Before I begin, I would like to thank Evermotion for publishing this "making of" my work.
Modeling
The following are several modeled objects used in this scene along with their respective materials.
The arches are composed of a multi sub-object material of which I only show the concrete I used. The red concrete and borders have the exact same settings but with different textures.
The settings for the concrete are: Hilight Glossiness 0.9 Refl. Glossiness 0.6 BRDF - Ward Bump channel 5.0 units using a normal map of corrugated concrete texture
Front Arch, textured using the unwraping tecnique with the following settings: Refl. Glossiness 0.79 BRDF - Ward Bump channel 15.0 units using the same texture from the diffuse map.
This is the map along with the material I used for the arch, the settings are: Refl. Glossiness 0.79 BRDF - Ward Bump channel 15.0 units using the same texture from the diffuse map.
Capital, in which I used a displacement map, the settings are: Refl. Glossiness 0.75 BRDF - Ward Bump channel 55.0 units using the same texture from the diffuse map. Applied a displacement map suing the same texture from the diffuse map but in black & white and high contrast.
One common uncertainty is when to use bump maps, a regular bump map, normal maps or displacement maps. In this case I wanted to show the column capital as if it was modeled in 3d so I decided to use displacement.
No big mistery for the floor, the settings are: Refl. Glossiness 0.89 BRDF - Blinn
The displacement map was done with imperfect white lines for the grout. I erased them a little to make them look worn.
The colums have this map that you see in black & white inside the reflection channel with a value of 20.0 units, the other settings are: Refl. Glossiness 0.79 BRDF - Blinn No Bump
Lighting
I didn't use any HDRI for the illumination of this scene. Basically, I have a vraysun light which enters from the roof with these settings:
Turbidity 3.0
Ozone 0.35
Intensity multiplier 8.0
Size multiplier 1.0
There is an aiding light at the roof (vray light plane), with an intensity of 2000 units, color (RGB 0,0,255), casting shadows, invisible, ignoring light normals and having checked affect diffuse, specular and reflections.
Two more lights on the sides of the scene with different intensities (1500 units on the right and 1000 units on the left). I think not having the same light intensity on both sides gives the scene more interest.
Lastly there's a frontal light behind the camera with 150 units offering little illumination to the scene but using it to be able to obtain a few reflection and reflaction passes at the end and thus giving the objects and the floor much more intensity in post production.
The final settings are simple, practically the ones by default when we turn on the GI.
POST PROCESS
For this particular image, these were the passes I made: - Occlusion- Gives more life to your image defining corners and objects with bump maps and displacement. - Render ID- Great help for post production. You can select individual objects to enhance levels, color balance, etc. - Shadows- Gives you more control over the shadows in the scene. You can play around with different channels and opacities in Photoshop. - Object ID- You are able to assign different IDs to separate objects. In this case I singled out the capitals. - Reflection & Specular- You can normally use these channels in "Screen" mode in Photoshop to add realism to highlights. - Z-depth- You can achieve depth of field in your images with this channel.
This is an animation of the Post Production done in Photoshop starting from the raw rendering until the final result. Thank you and I hope you find some use in this mini tutorial.
Arnold 7.5.4 adds true render pausing, expands viewport acceleration to 3ds Max and Cinema 4D, and introduces a Shader Imager for pixel-level compositing without full rerenders. GPU instance performance jumps 3x for large scene updates.
Chaos embeds AI assistants, MCP server integration with Claude and ChatGPT, 2D-to-3D asset generation, and AMD GPU support into V-Ray 7, Update 5. The update also bundles Vantage real-time ray tracing access for Collection license holders, targeting faster workflows without compromising offline render quality.
Mach9's web-based CAD software now processes drone and helicopter point clouds with automated feature extraction, cutting survey-to-model time by 40%. Export goes to DXF, DWG, LandXML and GIS formats.
Enscape's November 2026 release adds AI-driven content discovery, custom 3D model generation in beta, and expanded asset libraries to speed up visualization workflows. Over 1,500 new real-time assets, including Evermotion content, bring Cosmos to 13,000+ items.
Autom8Labs has released 22 free MCP Skills for AI agents across nine AEC applications, including tools to configure Corona and V-Ray in 3ds Max and build parametric definitions in Grasshopper. The skills pair with MCP Connectors linking Claude directly into design software to automate rendering setup and parametric workflows.
Blender 5.3 adds built-in support for importing and rendering 3D Gaussian splats, eliminating external add-ons and opening photogrammetry capture as a native workflow. The feature works across Cycles, EEVEE and Workbench, but carries current limitations around export, transforms and color space handling.
AI visualization tools accelerate early design exploration but introduce new risks in multi-view consistency, architectural accuracy, and revision control. Studios must anchor all work in a production 3D scene and implement structured approval gates before generation.
Adobe released Substance 3D Painter 12.2 on October 21, 2026, introducing cage painting that lets artists control baking offsets by painting directly on models. The release addresses workflow gaps that have pushed users toward external baking tools.
Enscape's November 2026 release adds AI-driven content discovery, custom 3D model generation in beta, and expanded asset libraries to speed up visualization workflows. Over 1,500 new real-time assets, including Evermotion content, bring Cosmos to 13,000+ items.
Thanks for the comments!
Yungoklo: the settings for the vray physical camera are the default ones. I just changed the custom color balance to a little bit yellow, the rest is the same.
In this walkthrough, we guide you through the process of building a polished 3D interior scene inspired by the cover of Archmodels vol. 306 – Table Sets.
COMMENTS