Академический Документы
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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
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
8. Composition
Fundamentals 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
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
Introduction
What does effective visualization ,mean?
I consider to be effective such work that 1. Does not request much time 2. Commercially profitable. You get previously foreseen, high quality result satisfying the client. We will try to reach this goal during our course.
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 work in 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 remove flat faces. Scene having more small details looks more presentable and will be appreciated by the client. When I pay for the model, I firstly pay attention to geometry and details.
It is very simple: the more you succeed to create in a unit of time, the more you earn. Competitive prices My system enable you to work quickly and quote to the client competitive prices. Elementary design knowledge enables you to avoid revision and will increase customer's respect to yourself providing you with new orders.
3d max version
1. 2. 3. 4. 3D max 2009 Vray 1.5 sp2 without plug-in. You can use EGZ materials for glass egzMaterials08_for1.5.mzp, 001_SYSTEM_EGZ.jpg Max files must open in Autodesk 3D Max 2009 without plug-ins and dll errors. 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 render the scene even in Vray Proxy.
Computer configuration
For today the best computer on a parity the price-quality. (Cost of the system block nearby 1200-1500$) It is worthy of it: 1. I7-920 2. Asus P6T 3. 12 GB of RAMM 4. GeForce GTX 285 5. Another things - not important At present it is the best computer for the parity price-quality. System block cost is between 1200-1500$: For better comfort 1. 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 setup
I 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 system units. You may ignore this signal 001_SYSTEM_UNIT_RESCALE.jpg I advise you to do the same to avoid mess in dimensions. 1. 2. 3. Unit setup 001_SYSTEM_unit_setup.jpg Displayed unit setup - mm or cm Important: at the end of modeling before you archive and resend file return it back to mm.
System settings
System options 3D MAX, necessary for correct visualization. 1. Vray Materials settings by default 002_SYSTEM_vray_default_settings.jpg 2. Real-World Texture Coordinates settings by default 003_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.jpg 5. Settings by layer 006_SYSTEM_layer_default.jpg 6. Mouse correct scaling settings 007_SYSTEM_mouse_zoom.jpg
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.
Gamma
What is it and why 2.2? 001_SYSTEM_gamma.jpg As shown in scene at gamma we get a wider range of shadows. It gives more grey color gradation and not absolutely 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 to gamma 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
Scale
1. 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.avi 3. 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 do not rescale - leave as it is 001_SYSTEM_UNIT_RESCALE 3. While opening the scene with another gamma you may receive a notify 001_SYSTEM_gamma_convert.jpg 4. miss dll, dlm (ColorCorrect.dlm ColorCorrect, QuickDirt.dlm ) during opening the scene the program notifies about lack or loss of dll. These means that plangines were not supported. We should agree with it and change problematic materials in scene if they are stuck in render. To get universal scene you should 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 not used in scene. Textures of old or deleted objects. While opening to confirm.If you see any problems while rendering, you should change the texture for another from your library. 001_SYSTEM_miss_maps.jpg
Import DWG
1. 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 to create 2 separate dwg a file and to import them by turns. One in a kind above, another sideways accordingly). Import drawings from AutoCAD file -> import (in 3dmax) It is changed Nothing in options at import in 3D Max 007a_SYSTEM_DWG_import.jpg 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.
2. 3. 4.
Proxy
We use proxy when in a scene there are many difficult repeating objects, for example, decorative elements on all eaves. In general, it is more actual for exterriers and vegetation. 059_SYSTEM_ vray_proxy.jpg, SYSTEM_ make_proxy.avi 1.Making of proxy. 2.Proxy - it is the link for geometrical objects.
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 object
attached in one geometrical object. 5.You can't create Proxy from Max menu file. Object must be merged from max file.
