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Collecting reference images is one of the most vital steps in a project. I try to collect as many reference images as I can, for objects I plan to model, for materials and textures, and for different examples of the space I am working - for different lighting conditions or anything related. I found out that, collecting references has always inspired me and sparkled different ideas in my mind and gave my projects a significantly better foundation. For Bronte, I had on my mind already one specific image of the space that I once saw and I wanted to stick to this so I mostly looked up for references of specific materials such as metal and wood floors etc
It is very essential to have the red-painted parameters checked as I will use this floor object with a MultiTexture Map again from CGSource which I will discuss in the next section.
Next step was simple: creating a Mix Map of the MultiTextureMap (that we have already created) and a Dirt Texture map which are mixed with the painted mask. To create the reflect and glossiness maps out of the diffuse map, I used the ColorCorrect plug-in by Cuneyt Ozdas. Although this plugin has some incompatibility issues with 3dsMax 2011, I just can't stop using it as it is so handy to adjust textures very fast especially for the first tests. For the first previewing of the shader, I put ColorCorrect on top of my diffuse textures and make the necessary adjustments for the glossy and reflect and bump maps. I check to see if there are more hand paintings needed specifically for these textures. If not, I continue with this plugin. Sometimes I need to paint the Reflect, Glossy and the Bump Map separately in Photoshop- just as in fireplace shader but colorcorrect still gives me a nice preview about which way to go.
I rendered scene on Vray 2.10.01. and the settings are below. I render to VrayFrameBuffer and use the sRGB button. This is not a compulsory step for LWF. Instead you can disable "Don't Affect Colors-Adaptation Only" button and bake the Gamma Correction into your final render.
I would like to remind everyone that these render settings are specific to my scene and it can cause too high render times or some other different results in different scenes. Noise and Alias was two big issues for me during the scene. I derived these settings by testing a critical portion of my image until I can get acceptable noise-free results. Actually every setting behaves different in dark or bright scenes.
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