This scene is a part of our Archinteriors vol. 44 collection. It is available in Evermotion Shop. You can purchase this single scene or entire Archinteriors vol. 44 collection (10 lobby interiors). This scene was made by Anna Dąbrowska from Evermotion.
This scene was rendererd in 3ds Max and V-Ray 3. Check V-Ray prices in our shop.
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Final image after post-production - camera 1.
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Final image after post-production - camera 2.
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3ds Max viewport, camera 1.
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3ds Max viewport - camera 2
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3ds Max viewport, overview. All scene is enclosed in a box (after all we are modeling interior - a big one, but still interior). the only external light source is rectangular vraylight at the top that passes throug ceiling windows.
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Top vray Light settings.
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When we take off this box, we can see our interior. There's a big L-shaped building and smaller building facing it.
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Scene, closer look.
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Smaller building in isolated view. On the front wall of it you can see big blue screen. It is the variation of 15-story art installation "Loop Doopy", located in real hotel lobby.
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We made a separate plane for this huge display.
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Art installation material.
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Building walls material.
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Inside of the lobby - a lot of marble floors, s-shaped sofas and hanging decorative elements.
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Marble floor elements.
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Marble floor - close-up.
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Marble floor material - Multi/Sub-Object material settings.
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Marble floor material - Marble sss material settings. SSS color value (not visible here) is at 100%.
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Marble floor material 2 - Marble sss material settings.
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Marble floor material - diffuse texture.
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In the center we have a dark floor.
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Dark floor settings.
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Dark floor - composite map settings.
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There is a plane that simulates the wall of lights opposite of the camera. Here is a material that is used for this geometry.
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Wall of light material - composite map settings.
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There are many hanging art elements in the lobby, here are the two of them.
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...and the close-up.
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Hanging elements material is rather simple.
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Hanging elements - base material.
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Hanging elements - coat material.
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We put many sophisticated sofas in the lobby. There is a subtle orange light beneath each of them.
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We made this lighting with orange s-shape.
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Orange s-shape material.
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The same material is put on the bottoms of hanging elements.
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Scene deconstructed.
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There is a row of lights that is directed on the floor. Settings on the right.
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One rectangular light is used to light the staircase.
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Another row of lights is used to light art installation. Settings on the right.
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Camera 1 placement and settings.
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Camera 2 placement and settings.
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Bitmap in environment slot.
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Render settings.
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Raw render.
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Photoshop stack - camera 1. Above RGB layer we put two Exposure layers (soft light mode) to enhance contrast. Then Levels to make it softer and Cuves layer - again for bigger contrast. Another layer affects only wall of light and it's subtle dodge effect. Layer 2 gives a bit of glow. Color balance layer makes highlights more blue and shadows more yellow. The top layer is disabled.
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Final render - camera 1.
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Raw render - camera 2.
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Photoshop stack - camera 2. Exposure layer for deeper shadows. Another copy of it to enhance details bear the stairs. Layer 1 to make top of the screen a bit brighter. Levels and curves for contrast. Color balance settings similar to camera 1.
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Final image after post-ptoduction - camera 2.
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