We are breaking down the scene inspired by Thailand's Hilton Pattaya hotel, designed by Bangkok-based Department of Architecture. This scene was modeled and rendered by Evermotion in 3ds Max and V-ray. It is included in Archinteriors vol. 44 collection. You can buy Archinteriors vol. 44 collection or this single scene in Evermotion shop.
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This if the final scene after post-production.
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Panoramic, 360 view of this scene. Click to open and then click and drag to rotate, use mouse wheel to zoom in and out.
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Overview of the scene. Here we have nice hotel lobby with fancy wavy ceiling, some sitting furniture and reception desk on the left. there are many small light sources beneath the ceiling and some large V-Ray rectangular lights outside the building.
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3ds Max viewport with materials / objects color on. We also added some greenery outside the building.
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Isometric view of the scene. You can see three V-Ray lights surrounding the building.
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V-Ray light settings on the right.
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Top V-Ray light settings.
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third V-ray light settings.
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spot light settings.
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Omni lights are placed above spot lights. Settings on the right.
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Camera is placed straight, to give symmetrical shot of the lobby.
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The carpet with texture preview in viewport.
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The carpet material.
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The carpet material - one of sources of our bump map.
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Furniture in the lobby - isloated view.
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Furniture - close up, mesh.
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Furniture material.
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Furniture material - Falloff map settings.
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Wooden table mesh.
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Wooden table with texture preview.
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Wooden table material.
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Wooden table material - falloff map settings.
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Wooden table material - wood texture.
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Ceiling mesh.
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The celing is a bit complicated to model and shade. The shader was a semi-tranparent materiał with very long rendering time so we decided to bake it.
1. First, you have to uv map it without overlapping - remember to use a differnt uv channel than the original texture mapping.
2. Using bake map (shortkey "0") choose Vray complete map, resolution and hit "bake" - it took several hours on our 24 machine core but the effect is almost the same as the original shader and you only have to do it once.
3. You have to create a new shader using the baked map - screen shaders.
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Ceiling material.
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Ceiling material - texture.
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The floor is made of two materials - one is beige and one is white.
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floor - white material settings - blend material.
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Floor, white material settings - base VrayMaterial.
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floor - white material settings, coat material.
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floor - white material, glossy faloof map settings.
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floor, white material - diffuse texture.
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floor, beige material, VrayBlendMaterial settings.
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floor, beige material, base VrayMaterial settings.
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floor, beige material, coat material settings.
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floor, beige material, diffuse texture.
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Another shot of the scene, some more sitting furniture.
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render settings.
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Post-production in Photoshop. the first goes base RGB layer, next four layers affect ceiling only. They make it more saturated and interesting. Glow ceiling layer adds glow to light areas in the ceiling. glow blur 50 px and 15px layers add glow to windows area. Top curves layer is "S" shaped and it increased contrast of the whole scene.
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Final image after post-production.
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Final image after post-production, camera 2.
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