Blender Interior rendered in Cycles - Tip of the Week

Michal Franczak 2018-03-13 10:51 tutorial  > Blender  > modeling

Blender scene brakdown from Archinteriors vol. 43 for Blender.

On March 27th Evermotion will release its first collection for Blender - Archinteriors vol. 43 for Blender. It consists of 10 scandinavian interior scenes, fully textured, with materials, ready to render. Learn more about this collection in our introduction article. In this short tip we will show you elements of the first scene from this collection.

Pre-order Archinteriors vol. 43 for Blender now and save €30!

 

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Final image

 

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Wireframe render

 

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Scene in Blender viewport

 

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Overview of a building. We used two area lights to light the scene. They have white color and 100 emission strength.

 

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Floor mesh

 

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Floor mesh detail

 

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Floor material. We used Principled BDSF shaders for all materials and tweaked them a little bit to achieve satisfying result.

 

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Floor texture. We used it for roughness and normal slots and applied white diffuse color in main slot.

 

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Table and different chairs.

 

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Mesh of one of chairs. Models in this scene come from our Archmodels collections.

 

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Chair material

 

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Table mesh

 

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Table elements

 

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We included many props in the scene. There are hundreds of assets included.

 

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Some more assets

 

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Book cover unwrapped

 

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Old furniture

 

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Old furniture - wireframe view

 

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Modern furniture with texture view enabled

 

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Modern furniture material

 

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Camera settings

 

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Render settings.

As you can see all scene is pretty straightforward - we have two area lights, simple interior and high quality props. Thanks for your time! See all scenes from this collection and pre-order Archinteriors vol. 43 for Blender now and save €30!

 

Author: Michal Franczak Editor: Michał Franczak
Tags: interior blender
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cadian16:31:51  |  13-03-2018
can you make an Tutorial where you take models of your old collections and make thema Blender Production ready?
marco_G20:23:35  |  13-03-2018
Great to see Blender interiors popping up. A couple of notes: - If "Portal" is checked in Area light settings as seen in your screenshot, it will ignore lamp settings...(color, strength...) It will use World Background settings and help sampling (a Portal light, indeed) - If CPU is checked as your rendering method, tiles x and y in Performance tab should be set at 32x32 or 64x64. Not that big as in your settings. Those are settings ideal for GPU rendering. Bye!
inversi13:09:27  |  14-03-2018
Hi! It's amazing! Do you use some post-processing things? Can you show node structure? Thanks!
dr_After15:31:01  |  14-03-2018
@marco_G - you're right about light portals, of course, they are using world bg. As for the bucket size - the difference tested here is not too big, when it comes to bucket size, it is just 3-5%. And of course, switching to GPU takes only one click :)
dr_After15:34:20  |  14-03-2018
@inversi: there was no post-processing here. This is render striaght out of Blender (no comopositing nodes) :)

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