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Making of Modern Interior in Blender

Michal Franczak 2021-10-18 12:51 tutorial  > Blender  > modeling

Architectural visualization made in Blender and Cycles.

This scene comes from Archinteriors vol. 58 for Blender. It's our latest collection for this software that contains 10 interior scenes. They represent modern interiors - mainly kitchens and living rooms. You can purchase this scene in a various ways, by either purchasing Archinteriors vol. 58 for Blender from Evermotion shop or from Blender Market (with discounted price and cheaper options!) or as a single scene. This scene is also available in Evermotion Pass.

 

AI58_001_0863_noresize

This is the final rendered image (no post-production).

 

01_18

And this is how it looks in Blender (solid view).

 

02_17

When we switch to Material View, we can see all materials applied to our objects.

 

03_19

This is how it looks from the outside. On the right you can see the World settings. We used two HDRI maps mixed together. The final value assigned to this mix is 5.00

 

04_19

This is our node tree for World lighting. One of HDRIs is for background image and the second is for lighting the environment. We used "Is camera ray" attribute to alter between them. It lets us to "hide" one HDRI from camera (but not from light computations).

 

05_16

The closer view of the scene. You can see "Scene settings" on the right. We set up the scene in HD resolution (1920 x 1080), but we increased the percentage slider to 300. This means that the final render will be 3 times (300% of) HD resolution. You can change this value to 100 if you want to render in HD.

 

06_13

The ground plane with repetitive texture

 

07_12

Unwrapped with a big scale

 

08_11

And a ground material - a simple material based on diffuse, roughness and IOR textures. As we had glossiness texture on our disposal, we plugged it with invert node. making it basically a roughness texture before plugging it into a slot.

 

09_11

A simple tree model - it is visible from a greater distance.

 

10_18

Close up of a tree - you can see multiple planes used as branches with leaves a dark areas have 0% opacity,

 

11_15

A tree material - you can see an opacity texture that is used as a mix factor between material and transparency.

 

13_13

Close-up

 

14_14

Wall mesh

 

15_13

Wall unwrapped

 

16_12

An overview of the interior.

 

17_8

The kitchen is lit not only by outside world hdris, but also by many internal light sources. Here you can see the settings of one of the ceiling lamps. We used IES light sources here. You can see IES texture plugged into the strength of an emission node.

 

18_7

Floor mesh

 

19_6

Floor mesh unwrapped

 

20_4

Floor texture

 

21_4

Floor material. Most of these nodes is quite typical. We added some control nodes like RGB curves, Hue and Saturation node and Brightness / Contrast node to diffuse texture, so we could easily alter it in Blender and fine-tune it during rendering.

 

22_4

Camera settings. We used a quide narrow 57 angle FOV here.

 

Thanks for reading!

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