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Making of Modern Living Room - Tip of the Week

Michal Franczak 2018-08-06 14:58 tutorial  > Blender  > texturing

We disassemble the scene from Archinteriors vol. 48 for Blender.

This nice white interior was prepared for Blender and rendered in Cycles. It consists of two rooms filled with high quality assets that give some life and cosiness. Let's take a look.


wireframe_4

Wireframe view.

 

 

01_viewport_1

This is how the scene looks in viewport.

 

02_viewport

Th scene in viewport, texture mode enabled.

 

03_sun

Overview of the scene. Nothing complicated - we have two rooms and a place outside. One direct sunlight - settings on the right.

 

04_plane

Plane material.

 

06_portal_1

Light portal.

 

07_add_light

Additional light plane inside. It is used to brighten-up the interior. It sometimes useful to fake the lighting with planes, instead of cutting holes in the walls and making more windows. Mesh lights are easier to control, when we want just a slight change in lighting and we know, that the camera will not rotate enough to reveal that plane.

 

05_walls

Walls material. We used five basic maps - diffuse for color, reflection map for specular input, inverted glossiness map for roughness input, ior map for index of reflection.

 

09_sofa

Sofa. The only difference from regular material is that we use Clearcoat input for making more interesting roughness. We use the same inverted glossiness map as in the roughness input, but we change gloss amount to 0.7.

 

10_bevel

Models are detailed - beveled edges of a table.

 

11_bevel

Table - details.

 

13_aparat_aparat_net

DSLR camera mesh.

 

14_books

Books with textures.

 

16_floor

Floor mesh. Material made with standard settings.

 

15_textures

Floor material - on the left (from the top to the bottom) you can see diffuse, normal and reflection map. Material settings are standard. It's worth noting that we textured all assets in Substance Painter which allowed us to texture once and then export to V-Ray, Cycles and Unreal without additional work.

 

render_settings_11

Render settings. Due to high quality maps, the scene is rendered with CPU (it uses almost 10 GB memory). As you can see we use 64 render samples, but we have "square samples" option enabled, which means, that total number is 64 squared (64 x 64 = 4096 samples). It takes some time to render at this quality, but lowering this number to 2000 should be still possible without visible artifacts. We also have Denoising anabled and we sue Filmic color management. 

Thanks for reading! You can buy this scene or entire collection in Evermotion Shop.

 

pp

We made post-production in Blender, but it was just a slight touch. Post-production in Composite Editor was limited to adding a vignette using Ellipse mask, that was blurred and overlayed over the rendered image.

 

s10

This is a final render after post-production.

Author: Michal Franczak Editor: Michał Franczak
Tags: blender
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cadian 08:24:42  |  09-08-2018
Thank you for the tutorial! Can you show us next time how you are setting up the cameras?
dr_After 11:26:56  |  09-08-2018
@cadian - I will add it to tutorial soon!
Rendere 15:31:19  |  06-09-2018
What material settings are used to block the ligth in the wireframe picture ? Rgb 255 255 255 ?