Type - Determines the type of the camera. Set it to "Still".Film Gate - Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.Focal Length - Specifies the equivalent focal length of the camera lens. f-number
- The width of the camera aperture and (indirectly) exposure. If the
Exposure option is checked, changing the f-number will affect the image
brightness.Vignetting - When this option is on, the optical vignetting effect of a real-world cameras is simulated.White Balance - Allows additional modification of the image output according to the color or preset chosen.Shutter Speed
- The shutter speed (in inverse seconds) for the still photographic
camera. For example, a shutter speed of 1/50 s corresponds to a value
of 50 for this parameter.Film Speed (ISO) - Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.Step 8Now
to place the various Vray lights. Lights 1-4 affect the scene directly,
whereas light 5 has been placed in a downward direction, and will
affect the scene in an indirect (in the
form of bounced light). Step 9The basic parameters of the Vray lights are: Color - The color of the light.Multiplier - The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.Invisible
- This setting controls whether the shape of the VRay light source is
visible in the render result. When this option is turned off the source
is rendered in the current light color. Otherwise it is not visible in
the scene.Subdivs - Defines the samples, or
the quality of the light. 8-10 should be used for test renders, and
15-20 for final renders. Increasing the samples will significantly
increase your render time.Step 10IES
stands for "Illuminating Engineering Society". The photometric data is
stored in these files. A photometric web is a 3D representation of the
light intensity distribution of a light source. Web definitions are
stored in files. Many lighting manufacturers provide web files that
model their products, and these are often available on the Internet. We
as artists can use them to replicate the real life phenomena of light
in 3d. Go to the "Lights" tab, choose "Vray" from the drop down
list, and create a "Vray ies" in the right view. Then instance it below
all four steel holders. Step 11The main settings for the ies lights are: Browse Button - Click it and browse for the ies file that you want to use.Color Mode - If you choose this option, you can change and affect the light intensity through the color picker.Temperature Mode - Allows you to accurately change the light intensity through the color temperature. Power - Determines how bright the light will be.Step 12Through
the following steps, you will configure the rendering settings in Vray.
Press F10, then under "Global Switches", uncheck "Default Lights". This
will cause the default lights in the scene to be switched off. For the
Image Sampler type select "Adaptive DMC", and "Catmull Rom" as the
filter. Also, change the min and max subdivs as shown. Lastly,
change the "Color Mapping" type to "Exponential". This mode will
saturate the colors based on their brightness, and therefore, will not
clip bright colors, but saturate them instead. This can be useful to
prevent Burn-outs in the very bright areas (for example around light
sources etc). Step 13Under
the "Indirect Illumination" select "Irradiance Map" and use "Light
Cache" as the primary and secondary engine. Also, change the Preset to
"High", "hsph subdivs" to 50, and "interp samples" to 20. Irradiance Map
- Computes the indirect illumination only at some points in the scene,
and interpolates for the rest of the points. The Irradiance Map is very
fast compared to direct computation, especially for scenes with large
flat areas.Current Preset - Allows you to choose from several presets for some of the irradiance map parameters.Hemispheric Subdivs (HSph. subdivs)
- Controls the quality of individual GI samples. Smaller values makes
things faster, but may produce blotchy results. Higher values produce
smoother images.Step 14With
a Light Cache, the light map is built by tracing many eye paths from
the camera. Each of the bounces in the path stores the illumination
from the rest of the path into a 3d structure (very similar to the
photon map). In the Light Cache put 1500 for subdivs and 8 for no of
passes. The Subdivs determines how many paths are traced from the
camera. The actual number of paths is the square of the subdivs (the
default 1000 subdivs mean that 1 000 000 paths will be traced from the
camera). Step 15Your
settings for the test render are done. If you hit render now, you
should see the same image that was shown before. Now all you need to do
is apply the materials, and increase the Irradiance Map and Light Cache
samples for the final render. Step 16Now to texture the scene (actually it's quite simple). The basic parameters that will be used in materials are: Diffuse - The diffuse color of the material.Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.Reflect - The reflection color.Reflection Glossiness
- Controls the sharpness of the reflections. A value of 1.0 means
perfect mirror-like reflections; lower values produce blurry or glossy
reflections. Use the Subdivs parameter below to control the quality of
the glossy reflections.The shader for the tiles on the base is
a simple vray material with a de-saturated texture in the diffuse and a
noise map in bump. Step 17The wood rack is also made of a Vray material with slight reflections and glossiness. Step 18The material for the wall is again just simple cream and black colors with no reflections. Step 19The
shader on the wall on which the paintings are hanging is made of steel
and white wall. The wall part also has a grainy texture assigned to it. Step 20Your
scene is now textured! You can add any other props or objects you like
to fill up the scene. The above rendering settings are good for test
renders, but for production quality you will need to increase the
samples for the image sampler, Light Cache, and Irradiance map. Step 21Here is the final result! Hope you learned something new!!. |