Name of objects
The 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.jpg 3.Names of materials: wood wallpaper water stone marble brick stucco parquet carpet fabric water metal decor glass plastic 4.Names of object of Interiors: sofa chair armchair table lamp bra luster curtain background window decor wall ceiling cornice plinth panel profile radiator shelf book
picture frame poster decor flowers vase bar Object place in interior
All 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.jpg 1.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
Archive of scene
Often 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 folders 012_SYSTEM_archive_files.jpg Team workuing It 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 editing But should check the models before accepting them for visualization. Such double test helps to avoid mistakes. The customer should see final variant and not partial work. If anything is wrong, the customer cant blame the modeler for having wrongly read the drawing. Task distribution goes in 2 directions: Box modeling (all fixed objects in the room)
System of work organization 1.Getting ready for team work 2. Competitiveness while being recruited 3. High production quality 4. Calm work without pressure 5. Possibility to forward something not finished to another team member 6. Possibility to use the same models in other projects
1. Working out the customers comments The 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 anything This 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 you may 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
Layers
Layers make navigation on geometry more easy. LAYERS_interior_01.jpg - LAYERS_interior_09.jpg 1.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-floor ROOM-dw (door-window) ROOM-ceiling
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-sofa use 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 layer organization next page). 4.After that , you merged new object it must be closed in one group or converted in one Edit Mesh/Poly. And put 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 one group by type 048_GROUP_tile_elements.jpg 6.All fixtures (Sconce, floor lamps, chandeliers and another) Must be grouped with Vray Lights Sphere 039_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 be moved 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.avi 4.On all Glossy Materials, include importing materials make 20 Subdivs on Reflect. 5.We use materials from library 050a_MATERIAL_library.jpg 6.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 a
virtual scene one material. For example, all identical tree on all subjects of an interior - one material. It is necessary that then in one action to change properties of all tree in all scene. 8.Wood direction on panels UVW_mapping_panel.avi 9.All materials must have Diffuse (100) and Bump (5-30). To create Bump copy texture from diffuse to Bump slot Instance. 10.For brick material make special Bump texture 050_MATERIAL_textured_brick.jpg 11.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.jpg 13.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.
16.Absolutely all materials must have Glossy. Carpet and fabric too. It good for final image and not slow with
render 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 on render 061_MATERIAL_subdivs.jpg 18. Most important Reflection on black materials. Than it is more dark - more reflection. Dark materials must have 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 for expressiveness of a scene all_reference\black_interior_material_example
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.jpg 4.Most important make wood direction 053_TEXTURE_wood_map_direction.jpg, UVW_mapping_panel.avi 5.No tiling. 054_TEXTURE_tiling.jpg 6.If texture no good quality - don't use it. Make new. Make better. you can use texture from library and
change it. 7.Texture can't be small size. 8.To make texture without tiling use Photoshop. PHOTOSHOP_texture_no_tile.avi 9.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.
11.Use cropping/placement for redact visible path of texture. Push view image and change used area
062_VIZ_material_crop,jpg 12.If you make special texture for project name of it: NameProject_NameTexture.jpg 13.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 fibres on walls are much larger, than on furniture. In this case it is supposed to do 2 identical materials with different parameters of scale Real World Scale. It is obligatory to sign a new material in appropriate way that it was clear, what where. 17.For easy change texture color or tone use Color Correct TEXTURE_color_correction.avi This option like Photoshop but without physical texture change. 18.Floor tiles texturing example TEXTURE_floor_marble.avi 19.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.jpg 5.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
1.Always use UVW Real World Coordinates 024_MODELING_uvw.jpg 2.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 sizes
of a structure. Always there is a correct imposing on any object with appropriated to it UVW real world coordinates. 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
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 from close distance than from far distance.
Modeling
Modeling rules 1.The Room should be simulated according to drawings, sketches of the customer with observance of
proportions 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 for explanation 3.All similar objects must be Instance 013_MODELING_instance.jpg 4.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) and Spline+Extrude. This is main modificators when making any interior. 6.Use adaptive for all splines 014_MODELING_adaptiv_bezier.jpg 7.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.jpg 9.You can change edit snap and place of profile with Gizmo Bevel Profile. MODELING_gizmo_bevel.avi 10.All profiles must be put in SHAPE layer in the middle of coordinates in FRONT view. Easy change shape of object. 017_MODELING_center_position_profile.jpg 11.Every element of room: ceiling, cornice, walls, floor, doors, windows, must be modeled separate 018_MODELING_room_modeling.jpg 12.Make chamfer for all objects. Its good for visual effect in final image 3 mm on all visible corners and sides 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 options 020_MODELING_line_chamfer_fillet.jpg 15.Use geometry, not textures to make tiles. Chamfer 3 mm 021_MODELING_floor_tiles.jpg 16.On joint of different materials must be chamfer (example marble-marble, marble-wood) always make chamfer 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.jpg 20.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 more width with modify Shell 026_MODELING_shell.jpg 22.After finishing modeling return all Viewports for standard view 005_SYSTEM_back_view.jpg
Modeling recommendation 23.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. In
hard 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 errors 25.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 proportion
030_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.
