Converting an Interior Scene to C4DtoA
Transcript of Converting an Interior Scene to C4DtoA
Converting an Interior Scene to C4DtoA
Rollover image for wireframe
This tutorial is a breakdown of the workflow required to convert an interior scene that has been setup for another renderer for rendering with Arnold. Scene setup and rendering should take no longer than an hour. The scene used in this example is part of of architectural interiors.this collection
The scene has been exported from 3ds Max as an .fbx file and imported using the FBX plugin.
The workflow covers the following topics:
Lighting
Shading
Render Settings
Lighting
The scene is lit very simply with lights positioned outside of the windows of the room. The c has been set to that of daylight quad olor_temperature. Leave the default light samples setting at 1. For final rendering, increase this value to 4 to reduce any noise in the shadows.(5500)
Increase the of the light to around 20.exposure
Use a to simulate sunlight coming through the far window. Increase the slightly to around 0.2. This will give the sunlight a directional_light anglesofter edge to the shadow on the floor. You may need to increase the samples of the if you do (3 should directional_light (distantant_light) suffice). Enable and choose a slightly warmer temperature like 5000.color_temperature
Scene lit with Quad lights outside of the windows and a Directional light representing sunlight
Another tutorial that demonstrates different ways to approach lighting a room can be found here.
To preview how the lighting will affect the scene, you can apply a (reduce to 0) shader override to the scene. standard_surface specular_weightThis effectively creates a 'chalk preview' of your render and allows you to focus purely on lighting without being concerned about shading.
Shading
Floor Shader
Connect the diffuse color map to the of a shader.base_color standard_surfaceConnect the bump map to the attribute. Reduce the to a small amount like 0.03.bump bump_depthIncrease the to 0.3 and increase the to 0.2 to give the floor a glossy appearance.specular_weight specular_roughnes
Mirror
Assign a shader to the mirror and rename it 'Mirror'.standard_surfaceReduce the to 0.base_weightIncrease the to 1.metalnessReduce the tospecular_roughness 0.
Curtain
Here, we will use and to thin_walled subsurface provide the effect of translucency with the curtain being lit from behind.
Assign a shader to the curtain and rename it 'curtain'.standard_surfaceEnable (Geometry).thin_walledIncrease the to around 0.5.subsurface_weight
Reducing the to 0 will disable indirect lighting. This is useful when you want to test render direct lighting in the scene diffuse_samples effectively and will also be quicker to render.
: 0 (disables indirect lighting)diffuse_samples
Information about can be found .specular_fresnel here
Rollover image to see the effect of translucency on the curtain
Glass Door
Assign a to the glass door and rename it 'Glass'.standard_surfaceReduce the to 0.base_weightIncrease the to 1.specular_weightIncrease to 1 (this makes the glass transparent).transmission_weightIncrease the index of refraction to 1.5 (glass).(IOR)You can also add a tint to the glass very easily by adding a subtle hue to the transmission_color.
Render Settings
Sampling
For the final render, the settings were increased to 6. Camera (AA)The were also increased to 6 to reduce noise in indirectly lit areas of the room. The images below show the difference between diffuse_samples rendering 2 (default) and 6.diffuse_samples
Ensure that the polygon face normals are all facing in the right direction (especially important when rendering glass surfaces with Arnold).
Rollover image to see difference between 2 and 6 diffuse_samples
Ray Depth
Diffuse Ray Depth
The images below were rendered using a of 1 4 You can notice a clear difference of bounced light around diffuse_ray_depth (default) and (rollover image). the curtain for example.
Rollover image to see difference between 1 (default) and 4diffuse_ray_depth
Care should be taken when increasing this value as your render times will increase dramatically.
More information and tutorials about removing noise can be found .here
Transmission Ray Depth
You can 'clearly' see the difference in the glass vases when increasing the in the images below.transmission_ray_depth
2 4 8
That concludes this tutorial on converting an interior scene for rendering with Arnold.
Note that render times will linearly increase with regards to the number of ray diffuse bounces and therefore care should be taken when increasing this value.
More information about rendering glass surfaces can be found .here