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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:

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Making of Sunny Forest Exterior - Tip of the Week

Michał Franczak 2015-11-23 15:43 tutorial  > 3ds MAX  > texturing

This scene comes from Archexteriors vol. 26. Let's see what's behind it!

This exterior scene was made by Marcin Białecki from Evermotion in 3ds Max and V-Ray. It is a scene 3 from Archexteriors vol. 26.

You can:

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This if the final scene after post-production, as seen by the camera 1.
 

 

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Camera 1 - wireframe view.
 
 

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Final scene after post-production - camera 2. Camera 2 is placed to the left of the building, you can see the wooden arbor behind the building from this perspective.
 

 

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Camera 2 - wireframe view. The planes that are emerging from the chimney are simulating the smoke.

 

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Final image after post-production - camera 3. There is a wooden path that leads to arbor and goes around the building.

 

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View from camera 3 - wireframe.

 

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Camera 1 - view in 3ds Max viewport with material / object color on / off (gif animation)

 

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Camera 2 - view in 3ds Max viewport with material / object color on / off (gif animation)

 

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Camera 3 - view in 3ds Max viewport with material / object color on / off (gif animation)

 

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Main light source is provided by VraySun - settings on the right. The far environment is a bitmap on cylinder.

 

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Environment background cylinder material - simple bitmap with opacity, to exlude sky, The sky in this scene is simulated with HDRI map.

 

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HDRI map in the Environment slot - our sky and green horizon.

 

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Camera 1 is placed in front of the "house". Settings are to the right.

 

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Our side camera (2) settings.

 

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Camera 3 (behind the house) settings.

 

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Overall isometric view of the scene. The part with the house is the small grey circle. The big brown circle around it has in fact a cone shape and it is a base for our trees / forest.

 

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Ground cone and the scene with the building in the middle.

 

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Wooden path surrounding the building.

 

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Wooden path - isolated.

 

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Wooden path mesh.

 

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Wooden path materials.

 

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Wooden path material 1.

 

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Wooden path material 2.

 

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There is also a driveway leading to main building and to the second arbor that is our parking place.

 

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Driveway mesh (gif).

  

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Driveway material.

 

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The main ground surrounding the building is a simple cut mesh that was manually deformed with paint deform in 3ds Max.

 

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Ground plane without a wireframe.

 

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Ground material.

 

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Far ground is made with a cone without a base and a cap.

 

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Far ground shader settings. Bump - 72, Displace  - 100, Opacity - 100.

 

 

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Below ground planes we placed VrayPlane to ensure that there are no holes or discontinuities that could be visible to the cameras or produce light artifacts.

 

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Small cubes are trees' proxies. We placed all greenery and small elements as proxies - grass, birches, hedges, plants, stones and trees.

 

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Top view of the scene (without VrayPlane and ground planes).

 

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We made small areas with different ground material, stones and trunks to make the visualization more interesting. the trunk comes from Archmodels vol. 148. You can get it here.

 

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Smoke from the chimney - eight planes with mapped smoke bitmap.

 

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Smoke planes isolated.

 

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Smoke material.

 

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We placed some garden furniture in the arbor. It comes from Archmodels vol. 135. collection.

 

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...and wooden logs in the fireplace.

 

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Fireplace mesh.

 

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Fireplace material. Bump - 15, displace - 1,0.

 

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In front of the garage we put a car. Two more cars are waiting on the parking lot.
 
 

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Render settings.
 

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Camera 1 - raw render, before post-production.
 

 

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Camera 1 - Photoshop stack. First we enhanced the levels (moved up blacks' slider to 35, turned down whites' slider to 232).  Then we used color balance layer to get rid of unwanted greens. The next layer increases saturation of the sky. The last two layers are render passes that smooth overall look.
 

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The scene after post-production - camera 1. 
 

 

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Camera 2 - raw render.
 

 

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Camera 2 - Photoshop stack. Similar to the first one - more saturation of the sky, increased levels, color balance shifted away from green, specular and reflection layers on the top.
 

 

Click on image to enlarge

nr_AE26_003_cam_002_PP_528.jpg

The scene after post-production - camera 2.
 

 

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Camera 3  - raw render.
 

 

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Camera 3 - post-production. Small desaturation (few percent), less green with Color Balance layer, more contrast with levels, lighter sky thanks to another hue / saturation layer, specular and reflection layers on the top that give smooth, atmospheric result.
 

 

Click on image to enlargenr_AE26_003_cam_003_PP_477.jpg

Camera 3 - final image after post-production.
 

This exterior scene was made by Marcin Białecki from Evermotion in 3ds Max and V-Ray. It is a scene 3 from Archexteriors vol. 26.

You can:

 

Author: Michał Franczak Editor: Michał Franczak
Tags: archexteriors forest suburbs exterior scene3 vol.26
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