Groups in furniture 1.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
Models library
The archive of models should be. It not an option. If you do not have good archive and preparations you strongly lose to colleagues at all points. That the usual person can make for one put, namely, almost any room, 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 light 2. The furniture and light archive should be spread out on styles Classics Ardeko Modern 3. Accessories on each style Sofas Seats Chairs Desktops Cases 4. Fixtures on each style Chandeliers The Sconce Desktop Floor lamps 5. 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.
Main data
CAMERA_vray_settings.avi, 063_VIZ_CAMERA_interior_settings.jpg 1. 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.jpg 7. After slight setup you can change ISO and color balance in camera settings 064_CAMERA_color_correction.jpg 8. First camera angle 18 mm CAMERA_focal_leight.avi, film grade 36 mm 9. 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 foreshortenings of a premise. We please with them themselves and the customer. all_reference/distortion
Height and Camera target 1.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 cameras
in 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, restrain you need to show tables, not ceiling. 7.You can move target in vertical, if it need for composition. Use vertical shift for corrections/ Vertical lines must be equal.
Camera angle 1.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.avi 3.Focal length must be 16 if room are small and about 24 if you render big hall. Composition rules. Also you
can 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 and use "camera clipping" option.
Camera clipping
CAMERA_clipping.avi 1.Camera can be moved in the wall. This can a little more space. Possibly can be cut some objects near wall. 2.Often used clipping parameters 1000-1500 mm 3.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 a plane 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 balance
Very 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 on intensity 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)
2.Standard sun angle 45 degree horizontal - color balance - white, but color can be yellow on image if
interior 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.
Film gate
Value "36". Never to change
Shutter speed
1. 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"
ISO
CAMERA_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.
Vignetting
065_CAMERA_vignetting.jpg Blackout on image corners. I use value 0,5 in 3D MAX. You can add it in Photoshop
DOF effect
It is better not to use DOF in interior visualization. The image should be equally exact in all directions.
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 Vray Detailed adjustment of light sources Vray
Each applied light source should be used on the mission. On everyone there should be optimum picked up and 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 lights
Window fixtures are necessary to "catch" light Sky from street and to direct all photons to a room. The more light 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 size with a visible part of a window 043_LIGHT_window_skyportal.jpg 2.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 light aperture LIGHT_curtain_position.avi
Self Illuminate material 1.For cornice light. Line value 20 mm. Vray Light Material. Multiplier "30" 044_LIGHT_self_illuminate.jpg 2.All small lights (build in ceiling or wall, lamps in luster) make light material with multiplier "30"
045_LIGHT_self-illuminate_MTL_parameters.jpg
Vray IES
047_LIGHT_vray_ies_parametres.jpg 1.Vray IES Instance by local zones.
2.All direct lights must have Vray IES Instance multiplier by default. 3.Subdivs 8. Self Illuminate material
045_LIGHT_self_illuminate_MTL_parameters.jpg 1. 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 selfluminescence the Multiplier "30". The multiplier can be changed at detailed adjustment of light to 100-200 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 value of 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 each light source "20".
Fake Light
1.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 increased render 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_light 4.Fake light - it plane light in ceiling. One side. Shines down 070_LIGHT_fake.jpg 5.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.jpg 1. 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.jpg 4. Multiplier of IES about "2000-4000" 5. Color yellow 073_LIGHT_IES.jpg 6. 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.
Sun settings
1. 2. 3. 4. 5. Sun - directly Sun light. Shadow parameters. 077_LIGHT_sun_size_multipler.jpg If area shadow "on" Subdivs parameter increase to "12-20". Sometime possible to reduce Sun multiplier 0,5-0,75. This Automatically reduce Sky parameter. Need exclude transparent curtains from Sun light if they are all window size.
Sky settings
1. Sky automatically appear with Sun installing. Sun attached Sky. Sky - environment light. Can be put in material editor 078_LIGHT_Sun_top_position_attach_sky.jpg 2. Don't change sky parameters , except night view settings (look down instruction). 3. Possibly to change sky parameters only in night scene.
Main rule very important light direction. In daily view the light should go from the window to inside 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.
7. If windows much (shine an interior from the different parties) most likely it will not be possible to include artificial 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.
