First of all it is very useful to have your scene set up in real world units. This is necessary in order to rebuild the real lighting environment. Everything of the render engine (VRay in this tutorial) is using real world scaling to mimic real world conditions. Doing High Dynamic Range renderings just needs one light source: the HDR file. The light we have to use is the VrayDomeLight, which guarantees nice lighting, shadows and caustics. Downlo…
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This simple and easy tutorial explains comping VRay’s renderpasses by Christopher Nichols. The following is a very basic breakdown of how to reassemble a VRay image in a compositing program. This Vray tutorial shows you how lighting can make your 3d interior scene looks nice and somewhat realistic. Word from author “I am showing it to you in a very straightforward node breakdown, but this can be done in AE or any other package. Firs…
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Simple step by step tutorial for setting up Vray in Sketchup for Vray user beginner. This tutorial teach you how to setup lights and material for creating realistic scene with Sketchup. For all beginner sketchup users, this VRay tutorial is realy helpful for making high quality realistic 3D scene. Follow Tutorial VRay for Sketchup Setup…
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Using HDRI in Vray SketchUp. HDRI stands for High Dynamic Range Imaging. It is a technique that allows a larger span or range of luminance between the light and dark areas of an image. You can use Photoshop or Photomatix to create HDRI. For this tutorial, I will not talk about how to create them but rather how to use them in Vray SketchUp. Word from author “Let me begin this tutorial by using this simple SketchUp setup composing of different typ…
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help us in this task. As a conclusion, here is a basic workflow that can be used to render a static scene from multiple views: * First prepare the scene (geometry, materials, lighting etc) * Adjust the irradiance map settings for the required level of detail (e.g. chose a suitable preset) and tune the other render parameters. * Clear any previous irradiance map from memory in order to avoid weird results * Set the irradiance map…
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