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Lighting & Rendering in 3dsmax using mental ray Interior

By Nabil Chequieq
Software used: 3ds Max, Photoshop, mental ray



Hi and welcome to my tutorial. My name is Nabil Chequieq, from Morocco, and in this tutorial you will learn how
to light and set up some materials that will give a good result while also having a fast render time. To start, make sure you
are working in a metric unit with realistic proportions. First I've used a daylight system (Fig.01).

Fig.01


Change the setting of the sunlight and skylight to mr Sun and mr Sky. For the fast calculation of global
illumination, let's activate mr Sun Photons (Fig.02).


Fig. 02

Now let's take a look at some materials. Actually, I prefer to render some objects with ambient occlusion in Max
before doing an occlusion pass. For that, the arch+design materials have a section called Special Effects where we can
activate Ambient Occlusion (Fig.03).


Fig. 03

For the wall I've used a little bit of noise in a Bump map (Fig.04), and for the glass I've used a different kind of
materiel called ProMaterials, with personal settings (Fig.05).


Fig. 04


Fig. 05

Let's take a look at the Exposure Control (8 keyboard shortcut key). You can see the settings I'm using in Fig.06.


Fig. 06

For the indirect illumination, Final Gather and little bit of Global Illumination work well. I don't use diffuse
bounces (Fig.07).


Fig. 07
I use some passes in Render Elements for compositing in Photoshop and this is the cool stuff (Fig.08).


Fig. 08

Here is the render (Fig.09).

Fig.09

Fig.10 shows the settings for the ambient occlusion.

Fig.10

In Photoshop, we can do some color correction and contrast (Fig.11).


Fig. 11

And this is my final render (Fig.12). I hope that you have learned something from this brief tutorial and if you have
any questions then please feel free to contact me: nchequeiq@gmail.com

Fig.12

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