Mixed light Feature: 1.The Mixed illumination is day (Sun+Sky) and artificial light sources for illumination of the dark areas kept
away 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. Dark stains 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 dark blue to the yellow. The beautiful pictures sated with different colors turn out. All is regulated Color Balance and yellowish colors of artificial illumination. 5.Blue light from windows - property of phototechnics also is visible only in photos. The human eye itself adapts for color and considers its white, automatically underestimating intensity of the artificial fixtures burning 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 see artificial illumination, it is necessary to reduce value ISO of the physical chamber and to raise intensity of artificial fixtures. 7.Bluish light from day illumination turns out at the expense of displacement of balance white in the yellow party. 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 a luminescence of day and artificial illumination. It we will avoid .
9.To Include not all artificial fixtures, but only necessary on a composition. If to include the whole world
simultaneously 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 necessary color and correct capacity that they without overbite were combined with a sunlight. Were both not dim and not overbite. Light_mix_example 11.At adjustment to use the information on a composition, contrast and other art effects.
Night or Evening light Feature: 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 SETTINGS
Night_light_settings.avi 1. The day scheme of illumination Should be adjusted. 2. It is switched off Sun 3. 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 in
another.
3.It is recommended to change ISO and options of balance white chambers on premises. Depending on a
chamber 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.
Format, resolution
Using 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 depend configuration of computer.
Irradiance map: The description and features of a method 1.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 map on" option.
Batch Render
Batch Render - the function, helping to carry out Render at once several chambers by turns. You can charge some 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.jpg Step-by-step Instruction 1. 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.tif 6. 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)
Visualization
All good things of modeling will be lost, if we fake on visualization. Excellent adjustment of light and Photoshop are capable to work wonders and transform even the most simple interior into excellent work.
Main Visualization work: 1.Visualizator must made picture with quality standard (look down). 2.Visualizator must know and use all modeling rules (shown up by text). 3.Visualizator must search modelers errors and fix it in final scene. 4.Visualizator must 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.
13.Photoshop postproduction. Quality standard: 1.Mapping Real Scale World need to be absolutely all objects in the scene. Textures should be in a correct
scale. 2.Texture size should be enough for visualization 4200-2800 pixels. Recommend to use textures size not smaller than 600 pixels. 3.No any tiling 056_TEXTURE_tiling.jpg 4.Mapping on object with respect to its direction 057_TEXTURE_wood_map_direction.jpg 5.Materials - readable and knowledgeable 6.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.
Background 1.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 plane 056_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.
7.Background can be in radius with tiling texture. If you don't have special background from customer you
can use you own picture simulate landscape outside. 057_BACKGROUND_circle.jpg
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 the final.
Preview visualization
1. 2. 3. 4. Preview for client 1200-800 pixel. Preview must be shown to client for revision. Don't need make ID mask for preview. We use only minimum Photoshop correction. Sharpen, brightness/contrast/color balance.
Final visualization
1. 2. 3. This is visualization of scene with maximum quality in 4200-2800 pixel A3 format printing. Length / width = 1,5 Visualization of masks Render ID and Z-depth. Save render ion you special file organization structure on file server.
Problem can be in geometry, max file or materials. If you make all with my recommendation all must be clean. But be careful with importing models. It can have wrong materials. 1. 2. 3. The Scene is not considered in general, Light cache pressing of button Render or the scene begins it is considered, but Light cache hangs on any moment and further time inadequately increases. Light cache the miscalculation of the image the long comes to the end successfully, but. Dark render, errors in illumination.
Work with incoming scene 1.If the scene is collected in ArchiCAD or imported from any other program, often happens it is impossible
to work with objects. Objects are in each other that at Render gives black planes. Sometimes objects are not grouped in a way and at a choice one plane will be manufactured only. With such scene it is impossible 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.
2. 3. 4.
The decision: We Reduce quantity of active light sources. It is replaced all IES sources fake Light. 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). 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 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, a curtain), to replace Refract on Opacity falloff, to make unilateral object without a thickness and to apply a material 2 side Vray. 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. A problem: discrepancy of scale at import. The decision - all imported files should be one scale in one units of measure. If there is a discrepancy - to find a proportion (we use rules "20 basic sizes and dimensions in an interior"), and scale object then to convert in Edit Mesh and anew to impose UVW Mapping Problem lack of textures from other file Decision: preliminary render and replacement of lacking textures to new ones from the library Solving - uvw mapping is out of order, scale is destroyed Decision 1. Create object and attach Decision 2. Use not read world sustem coordinat UVW, but usual and match necessary meanings 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 only from other file calculation 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 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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Photoshop
About 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 and only this limited tooling. It is enough of it for results which satisfy me. Photoshop_example.avi
How to use
1.3d image from max must be more close for final. 2.This is not real all times but this is our target. 3.Photoshop can help the 3d image to become more realistic but is essential to improve the image, locally by adding contrast and brightness to the necessary sites, also it is possible to strengthen the color balance of the image.
