![3DSMAX书房材质贴图教程2](/Images/jiaocheng/2015-05-0813/3036720935.jpg)
INTRODUCTION | 介绍
Here will explain very simple practice interior render with HDRI lighting
· 关于室内HDRI真实灯光的一篇简单教程
PREPARATION | 预置
For all my projects I set my gamma for LWWF(Linear Workflow) to get a correct brightness and because I want to do post production on my image.
· 个人的一个作图习惯 - 把gamma设置成LWWF(Linear Workflow.线性流程)以获得最真实的光感,减少后期工作。
![3DSMAX书房材质贴图教程3](/Images/jiaocheng/2015-05-0813/2252925261.jpg)
MODELING | 建模
In this scene I used ready made models for accessaries, so I just modeled the wall, floor, window object using basic edit poly. And I created a simple decorative cloth model in Clo3d 2011.
· 场景里基本使用的都是外部引入的家具摆设模型,只需要建门窗地板,然后要提到的是用Clo3d 2011(三维服装软件)做了个简单的衣服模型。
Fix model for camera view.
· 视角如下
![3DSMAX书房材质贴图教程4](/Images/jiaocheng/2015-05-0813/3706134356.jpg)
Book case for reflection on the mirror.
· 镜子反射用到的书柜
![3DSMAX书房材质贴图教程5](/Images/jiaocheng/2015-05-0813/1397939852.jpg)
Cloth made in clo3d 2011 and the floor made only from a simple box.
· clo3d 2011做的衣服模型,地板只是个简单的盒子
![3DSMAX书房材质贴图教程6](/Images/jiaocheng/2015-05-0813/621836833.jpg)
LIGHTING | 打光
As I said before, in this scene I am using HDRI lighting with Vraylight Dome+HDRI map. You can see my method in the image below.
· 场景用到的是HDRI 灯光和Vray灯光顶(Vraylight Dome)+ HDRI贴图,如下图所示。
![3DSMAX书房材质贴图教程7](/Images/jiaocheng/2015-05-0813/2509773886.jpg)
You only have to set the mapping type to spherical, horiz,. rotation to control the sum beam direction, and gamma to set a correct GI, sun and strong shadow shape.
· 只需把设贴图设置成球形水平旋转来控制光束的大方向,把gamma设置成正确的GI,太阳光和重阴影形状。
This is the simulation using different gamma values:
· 下面是不同gamma值下的效果。
![3DSMAX书房材质贴图教程8](/Images/jiaocheng/2015-05-0813/3503831773.jpg)
Increased gamma can make a soft shadow effect and weak sun lighting. Decreased gamma can make the shadow look sharpen and strong sun lighting.
· 较高的gamma值能达到柔和的光影效果,而较低的光影对比更强烈。
Of course it is not a fixed setting. Different scenes require you to set different gamma values and also different horiz. rotation to get the correct lighting in your scene.
· 当然这不是唯一的参数设置,对于不同场景要灵活运用不同的gamma值和不同的水平旋转来达到最佳的光影效果。
CAMERA SETTINGS | 相机设定
Just simple setting for my vrayphysical camera.
· 以下是vray物理相机的简单参数
![3DSMAX书房材质贴图教程9](/Images/jiaocheng/2015-05-0813/4168066066.jpg)
MATERIAL AND TEXTURING
There are a lot of advanced materials that I use in the simple scene. I only use standard method color selector to set the diffuse and reflect properties.
· 在这个简单的场景里有很多高级材质设置,在反射上只用到了基本的方法,没什么特别的。
Wood floor · 地板
![3DSMAX书房材质贴图教程10](/Images/jiaocheng/2015-05-0813/288234257.jpg)
Red Leather · 红皮革
![3DSMAX书房材质贴图教程11](/Images/jiaocheng/2015-05-0813/3162563318.jpg)
Fabric · 布料
![3DSMAX书房材质贴图教程12](/Images/jiaocheng/2015-05-0813/3059818927.jpg)
RENDER PRESET | 渲染预设
Here are my render preset settings:
· 以下是这里用到的渲染预设
![3DSMAX书房材质贴图教程13](/Images/jiaocheng/2015-05-0813/3024058999.jpg)
And this is the final raw rendered image:
· 下面是无后期的渲染图
![3DSMAX书房材质贴图教程14](/Images/jiaocheng/2015-05-0813/3963685078.jpg)
Z-depth map image · 深度图
![3DSMAX书房材质贴图教程15](/Images/jiaocheng/2015-05-0813/2883241236.jpg)
Reflection map image · 反射图
![3DSMAX书房材质贴图教程16](/Images/jiaocheng/2015-05-0813/1328143100.jpg)
POST PRODUCTION | 后期
In this process I only use a simple technique for post production. I like natural colors in my rendered image.
· 这一步用了个简单的后期技巧,我喜欢做很自然的颜色。
1. Color correction using color balance and curves and then add little bit of diffuse glow.
· 用色彩平衡和曲线来做颜色校正,加入了一点发散的光晕。
![3DSMAX书房材质贴图教程17](/Images/jiaocheng/2015-05-0813/2829053641.jpg)
2. Blend with a reflection map
· 与反射贴图混合
![3DSMAX书房材质贴图教程18](/Images/jiaocheng/2015-05-0813/2704306921.jpg)
3. Add a Depth Of Filed effect using a z-depth map
· 用深度图增强效果
![3DSMAX书房材质贴图教程19](/Images/jiaocheng/2015-05-0813/2021125806.jpg)
4. Chromatic Aberration · 色彩调节
![3DSMAX书房材质贴图教程20](/Images/jiaocheng/2015-05-0813/1498611378.jpg)
FINAL RENDER RESULT | 最终图
That's all of the post production and this is the final result:
![3DSMAX书房材质贴图教程2](/Images/jiaocheng/2015-05-0813/3036720935.jpg)