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Interior - following a 3ds max tutorial

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  • Interior - following a 3ds max tutorial

    Hi everyone,

    It was a very interesting course and I learned a lot in the process. I now understand why people use 3dsmax+vray so much and it's because of its tight integration and all the premade options available that set things up automatically and easily. In blender there's no preset final/test/low render settings, you have to set everything up by hand and that's good because it forces you to learn the ins and outs of the engine. Also, it's interesting to see how materials are handled and how easy they are implemented/imported in max. In blender, you have to create each and every one of them by hand (but you learn a lot in the process) and blender's still got some issues with bump maps. I hope someday vrmats become a standard among all vray applications so it's easy to reuse a library, nevertheless Blender's node approach to creating materials is superb and I was able to reproduce (almost) everything they did in max without problems. The other thing is all those render passes they use in the video, I couldn't go so advanced in the postpro (I use affinity photo) since I don't know how to gnerate the render passes in vray+blender. I have to dig how to do it. Finally, in the tutorial they make the hdr environment invisible but don't explain why, neither do they show how to get the ultra white lighting coming through the window or how to properly replace it in the background. For my tests I ended up setting my dome light to pure white and cranking up its intensity to get a similar effect.I'm now running a test with the hdr/invisible to see if it lights/tints the scene differently. I also had to add a simple portal on the window, an invisible area light outside the window and an area fill light inside (which is usual for these kind of interiors) to get a similar lighting to the achieved in the course with the click of a single button , lol Great tutorial, shame they didn't explain anything about rendering/sampling/GI/etc but rather use a single preset-click for that.
    I'll now start the process in Modo to see how things go there.

    So, final questions:
    -How do you do render passes in blender+vray (diffuse/specular/AO/ etc)
    -Bumpmaps are still not working properly. Can anyone share a node/example of a proper material with bump/normal map?

    I attach 2 shots, 1 of blender in action and my final result (so far).

    cheers!
    Alvaro
    Attached Files
    Last edited by afecelis; 06-09-2017, 06:05 PM.
    Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

  • #2
    A different postpro.
    Attached Files
    Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

    Comment


    • #3
      Alvaro,

      This looks great! I hear you about the sky being way too blue, looks like your fix worked well.

      Here's an example of how to add render channels. Most you can add with the color channnel, but things like AO you need to add an extra-tex node.

      For bitmaps - what I found is that you need to make sure yellow nodes (RGB) connect to the yellow input, and gray (linear) connect to the linear input.
      Attached Files

      Comment


      • #4
        When you make the hdr 'invisible' the environment background for the render saves as transparency, so you can composite in a different background. Otherwise you get the hdr as the environment background.

        Comment


        • #5
          Thanks a lot Andy! great info there, but I'm sure I'm going to be a pain asking some questions on how to implement render passes properly, nevertheless, I'll try starting out from your screenshot. It was a great exercise trying to follow up the tutorial. I contacted the author and he's also very excited with the result and interested in how it was adapted in blender. I'm crossing some lines with him and he'll be helping me out translating the render presets in Max into Blender

          @Organic: yup, thanks for the info. One question though, when the background (hdri) is behind a glass material it won't render in the alpha channel, it will show up as white. How do you get alpha behind a glass?

          thanks for all the comments guys. Looking forward to post more progress soon.

          regards,
          Alvaro
          Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

          Comment


          • #6
            I believe you would set the refraction to affect the alpha or all channels. Haven't tested recently, but if I remember right that was how it worked.

            Click image for larger version

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ID:	962481

            Comment


            • #7
              Originally posted by organic View Post
              I believe you would set the refraction to affect the alpha or all channels. Haven't tested recently, but if I remember right that was how it worked.

              Click image for larger version  Name:	Untitled.png Views:	1 Size:	77.6 KB ID:	962481
              Thanks organic, I just tried all 3 options on the glass material but none worked. I'm sure there must be a way
              Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

              Comment


              • #8
                - (EDIT - I think I have the wrong mapping option for that hdr, but it won't affect the alpha . . . ) -

                Hmmm. Not sure what might be different, but it works here. Maybe you're viewing the saved image with an application that doesn't support transparency?

                'Invisible' hdr, with refraction affecting 'Colour Only'
                Click image for larger version  Name:	test_001.png Views:	1 Size:	625.0 KB ID:	962488

                'Invisible' hdr with refraction affecting 'Colour and Alpha'

                Click image for larger version  Name:	test.png Views:	1 Size:	654.7 KB ID:	962489

                Here's the .blend:-
                http://pasteall.org/blend/index.php?id=47316
                Last edited by organic; 31-07-2017, 05:34 PM. Reason: Additional information

                Comment


                • #9
                  I have an "architectural glass" in my materials collection (https://forums.chaosgroup.com/forum/...lender-shaders), I think that one is set up to be transparent. I'll take a look when I have a chance.

                  Comment


                  • #10
                    OK, apparently something in the recent 3.5 builds isn't working the same way. I had to adjust the glass in the properties window to enable alpha transparency, not just the nodes. Here is a blend file with an updated architectural glass material.
                    Attached Files

                    Comment


                    • #11
                      Thank you guys. The help of both of you is very valuable. I'm going to check both blends now. I still haven't fiddled with the render passes but I will soon

                      regards,
                      Alvaro
                      Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

                      Comment


                      • #12
                        It works! Alpha is rendered behind the glass! I used your material Andy. Thank you guys! Now on with render passes.
                        Attached Files
                        Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

                        Comment

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