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In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

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Blender: Making of Office Interior - Tip of the Week

Michal Franczak 2019-11-18 14:52 tutorial  > Blender  > modeling

Creating an office scene in Blender / Cycles.

This is a scene from Archinteriors vol. 33 for Blender, the collection consists of ten office scenes for architectural visualizations. It is our third collection of interios for Blender. You can brose its contents and other Blender scenes made by Evermotion in our shop.

 

nr_02158_AI33_001

The scene rendered in blender Cycles, without external post-production tools. It is small office space with wooden wall, some indsutrial-looking lamps and a gallery.

 

quad_view

There is only one building here, you can see its layout in Quad view in Blender.

 

01_viewport_4

Scene in Blender viewport. We used Cycles for rendering this scene. As you can see, there are 4096 samples set in render sampling box. The rest of settings is on default. We used filmic color management with "High Contrast" setting and Exposure set to 3.0.

 

camera_3

Camera settings. We used 70.5 FOV setting, with standard 32mm sensor.

 

light_01

Lighting - there are many ceiling lights, those are spot lights (Power: 100W, max bounces: 1024) with 13 degree cone..

 

light_02_portal

Lighting - the most of light inside the building does not come from earlier mentioned spotlights, it comes from outside. We placed rectangular light portals in windows. They gather the light from World background.

 

nr_02165_Untitled

World background is pretty simple - just a white color with 20 units of strength.

 

nr_02166_Untitled

We have some metal floor panels in this corner of the room.

 

metal_floor

Metal panels - close up.

 

metal_floor_mat

Metal panels material. We have standard texture coordinates nodes connected to PBR texture slots. We had glossiness map instead of roughness map, but, since glossines is nothing else than inverted roughness, we could use "Invert" node to get our roughness.

 

metal_floor_mat_2

Metal panels material - continued. Additionally, we used also displacement map for creating 3d stripes on our mesh.

 

stair_glass

Staircase with glass sides.

 

stair_glass_mat

Glass sides material.

 

wall_detail

Wooden wall - close up. We used boolean operations to cut out some boards. Boards are also beveled.

 

wooden_floor_1

Wooden floor.

 

wooden_floor_mat

Floor material.

 

wooden_wall

Wooden wall.

 

wooden_wall_mat

Wooden wall material.

 

nr_02171_Untitled

This is small post-production setup that we created in Blender. We used ellipse mask for vignette. we used brightness / contrast node and we turned down saturation just a little bit with Hue Saturation Value Node.

Thanks for reading! :)

Author: Michal Franczak Editor: Michał Franczak
Tags: blender cycles
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