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  1. Hi Everyone, I hope this post finds you well. This is the latest property development I was fortunate enough to have been a part of, and wanted to share the final results. The main brief was to help sell the development off the 2d DWG plans/drawings before construction, by creating a series of 3d marketing images that captured the building's true essence and design ( interior and exterior). My work involved picking the materials, furniture, design and 3d render the space in a way it would be appealing to potential buyers. I have used 3ds Max and V-Ray to create the initial still images. Later, I have developed an interactive App in Unreal Engine, for potential buyers to customise the interior of their apartments. For more information, please google: jamie cardoso Kind Regards Jamie
  2. (since it's still in beta) are you struggling with the official GPU Lightmass in Unreal Engine 4.26? In this video, I will show you how to download and use luoshuang's GPU Lightmass ? If you don't know, GPU Lightmass is the best option to achieve high-quality baked lights in your architectural projects ... it's a must for archviz! Feedback is super welcome! ❤ https://youtu.be/ft1a21L4dAI
  3. Hi All, Check out my New in-depth Video tutorial about, Photorealistic Lighting with 3ds Max and V-Ray. This in-depth step-by-step video tutorial takes users through the amazing process of, lighting, shading, texturing, and Rendering the Atrium. The First of a Four part series can be seen in the link below: http://jamiecardoso-mentalray.blogspot.com/2018/06/photorealistic-lighting-with-3ds-max.html I hope you like it :0) Ta J
  4. Hello everyone, I've been struggling with my IES lights and can't make them to be rendered with Vray. When the light cache is being built, the lights appear normally but when the first pass starts, it's like all my IES lights are switched off. I'm using and HDRI, no sun. Also going for light cache and Irradiance map. What could possibly be? It's annoying for me because I can't go further with my project and I can't find a solution for my case on the forums. Also, for the record, my lights were created with VrayIES, they're switched on and with an intensity of 18.000 lm. If I turn up the intensity, it doesn't work. Any help would be much appreciated! Thanks!
  5. Hi there, I'm creating an interior for a front room and am having trouble lighting it. I'm using an HDRI to light to light the exterior and IES lights as well as vray sphere lights to light the interior. I used sphere lights due to the IES lights not giving enough brightness to the room. Ive attached the properties of the lights to this. My question is how can i light it more evenly. As you can see from the render there are bright spots on the walls where the vray sphere lights are projecting onto it. Would what your advice be to light better? Thanks Michael
  6. I've been working in VRay for nearly two years and I would consider myself a decent artist. My materials and texturing is good but my lighting has always lacked. I'm having trouble achieving well lit interior rooms, with nice contrast and colours, but I always end up with overexposed spots and the rest of the room being, just okay. I want my renders to look more like these: http://www.cgarchitect.com/2017/02/vemdalen-kitchen http://www.cgarchitect.com/2017/02/creative-city---neu-marx7 http://www.cgarchitect.com/2017/02/creative-city---neu-marx8 http://www.cgarchitect.com/2017/03/bankside-flat---2 Maybe it is just because I know that my images are just renders, but I always feel like they don't like right, they look 3d. They never have that realistic, photographic quality that I see from professionals. I am very critical of myself, I don't ever love what I end up making, but I want to improve myself a lot this year. Any tips? Anything I should be doing in VRay? I see people using HDRi's and getting great results, but mine don't turn out that nice. My raw renders always need a lot of work, because the lighting is never as even as I want, but I've seen other peoples unedited work and the render is almost good enough to publish as is. Sorry if that felt like I was ranting, I just really want to get better, I want to be the best I possibly can be, especially if I am going to be doing this professionally. Thanks for any help
  7. Hi there I've recently been playing around with interior renders of various places such as restaurants and residential homes. I was wondering what are peoples preferences to lighting these kind of scenes. I've seen many people use different techniques such as HDRI maps, Vray Sun, Sky portals etc. I understand that this is a broad question and that lighting can be changed for each and every scene but would just like some advice on what people think gives the best results as I've been having trouble on what and when to use certain techniques. Thanks very much and I look forward to your replies.
  8. Hi people, do you know a cloud-based render engine, and what's your experience with it?
  9. Hi, Whilst following lighting tutorials for interior scenes, I have noticed that some people use vRay Sun whilst others prefer vRay Dome. My questions are, is this just a personal preference to lighting choice? Can same results be achieved by either light? Are there advantages/disadvantages between the two? Many thanks.
