the ceiling was composed from the free images we found here www.textures.com
For the water we also drew a texture. We used the same one for displacement and for mixing two materials to make a foam on the water.
Water material
Water is transparent material, and the foam is white (with a translucency param.) both go to the Corona Layered Mtl. Water mask mixes them. Note, Displ. is a bit blurred to make the foam smoother.
Pendant light material
To give a light to the pendants we used corona light mtl with the falloff shader plugged into a texmap. Without it any volumetric object will have a look of a bright but flat surface. Falloff gives a different tone on the curved surfaces. As an example can be a velvet. Try to experiment with this shader on a sphere and a box.
The final stroke is to add a bath props. We are using our Profi account on 3ddd.ru >
3ddd.ru/users/yaruta/models
POST PRODUCTION
Render passes that we used.
To bring the volume with the light and shadow, you have to work as an artist.
Very useful in Ps CC is camera raw filter.
The last one is a human added with the blur effect.
That's it! We hope some tips you'll find useful. If you eager to dig deeper, we glad to answer any questions. And as we promised, we are giving you this scene package.
To get it