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    Interior Visualization

    Special Course by

    Stanislav Orekhov

    www.d-e-s-i-g-n.ru

    copyright 2009

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    The Content

    1. System customizations. Scene organization

    The Actual version of the software/

    Computer configuration

    System Units

    The Important settings in 3D MAX

    Import DWG

    Proxy

    Vray scene convector

    Layout of modeled objects in the scene

    Archive of the scene

    2. Correct and effective Modeling

    Scaling

    Groups

    Effective and simple operation with Layers

    Rules of modeling. It is necessary to know and perform for effective operation

    Recommendation of modeling. How to make scene easier and faster

    Modeling main mistakes

    The Main modifiers, and ways of usage

    Example of fast classical interior modeling

    Design rules in interior

    20 main sizes and dimensions in an interior

    Furniture modeling rules

    Groups of objects

    Layout in the scene

    Design and elements

    The Description of models library

    The Description of textures library

    Fast work tips

    3. Visualization Work explaining

    The Quality standards on interior visualization

    Decorative objects in an interior

    Background

    UVW Coordinates

    Materials. All you need to know

    Textures. All you need to know

    Batch Render: the Step-by-step instruction

    Final image standards

    4. Camera

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    Detailed customization Vray Physical Camera with all important parameters

    Shared data

    Optimal height of the camera

    Focal length

    Color balance

    ISO

    Composite setting of the camera

    5. Light

    Used light sources Vray. Application in an interior

    Arrangement of light sources

    Detailed customization of all light sources Vray

    Parameters Vray which is responsible for speed-quality Render

    Ideal customizations Render setup

    Essentially different two ways of customizations render in Vray

    An operation Expedition Principles of lighting of an interior

    Day lighting

    Step-by-step Day lighting settings

    The Mixed lighting

    Step-by-step Mixed lighting settings

    Night and evening lighting

    Step-by-step night lighting settings

    Lighting of difficult space

    Final materials settings after visualization

    Super efficient scene settings

    Preview visualization

    Final visualization

    6. All problems in Render and ways of solution Ways of revealing of problems and struggle against them

    Algorithm of revealing of the problem object

    Work with incoming scene

    7. Photoshop for a visual analyzer Application

    The Most important keys and operations

    Brushes of color effect

    The Step-by-step instruction of usage Photoshop

    Hot Keys

    Usage Example

    8. CompositionFundamentals and composition laws

    The Main sense of visualization

    Ways of creation of art integrity of the image

    Perspective and map size Splitting on areas Visual stability of the image The Rhythm

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    Light

    Light Brightness Contrast The Sunlight The Mixed lighting

    Lighting day/night

    Cameras Installation of an ideal foreshortening Balance of the map Equal corners. Frames The Cut off subjects The Relation of the sides of a frame, a lens choice Cuts Special effects. A usage

    Interior filling

    The Most important objects Vegetation The Life in an interior Subjects, large and small. Fillings with a binding to a room

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    IntroductionWhat does effective visualization ,mean?I consider to be effective such work that1. Does not request much time2. Commercially profitable. You get previously foreseen, high quality result satisfying theclient.We will try to reach this goal during our course.

    Why is so important: economicalYou may heap a cool picture, but if it takes a lot of time to create it and design isproblematic, it will be hard to sell it and get permanent clients for this work.I strive to be in the market. To create what other freelances do, but quicker and withouterrors.To put the whole work on production line. To get a bit ahead, I may say, that it ismuch easier with exteriors.Exterior visualization should be payed more, than interior.(if you get direct orders withoutsubcontractors)

    Working process.Working process organization is very important.It saves a lot of time while fulfilling the task by group.Even if you are alone, you should get used to adjust work.

    It will play an important role afterwards.You and your colleagues will not lose time studying composition of others' scenes.It is rather complicated to implement the task and to get an expected, easily editingmaterial without concrete instructions how to fulfill the job.

    Besides the comfort, you will have an advantage while being recruited by any design/Visual studio either close to you or distanced from you.

    During the job interview, together with your portfolio you may describe to the administrationyour systematic approach to project and easiness of your scenes to be accepted by others.

    Also make people to understand that you are well aware of design rules and it will be veryeasy to any architecture or designer to work with you.Show to employee's technical specialist your model as well as adjusted system of sceneorganization.

    Such behavior ensures your preference against other candidates. And even more, youwill be able to ask for a salary 10-20% higher, than a modeler, whose scenes need to be amended to alarge extent.

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    This is the reason, which stimulated me to make a description of the whole visualization process.That is the way we work in our studio. We strongly lack qualified personnel, willing to workin team and not individually. I want to see highly organized level of work and logical attitude to tasks.Usage of such system may reveal best the above requests.Taking this course, you will also learn to lead your own team.

    Detailed elaboration

    Object elaboration should be maximum.Forget about polygonal restrictions.Do not hesitate to add small elements, to removeflat faces.Scene having more small details looks more presentable and will be appreciated by theclient.When I pay for the model, I firstly pay attention togeometry and details.

    How to achieve realistic sceneHuman "eye" immediately fixates false unreal scene and especially designer's or architecture's "eye".Therefore, there is a rule - if you doubt in an element, do not put it in. Better to check with designer or client.And even better to analyze by yourself - to widen your knowledge searching for samples in journals or books.

    Due to this I have attached to the course additional material with reference scenes which might widen youroutlook. Believe me, this what you need, have this always at hand and enrich the basis.

    10 main beginners mistakes leading to % loss of project attractiveness.1. Wrong composition and shooting - 20% unprofessional view2. Wrong light installment - destroys the beauty in 30%3. Wrong texture - small defects revealing hasty work 10%4. Details not thoroughly worked out - look like slapdash 20%5. Unnatural plants - lower the quality to 50%6. Illogical details arrangement - lack of basic interiorknowledge - spoils impression to 10%

    7. Lack of contrast effects - 10% (all seems ok butsomething is missing - contrast effects)8. Durable modeling - 20% (performer losing time)9. Durable light installation - 20% (performer losing time)10. Low quality materials - 20% (flat - unnatural, notreflecting)All mentioned above may substantially decrease visualization quality.And on the contrary avoiding all mentioned above failures may lead to a perfect result.

    5 professional success additives

    Attention to technical task

    The customer prefers to be totally understood and all his requests to be totally met.Professional work is mainly distinguished by the way how performer studies the technical requirements andfollows them. If something is missing you should ask and not invent. Pay much attention to the details and godeeply inside the task. Value the clients time.

    Model and texture libraryWithout this you get nowhere. This can be compared to competition with IKEA in production of cheapfurniture. Remember, you should have a production line. Changeable part in the project itself is the building(visualization object).All other filling elements may be taken from the 3D library. They are mostly the same orthey can be modified on the spot. In bonus materials you may find all necessary models.

    Basic design knowledge, observationIt is very important.Study the books, reference pictures, photos, renders, unless you learn to see and

    automatically add small necessary design details: drainage system, pipes, windowsills, door-handles etc. Alldetails are described and given in this course.

    Working speed

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    It is very simple: the more you succeed to createin a unit of time, the more you earn.

    Competitive pricesMy system enable you to work quickly and quote to the client competitive prices. Elementary designknowledge enables you to avoid revision and will increase customer's respect to yourself providing you withnew orders.

    System settingsThe scene organization

    It is necessary to begin with it. In work we should use identical options of the program to receive similarresult.

    3d max version1. 3D max 2009 Vray 1.5 sp2 without plug-in.2. You can use EGZ materials for glass egzMaterials08_for1.5.mzp, 001_SYSTEM_EGZ.jpg3. Max files must open in Autodesk 3D Max 2009 without plug-ins and dll errors.4. It is preferably to use Windows XP64 6-12 GB RAM, because for 32 bit you can not use more than

    operative memory 3 GB . It will restrict your usage of vegetation which will disable you to renderthe scene even in Vray Proxy.

    Computer configurationFor today the best computer on a parity the price-quality. (Cost of the system block nearby 1200-1500$) It isworthy of it:1. I7-9202. Asus P6T

    3. 12 GB of RAMM4. GeForce GTX 2855. Another things - not importantAt present it is the best computer for the parity price-quality. System block cost is between 1200-1500$:

    For better comfort1. Logitech revolution MX mouse is very comfortable in use as you may register buttons.2.as for monitor the larger the better. The best size is 30mac

    Unit setupI always use mm. This is good during import from AutoCAD and correct from architectural point of view.Sometimes when you open scene the system signals about lack of coincidence and recalculation of systemunits. You may ignore this signal 001_SYSTEM_UNIT_RESCALE.jpgI advise you to do the same to avoid mess in dimensions.

    1. Unit setup001_SYSTEM_unit_setup.jpg

    2. Displayed unit setup - mm or cm

    3. Important: at the end of modeling before you archive and resend file return it back to mm.

    System settingsSystem options 3D MAX, necessary for correct visualization.

    1. Vray Materials settings by default 002_SYSTEM_vray_default_settings.jpg2. Real-World Texture Coordinates settings by default003_SYSTEM_real_world_default_settings.jpg

    3. Snap 2,5 004_SYSTEM_snap_settings.jpg , S hotkey (for modeling geometry).4. Viewports configuration back after modeling 005_SYSTEM_back_view.jpg5. Settings by layer006_SYSTEM_layer_default.jpg6. Mouse correct scaling settings 007_SYSTEM_mouse_zoom.jpg

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    7. Texture filter off 057b_VIZ_filter_maps_off.jpg (it make render faster)8. You may switch over projection views to Space. 001_SYSTEM_space.jpg to speed up navigation.