  10. I want to create my own shader ball, but I dont know which lights and setup would be the best. Im using an HDRI, but I dont know if I should add another (for e.g. rectangular directional) light for the reflection to be bigger (but then it becomes over saturated), OR should I create a studio setup? What is the best setup/lighting for a shader ball scene? It would be used mostly for interior shots/material testing I'm using Corona 1.3 and Max 2016 (I also have V-Ray 3.3, but i need to use Corona). Thank you!
  11. Hi everyone, i am working on one interior project just for my portfolio and end up with two problems. 1. Light leaks 2. Noise i'm not sure the terms used here are correct for those issues and therefore i have attached an image for that. Please guide me through this. Thank you.
  12. For some reason while rendering using distributed rendering with 3ds Max 2014 and Vray 3 we get an error in the Vray log box that say's "Warning: Unable to create light from node Light 120". I also included a screen shot of the error. Anyone know what this is???? please any help would be great! Thanks!
  13. I am using 3ds max 2012 with vray rendering and vray physical camera with vray sun. I also use an big half cylinder (with no caps) with a sky map on it for reflections on windows. When I render a scene of an exterior building I get uneven lighting and shadow problems as in the photo attached. The upper part of the building is too dark and the parts that are extruded dont have proper shadows. How can I solve this problem?
  14. Here is a small tutorial where I share the lighting, camera and render settings, hope you like it Here is the link: http://www.aleso3d.com/home/vray-tutorial-for-realistic-lighting-white-kitchen-dinning/
  15. I'm perplexed be the exposure settings, in relation to the scene, when attempting to create a balanced/calibrated scene (eg: grey material + light + exposure + render = grey is grey). Although I can get the desired grey, it's just that the the exposure (or something) is just not behaving as I would expect. I don't believe this is a gamma issue, and I'm reasonably confident with V-Ray, but this is weird.... The scene has: VRaylight Dome, Multiplier 30, color is 255,255,255 VRay Plane: Simple Vray Material (default), 128,128,128 VRayLightMeter: 1m x 1m, Total Illuminance, Lux = 7970 (EV 11.5) Background: color 128,128,128 VRay Exposure Control: Photographic mode, Shutter speed 125, f-no 9.8, ISO 100, White balance = Neutral VFB, Pixel Information Color (8bit): Reads 128,128,128 (so that is fine but...) My query is: To maintain a grey of 128,128,128 why do I have to set the f-number to 9.8 ?! I assume that if these elements are to behave logically together; in a physically accurate approximation, should they not require an f-stop of 12.5 (or at least something less arbitrary than 9.8) ? note: Additionally, the Render settings follow a LWF, and the V-Ray Environment skylight override is checked and set to black, so the background doesn't contribute light. So, can any shed some light on this? (oh no - unintended poor pun!) If your wondering why it matters to me, this is a test scene I'm doing to consolidate my understanding of these components together. So I can confidently light and expose my scenes with real world parameters throughout the workflow. An f-stop of 9.8 in this scenario, just doesn't fit my understanding at the moment. I'd hate to find out the VRay exposure, lights, or lightmeter are unreliable, so hopefully I have just miscalculated.
  16. this has been really annoying me when trying to light this simple room I cannot get the light to pass through my window, I've tried every type of light as well as mental ray the only time it seems to work is when I choose ray traced shadows but I don't want to use that as it produces very hard edges. Strange thing is it will show the light passing through in the viewport but when rendering it doesn't. Any help would be appreciated. Thank you
  17. Dear readers, recently I started learning 3d development (3ds Max, ZBrush et cetera). I am totally in love with it but at the moment I a having trouble getting my renders more realistic. I watched some tutorials on YouTube, and even though I do exactly the same as they do, my renders always come out a lot darker then the ones in the tutorials. Anyways, I found some decent settings which do work quite nicely except that my renders are really, really fake and still a bit dark. The "fake" part is most likely because my materials, I still need to learn to work with VRay Materials as I have been using Mental Ray until recently but what I would need your help with is the lightning part. I downloaded a scene, and added light to it. It looks (in my opinion) very realistic and just super awesome! but when I make my own model, it is to dark and it looks very fake. Can anyone tell me why this is (except for poor material use) and how I can fix this? if I know how to fix it, I know what to look for in the future The one with the good results (scene downloaded, lights by me): The one with the bad results (scene made by me): Max 2014 file (good one): http://www.filedropper.com/light2010 Max 2014 file (bad one): http://www.filedropper.com/vrayinteriorlightingtest_1 I really hope you guys can help me out, as I am struggeling with this problem for a week now Best regards, Angelo P.S. His walls and everything is WHITE... my material is white to but they turn out much warmer, yellow-ish... huh?
