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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

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OK

Making of big public library - Tip of the Week

Michał Franczak 2015-03-20 14:32 tutorial  > 3ds MAX  > rendering

Scene from Archinteriors vol. 38 inspired by Salt Lake City public library.

This scene is inspired by Salt Lake City public library. Bended roofing made of glass panels, arched wall on the right, greenery inside - there was a lot of work to do here and the building in particular wasn't easy to create. Let's see how does it look in 3ds Max. This scene can be bought separately (€50) or with Archinteriors vol. 38 collection (€120) in Evermotion Shop. The scene was created by Piotr "Joker" Mróz from Evermotion.

Click on image to enlarge nr_AI38_001_PP_231.jpg

Final image after post-production in Photoshop. You can compare it with one of our references here. we used trees from Archmodels vol. 136 city trees collection.

 

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Wireframe view.

 

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This is what you see after you open the scene in 3ds Max - view from camera placed in human, first person perspective.

 

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There are many elements in the scenes, so the use of layers was necesarry to improve viewport navigation.

 

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The building is quite complicated one - there are many separate elements and materials.

 

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Some elements of the building - we have separate walls, windows, window frames, construction elements, floors, elevator shaft, etc.

 

Click on image to enlarge nr_i38s4_0029_sun_222.jpg

We used many interior lights and Vray Sun. Sun settings are above.

 

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The rest of lights are placed on the left. they give this orange glow of ceiling lamps. Settings above.

 

Click on image to enlarge nr_i38s4_0028_walls_right_221.jpg

Arched walls and floors - outside view.

 

Click on image to enlarge nr_i38s4_0027_walls_material_220.jpg

Walls material

 

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Walls material, continued

 

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Glass walls and roofing ensure that interior is properly lit during daytime. We modeled windows and separated them from frames.

 

Click on image to enlarge nr_i38s4_0024_glass_material_217.jpg

Window glass material

 

Click on image to enlarge nr_i38s4_0023_window_frames_material_216.jpg

Window frames material.

 

Click on image to enlarge nr_i38s4_0022_construction_elements_215.jpg

for greater realism we added contruction elements in the building. they are not visible on the final image though.

 

Click on image to enlarge nr_i38s4_0021_floors_214.jpg

Floors.

 

Click on image to enlarge nr_i38s4_0020_floors_isolated_213.jpg

Floors (isolated)

 

Click on image to enlarge nr_i38s4_0019_floors_material_212.jpg

Floors material.

 

Click on image to enlarge nr_i38s4_0016_floor_209.jpg

Main floor

 

 

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Main floor material.

 

Click on image to enlarge nr_i38s4_0018_elevator_1_211.jpg

Elevator.

 

Click on image to enlarge nr_i38s4_0013_camera_settings_247.jpg

VRay Camera settings.

 

Click on image to enlarge nr_i38s4_0012_env_tube_246.jpg

We placed a cylinder with environment map outside the building.

 

Click on image to enlarge nr_i38s4_0011_env_material_245.jpg

Outside map settings

 

Click on image to enlarge nr_i38s4_0010_env_mat_2_244.jpg

Outside map settings, continued

 

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Outside map settings, continued (2)

 

Click on image to enlarge nr_i38s4_0008_environment_settings_242.jpg

We used also Vray sky and Environment fog to simulate atmosphere.

 

Click on image to enlarge nr_i38s4_0007_dome_241.jpg

Above all we placed a dome with Vray Override material.

 

Click on image to enlarge nr_i38s4_0006_dome_material_240.jpg

Dome material settings. As you can see we used sky bitmap for diffuse and another "cranked" version to enhance reflections. We could use HDRi instead, but this method (bitmap in two versions and override material) is less noisy for interiors.

 

Click on image to enlarge nr_i38s4_0005_dome_material_2_239.jpg

Dome material settings, continued

 

Click on image to enlarge nr_i38s4_0004_dome_material_3_238.jpg

Dome material settings, continued

 

Click on image to enlarge nr_i38s4_0003_dome_material_4_237.jpg

Dome material settings, continued

 

Click on image to enlarge nr_i38s4_0002_dome_material_5_236.jpg

Dome material settings, continued

 

Click on image to enlarge nr_i38s4_0001_props_235.jpg

Additional elements - chairs and tables

 

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Trees imported from Archmodels vol. 36.

 

Click on image to enlarge nr_render_settings_230.jpg

Render settings

 

Click on image to enlarge nr_PASSES_228.jpg

Passes

 

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Raw render

 

Click on image to enlarge nr_Photoshop_stack_229.jpg

Photoshop stack

 

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Final image after post-production in Photoshop

 

 

Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors
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