    GammaWhat is it and why 2.2? 001_SYSTEM_gamma.jpgAs shown in scene at gamma we get a wider range of shadows. It gives more grey color gradation and notabsolutely black color at once. If this explanation is not very clearly seen, nothing happened. Just install as

    shown in the sample and do not care too much. Its the best way.

    Gamma setup 2.2 057a_VIZ_gamma_setup.jpg (is very important , further setups will be connected togamma 2.2).

    Sometimes while opening file in another gamma 3d max may ask you whether you have gamma from your

    max or have imported it. You should always keep your gamma setup to . 2.2

    all_prints\001_SYSTEM_gamma_convert.jpg

    Scale1. Before you start modeling be sure you use correct scale . It must be in real size dimension 1:1.2. You can use box to check it (2,5 snap). SCALE_box_dimension.avi3. If something wrong in scale, First correct and only after continue work.

    Typical mistakes while opening the file

    1. Mistake while opening the file 001_SYSTEM_old_version.jpg is that is was open in old version vray.The program notifies you of possible mistakes. Always agree. There wouldnt be problems.

    2. Scale or measure unit incoincidence of existing scene and that to be open. While opening the scene donot rescale - leave as it is 001_SYSTEM_UNIT_RESCALE

    3. While opening the scene with another gamma you may receive a notify001_SYSTEM_gamma_convert.jpg

    4. miss dll, dlm (ColorCorrect.dlm ColorCorrect, QuickDirt.dlm ) during opening the scene the programnotifies about lack or loss of dll. These means that plangines were not supported. We should agree withit and change problematic materials in scene if they are stuck in render. To get universal scene youshould not use any additional plangines, except egz. 001_SYSTEM_miss_dll.jpg

    5. miss maps if some textures are while opening the scene. Those textures might be either lost or notused in scene. Textures of old or deleted objects. While opening to confirm.If you see any problemswhile rendering, you should change the texture for another from your library.001_SYSTEM_miss_maps.jpg

    Import DWG1. First clear drawings before import (in AutoCAD we open a file and it is deleted the superfluous

    information. In some cases, when there is a projection sideways and from above, it is necessary tocreate 2 separate dwg a file and to import them by turns. One in a kind above, another sidewaysaccordingly).

    2. Import drawings from AutoCAD file -> import (in 3dmax)3. It is changed Nothing in options at import in 3D Max 007a_SYSTEM_DWG_import.jpg 4. The imported plan or a cut that it is easier to communicate and not to lose with it slices at moving At

    once is grouped.

    ProxyWe use proxy when in a scene there are many difficult repeating objects, for example, decorative elementson all eaves. In general, it is more actual for exterriers and vegetation.

    059_SYSTEM_ vray_proxy.jpg, SYSTEM_ make_proxy.avi1.Making of proxy.2.Proxy - it is the link for geometrical objects.

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    3.You can see Proxy in Viewport like a box.4.Before Proxy convertation you need to be sure object has Multi-Sub-Material and all paths of objectattached in one geometrical object.

    5.You can't create Proxy from Max menu file. Object must be merged from max file.

    Vray scene convectorIt is an auxiliary option of converting of all materials of a scene in compatible with Vray.058_SYSTEM_vray_scene_convertion.jpg .If Render goes slowly, problems in materials are possible. It is necessary to execute a command "Vrayscene convector". Also it is useful to execute just in case this command when many models of a doubtfulorigin are imported to a scene with doubtful materials.

    Name of objectsThe name should display a subject essence. It is a good form. People who will probably work with a scene

    after you will tell to you thanks.

    1.Example of name Project Name _ Furniture Name (Name of project, Name of furniture).2.Instead of space use _ 008_GROUP_name.jpg3.Names ofmaterials:

    wood

    wallpaperwater

    stone

    marble

    brick

    stucco

    parquet

    carpet

    fabric

    water

    metal

    decor

    glass

    plastic

    4.Names ofobject of Interiors:

    sofa

    chair

    armchair

    table

    lamp

    bra

    luster

    curtain

    background

    window

    decor

    wall

    ceiling

    cornice

    plinth

    panel

    profile

    radiator

    shelf

    book

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    picture

    frame

    poster

    decor

    flowers

    vase

    bar

    Object place in interiorAll objects in a scene to have close to a scene of coordinates. So that it was not necessary to search for

    them on all three-dimensional Universe. A scene on a zero mark. Accurately and clearly. Same concerns

    and Pivot point.

    009_OBJECT_center_position.jpg1.The correct place of the object is in the middle of axis (0,0,0).2.Down plane must be 0=Z.3.Pivot point must be in the center of( XY axis) 010_OBJECT_pivot_point_center.jpg ,010a_OBJECT_pivot_point_z=0

    CLEANING AND CHECKING THE SCENEBefore archive you should check the scene and delete geometry you do not need.There may be lines, parts of imported subjects and other construction rabbish.

    009_SCENE_erace_objects_good.jpg, 009_SCENE_erace_objects.jpg

    Archive of sceneOften there is a necessity to give or send a scene to other person. That on other end have received all files,it is possible to collect all of them this simple command.

    1.Use archive command to make zip package of scene with all textures 011_SYSTEM_archive_scene.jpg

    2.But Proxy can't be packaged this way. Use hand to find and attach it in archive.3.After archive command all max, jpg, ies & proxy files put in one directory (with name of correct object)without sub folders012_SYSTEM_archive_files.jpg

    Team workuingIt is much more effective to work in team especially on complicated projects.Working in team means distribution of tasks.You should model the objects in such a way that visualizer should not lose time on technical editingBut should check the models before accepting them for visualization. Such double test helps to avoidmistakes. The customer should see final variant and not partial work. If anything is wrong, the customer cantblame the modeler for having wrongly read the drawing.Task distribution goes in 2 directions:

    Box modeling (all fixed objects in the room)

    Furniture mideling ( filling elements and furniture)

    System of work organization1.Getting ready for team work2. Competitiveness while being recruited3. High production quality4. Calm work without pressure5. Possibility to forward something not finished to another team member6. Possibility to use the same models in other projects

    Working speed up meansSometimes you do not have enough time to follow all the rules dur to urgency of taskIf the project is very urgent you may omit following all the rulesBut do not get used to it and take it for granted.

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    1. Working out the customers commentsThe clients comments should be followed on the spot. There are 3 priorities while working on comments Speed to make all as soon as possible

    Peculiarity to do exactly what is being requested If not clear better to clarify

    It is very good to make a list of all comments, not to miss anythingThis will underline concentration and professionalism of the performer.

    2. Filling elements

    If you import furniture model from the library Multi-sub materials no need to sign, to save time youmay leave material without changes.

    It is worth to check materials from time to time to change and raise Subdivs in case of need.

    3. Scaling and editing You may scale the objects if it does not lead to size/proportion changes

    You may use modificator FDD box (with 20% object scale) to scale them along the wall. You should

    avoid geometric and texture perversion MODELING_fast_fdd_panels.avi

    You may move the dots to change geometry

    3D MAX Correct Fast and EasyModeling Rules

    What do I mean by correct modeling? It is system of the organization of objects and a method of theircreation, observed by modeler and strongly simplifying life to a visual analyzer, and also the person who willbring comments from the client. If to observe all these rules, changes will occupy a minimum quantity of timeand objects will be intuitively clear to the person, their changing. Also will fine agree that all objects aredisbanded on the identical layers, one scale and are closed in certain logic groups. This simplestandardization will save many hours of human work.

    Layers

    Layers make navigation on geometry more easy.

    LAYERS_interior_01.jpg - LAYERS_interior_09.jpg1.All objects must have correct layer organization.2.All wrong or not used layers must be deleted.3.Before save file close all hidden layers.4.Law of Layers name in interior:

    default only for Camera, Vray Lights, and background..0-plan draw from AutoCAD or sketch. Must be Hidden layer.GLASS window glass.ROOM room elements (floor, doors, windows, walls and wall panels).

    Recommended varieties of additional layers.

    Are used modeler for convenience, if the scene difficult.ROOM-floorROOM-dw (door-window)ROOM-ceiling

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    ROOM-wall

    FURN - Furniture all furniture in inferior (sofa, armchair, table, chair...).You can make some add layers if scene has many objects and hard organization FURN-room1, FURN-sofause logic.LIGHT - all fixtures in interior.DECOR - all decor elements and objects

    SHAPE - all shapes for bevel profile. Objects must be in zero coordinates.

    Don't use any another layers. Before saving Delete all not used layers.

    Groups

    To group objects extremely important, quickly to move and change their site in a scene.

    1.All objects must be close in group with correct name.2.If you try select group it must be selected with all small sub-objects.036_GROUP_fireplace_and_elements.jpg )

    3.Logic close objects (restrain table with all filling, chairs) - all objects must be in one big group.038_GROUP_table_and_elements.jpg ). Filling put on DECOR layer. Table put in FURN layer (look at layerorganization next page).

