Corporate: An Interior Attempt at SU+Vray for 3dMax Workflow
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Here are some views from a recent project...I recently posted a night, exterior shot to test out an SU to 3ds max + Vray workflow, and for this one I wanted to see how this sort of workflow would work for some interior renderings. As I expected, it was certainly nice to be able to add interior vegetation and other high poly models to my scenes and not have it bring my workflow to a hault. And several of the other benefits that I mentioned in my exterior renderings thread like material settings and instancing of lights made working in max beneficial and quicker. I do have to admit that navigating interiors in max was a bit painful and annoying though. It was the most annoying when navigating in 3D perspective. The controls seem to be a little too touchy and selecting objects was a pain at times and there were times that you are directly selecting an object and max will just go and select something else...I guess that is why they recommend working in various viewports (plan, elevation, 3d, and etc...). I do however like the options in max to select by object type (ie...objects, lights, cameras, and etc..) They have a little pull down bar that you can select a type and that ensures that you are only selecting those types of objects. (Very useful when working with lighting and cameras). I also like how you can instantly set your camera to have straight verticals (aka 2pt perspective) with one click. I dont know how other rendering engines handle it but vray for SU does not render2pt perspectives without messing with their physical camera and that can be miserable for some users. All in all, it was a slower process for me, but probably due to my inexeperience in max. I am going to continue trying to get better at this workflow because I think it is essential for large scenes and animation, but I still do not see myself moving away from doing most all of my modeling in SU. I hope you all like these and critiques and questions are always welcome and appreciated.
-Steelers05
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Steeler, great work! I think in the first image, I would add a touch more blur to the people's reflection. In the last I would dial back the DOF a little. Other than great composition all the way around.
Regarding selecting object in Max...I've found that if you click multiple times in one spot, Max will "dial" through the objects that are under your cursor in a particular order. If you try and select a sphere light for example, the first click may select the fixture, the second click may select the wall behind and the third click will select the light. If you keep doing it, it will rotate through the same selection order the second time around. I've found also that the best route in some instances is to use the selection window and toggle the "all in bounds" switch. Only that which is completely inside the selection window will be chosen. Using the polygon selection window will allow you to draw a window only around that which you want to select and most times it will give you the selection you want. As you mentioned, hitting "H" for select by list is another great option if your scene is well organized.
Regarding navigating, it is very touchy. I believe there is an option to switch to rotate the view around a selection, instead of globally. This helps to be more precise when wanting to spin around in a room. Another option is to insert a camera and position yourself in perspective mode. With the camera selected, hit CTRL C and the camera will automatically move to the point of your perspective view.
It may be all stuff you know, but I know I didn't know until someone told me.
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not bad all.. great steeler.
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All very good images, my only major criticism is the post-production depth of field you've tried to add. It's blatently fake because it doesn't actually take into account a "focal distance", rather the edges are all out of focus and the centre is in focus which isn't what happens in photography.
Depth of field is dictated by how near/far an object is to the focus distance, not how close to the edge of the photograph it is.
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Thanks for the comments guys. Macker...the DOF definately needs some work. I am trying to accomplish the effect in photoshop, because the rendering times to do it with a vray physical camera are annoyingly long for me right now, but your graphics are something I am going to save because they do help you understand things a bit better. Thanks agian man
Nomer: Thanks again...I am anxious to see you get back into this sort of workflow
Earthmover: Those are some awesome tips and most of them are new to me. Thank you a lot...they will really help me and they are the types of things that anyone trying to use this workflow can benefit from
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@steelers05 said:
I am trying to accomplish the effect in photoshop, because the rendering times to do it with a vray physical camera are annoyingly long for me right now
There is an alternative way to do it. Can V-Ray do a "depth pass"? If it can, you can use the depth pass in photoshop and accurately simuate depth of field there, without the added render time. It's found (in photoshop) under "Filters/Blur/Lens Blur" - there's a dialogue where you can input a depth map.
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im not sure if vray can do that...i will have to look into it. Can anyone else possibly confirm that?
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it sure does support Z-Depth...
http://www.vray.com/vray_for_3ds_max/manual/vray_for_3ds_max_gbuffer_support.shtml#Supported_G-Buffer_channels -
cool jenu. thanks for confirming that. Im gonna have to test that out sometime
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