  18. Hello, Long time lurker, newbie poster. I have been trying, to no avail, to create the type of volumetric lighting found in the following reference image: I have used multiple water materials, tried both methods of volumetrics, I have even used a transparent, non-reflective material to represent water just for a test and I can't get anything to work. With volumetrics enabled through the parti_volume shader, I can get volumetrics that start at the water's surface, but anything beneath the surface is simply not there. I have also tried a cube for the water as well as a simple plane. Either way (and with the correct options in the material for planar vs. solid geometry in the water material) gives the same failed result. The following is the photometric target light with the sun and sky off, first with the water material, second with the material off. I have done a lot of googling, reading, and such. There are a ton of tutorials on underwater scenes, water textures, and volumetric lighting, none of which help with the specific issue I'm trying to wrap my head around. And the scene file, should anyone want to play with it. It's a basic file so I could play around with settings before I roll it out to the larger project. pool test.zip Thanks!
  19. Studio/Institution: polsl Genre: Other Software: 3ds max, vray Description: I'm a beginner at the very beginning. I know that texturing is bad but my main problem is lighting. I use hdri map in dome light (multipliers for hdri - 0,05 overall and 5 render; for dome light - 1) and vray plane lights in the windows (multiplier 5). My camera settings: f-number 3, shutter speed about 13, iso about 250. Although the walls, ceiling, floor etc. have reflection map, delicate bumps and high reflections subdivs, everything seems to be just flat, plastic,dull and looks way better in the viewport than on the actual render. Does it have to do with using low multiply value of dome light and adjusting only camera settings to make the render brighter? Is the lighting too uniform? (I don't want sharp shadows but some shadows are definitely desireable.) The bedroom render is not at all satisfying but looks a bit better than the other one. At least, the lighting is a bit more realistic and there is a kind of gradation of shades on the wall - not present in the second render. I know that photoshop can change a lot but I'd really like to learn how to make clean renders. I would be thankful for any advices, I still have some to work on my projects, so all your suggestions will be useful.
  20. Hi there! Ok, this has been a lot of work, more or less 60 hours (3ds Max & Vray). But I enjoyed the process a lot Here you have the final result image: http://3dbundle.net/pics/bigs/monkey_island.png If you are interested, I've done a tutorial! Here you have: Tutorial: Create a night scene with 3D Studio Max & VRay that will make you feel nostalgic about Monkey Island Hope you will enjoy it! I'll be waiting your feedback!
  21. If mental ray and v-ray have a sun, why not a moonlight? Is there an obvious reason why they don't and im missing it or...?
  22. Who do you think has the best tuts for modeling and lighting/rendering? I'm currently learning a LOT from VisCorbel and sometimes Digital Tutors and I'm looking for others with similar approaches to teaching. I need a good lesson on lighting and rendering in Vray. Something on real world light intensities would be great, too. This was interesting but not enough info for me. http://www.workshop.mintviz.com/tutorials/vray-real-world-light-intensity/
  23. Okay, I've been toying with Mental Ray in 3ds max for years now and have seen many people post different render techniques and styles but haven't seen a definitive (here it is rendered this way and here it is rendered the other) comparison that would solidify once workflow as THE answer for realistic renders at a decent render time. I render restaurants (exterior and interior). In either case, my camera will always pick up some of the exterior. That said, I'll always have a sky in a render and will always need an exterior lighting setup. So, MR sun/sky vs HDRI vs anything else. What will produce the best result? I realize I could probably set up the same scene two ways myself but am wondering if someone above my pay grade has ever done so and could easily explain it. Thanks!!!!!
  24. This is a tutorial or making of from my latest interior, it is a modern loft, everything was modeled using 3ds max with zbrush, and photoshop for textures and the rendering with vray, hope you enjoy it here is the link to view the tutorial: http://www.aleso3d.com/blog/?p=1356
  25. Hi everyone, I am having a weird effect in the corners of a room. I have never seen it before, so I am quite confused... I use 3DS Max 2013 with VRay 2.40.03. What is weird is that it does not happen everywhere in the scene. Only in some corners. Oh and no, there are no gaps between edges (planes actually cross each other) Anybody ever saw that before? Thanks
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