    4.After that , you merged new object it must be closed in one group or converted in one Edit Mesh/Poly. Andput it in correct layer. (I prefer to use group method. Not Edit Mesh/Poly object)

    5.All types of geometrical objects in the same room (floor, wall, panels, floor tiles) must be union in onegroup by type 048_GROUP_tile_elements.jpg

    6.All fixtures (Sconce, floor lamps, chandeliers and another) Must be grouped with Vray Lights Sphere039_GROUP_lamp_luster_light.jpg

    7.Cameras and lights no need to be grouped.8.The General rule of the union objects in group - representation that the object in a future will need to bemoved to other place with all sub elements. There should not be difficulties with selection of its parts. The

    object should be selected at once entirely.

    Materials

    1.Use only Vray materials.2.Materials must be imposed on all objects.3.The way to make simple material MATERIAL_main_parameters.avi4.On all Glossy Materials, include importing materials make 20 Subdivs on Reflect.5.We use materials from library050a_MATERIAL_library.jpg6.Library materials can be modified if you need this.7.It is forbidden to multiply identical materials. One material of the physically-real world should be and in avirtual scene one material. For example, all identical tree on all subjects of an interior - one material. It isnecessary that then in one action to change properties of all tree in all scene.

    8.Wood direction on panels UVW_mapping_panel.avi9.All materials must have Diffuse (100) and Bump (5-30). To create Bump copy texture from diffuse to Bumpslot Instance.

    10.For brick material make special Bump texture 050_MATERIAL_textured_brick.jpg11.For objects Mesh/Poly (furniture, luster) use Multi/Sub material.12.Write names of Multi/Sub Object materials in sub-material slots 051_MATERIAL_different_multi-sub.jpg13.Always use simple types of material VrayMaterial, VRayLightMaterial.

    14.Don't use Blend/Mix/Composite and other difficult materials.15.To Replace a difficult material with a structure where it is possible - make it in Photoshop.

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    16.Absolutely all materials must have Glossy. Carpet and fabric too. It good for final image and not slow withrender if you use Irradiance map method.

    From 0,6 Refract value 10-15 (ceiling, fabric, walls - not refract surfaces).

    To 0,95 Refract value 50 (wood polished, parquet, ). 060_VIZ_Material.jpg,MATERIAL_main_parametres.avi 17. If Glossy has small value 0,6-0,7 and Reflect 30, add more Subdivs "30" Subdivs, else possibly noise onrender061_MATERIAL_subdivs.jpg

    18. Most important Reflection on black materials. Than it is more dark - more reflection. Dark materials musthave more Reflection effects.19.Another situation with light materials. More light - less reflection.20. All materials should have reflection. Fabrics and carpets too. 0,6 Glossy 10-15 Reflect. It is important forexpressiveness of a scene all_reference\black_interior_material_example

    Final work with materials

    After light adjustment, it is possible to pass to materials. For fast result to operate according to the plan:

    1. It is studied render image. We remember materials and the objects which quality does not arrange.2. It is changed at once ALL materials of a structure and objects which need to be changed on Render.

    Usually it Bump, Subdivs, Glossy, Refract parameters of materials, UVW map, brightness and colorof structures,

    3. Not to consider Preview, all changes noted on the previous are not made yet.4. Often meeting error at visualization - change of any one parameter and to look this change.

    It is time loss.5. It is chosen and worked at first only with the most significant objects of an interior: a floor, a ceiling,

    walls, a tree. We adjust / we correct materials and structures.6. We Pass to an accessories and filling. And trifles as a rule imported, Materials and structures it is not

    necessary to change filling for them. Only if they obviously ugly. It is not necessary to waste time onsmall objects.

    7. We Correct any last defects.8. Special attention to give to objects with a dark structure. At scale 1 if on a dark material they are not

    present a patch of light, it will be black at Render. It is necessary to correct brightness in color

    correction and to add reflect on a material with dark structures.9. Render final preview. 1200-800, we keep.10. preview we can show It to the customer, accept comments, correct, count the second preview - then

    a final picture.11. That the material reflected more strongly, and the patch of light was more, it is possible to press

    button "L" opposite Highlight glossiness. Experiments are required.MATERIAL_reflect_L_parameters.avi

    Textures

    1. Textures must be included all materials and all objects except metal and plastic.2.Texture must lie correctly on all sides of object.3.Use Real-World Scale and make correct scale 052_TEXTURE_1000x1000.jpg4.Most important make wood direction 053_TEXTURE_wood_map_direction.jpg, UVW_mapping_panel.avi5.No tiling. 054_TEXTURE_tiling.jpg6.If texture no good quality - don't use it. Make new. Make better. you can use texture from library andchange it.

    7.Texture can't be small size.

    8.To make texture without tiling use Photoshop. PHOTOSHOP_texture_no_tile.avi9.Sometime the option mirror mirror can help in texture properties.10.That has not been swept up tiling, the structure should be homogeneous for illumination.

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    11.Use cropping/placement for redact visible path of texture. Push view image and change used area062_VIZ_material_crop,jpg

    12.If you make special texture for project name of it: NameProject_NameTexture.jpg13.Texture size minimal 300-300 mm in Real World Scale, else you will see tiling.14.For large areas use large textures and large size in Real World coordinates.15.And on the contrary on small object. small size texture Real world

    16.The scale of a structure imposed on chairs and walls (panel) can not coincide. For example, wood fibreson walls are much larger, than on furniture. In this case it is supposed to do 2 identical materials withdifferent parameters of scale Real World Scale. It is obligatory to sign a new material in appropriate way thatit was clear, what where.

    17.For easy change texture color or tone use Color Correct TEXTURE_color_correction.aviThis option likePhotoshop but without physical texture change.

    18.Floor tiles texturing example TEXTURE_floor_marble.avi19.Rotate texturing for 90 degree. Change Angle in properties "W" on "90" degree.20.Example to simple Real-World texturing room TEXTURE_room.avi

    Texture library

    1.You must have you own Texture library.2.Library must include no tiles good quality textures sorted by materials.3.Library can be fill up with new projects and interesting textures.4.Hand made special project textures must have project name ProjectName_TextureNme.jpg5.Activate fast search in texture library.6.Examples of main section:Wood

    Stucco

    Metal

    Wallpaper

    Carpet

    Parquet

    Stone

    Marble

    Decor

    Fabric

    Sky

    Background

    IES

    Decorate

    UVW Real World Coordinates

    UVW coordinates are responsible for correct texturing

    1.Always use UVW Real World Coordinates 024_MODELING_uvw.jpg2.This option is necessary that each time on each object not to impose UVW map manually.3.Once we set a binding to dimensions in a material, and then UVW map object refers to the specified sizesof a structure. Always there is a correct imposing on any object with appropriated to it UVW real world co-ordinates.

    4.To include the given method, the parameter is put in 2 places:

    In properties of texture to set the real size in parameters of the sample (for example 1000-1000 mm) On object to impose UVW map in a mode box, to Put a daw on "UVW real world" that value of a

    structure undertook from properties of a material.

    5.In UVW mapping modifier of object 055_GROUP_no_tiles.jpg

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    6.Sometime you can not respect real-world scale if it necessary.

    UVW Real world UVW Real world UVW is used in most cases

    UVW without real world is sometimes used for artistic correlation and if image is stuck, or imported

    room other sphere with unknown dimensions. It happens sometimes with others models. UVW without real world is used if the object with the same texture looks differently fromclose distance than from far distance.

    Modeling

    Modeling rules1.The Room should be simulated according to drawings, sketches of the customer with observance ofproportions and materials, with the maximum detailed elaboration.

    2.Attentively to study a material and to pass nothing. If any part of the information is not clear - ask forexplanation

    3.All similar objects must be Instance 013_MODELING_instance.jpg4.Before coping object be sure all geometry, UVW, dimension, scale, chamfer and fillets are correct.5.My recommendation make all modeling with 2,5 snap and modificators Spline+Bevel Profile(Sweep) andSpline+Extrude. This is main modificators when making any interior.

    6.Use adaptive for all splines 014_MODELING_adaptiv_bezier.jpg7.Don't use Polymodeling for cornices and profiles .8.All cornices, plinths, moldings must be created line and has editable profile

    015_MODELING_cornice_shape_bevel_profile.jpg, 016_MODELING_ profiles_in_interior.jpg9.You can change edit snap and place of profile with Gizmo Bevel Profile. MODELING_gizmo_bevel.avi10.All profiles must be put in SHAPE layer in the middle of coordinates in FRONT view. Easy change shapeof object. 017_MODELING_center_position_profile.jpg

    11.Every element of room: ceiling, cornice, walls, floor, doors, windows, must be modeled separate018_MODELING_room_modeling.jpg

    12.Make chamfer for all objects. Its good for visual effect in final image 3 mm on all visible corners andsides of object geometry: wall, tiling, panels, window sill, ceiling. 019_MODELING_wall_chamfer.jpg

    13.For make chamfer you need to use Edit Mesh modify, select side and make command Chamfer 3 mm MODELING_chamfer_making.avi

    14.For making chamfer or fillet use spline chamfer or fillet in spline modify options020_MODELING_line_chamfer_fillet.jpg

    15.Use geometry, not textures to make tiles. Chamfer 3 mm 021_MODELING_floor_tiles.jpg16.On joint of different materials must be chamfer (example marble-marble, marble-wood) always makechamfer 3 mm 022_MODELING_materials_chamfer.jpg

    17.To change size of model you can use Scale but only for Vray Light Plane and group of objects.023_MODELING_scale_object.jpg ,MODELING_chess_scale.avi

    18.Be careful in copying objects. Don't make intersection in one plane. It can activate render errors.19.UVW Mapping Box and Real-World Map Size must be on all objects 024_MODELING_uvw.jpg20.All objects must have weigh. Don't use or make plane with zero weigh, except objects with transparent(curtains, plafond, glass). 025_OBJECT_width.jpg

    21.Glass in window must be put on GLASS layer. If you need it can be easy hide/unhide or make morewidth with modify Shell 026_MODELING_shell.jpg

    22.After finishing modeling return all Viewports for standard view 005_SYSTEM_back_view.jpg

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    Modeling recommendation23.Walls and windows can be modeled this methods:

    Cut window Power Boolean with converting in edit mesh/poly.

