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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

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

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11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Making of a warm loft - Tip of the Week

Michał Franczak 2015-08-20 15:17 tutorial  > 3ds MAX  > texturing

Breakdown of a scene from Archinteriors vol. 42.

This scene is available in Archinteriors vol. 42 collection.

Click on image to enlarge

nr_AI42_001_camera_001_PP_357.jpg

Final render after post-production.
 
 

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Final render - camera 2.
 
 

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View from top.
 

 

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View from camera 1, as seen through 3ds Max viewport.
 
 

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View from camera 2, 3ds Max viewport.
 

 

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View from camera 1, material and object color enabled in viewport.
 

 

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View from camera 2, material and object color enabled.
 
 

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Surrounding cylinder contains background map - a common way to deal with far plane in architectural visualziations. This cylinder does not accept shadows, of course.
 

 

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Cylinder seen from front view.
 

 

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Cylinder material with background bitmap. For better reflections control, we used two versions of the bitmap that slightly differ with intensity.
 
 

Click on image to enlarge nr_AI42_01_0015_Layer_8_349.jpg

Bitmap for base material (color - 4,0)
 

 

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Bitmap for reflect material (color - 16,0)
 

 

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The building is made of many layers. On the image above you can see inside walls.
 
 

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Walls material.
 
 

Click on image to enlargenr_AI42_01_0009_Layer_14_363.jpg

Building elevation - it is not seen by camera, so it's standard V-ray material.
 
 

Click on image to enlargenr_AI42_01B_0030_Layer_1_405.jpg

Wooden planks are covering big surface inside the loft.
 
 

Click on image to enlargenr_AI42_01B_0029_Layer_2_404.jpg

Planks - close up.
 
 

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Planks material.
 
 

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Planks material, bitmap settings.
 
 

Click on image to enlargenr_AI42_01B_0026_Layer_5_401.jpg

Planks material - reflection glossiness bitmap settings.
 
 

Click on image to enlargenr_AI42_01B_0025_Layer_6_400.jpg

Windows in the roof.
 
 

Click on image to enlargenr_AI42_01B_0024_Layer_7_399.jpg

Windows - glass material - standard refractive material with 1,0 glossiness.
 
 

Click on image to enlargenr_AI42_01B_0023_Layer_8_398.jpg

Windows frame material.
 
 

Click on image to enlargenr_AI42_01B_0027_Layer_4_402.jpg

Building layers - gif animation.
 
 

Click on image to enlargenr_AI42_01B_0016_Layer_15_391.jpg

Floor.
 
 

Click on image to enlargenr_AI42_01B_0015_Layer_16_390.jpg

Floor material.
 
 

Click on image to enlargenr_AI42_01B_0014_Layer_17_389.jpg

Camera 2 settings.
 
 

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Camera 1 settings.
 
 

Click on image to enlargenr_AI42_01B_0012_Layer_19_387.jpg

Fireplace model.
 
 

Click on image to enlargenr_AI42_01B_0011_Layer_20_386.jpg

Fireplace material.
 
 

Click on image to enlargenr_AI42_01B_0010_Layer_21_385.jpg

Fireplace material - bitmap settings.
 
 

Click on image to enlargenr_AI42_01B_0009_Layer_22_384.jpg

A bench model.
 
 

Click on image to enlargenr_AI42_01B_0008_Layer_23_383.jpg

Bench surface material.
 
 

Click on image to enlargenr_AI42_01B_0007_Layer_24_382.jpg

Shelves.
 
 

Click on image to enlargenr_AI42_01B_0006_Layer_25_381.jpg

Shelves have holey surfaces. Close-up. 
 
 

Click on image to enlargenr_AI42_01B_0005_Layer_26_380.jpg

Shelves reflective material.
 
 

Click on image to enlargenr_AI42_01B_0004_Layer_27_379.jpg

Top light settings - it's skylight portal.
 
 

Click on image to enlargenr_AI42_01B_0003_Layer_28_378.jpg

Another skylight portal behind front windows.
 
 

Click on image to enlargenr_AI42_01B_0002_Layer_29_377.jpg

Skylight portal behind the building.
 
 

Click on image to enlargenr_AI42_01B_0001_Layer_30_376.jpg

And the last skylight portal in small window.
 
 

Click on image to enlargenr_AI42_01B_0000_Layer_31_375.jpg

V-ray light lister.
 
 
 

Click on image to enlargesky_1.JPG

Main light source is put in Environment slot - it is VraySky.
 
 
 

Click on image to enlargesky_2.JPG

VraySky is desaturated with color correction node.
 
 
 

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Render settings.
 
 
 
 

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Raw render.
 
 
 

Click on image to enlargenr_Untitled_407.jpg

Post-production in Photoshop. At the bottom you can see RGB layer. Next layer softens image a bit, above is desaturation layer with very small desaturation amount. reflection and refraction layers are put in screen mode. First lighting layer (mode: screen) adds brightness to image, second (mode: overlay) increases contrast. At the top we have vignette.
 
 
 

Click on image to enlargenr_AI42_001_camera_001_PP_357.jpg

Final render. Thanks for reading! :)
 
This scene is available in Archinteriors vol. 42 collection.
 
Author: Michał Franczak Editor: Michał Franczak
Tags: wooden loft tip warm
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