Join Adam Crespi for an in-depth discussion in this video Assessing the design possibilities, part of 3ds Max: Rendering Interiors.
When you're constructing a visualization or a rendering of an interior, the first thing you should do is look at the space, look at the model, and assess the design possibilities of that space. For this course, we've got a modern office lobby in a two story office building. What we can see here, even with no materials applied in a realistic view showing default light and shadows, is that the window frames on the right side of the image have the potential to cast some really neat shapes and sunlight across that floor.
Depending on how we angle the sun, we can get some good reach out of those and really get poignant contrast in our image. Next to the stair then is a wall that looks like a running bond or half offset series of large tiles. What's actually going to go on there are mosaic tiles. And I'll take a look at some reference imagery to get some ideas of how to treat this kind of a space. Here on the daltile website, for example. I've gone into their tools and into the office section, looking at a gallery of their different tiles as applied in office settings.
There's a wide range here, ranging from traditional to contemporary to modern, and the full gamut between. Well, we can see here, in the second row, second image from the left, is that this tile has both warm and cool tones, and in this case, is an offset pattern. To the left of it then is a Mosaic, and this is used as a back splash in a bathroom, for example. Right in the middle, on the right side of center, there's an office that has some of the features that ours does. Its got a thin railing. Modern floors, a bridge overhead, and surface mounted cam lights.
And these are some of the things we see in our model. It's always good to look at reference of real places, even if you're not going to use all the features of that reference. For example, on the left side of the image here, we've got, it looks like a cut stone floor or tile, and we want the terrazzo we're going to put on the floor to have that look of thin joints and roughly uneven shine. Finally, the image with the stairs shows glass panels. And we've got similar panels in our railing. Although, our's don't have frames. We can get a good idea here of how that glass should look, the color tint it'll have, and how transparent it should be.
Lastly, in looking at the image with the chair, we can see here how large windows let the sunlight into play on the floor and how the shadows need to have some depth but shouldn't be really black. Instead, they should be quite transparent so we don't lose detail in the depth of the shadow. Back here in 3ds Max then, I'll step out of the scene by pressing P to go into a perspective, and Z to zoom extends. And we can see the whole scene. In reality, this exists only for really that view. We've got an office and nowhere else from the lobby to go.
Even the doors on the right and left sides simply open into nothing. They're surrounded by the exterior shell. Lastly, there's two cameras in the scene and we should keep in mind what the cameras are going to do when we render. I'll press C to go into my Camera view. And we've got camera Ani and camera Stills to choose from. Camera Stills is where we started out. And in this camera,, you can see with the safe frame on, that I've framed the whole lobby, that I'm showing the stair, the left sides tile wall, and the possibility of those sunbeams on the floor. When I press C and go into the Camera Ani then, we see that the camera starts out again showing the stair.
And does a small dolly forward and pan up to reveal the top and showing off one of the round skylights. When we make a rendering then, we're telling a story of the design. Whether its for a design visualization for architecture or interiors, or for a composite for a cinematic. We're still telling a story of that place. And we need to keep in mind how the place and the design possibilities, will shape our materials, lighting, rendering and compositing. Now that we've got a good idea of what's going on in the space, and what we have to work with as well as the finishes we'll be using, we'll get started putting our materials on this scene.
- Creating and applying materials with luster and shine
- Creating a daylight system
- Casting light from interior lighting fixtures
- Lighting with sky portals
- Creating an ambient occlusion rendering pass
- Fine-tuning Final Gather and lighting
- Compositing in Nuke and After Effects
- Adding depth of field, highlights, and glow