    Polymodeling (if it is without radius)

    Spline+extrude on walls and Spline+extrude for window. This is more effective method

    MODELING_room_modeling.avi

    24.Bricks, panels make separate objects Spline, with Bevel Modify. This need for easy change geometry. Inhard objects with chamfers recommend use Edit Mesh/Edit. MODELING_bevel_panels.avi,MODELING_bevel_panels_chamfer.avi, 027_MODELING_spline_rectangles.jpg,028_MODELING_spline_rectangles_bevel.jpg,029_MODELING_spline_rectangles_bevel_mesh_chamfer.jpg

    Modeling errors25.Don't use Editable poly and Loft for modeling cornices and moldings. (use Spline+Bevel profile)26.Don't use Poly for modeling radius. All radius objects must be modeled Spline(adaptive)+Bevel Profile.27.Don't use Boolean in final model. Convert it in Edit mesh.28.Don`t use Scale for room main elements (wall, window, door...). This kill UVW and object proportion030_MODELING_scale_wrong.jpg .

    29.The correct way to change size is to move dots. 031_MODELING_correct_change_window_size.jpg,MODELING_edit_mesh_window_size_change.avi

    30.Don't use Multi-Sub Material for main room elements.

    Main modify and room modeling exampleMODELING_room_modeling.avi, Modeling_test_room1. Walls - in top view lead round Spline with AutoCAD plan, use Extrude modify.2. Windows - in top view lead round window aperture with Spline and Extrude on height of window still,

    Copying duplicate on height of window. Union in group.3. Door- in top view lead round Spline door aperture on plan view and Extrude. Move object on door

    height. Alternative - Polymodeling and Boolean window in monolith wall. And then convert it in editmesh.

    4. Making cornice, plinth, portal, platband - Spline + Bevel Profile.5. Floor, ceiling - Line+Extrude or Box on all plane.6. All objects must be modeled independed with UVW Mapping.7. Windows, doors, plinths, you can import from 3d library.

    Design elements in interior032_DESIGN_examples.jpg

    1.Still window under all windows.2.Under all window there must be radiator or radiator net/plane.3.On window - curtains or windows there should be curtains/tulles/jalousie. Hidden in cornice or on an arm.4.Don't forget plinth. In any interior. Color should be like floor or wall. width 20 mm, height 100 mm formodern style interiors. And use special profile forclassical plinth. Make adaptive Spline around room in top

    view and Bevel Profile.5.Don't forget hands for doors and windows.6.Doors and windows must be in depth of wall.7.Horizon line must be respected. It line height like camera = 1600 mm.8.Connection between panels and elements must be good readable 033_DESIGN_panel_modeling.jpg9.Don't forget to put some elements on far empty planes.10.All wood color must be one in interior (red or yellow). Wood can be different tones light or dark.11.All metal in material must be of similar shade.12.Cornice light must be made by Line and hidden in niche (look down by text cornice light screenshot).13.Pictures and posters always in frame connected design of interior style. Picture gamma must have sameinterior.

    14.Luster position - in the center of room.

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    20 main dimension in interiorThese sizes it is necessary not only the nobility, but also to use at modeling. Here the most widespread sizes

    of an interior, and also those things in which make mistakes beginners without base building formation more

    often are collected.

    1. Height of chair sits 400-450 mm2. Height of bar chair sits 600-800 mm

    3. Height of standard table 750 mm4. Height of bar and reception table-top 1000-1100 mm5. Height of armchair, sofa, sofa small table 400 mm6. Height of standard window still - 900 mm7. Height of standard door aperture 2100. Door height 2100, 2200, 2400, 26008. Height of sconce installation 1800 mm9. Height of plinth 80-100 mm for modern room, 120-180 mm for classical room10. Height of wall panels - 900 mm11. Height of stair protection - 900 mm12. Width of door. Minimum 700 (for WC), Standard 800-900 mm. Main entrance door 900-1000 mm13. Tiles sizes 300-600, 600-600, 600-600, 1200-600 mm, on floor can me square 450-45014. Width of kitchen standard segment 600, 900, 1200 mm15. Width of case for cloth, wardrobe 600 mm

    16. Minimum Width of corridor 1200 mm17. Width of bookshelf 350 mm18. Height dimension shelf's 350-400 mm19. Standard ceiling height 2900-3200 mm.20. Minimum pass for walk between furniture in room 600 mm.

    Laws of furniture modeling and placing

    1. All objects should be, are simulated strictly according to drawings, sketches of the customer withobservance of proportions, overall dimensions and materials.2. Use maximum detailed objects. All small elements must be respected. Don't use Polymodeling for round

    elements 034_MODELING_wrong_polymodeling.jpg3. You can make furniture by any method but in the end of modeling collapse all in Mesh/Poly.4. Ready objects can be present in one object Mesh/Poly or include several objects union in group ( I like

    this method), 035_MODELING_group_or_mesh.jpg 5. Depend of model making on furniture use one Multi-Sub Material (mesh) or several materials (object -

    group) 035a_MODELING_mesh_materials.jpg, 035b_MODELING_mesh_materials.jpg6. Objects with transparent (curtains, a tulle, a fine fabric, a floor lamp fabric) must be modeling like one

    side geometry and used 2 side transparent material from library curtains1,2,37. Before merge new object in scene be sure it have good materials. Better way is to open model in new

    max and make Vray Scene Convector, check all materials and textures. If all ok - save and merge in

    main scene.

    Groups in furniture1.All elements included one object must be in his group (Pillows on a seat, fire and fire wood in a fireplace,etc.). Grout this elements with main object 036_GROUP_fireplace_and_elements.jpg,037_GROUP_table_decor.jpg

    2.All decor elements of furniture put in DECOR layer and give name "FurnitureName_decor"038_GROUP_table_and_elements.jpg

    3.Put Vray Light Sphere in the Lamps. Make group 039_GROUP_lamp_luster_light.jpg

    Coordinates furniture in scene009_OBJECT_center_position.jpg

    1.Object must be placed in the center of coordinates of.2.Object must be stay on virtual floor plane..

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    3.Pivot in the center on in down of object on virtual plane 010_OBJECT_pivot_point_center.jpg ,010a_OBJECT_pivot_point_z=0

    Design and elements1. In places of joining with a ceiling of pendant fixtures always to do fastening washers.2. To Model geometry the small elements provided by a design and object details.3. To Create object of the maximum quality and detailed elaboration. Not to feel sorry for ranges.

    4. It is recommended to model objects without their connection in one Mesh. At a post processing stagethere will be a possibility to allocate an object part on ID, for example, separately a leg and a table table-top040_MODELING_furniture_ID.jpg

    Models library

    The archive of models should be. It not an option. If you do not have good archive and preparations youstrongly lose to colleagues at all points. That the usual person can make for one put, namely, almost anyroom, using models from available preparations, another modeler without three-dimensional base will do in

    3-5 times longer. And not the fact that will turn out to get to proportions. Do not experiment. Be prepared.

    1. For fast modeling work you need good model library. It must include correct and all time use models: The Architectural part Filling The Accessories and light2. The furniture and light archive should be spread out on styles Classics Ardeko Modern3. Accessories on each style Sofas Seats

    Chairs Desktops Cases4. Fixtures on each style Chandeliers The Sconce Desktop Floor lamps5. At the concept of an interior the customer can show models. Probably it will pick up something from

    library.6. At modeling of furniture on the instructions of the customer, the similar furniture can be taken from

    library and to change.7. Library of models can be enlarged with new projects.

    Vray Physical CameraWe pass to the following point. Chamber adjustment. In the numerous tests, I have achieved understandingand laws of work of the virtual chamber and real (as real I used Canon Mark II with an objective 16-35).Tests have shown similarity in options of real and virtual chambers which I give more low. Not to touch andnot to change that data, functions which I do not describe better They to me not to time in a life were not

    useful.

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    Main dataCAMERA_vray_settings.avi, 063_VIZ_CAMERA_interior_settings.jpg1. Light system ideal works with VrayPhisicalCamera.2. Use only VrayPhisicalCamera with target.3. All cameras must be made Instance.4. Camera position in the corner of room. Target in opposite of room through center of room .5. Camera angle can be changed outgoing room size. We can change focal length move target in XY

    coordinates.6. First camera settings must be like 049_CAMERA_interior_settings.jpg7. After slight setup you can change ISO and color balance in camera settings

    064_CAMERA_color_correction.jpg8. First camera angle 18 mm CAMERA_focal_leight.avi, film grade 36 mm9. Camera must be make by customer task.10. And then place cameras in all corners 049_CAMERA_Interior_settings.jpg ,

    CAMERA_room_angle&position.avi . This is camera for full view room different angle.