Variants of brushes 1.Dodge tool - bush of lighting dodge_tool.avi 2.Burn tool - bush of darkness burn_tool.avi 3.Sponge tool - bush of saturation and desaturation sponge_tool.avi Each brush can work by three variants to influence on color
High tones It is used for the same action brightness and contrast Ideally for clarification. simultaneously it works on brightness and contrast. Ideally for brightness of light objects. Middle tones It is similar on action Ctrl+l Levels Works on average ranges. Ideally on blackout. It is used to black out the area or a subject by this method. On clarification works, it is necessary to use it more softly. Shadows It is similar on action Ctrl+u lightness Working in shades if the object can be clarified almost black it a little. It is used for clarification of almost black and matte surfaces..
Other useful brushes for local influence 1.Erase tool - erase area on correct layer erase.avi 2.Clone stamp - cloning of an image area. Used for the correction of render errors. clone_stamp.avi Free transform
Ctrl+t - Scaling influence on the chosen area transform.avi How to use: 1. Choose an area. 2. Copy on new layer through buffer Ctrl+c, Ctrl+y 3. Press Ctrl+t (hot key) 4. Scale, deform the image to the necessary effect. 5. It is possible to use Shift and Ctrl for fixation of scale and a binding of a mouse to horizontals and verticals.
Hot Keys trl+e - merge layer trl+b - color balance trl+l - levels trl+c - To copy in the buffer trl+v - To insert from the buffer trl+t - free transform trl+u - lightness trl, shift for a snap, selection and move of layer. Step-by-step instructions of use
1. The Image should be as much as possible beautiful and realistic with correctly put light on initial Render. 2. Photoshop it is necessary to decorate images, to strengthen or weaken any effect. 3. Image Processing should occupy a maximum of 5-10 minutes. If it occupies more that means that there is something left unfinished in 3D max. 4. Post processing it is possible to paint over, clean small glitches and other flaws Render. 5. Sometimes it is possible to clean tailing structures stamp/cloning. 6. It is often necessary to add brightness/contrast to the image. To do it on a new layer. After addition. 7. It is possible to use Ctrl+L on 1,1-1,2 to soften the image. 8. Use Dodge tool and high tones for brightness are given to already bright objects and their patches of light, for example, lamps, a sconce, floors lamps brilliant surfaces. 9. Burn tool middle tones for blackout and giving of expressiveness to sites.
Step-by-step use
1. 2. 3. 4. 5. 6. 7. 8. To final Render always there is a sense to add brightness (+10) / contrast (+20) on a new layer. If a picture dark to make a new layer screen 20-30 % on the general clarification screen. To erase formed owebright and owerdark area use erase tool. Locally to clarify or black out sites. A brush blackout for clarification. Color balance. (Yellow on midtones, dark blue on hightones) color_balance.avi Using allocation, layers, transform, clone stamp will get rid of errors of a scene, such as , cracks in model. Using ID on objects, to change their color. ID_photoshop.avi Ceiling Clarification on ID. As a rule, the ceiling turns out dark. It and in a reality dark, but on a picture it is visible at once.
More detailed information on functions can be read in help or any management Photoshop. It is important to understand that it is enough these tools for reception of worthy result in the shortest terms. It is more nobility it is necessary than nothing. Search for the detailed description only these functions.
Save
1 After editing - It is recommended to safe files to multi layers with compression LWZ 2 Do not erase basic layer to be able to come back to it 3 File render ID to 8 bit format TIFF
Printing
It is better to lighten the image adding lightness (ctrl +L to 0.20 points and contract in Photoshop) Also you may calibrate the printer as print goes out darker than image on the screen
Interior composition
Sense interior visualization - to show design and architecture of interior, materials and light. That the image looked effectively, it should have prospect and beautiful illumination.
Rhythm 1.The Repeating elements exposed in a foreshortening, leaving in prospective all_reference//rhythm 2.These objects can serve as a line and a direction for a sight. The rhythm, as well as a line adjusts
movement of eyes of the spectator on object. 3.The Rhythm can be set geometry, a structure, color. 4. The Rhythm can be conceived the designer or is found/is created by a visual analyzer. 5. The Rhythm creates prospect and dynamics, directs a sight of the spectator.
