

I always prefer to further adjust the image from the vray camera parameters. You can either play with the curve in vray virtual frame buffer, or start tweaking the vray camera settings. If you don’t like the vray physical camera, you can use a standard one as well, but you need to decrease the intensity to somewhere around 0.01īellow is a rendering that was done using the settings above.Īs you can see, at the moment it looks a bit dark and washed out. Having this said, the settings that I usually use for creating a day rendering are: I always prefer to leave this as default.ģ) -vray sun size multiplier – a value of “0” produces very sharp shadows, while higher values makes them softer.Ĥ) -shadow subdivisions – if you are using a higher value for the vray sun size you will need to increase the shadow subdivisions as well, otherwise the samples will be visible.ĥ) -Intensity multiplier – needless to say that higher values results in higher sunlight intensity Lower values are supposed to make the sunlight look more orange, while higher values should make it bluish. See examples bellow:Ģ) -ozone – ranges from 0 to 1. A higher turbidity value simulates a larger amount of dust and makes the rendering look more yellowish. This parameter affects the color of the sky and overall atmosphere in a way the dust affects atmosphere. Bellow are 2 examples of renderings with different sun positions (while keeping the rest of the settings identical). The position of the sun source is directly related to the time of the day. When you will be asked if you would like to “automatically add a Vray Sky environment map”, click “yes”. You can now place the sun and it’s target in your scene.

Again, from the drop down menu select vray and click on Vray sun. Click again on “create” and choose “lights”. You can now create and place the camera wherever you want in the scene.Ģ) Now we will create the sun. From the drop down menu select “vray” and click on “vray physical camera”. However, the steps above pretty much cover the essential.ġ) Click the “create” button and select “cameras”. If you need a more in depth explanation regarding linear workflow, check out my lwf tutorial that I have posted some time ago. Under “Materials and Colors” check both “Affect Color Selectors” and “Affect Material Editor”.ĭon’t forget that for every texture that you use you need to override it’s gamma like in the screenshot bellow: Go to “Customize”, “Preferences” and click the “gamma and lut” tab.Ĭheck “Enable gamma /lut correction”, type 2.2 in the field next to “Gamma”.
#Vray rhino night render how to#
This workflow will teach how to use a variety of post-processing techniques in Photoshop to create an interior rendering that effectively conveys material and lighting effects.In this tutorial I will go through a simple, yet effective way to setup a lighting rig using 3ds max and vray.īefore we begin we need to setup the lwf. Post-Processing an Interior Rendering Using Photoshop Emphasis will be placed on the use of layer masks as essential editing tools that overlay rather than corrupt the original image. This workflow demonstrates how to realistically turn a building photo taken in the day into a night photo with rain, reflection, and additional scene elements. The workflow will cover basic camera setup, sun and sky, and materials to create a convincing, high quality rendering. This workflow will showcase the steps necessary to create a basic interior rendering with the Vray for Rhino plug in. The purpose of this workflow is to introduce Bongo, the animation plug-in that works in Rhino, focusing on the user interface and primary animation tools and techniques, culminating in how Bongo interacts with the VRay rendering engine to create a short video file.

This tutorial uses the Heron plugin in order to bring in US Census data and ESRI Demographics into Grasshopper from the web for mapping purposes.Ĭreating and Rendering an Animation with Bongo and VRay Importing US Census and ESRI data into Grashopper using Heron

Material here is presented in a problem-driven manner. This section contains pages that discuss generalizable ways of using representational tools and techniques toward specific ends.