    11.You can add interesting composition camera. Focal length can be any parameter. You can use distortion(round angles) and another effects - color balance.We search for additional interesting foreshorteningsof a premise. We please with them themselves and the customer. all_reference/distortion

    Height and Camera target1.Camera must be with target.2.You can move Target horizontal XY), not to force down vertical lines.3.You can choose camera or target click right button in the left corner select camera/target.4.All different by properties cameras must be uncial. Otherwise properties will be transferred on all camerasin scene (Instance)

    5.Standard height for Camera and target 1600 mm.6.It possible to make camera a little down about 1500 mm, if composition need this. For example, restrainyou need to show tables, not ceiling.

    7.You can move target in vertical, if it need for composition. Use vertical shift for corrections/ Vertical linesmust be equal.

    Camera angle1.We use width angle for interior visualization.2.Focal length parameters from 16 to 24. Most popular 18-20. CAMERA_18-20_1500_vertical_shift.avi3.Focal length must be 16 if room are small and about 24 if you render big hall. Composition rules. Also youcan use camera clipping and move camera in wall.

    4.If Focal length not width (24) you can use vertical view all_reference\vertical or move camera in wall anduse "camera clipping" option.

    Camera clippingCAMERA_clipping.avi

    1.Camera can be moved in the wall. This can a little more space. Possibly can be cut some objects nearwall.

    2.Often used clipping parameters 1000-1500 mm3.It will give less distortions at the same area of visibility of an interior (focal length).4.From minuses: complexity of installation of each chamber and cut possibility any the objects getting to aplane of section.

    5.Therefore to accelerate process of arrangement of chambers and to protect itself from "the cut off"subjects, we often refuse this method.

    Color balanceVery much and very important function. It is necessary to devote any time to its studying and concept of a

    principle of work. A principle of work same, as at the real chamber except that all real chambers adjust color

    balance automatically. In 3d max it is not provided, therefore we correct it manually, achieving the effect

    necessary to us. Correctly using only this function of the chamber and adjustment of artificial fixtures onintensity and colour, it is possible to achieve very interesting and different results.

    064_CAMERA_color_correction.jpg, CAMERA_iso_color_balance.avi

    1.Color balance used for change color of image (Blue-Yellow balance)

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    2.Standard sun angle 45 degree horizontal - color balance - white, but color can be yellow on image ifinterior has yellow tones in textures (Brown Floor, beige walls).

    3.White color in Color Balance - first step. After we cam calibrate, by hands. More yellow or more blue.

    Step-by-step scheme of color balance setupCAMERA_iso_color_balance.avi, 064_CAMERA_color_correction.jpg1. First choose focal length.

    2. Second ISO parameters.3. Position Sun stain on floor from the sun, like you wish. Shot shadows long shadows. Color balance on

    default - white.4. Render only light cache Light cache. Not necessary wait end of render.5. Pick white texture (ceiling), most white sample.6. Make down it 1-half tone and use this color in Color balance.7. Render scene with correct color balance.8. Maybe you need increase ISO parameter. Image cam be more darker.

    Film gateValue "36". Never to change

    Shutter speed1. Value "100"2. In the phototechnician - at such number we can receive a correct shot without trembling. I use it like start

    point.3. ISO parameter combined with real world.4. Don't change parameter Shutter speed "100"

    ISOCAMERA_iso_color_balance.avi

    1.Most important parameter is ISO. This is brightness of all image.2.ISO in the phototechnician - sensitivity of a film.3.For interior start value of ISO 400.

    4.After you use interior lights iISO can be corrected 400-1600. Sometimes 2500 or more in dark interiors.5.If interior dark - make ISO higher.6.It set ups with Light cache.

    Vignetting065_CAMERA_vignetting.jpgBlackout on image corners. I use value 0,5 in 3D MAX. You can add it in Photoshop

    Composition camera setup1. Correctly position of camera and target.2. To Search for the elements creating illusion of volume the lines leaving in depth of a shot, voice-

    frequency prospect (the foreground is more dark, back is more light).

    3. Lines and a rhythm can create interesting effect.4. We Search for color shades and their contrasts.5. To Clean from a shot the superfluous and not worked subjects: backs of chairs, curtains, flowers,

    plants.6. To Place in a shot special beautiful subjects (vases, flowers, figurines, table layout).7. The Chamber needs to be put so that it show the plan of an interior designer. If the interior

    designer is boring - to search or create interesting elements and laws.

    DOF effectIt is better not to use DOF in interior visualization. The image should be equally exact in alldirections.

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    Light

    Vray light fixtures in interior

    Here all light sources which will be useful to you. Forget about all the others:1. Vray Light Plane - long line lights (Cornice light, light in the window, fake light).2. Vray Light Sphere - Sconce, chandeliers, floor lamps.3. Vray Sun - sun direction light.4. Vray Sky - light from the sky, reflected.5. VrayLightMtl - cornice light, dot lights.6. Vray IES - projector lights.

    Arrangement and application of light sources VrayDetailed adjustment of light sources Vray

    Each applied light source should be used on the mission. On everyone there should be optimum picked upand unique options. It is possible to change only intensity parameter on final adjustment of render.

    041_LIGHT_all_lights.jpg, 042_LIGHT_interior_position.jpg

    On all Vray Lights, except Vray IES need make 20 Subdivs

    Window lightsWindow fixtures are necessary to "catch" light Sky from street and to direct all photons to a room. The morelight gets to a room, the quality of a picture is better. Should be present at each window in each scene.Options of light for visualization of window sources:

    1.Before all windows and curtains indoors should stand Vray Light Plane in mode Skylight portal in sizewith a visible part of a window 043_LIGHT_window_skyportal.jpg2.Window light sources should not cross geometry, walls, curtains. Accurately to place.3.The intensity Parameter is established automatically.4.To scale Light Plane under the size of a window it is used Scale on one or on two axes of co- ordinates(XY).

    5.If the window is partially closed by opaque curtains, a window light source to scale to size of visible lightaperture LIGHT_curtain_position.avi

    Self Illuminate material1.For cornice light. Line value 20 mm. Vray Light Material. Multiplier "30" 044_LIGHT_self_illuminate.jpg2.All small lights (build in ceiling or wall, lamps in luster) make light material with multiplier "30"045_LIGHT_self-illuminate_MTL_parameters.jpg

    Lights inside fixtures1. Make Vray Light in every fixture.

    2. Make Instance for logical light groups.

    3. By default all lights this type must be "off"

    4. All fixtures (Sconce, floor lamps, chandeliers) must have Sphere Vray Light 046_LIGHT_lamp_luster.jpg

    5. By default Radius Vray light 30 mm. Multiplier "100", color of lamp yellow.

    6. In order to make efficient lamp shadow, you should turn off store to irradiance map within the parametersof light device. Its worth to perform, when you do not have much light in the room and it will not increaserendering time.

    Vray IES047_LIGHT_vray_ies_parametres.jpg

    1.Vray IES Instance by local zones.

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    2.All direct lights must have Vray IES Instance multiplier by default.3.Subdivs 8.

    Self Illuminate material045_LIGHT_self_illuminate_MTL_parameters.jpg1. The self-luminescence Material is used for light on a difficult contour or when

    illumination has long extent. In other cases it is possible to replace vray Light Plane

    2. Neon light becomes a visible line in diameter of 20 mm with material Vray of a self-luminescence the Multiplier "30". The multiplier can be changed at detailed adjustment of light to100-200 and above 044_LIGHT_self_illuminate.jpg

    3. All small fixtures (built in a ceiling or a wall. Bulbs on a chandelier) to do light by a material with valueof intensity "30" 045_LIGHT_self-illuminate_MTL_parameters.jpg

    4. Neon light must be visible on all visualization.

    Intensity of all below the listed sources are exposed on the basis of preliminary Render. Subdivs on eachlight source "20".

    Vray Light Sphere046_LIGHT_lamp_luster.jpg

    1.All fixture (Sconce, floor lamps, chandeliers) must has Sphere Vray Light. Multiplier by default.2.Dimension a little more lamp size 30-50 mm.3.Multiplier 30-50-100 or more. Detailed Multiplier setup we make on preview stage..

    Vray Light Plane1. Use on long line lights.2. Picture light. 066_LIGHT_picture_linear.jpg3. Cornice and niche light instead of Vray light material

    067_LIGHT_cornice_and_hole_light_parametres.jpg4. on self illuminate ceiling, multiplier "1-2". Double side.

    068_LIGHT_ceiling_self_illuminate_parameters.jpg5. Fake Light for replacement group IES lights. 069_LIGHT_fake_vray.jpg

    Fake Light1.Fake light used for replacement groups of lights. It not attached with any scene fixture.All_reference/fake_light

    2.If lights numbers more 10 in one place possible replace it all for 1 fake light plane Light. It will increasedrender speed.3.As a rule are replaced plural ies the sources which are not in the foreground.Lights in far corners,

    behind matte glass all_reference/fake_light4.Fake light - it plane light in ceiling. One side. Shines down 070_LIGHT_fake.jpg5.Fake Light as a rule are in far corners on a background where it is not visible a real light source.6.Multiplier "5-10". More or less tuning on render. Depend of fake light size.7.Caustic Omni simulation 071_LIGHT_omny_caustic.jpg

    IES lights

    047_LIGHT_vray_ies_parametres.jpg1. IES works like projector.2. The form take from ies special file.3. It is actively used two files of IES: nada1.ies, spot.ies. 072_LIGHT_vray_ies.jpg4. Multiplier of IES about "2000-4000"5. Color yellow 073_LIGHT_IES.jpg6. IES Vray light beautiful and looks natural. A bright picture, contrast colors. Ideally for night views.7. The floor in a bright light. Ceiling can be a little dark. Mode good if you have some environment light.8. It is possible to change shadow size in parameters Area Shadow. This parameter can increase

    render time. If you use area shadows Increase Subdivs "12-20". Standard parameters of 150 mm -250 mm. of shadow size and 12-16 Subdivs.

