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Hi everyone!
My name is Alexandre Martin. I'm the manager of a French CGI firm in Paris and I'm really proud to be invited by Evermotion to build up the making of 'Winter Pavilion', a personal task. So here it is!
First of all, I had to define a workflow according to the situation. I wanted the job to be completed within a short delay and I had to focus on my working with a limited memory workstation – only 4GB. The working process and the tests were really the critical point while there was no limitation on the rendering process, using a 5*i7 render farm.
I therefore decided to draw a really simple project and to break down the production into two parts: the outside scene and the inside scene. They were rendered separately and composed using photoshop.
1. The Landscape
The main elements are:
I now use Visual Dynamics MultiScatter wonderful and really complete plugin. (https://www.multiscatter.com/)
The Winter Trees models and the advanced painter randomizer panel.
The outside scene from the camera.
About the materials:
In the following order:
The render setup is the same for both parts of the process (landscape & pavilion); it'll be explained later on.
2. The Pavilion
The architecture is a simple square open on four sides with a centered service block which contains the kitchen, the toilet and the bathroom. I've only dealt with the kitchen for the moment. The center block is covered by wood battens. The facades are sequenced by large wood shutters. A heating grid goes along the four facades.
Everything except the flooring and the furniture is modeled in AutoCad using a single layer for each material and imported using the file link manager.
Materials
The wood floor: this is a combination of floor generator which attributes random id's to the boards and multi-textures which distributes random textures to id's. The reflection map and the reflection glossiness map are copies of the multi-textures diffuse one, adjusting the overall gamma and the overall saturation to obtain the correct effect.
The shutters and the battens: I used the same map as diffuse, reflexion glossiness and bump but they were each adjusted using color correction.
The dirty glass: I used typical glass material with refraction to 1.6 and a falloff reflection map.
3. Compositing
Here is the photoshop compositing from bottom to top:
I also used the VraySpecular render element with 40% opacity in screen blending mode to enhance the strong reflexions and the VrayExtraTexture map render element with a VrayDirt as texture with 10% opacity to bring up some more global light. Finally, I added a volume light using a direct light and some environment fog in screen mode with 35% opacity. Here are the texture and the final result:
And here are some other views rendered from the scene
Thank you for reading this 'making of'. I hope you enjoyed it! You can find some other works on my web site, so feel free to visit digital-clouds.net:
Best regards, Alexandre Martin
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