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    Creating an interior scene (Part 3)

    UntilU
    UntilU
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    Thành Viên


    Nam
    Tổng số bài gửi : 130
    Age : 36
    Đến từ : HOU
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    Registration date : 22/12/2007

    Creating an interior scene (Part 3) Empty Creating an interior scene (Part 3)

    Bài gửi by UntilU Mon Feb 18, 2008 10:19 pm

    Part 3: Texturing and materials

    Creating an interior scene (Part 3) Minterior17s

    Step 1: First of all we should finish the room model. Create a
    ceiling and the rest of walls. Remember that polys should be also from the
    exterior. If you don't do that light will pass through the "roof" and
    scene illumination will be incorrect.


    Creating an interior scene (Part 3) Minterior18s


    Step 2: Set the materials on floor and walls. Select the
    all polygons of walls and floor. Set the ID " 1 " Select only walls ,
    set ID " 2 " . Than select the wall that will be green or other color
    and set ID " 3 ".


    Creating an interior scene (Part 3) Minterior19s

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    Step 3: Open Material Editor ( Hotkey : " M "). Select
    one ball. Click on the Material Type button and Choose Multi/Sub Object. Than
    choose " discard old material" . Set number on "3".


    Creating an interior scene (Part 3) Minterior20s



    Step 4: Now click on the material with ID = 1 . And again click on
    material type button and choose VRayMtl . You will see the options of VRay
    material. On the top is a color of material and small box to apply a textures
    and maps ( red 1 ) . Click it and choose " bitmap ". Choose from
    your
    " directory/floor.jpg " file. Now the bitmap options window will open.
    You can set there rotations, colors etc. of bitmap. To see bitmap in viewport
    click icon with chessboard ( red 2 ) . Now back to the Floor Material by
    pressing icon with arrow ( red 3 ).


    Creating an interior scene (Part 3) Minterior21

    Step 5: Ok, our floor is wooden :) But it doesn't reflect anything!
    Click on Reflect color and set
    RGB: 49,49,49 or just whiteness value to 49. Than set Glossiness to 0,7 .
    Glossiness is a kind of sharpness of reflection or refraction . Glossiness 1.0
    is maximum sharp. Lower values makes reflection more blured.
    After that open Maps and "drag and drop" diffuse map to the Bumpmap
    slot and set amount to 20 .


    Creating an interior scene (Part 3) Minterior22





    Step 6: Now you know how to set colors and parameters so I will tell
    you only values.
    White wall:
    Color RGB: 254 , 255 , 253
    Green wall:
    Color RGB: 169 , 205 , 107
    It's all about the floor and wall material. Now select your building and in
    Material editor select our Multi/Sub Material and click icon " with ball ,
    arrow and box " :) You should see big texture on the floor and colored
    walls. Texture is too big but in next step i will show you how to small it.


    Creating an interior scene (Part 3) Minterior23

    Step 7: To set the right size of texture add UVW Map Modificator to
    the building .Click Bitmap Fit button and choose floor.jpg texture. Now select
    the Gizmo ( Hotkey : 1 ) and rescale it to make floor smaller.


    Creating an interior scene (Part 3) Minterior24s

    Step 8: Now let's texturize our bookshelf. Create new VrayMtl
    material. Choose wod02.jpg texture.
    Reflection: 15 and Glossiness : 0,65 . Add this material to bookshelf and
    shelves. Apply UVW Mapping Modifer. Choose Box Mapping and use Bitmap Fit . To
    make shelves different , select polygons and add UVW Mapping to differend
    shelves ( I selected two groups of 3 shelves ) . Than apply Poly Select Modifer
    , select other group of shelves and apply UVW Mapping.
    Just open the screensaver.


    Creating an interior scene (Part 3) Minterior26s

    Step 9: Texturing table. Create new VrayMtl material. It will
    be a table top.
    Diffuse color:
    RGB ( 198 ; 219 ; 207 )
    Reflect: 20
    Refract: 247
    Fog color:
    RGB ( 144 ; 211 ; 198 )
    Fog multiplier: 0,02
    Affect shadows, affect alpha. Apply this material to the table top.




    Creating an interior scene (Part 3) Minterior25s

    Step 10:
    Now create a new material for legs and shelf.
    Bitmap: wood01.jpg
    Reflect: 15
    Glossiness: 0,65
    Copy Diffuse Map to the Bump slot. And set

    Bump : 5

    Apply material to the legs and shelf. And use UVW Modifier to fit
    bitmap.







    Creating an interior scene (Part 3) Minterior28

    Step 11: To the chair apply the same material we used to the table
    and apply UVW Mapping. For the cushion create new Vray material :
    Color :
    RGB ( 254 ; 248 ; 230 )

    Add Diffusemap : "cushion_bump.jpg " ammount : 20
    Add Bumpmap : " cushion_bump.jpg " with ammount 35 .
    Than copy 5 chairs with cushions. The UVW settings will be the same.


    Creating an interior scene (Part 3) Minterior29s

    Step 12: Material for table cloth :
    Diffusemap: "tablecloth.jpg"
    Bumpmap: "tablecloth.jpg" amount : " 30 "
    Apply and use UVW Mapping.


    Creating an interior scene (Part 3) Minterior30

    Step 13: Radiator material:
    Color:
    RGB ( 242 ; 242 ; 242 )
    Glossiness : 0,95
    Reflection: 30


    Creating an interior scene (Part 3) Minterior31s

    Step 14: Lamp material:Color:
    RGB ( 247 ; 247 ; 247 )
    Reflect : 20
    Glossiness: 0,9
    Bump: Noise ( amount 20 )
    Glasses :

    Color:
    RGB ( 247 ; 247 ; 247 )
    Reflect: 20
    Refract: 247
    Affect shadows and alpha .


    Creating an interior scene (Part 3) Minterior32s

    Step 15: Curtain material:
    Click on the picture to see curtain settings.


    Creating an interior scene (Part 3) Minterior33


    Step 16: Windows material:
    Color:
    RGB ( 238 ; 238 ; 238 )
    Reflect: 10
    Glossiness: 0,9


    Creating an interior scene (Part 3) Minterior34


    Step 17: Sill material
    Texture: wood02.jpg
    Reflect: 15
    Glossiness: 0,9
    Bump: wood02.jpg ; Amount: 20


    Creating an interior scene (Part 3) Minterior35s
    render time : 30 min ( both subdivs : 20 )


    Step 18: Bowl material
    Click on the picture to see values.
    Colors:
    Diffuse ( 153 ; 0 ; 0 )
    Reflect : 45
    Refract ( 216 ; 106 ; 106 )


    Creating an interior scene (Part 3) Minterior38s


    Step 19: Flower material with SSS.
    The material is in the Material Library.







    Step 20: Rest of the materials is in the Material Library. Just apply it
    to objects and we can set the scene lightning . whoooa :)







    End of
    Part 3




    End of Part3: Texturing and materials

    All materials are on right places and objects.
    Now we can start setting lightning and rendering. There is a
    material library of our scene :

      Hôm nay: Fri Apr 26, 2024 5:39 pm