    9. Don't use many IES in scene. Use fake Plane Light for simulate.10. All directed fixtures should be supplied Vray IES Instance with value by default.

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    Sun+Sky light systemLIGHT_sun+sky_senttings.avi1. Sun+Sky work in union system.2. If we change Sun position it will be automatic change Sky parameters.3. It is light system at which the corner of position of the sun to horizon is responsible for time of days and

    colour of light in an interior074_LIGHT_sun_day.jpg, 075_LIGHT_sun_evening.jpg4. Neutral Sun position - 45 degree horizontal. Beams directly target in window. Sun stain from windpw on

    floor middle size. not long and not short shadows 076_LIGHT_sun_front_position.jpg5. We can change sun position down and up, increase and reduce sun stain. Color will be changed fromBlue (short shadows, day light) to yellow (long shadows, evening).

    6. Color balance can be used for correction.7. Not to exclude from illumination translucent half-open jalousie and curtains.8. Completely closed to exclude.

    Sun settings1. Sun - directly Sun light.

    2. Shadow parameters. 077_LIGHT_sun_size_multipler.jpg

    3. If area shadow "on" Subdivs parameter increase to "12-20".

    4. Sometime possible to reduce Sun multiplier 0,5-0,75. This Automatically reduce Sky parameter.

    5.

    Need exclude transparent curtains from Sun light if they are all window size.

    Sky settings1. Sky automatically appear with Sun installing. Sun attached Sky. Sky - environment light. Can be put in

    material editor078_LIGHT_Sun_top_position_attach_sky.jpg2. Don't change sky parameters , except night view settings (look down instruction).3. Possibly to change sky parameters only in night scene.

    Principles of lighting of an interior

    Light in an interior shares on 2 categories artificial and natural. The most beautiful images turn out at theircombination. And, one of directions, differently the image should prevail will be flat. This one of the mainrules whom it is necessary to adhere.

    The basic mistake if light set up is flat image.

    All_reference\light_logic

    This is one of most often problems. Not understanding light characteristics,

    logic of light distribution, interior lightening laws. Below paragraph will represent

    basic knowledge of interior visualization.

    How to avoid image from being flatThe main rule of interior visualization is that image should have only one main light source.

    (usually its window light), which means if to switch off the lights, interior should remain light.

    There should not be too much light and to lighten the room from all directions.Only necessary amount of light sources should be switched on.

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    Main rule very important light direction. In daily view the light should go from the window toinside of the room. This is the main light source.

    Such light effect makes the volume.

    It is a big mistake to put lights sources of the same intensiveness all over the whole interior.

    If you want to get a volume image, there should be consequence of light, dark, bright spaces.That is why if you switch on all light sources, the image would not look natural.

    Light should be divided into zones, consequence of light and shodow.

    One additional rule artificial light serves only to determine light spots.

    How to avoid mistakes in light dislocation?The only right way is to fix image step by step.Please follow given below 3 steps image set up system.

    Step 1Work only with natural light. Sep up the day light in the way you like it. ISO in the camera as there will be

    no artificial light. Then go to step nr. 2.

    Step 2Put on only necessary artificial light sources. Necessary light sources are those thatare located at enough distance from main light source for example somewhere in thecorridor or in shadow. Those light sources should not be too bright and should notbeat the main interior light source. Do not switch on all interior lights simultaneously.

    Step 3To fix set up of ISO camera (maybe it will need to be lowered slightly)

    Example:Day and combined light

    all_reference\day_mix_light.jpg, bonus_scenes/Kabinet_1.zip cabinet scene

    There 3 variants of interior lightingAll_reference/Day_Mix_Night

    1 Only day light, when scene is lightened by day light and rays from the window

    2 Combined day light and artificial light3.Night when dominant light artificial

    Please read over and look once again references for logical lightening as this is mostimportant.

    Day lightFeature:1. Natural light shines only from windows.2. Used light sources Sun + Sky + Vray Light Plane in mode Sky Portals.3. The Camera should be located near the window, differently the window will be lighted and round the

    camera - is dark (as in a real photo). These are properties of light and an exposition. The picture willseem photorealistic, but architecturally not informative. Very contrast, with overbright in places of a lightsource and dark stains in the distance from windows. There are ways of the decision of this problem.

    4. For the chambers located on removal far from window, scale it is possible to do hardly overestimated1,2-1,8 It will reduce contrast a little and will relieve of darkness. Contrast can be lifted at postprocessing.

    5. There is no sine-yellow light. Only white illumination, because a light source one. The chamber adjustsbalance white on it.

    6. That is not enough light sources (only window), the picture usually in 2 times is considered faster. (It ispossible to use Subdivs a method described above.

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    7. If windows much (shine an interior from the different parties) most likely it will not be possible to includeartificial illumination is will not give the necessary effect. Because of good distribution of a daylight,artificial illumination will be lost against the day.

    8. Day illumination equal, quiet, predicted, photorealistic.

    The step-by-step scheme of adjustment Day illumination.Day_light_settings.avi

    1.Open a scene. We find all windows.2.Put / check presence of fixtures in window apertures. (If the scene becomes removed modeler - this pointshould be executed). Parameters of light sources 081_LIGHT_light_sky_portal_parameters.jpg

    3.It is established Vray Sun + Sky system. It is directed at an angle to a window in the top view at an angle30 degrees and at an angle to horizon in a face-to-face kind of 45 degrees. Value Sun, Sky by default074_LIGHT_ sun_day.jpg

    4.Put / we check chambers. (Should be put by modeler) CAMERA_vray_settings.avi5.Edit a site of chambers - a composition. If necessary we put the new.6.At the given stage at a scene there should be only a natural illumination.7.Render preview. It is possible only light cache (above), the lesson see the given stage important - tounderstand light overall picture: whether the premise where are available , where on the contrary,darkness is enough shined. The general light stains. Simultaneously we check as solar beams through a

    window fall. Whether beautifully light stain.8.Further we twist ISO on the chamber towards increase (value from 400 and above 600-800-1200-1600).9.We Achieve a bright solar picture without overwrites.10.At correct light exposure beams from the sun on a floor and a Reflect on a ceiling about a window will bealmost white (on near, but not owerbright it is important).

    11.It is possible to change only site Sun in the sky, achieving the necessary composite effect and thenecessary reflected light of beams of the sun on a floor.

    12.If necessary, we change options dispersion shades Sun.13.It is inserted Background by a structure on box for windows. Background should be more light, thaninterior illumination. The color scale of an interior and light should coincide. If thanks to color balance of thechamber from a window there is bluish light - background too should be with a blue shade.All_reference\Background_blue

    14.It is excluded background from illumination Sun.15.If necessary we exclude curtains from source Sun.16.It is checked once again ISO.17.Day illumination is adjusted.

    Mixed lightFeature:1.The Mixed illumination is day (Sun+Sky) and artificial light sources for illumination of the dark areas keptaway from a window and the corridors/rooms getting to a shot.

    2.If natural illumination is adjusted correctly - all picture looks is realistic, but is not effective enough. Darkstains there are places kept away from windows. That of them will get rid - we light sources of artificial light.

    Color yellow-orange.3.This most effective and presentable illumination. A bright mix of artificial and natural light.4.Thanks to different light temperature of light sources, illumination "plays" colors and shades. From darkblue to the yellow. The beautiful pictures sated with different colors turn out. All is regulated Color Balanceand yellowish colors of artificial illumination.

    5.Blue light from windows - property of phototechnics also is visible only in photos. The human eye itselfadapts for color and considers its white, automatically underestimating intensity of the artificial fixturesburning in brightly shined room. Light from them will be invisible.

    6.Therefore, at addition of artificial illumination, when the room is very brightly shined by a daylight to seeartificial illumination, it is necessary to reduce value ISO of the physical chamber and to raise intensity ofartificial fixtures.

    7.Bluish light from day illumination turns out at the expense of displacement of balance white in the yellowparty. Artificial yellow fixtures become not such sated, and white window light turns to the blue.8.It is important to switch off fixtures which are close to a window that there was no imposing of aluminescence of day and artificial illumination. It we will avoid .

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    9.To Include not all artificial fixtures, but only necessary on a composition. If to include the whole worldsimultaneously with day illumination, the picture will be flat and ugly.

    10.The necessary number of artificial fixtures Should be included. It is important to make their necessarycolor and correct capacity that they without overbite were combined with a sunlight. Were both not dim andnot overbite. Light_mix_example

    11.At adjustment to use the information on a composition, contrast and other art effects.

