This scene is inspired by interior design and CGI by Algimantas Raubiška: visit https://www.behance.net/Freakaz and www.ar3dviz.net
Post-production / raw render - slide to see the differences
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The lof scene in 3ds Max viewport.
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The scene overvieew - camera settings on the right.
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The scene is lit by VraySun and VraySky (Preetham model). All settings are on the right.
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VraySky settings.
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We used two background meshes. The further is dome - it is used for background sky.
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Sky map of a dome.
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The second background map is used for city buildings.
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We used a b&w bitmap to limit buildings bitmap opacity only to lower area.
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Building mesh with light portals in the windows.
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Brick Ceiling material is based on one brick bitmap that was altered and placed also in Reflect, Bump and glossiness slots.
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Walls material is a bit different - we have bricks covered (but not entirely) by plaster. We mixed appropiate bitmaps in 3ds max.
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Chair mesh.
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Chair materials.
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Lather material.
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Leather material - we used orange /brownish bitmap and changed the hue.
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then we composited it with some dirty bitmap and used VrayDirt as a mask.
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Chair - details.
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Hanging lamps.
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One lamp mesh.
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Lamp material - bumpy, dirty glass.
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Lamp "lighting stick" - it emits light.
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Emissive material settings.
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Passes.
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Post-production - really subtle one: we only added separate passes (with screen or lighten modes) to achieve more details in specular / refractive areas and then we placed vignette on top of that.

Final image after post-production
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