Light
Illumination can create space and prospect composition/light_perspective
Composition Rules
The map becomes live and interesting if composition rules are observed. To add mood and an emotionality to the map, it is necessary to follow these simple rules at arrangement of subjects, camera and light settings. The visual analyzer can effect 3 making maps:: 1. light. 2. camera position. 3. Filling objects.
Light
Brightness
Picture should be bright and contrast maximum
Contrast
Should be present division the image on light and a shade. And also a saturation of tones. Otherwise it will be flat. The picture should be the greatest possible contrast. To twist in Photoshop contrast to a limit, then to erase areas of a limit and to increase other image by 10-20 % of contrast..
Mixed lights
The best images of interiors contain a mix both artificial, and day illumination. Thanks to physical properties of the chamber and color balance, we can observe all scale of light temperatures. Colors are combined, as opposite: green/pink, sine-blue/yellow-orange, and simply white.
Camera position
Additional beautiful camera position
1. 2. 3. 4. 5. If the premise is worked in the sufficient image, we create pair of additional foreshortenings. We Please the customer with additional kinds for the same money. To the full opens the created interior from different directions, replacement of video of flight. Several times skill of composite construction of a shot faster develops. At sufficient study it is possible to focus attention on details, to do close kinds and foreshortenings with the big focal length. It will give sensation detailed all interior.
Angle chamfer
1. you can use distortion effect with not real Color Balance. 2. Only for new add camera. 3. It need for make image more art. All_reference\distortion
2. 1600 mm height. 1600 mm - Target height. 3. Always on Vertical Shift if target have vertical moving. CAMERA _18-20_1500_vertical_shift.avi
The cut off objects 1.Not to suppose trimming of a subject of filling only on the one hand a picture. 2.It is possible to leave subjects if they are cut off by borders of a shot from two opposite sides.
All_reference\cut_2_side
3.Subjects located at edge and completely getting to a shot should have at least the minimum space
among themselves and shot edge. It is impossible, that the subject rested the side against shot edge.
Ideal foreshortening. Balance of the image on a composition 1. The interior Composition should be visually counterbalanced across and verticals. 2. Dark visually it seems more and more hard, than white. 3. Depending on it to build a shot and a composition. 4. The Floor and their ceiling should be approximately equally the size. From above and from below a
shot..
Elevations
All_reference\elevation 1.Very evident architectural giving. It is useful both to the customer and builders. 2.Cuts become a cup plane chambers cropping. 3.On a cut sideways and from above it is important to hide other subjects getting to a plane
Paths of Interior.
All_reference\Path_of_interior 1. Don't use camera angles special on some objects. Show all interior. 2. Professional art - whole interior. Not elements. 2 side opposite width height cameras.
Filling
Main objects
All_reference\Main_objects 1.On the foreground is better to put ideally worked object. 2.On a composition on the map should be a variety and scale. The different forms, different colors. 3.Object of environment must be large. 4.They should not be so much. 5.They should be beautiful and carefully worked. 6.You can make more scale of object if it need for composition.
Plants
All_reference\Palms 1. Add good plants. 2. Plants should be placed in the corners of room. 3. For close views you can use Photoshop 2d plants. 4. Use only good and realistic models. If plant looks like a fake - don't use it better.
Live in interior
1. Should avoid monotonic. To add lives to interior objects. 2. For example, slightly to turn chairs, on desktop to put a beautiful vase or the open book.
Small objects
All_reference\small_objects This is one of main errors - there are many small objects in scene. From it the room looks cluttered up with trifles. If object small it need to be scaled or deleted
The Nursery - children's toys. The unique room accepting trifles and The Bed - a tray, a plaid Curbstone of a bed - a lamp, the book, frame photos The Locker - frames of photos, flowers The Toilet little table - flowers, a cosmetics set The Bath - a towel a pile, flowers, pair of tubes of cosmetics or spirits. The Drawing room - TV, DVD, columns. In a corner - a plant, bamboo, a floor vase with backs Hotel - champagne in a bucket, the book or the directory on desktop, a firm pen and a notepad On all lockers are pertinent to steam of photos in frames The Sofa before a fireplace the plaid, the book, a wine glass are pertinent The Wardrobe - hangers, boxes, dresses, trousers The Bath - omni and candles for evening maps Pool - towels on plank beds, water or a cocktail in a glass Reception - flowers The Workstation - the screen monitor, the computer, phone, documents, pens Office - notepads, pens, books, flowers, a notebook A cafe Little table - easy table layout, napkins
Stanislav Orekhov
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