    The step-by-step scheme of adjustment of the mixed illuminationMix_light_settings.avi1. We Include light sources, except what are close to a window that there was no relight, and the source of

    artificial light was not lost in solar beams.2. It is lighted not all sources, but only the most interesting on the compositions which have been kept away

    from solar beams.3. We Adjust balance white chambers CAMERA_iso_color_balance.avi,

    064_CAMERA_color_correction.jpg4. It will give the necessary bluish shade of a daylight and half will clean yellow artificial light.5. The Effect should not be shouting. It is possible to strengthen or weaken in Photoshop at post

    processing.6. Now it is included all effects of a self-luminescence, light, illumination of pictures,

    installations.7. Again we correct ISO chambers adjusted for additional light (to lower value ISO on 100-200 points).8. The Result: we have double illumination of an interior day + included fixtures. It in regular

    intervals and beautifully shines all interior, gives a life to a picture. From a window there is cold light,from artificial - warm.

    Night or Evening lightFeature:1.The Basic light sources of an interior - internal lamps, a sconce, chandeliers, floor lamps.2.All light sources of an interior As a rule are included.3.It is possible to play intensity and to create mood of a shot at the expense of different capacity of sources.4.VraySun it is switched off. Sky and Vraylight Skyportals are included, work on 20-50 %.

    5.All artificial light sources in an interior Are included.6.Background should be self-shone night. A greenish, dark blue or violet shade.7.It is a lot of Light sources. They different. Vray Light Plane, Vray Light Sphere, IES. It is a lot of shadows.8.IES sources can add Area Shadow (dim shades).9.The Night kind will be render longer day.10.Lights are bights and contrast.11.Strong effect of reflexion on materials, especially dark.12.The Night camera can be saved in 16 bits tif file for change of a exposition.

    The step-by-step scheme of night lighting SETTINGSNight_light_settings.avi

    1. The day scheme of illumination Should be adjusted.2. It is switched off Sun3. The Structure sky from environment it is placed in material editor by a method instance.4. We Reduce intensity Sky with 1,0 to 0,1-0,5 depending on time of days and the necessary mood.5. It is left adjusted before ISO chambers.6. It is lighted all sources and we add capacities to artificial light sources.7. It is checked these parameters on Render Light cache. We achieve the necessary result.8. We Correct intensity under the night chamber.9. Render preview.10. We Correct all materials (Reflect, Glossy, Color).11. Render final Preview.

    Illumination of difficult space

    1.The Difficult space is an association several zones in one file where light passes from one zone inanother.

    2.Set of the divided rooms rooms_many

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    3.It is recommended to change ISO and options of balance white chambers on premises. Depending on achamber site, for example, it is close to a window or it is far in a corridor.

    4.At adjustment of light day and mixed, prevailing illumination - day, light goes from a window. The rest -auxiliary. The basic small shades go from window illumination.

    5.In night - on the contrary. Set of small shades from different light sources.6.That the image was not flat, it is necessary to watch this difference in intensity.

    7.Should prevail obviously on a saturation natural over artificial illumination or on the contrary. The

    average should not be.

    Speed-Quality Vray parameters

    1. Number of lights.2. Glossy materials3. Irradiance Map/Subdivs. Store to Irradiance map on/off4. Geometry don`t matter. Use maximum detailed objects. Scene must be maximum detailed.5. "Use glossy rays" parameter in light cash increase render speed 2-3 times.6. Use standard Vray material for maximum speed without Blend/Composite.7. Cornice light make VrayLightMTL, instead of Vray Plane Light for fast Render.8. Many Vray IES make time render long. It can fix if you make fake increase of IES.

    Best render setup settingsMain1. This settings has ideal balance of time Render and qualities of a received picture.2. This settings can be apply for 99 % of all interiors without any changes.3. The Further tuning conducts to time losses and especially that does not improve.4. For example, improvement of quality of the final image on 10 % conducts to twofold increase in time

    of the miscalculation and adjustment time. Not Necessary.5. It is much more important to spend this time for correctly put composition of a shot and the light

    scheme.6. The Key rule - Image should not contain absolutely white and absolutely black stains. Should be

    enough equal. Sometimes even in a victim of contrast. Contrast can be lifted locally in Photoshop.

    Main parameters Render setupFrame buffer- need be "on" to have right correct image.Color mapping -use only Exponential. 1, 1, 1 parameter. Don't change.Indirect Illumination - I have best parameters for render final image. Don't change.Light cache, show calc. phase - preview light cache. You can make light settings only on light cache.Global Subdivs MultiplierParameter 2,0-3,0 if noise on materials. Fast result.

    Format, resolutionUsing a proper correlation of the parties, it is possible to print the image on a paper without fields and without

    an image of the image.

    1.The Relation of length to width 1,5. It is format 4 at the press without fields.2.Resolution 600-400 for fast light cache render, 1200-800 for preview, 4200-2800 for final. It dependconfiguration of computer.

    Two different ways to render

    setups in Vray:

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    Influences for the speed and quality of a picture.

    Irradiance map:The description and features of a method1.This is the best way to render. I use it Always.2.It Best method if you need render several pictures of you scene for short time.

    3.Vray Lights main parameter should be Store to irradiance map "on"4.Render time less 2-10 times faster, in depend of Subdivs.5.From lacks - absence of shades from small objects that is no critical and on final Render is imperceptible.6.At a lack of options of quality Render - there are dim stains and a dirt.7. Predicted time of the miscalculation.8. Well and very quickly works with Glossy materials.9. The Easy way of adjustment. Only one parametre which is responsible for quality Render. (Inter.Samples).

    10.Inter. samples can be increased from 50 to 80 (if there are stains of divorces on a ceiling).11.Numbers of Vray Lights in scene not strongly depend on render time. If it use "store to Irradiance mapon" option.

    Irradiance map:Render setup settings1. RENDER_setup_interior.avi2. 079_VIZ_Interior_settings_50_50_parametres.jpg 3. Preset for fast load. 080_SYSTEM_load_vray_settings.jpg4. The Given options on speed-time are given for the permission of 1600 pixels and above.5. Possibly gamma correction. If there is a necessity in increase images and contrast decrease, to add

    gamma from 1 to 1,2-1,8. It will make less contrast and make image more lightness.

    Subdivs:The description and features of a method1. Longer and qualitative way:2. In parameters Vray Light of light sources should stand Store to Irradiance map "off"3. There are shades from small objects.4. There will be additional small patches of light from light sources.5. At the expense of it quality, but much longer time of the miscalculation is a bit better.6. The Method demands attentive adjustment Subdivs and in general more detailed approach.7. If light sources 5 and more, Render can be considered very long. To 10 times longer.8. For example, it is not recommended to insert some light sources with parameter (Store to Irradiance map

    off) into a chandelier.9. If it is a lot of Glossy surfaces - it is considered longer.10. If Subdivs insufficiently - there is "noise".11. In modern empty interiors - it is possible to consider as this method.

    12. Method Subdivs is good, if one becomes qualitative high detailed Render.

    Subdivs:Render setup1. To Reduce quantity Subdivs on fixtures, Glossy materials to 12.2. To Reduce quantity glossy objects to a minimum.3. Store to irradiance map on a light source off.4. Global Subdivs in options Render scene 1,05. We carry out test Render, we define materials with shortage Subdivs, we add if necessary.

    Accelerate you work

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    Effective settings for set up scene with light cacheLIGHT_cache_render.avi1. Sense of adjustment of a scene on Light cache that there is no necessity to consider a picture up to the

    end. The initial problem approximately color stains to catch intensity of light and the general colorbalance of the image.

    2. If all actions are executed under recommendations more low - you receive predicted result.3. The Only thing that it is necessary to make for the ending - correctly to pick up ISO, color balance and

    intensity of artificial illumination CAMERA_iso_color_balance.avi, 064_CAMERA_color_correction.jpg

    Batch Render

    Batch Render - the function, helping to carry out Render at once several chambers by turns. You can chargesome kinds for the night, and to receive Render results of yesterday's work in the morning.

    082_SYSTEM_Batch_render.jpg, 083_SYSTEM_Batch_render_elements.jpgStep-by-step Instruction1. Add view.2. Pick camera.3. Pick path to save.4. Name of exit file (scene name, version, camera view).5. Example: ProjectName_RoomName_c02.tif6. Add more views Batch Render.7. Add masks from Render Elements add Vray_RenderID, Z-depth,.8. Pick path and file for safe.9. Write name by scheme (scene name, version, camera view, type of mask)10. Example: topdom_bedroom_v2-02 ZDepth.tif (camera view add automatically)

    VisualizationAll good things of modeling will be lost, if we fake on visualization. Excellent adjustment of light andPhotoshop are capable to work wonders and transform even the most simple interior into excellent work.

    Main Visualization work:1.Visualizatormust made picture with quality standard (look down).2.Visualizator must know and use all modeling rules (shown up by text).3.Visualizatormust search modelers errors and fix it in final scene.4.Visualizatormust know his texture and models library.5.He can add more elements and decorative objects in scene.6.He must Know laws of composition and light.7.Cameras position.8.Make lighting.

    9.To check and change materials if it need.

    10.To check and change UVW Mapping if it need.11.Make Preview.12.Final render settings and final Render.

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    13.Photoshop postproduction.

    Quality standard:1.Mapping Real Scale World need to be absolutely all objects in the scene. Textures should be in a correctscale.

