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.
This is the final rendered image (no post-production).
And this is how it looks in Blender (solid view).
When we switch to Material View, we can see all materials applied to our objects.
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
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).
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.
The ground plane with repetitive texture
Unwrapped with a big scale
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.
A simple tree model - it is visible from a greater distance.
Close up of a tree - you can see multiple planes used as branches with leaves a dark areas have 0% opacity,
A tree material - you can see an opacity texture that is used as a mix factor between material and transparency.
Close-up
Wall mesh
Wall unwrapped
An overview of the interior.
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.
Floor mesh
Floor mesh unwrapped
Floor texture
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.
Camera settings. We used a quide narrow 57 angle FOV here.
Thanks for reading!
LEAVE A COMMENT
COMMENTS