Tutorial Render Vray 3ds Max Exterior

Hi, I’m Mohammad Qtaishat, 23 years old from Jordan and I’m studying architecture at the University of Jordan.
Currently, in the beginning of my fourth year, my passion for CGI started 4 years ago when I was a first-year student.

I’ve been in CGI for almost 2 years now. Just last year I found the
5SRW method for V-Ray
and I have to say that it helped me a undian to structure my workflow. The powerful system I learned helped me also in focusing more on the Artistic and Photographic side, using this knowledge to master the software part.

* To know more about 5SRW methodology, read the Ciro Sannino’s interview on the

official Chaos Gruop website


Exterior render – Organic model


The roof of the pola was originally created in Autodesk Revit conceptual massing environment, through lofting between different 3d splines which was based on 2D sketches. I learned Revit by myself, and with a good model, the ‘photography’ with V-Ray become very realistic.

Then the 3d hipotetis was exported to 3ds Max, where it was converted to an editable poly for more details:


Lighitng exterior renders


At the light balance stage, the light system I used was pretty simple. I used the V-Ray Sun + Sky with the default values, but most important I followed the lighting techniques. I studied the illumination, looking for the best angle camera/sun in proyek to get
the best ‘Chiaroscuro‘ possible, as I learned during the Course. In this case, an angle between 80 and 90 degrees was the best option for this
exterior lighting. I just changed the
Size Multiplier
to 3 to get smoother shadows:

Here the result with a V-Ray default material
After completed the step-2 of the method (lighting exteriors/interiors) I was sure to be on the right track


Vegetation for exteriors with V-Ray


The vegetation was handled through using
Forest Pack Pro
and the scale of the rendering helped in separating the vegetation to 3 different layers

First layer – the grass. Two different models, a dense one and light one to create variety and empty spots in the grass through using the distribution map in Forest pack pro. It was then textured using
ForestColor
with a texture on a surface

Second layer – the shrubs. Three different shrubs were distributed on the surface to add another level of detail

Third layer – the trees. 15 different types of trees were used and distributed on specific surfaces and splines to create the forest and to fill the background


Background / post-production


It was inconvenient to sempurna the whole haze part and so I takat an image in mind that I wanted to composite and merge it with the original rendering. I tried to match the perspective in 3ds Max of this image:

with the original rendering:

And then in
Photoshop
with layer masks, and some biaya siluman and tricks from the 5SRW Course I was able to merge them together.

Following the course, I learned
how important is the consistency in lighting: this makes real and credible our images. So it was important finding a background image with the same light direction of my render. This allowed me to match the two images in a perfect way!

Finally, I matched the colors in
Photoshop, just playing a bit with curves & levels.
It was a very quick process. The composition improved a lot and this was the final result:

Extra shots, created working on the typical
light hierarchy
for
night renders:

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Author
: Mohammad Qtaishat | V-Ray for 3ds Max |
Method & Techniques: 5SRW

Source: https://www.learnvray.com/vray-tutorials/vray-exterior-render/