    2.Texture size should be enough for visualization 4200-2800 pixels. Recommend to use textures size notsmaller than 600 pixels.

    3.No any tiling 056_TEXTURE_tiling.jpg4.Mapping on object with respect to its direction 057_TEXTURE_wood_map_direction.jpg5.Materials - readable and knowledgeable6.Scene is beatify by the use of objects of decoration (vases, flowers).7.Right composition and camera position.8.All empty spaces and far planes should be with lights and objects. (032_DESIGN_examples.jpg )9.Lighting beatify, bright, contrast, play of blue and yellow color, natural and artificial lighting.10.The image must have lighting planes. With different intensity. Use composition laws for setup lighting.

    The most frequent errors of visualisation and designall_reference\errors

    Decorative elements in interiorTo decorate an interior it is possible interior subjects. It is necessary to do it accurately not to be overzealous

    and to bring down the spectator an abundance and diversity of details from the main thing.

    1. Arrangement of decorative additional objects, subjects of a life and accessories in interiors should bemade according to wishes of the customer, the manager and the art director.

    Recommendations:

    2. Objects should not be much. The room should not look cluttered up.3. Objects should be beautiful with well worked by geometry and materials.4. Subjects should be large, instead of small all_reference/small_objects5. Special attention should be given to structures, models and materials in the foreground.

    6. On little tables - books, magazines, on a sofa - pillows, on an armchair at a fireplace a plaid, in cases -books and souvenirs, on kitchen - kitchen accessories, in glass cases - ware.7. The Fireplace and its interiors should be necessarily worked: a metal back, a lattice, a brick wall, fire

    wood, fire and chimney accessories. On a fireplace: candles, a figurine, hours, etc.all_reference/fireplace

    8. Plants should be realistic. It is necessary to do them of different scale and try that they do not look thesame. At scaling to leave pots of identical size. all_reference/Palms

    9. The Dining table - to serve according to style of a premise. all_reference/main_objects10.Pictures, it is necessary to select posters, carpets for color gamma and style of an interior.11.Using decorative subjects, to do the complete and sated image is composite. (It is desirable to use

    reference pictures from the picked up library on design).

    12.Sometimes it makes sense to add wires from lighting devices and the socket. In empty modern interiorsit will add realism all_reference/decor_objects/wire

    13.Use reference photos for understanding of style and interior illumination. (magazines, internet, and other)14.Check interior design rules. Don't forget elements.032_DESIGN_examples.jpg .15.Glasses and reflections in Interior.

    Background1.For windows should be background image. Backgroung can be created by box. It is possible to use box +modifier Bend that the structure has exactly laid down on the bent plane056_BACGROUND_environment.jpg BACKGROUND_window.avi

    2.Back must be big and close all areas you can see in window from all cameras in interior.3.You must exclude back from sun lighting.

    4.Material must be simple Vray Material.5.If you need make more bright picture texture - use Color Correction or RGB in texture output.6.Horizontal line must be 1600 , like camera view.

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    7.Background can be in radius with tiling texture. If you don't have special background from customer youcan use you own picture simulate landscape outside. 057_BACKGROUND_circle.jpg

    Rules works with final files

    Files received from render should be saved and worked out correctly.These rules show how to organize file server.

    1.All files final image must be saved with 8-bit in TIFF format with LZW compression.2.All mask files for final images must be saved with 8-bit TIFF.3.Preview files - saved 100% jpg

    Types of visualization.

    All visualisation is reduced to three gradation from approximate representation about intensity of light to thefinal.

    Super efficient customization of the scene1.It is not necessary to keep results light cache.

    2.Render time at adjustment light cache should occupy no more than 1 minute.

    3.It is possible to break on half when the general atmosphere of illumination is clear.

    4.Serves for a rough estimate of the light scheme.

    Preview visualization1. Preview for client 1200-800 pixel.2. Preview must be shown to client for revision.

    3. Don't need make ID mask for preview.4. We use only minimum Photoshop correction. Sharpen, brightness/contrast/color balance.

    Final visualization1. This is visualization of scene with maximum quality in 4200-2800 pixel A3 format printing. Length / width

    = 1,52. Visualization of masks Render ID and Z-depth.

    3. Save render ion you special file organization structure on file server.

    Main problem with Render

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    Problem can be in geometry, max file or materials. If you make all with my recommendation all must beclean. But be careful with importing models. It can have wrong materials.

    1. The Scene is not considered in general, Light cache pressing of button Render or the scene beginsit is considered, but Light cache hangs on any moment and further time inadequately increases.

    2. Light cache the miscalculation of the image the long comes to the end successfully, but.3. Dark render, errors in illumination.

    Let's disassemble each case separately:

    The scene is not considered in general, light cache at once in infinityMost likely, a problem with materials. That of it to be convinced, we follow algorithm of revealing of a problem(see more below).We check first of all:1. Displace. To disconnect Displace in options and to check up in all materials presence active

    Displace in maps2. Errors in materials: usually it occurs at import of models. Errors can be in Raytrace, Opacity,

    Displace, Refract.3. The Decision: to eliminate difficult materials Raytrace, Opacity, Displace, Refract.

    Long render timeProblems in options of light sources, miscalculation degrees (Subdivs / irradiance map) and Subdivs onmaterials.

    Dark Render, errors in illuminationSigns:1. The image dark, is not enough light.2. Increase ISO at the chamber does not help.It problem with the chamber and Sun+Sky. Such a thing happens.The decision - to import only geometry to a new pure scene. In a pure scene to adjust anew light andchambers under the resulted instructions.

    Step-by-step actions if there was a problem at Render.Each subsequent point is carried out, if the previous has not helped:1. It is convertible all materials in Vray Materials it is tried Render.2. One grey material Is appropriated to all objects of a scene. We look, if it is considered it is

    considered problems in materials - we search for the reason.3. The Reason can be in materials Raytrace, Opacity, Displace, Refract. These things can create

    problems.4. If it is a lot of materials, we reveal object on which the problem material is imposed. It is convertible all geometry in Edit Mesh. We Hide half of geometry under the list of objects and we try to consider. If works - it is placed all geometry in group Work_geometry and we continue to search in the same

    way, hiding half from the remained half of objects. Thus we will reveal problem object and we canchange and a material on it.

    Work with incoming scene1.If the scene is collected in ArchiCAD or imported from any other program, often happens it is impossibleto work with objects. Objects are in each other that at Render gives black planes. Sometimes objectsare not grouped in a way and at a choice one plane will be manufactured only. With such scene it isimpossible to work.

    2.The decision:3.To Search for laws, to allocate objects, in the top view and then to use select/deselect.4.Organize of group to scatter on layers.5.Only after that it is possible to continue work, differently there will be a chaos.6.We Use a choice on a name, materials, color, a site.7.Some things to make anew easier, than to change.

    Not global problems:1. Long render time the final image, it would be desirable faster.

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    The decision: We Reduce quantity of active light sources. It is replaced all IES sources fake Light.

    2. Visible noise on the image from light sources and separate materials.The decision:

    We Increase value Subdivs on Light and rustling materials.

    Without changing anything, we increase Global Subdivs to 3-4 (the most simple way, but, probably,long).

    3. A problem: glitches and noise on a ceiling (it is especially appreciable on equal smooth surfaces).And insufficient quality of the image

    To Increase 50-50 to 50 - 80 (100). To Increase the permission of the image 1500-1000

    4. A problem: chaotic white stains on all room. It is a problem with any material, most likely a transparency. Vray Light is in transparent object or beams pass through it. It is not imposed uvw structures on any object. Any material contains Refract and through it pass beams Vray Light.

    The Decision: to exclude from illumination object with a transparency (a chandelier, a sconce, acurtain), to replace Refract on Opacity falloff, to make unilateral object without a thickness and toapply a material 2 side Vray.

    5. The Problem: the image flat is not visible small shades.The decision:

    To Leave included as less as possible light sources or to reduce their intensity To Create the basic direction of illumination from a window. Intensity of light exposure from a window and from artificial sources should be different. From a

    window several times it is more, differently shades self excluded. To Increase the permission. On the big images of a shade will appear.

    6. A problem: discrepancy of scale at import.

    The decision - all imported files should be one scale in one units of measure. If there is adiscrepancy - to find a proportion (we use rules "20 basic sizes and dimensions in an interior"), andscale object then to convert in Edit Mesh and anew to impose UVW Mapping

    7. Problem lack of textures from other fileDecision: preliminary render and replacement of lacking textures to new ones from the library

    8. Solving - uvw mapping is out of order, scale is destroyedDecision 1. Create object and attachDecision 2. Use not read world sustem coordinat UVW, but usual and match necessary meanings

    9. Lack of memory error to solve adding the memory or deleat memory hard elements

    Also you may use xreff, when filling is deleted from scene and loaded onlyfrom other file calculation

    10 Problem incoincidence of gamma during rendering at other computer or while opening a new file

    render is too dark

    Decision to check gamma setting. 2.2 001_SYSTEM_gamma.jpg

    11 miss maps, dll error, overbright error, - to ignore if not influences render

    If influences and rendering goes wrongly - to replace material for texture

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    PhotoshopAbout Photoshop I write exclusively as the applied tool. There are many alternative ways of processing of the

    image. You can pass courses on Photoshop. If you are still absolutely unfamiliar with the program, I will

    show, what actions and functions are used by me for the projects. I always use this