Friday, November 6, 2015

Computer Applications - Project 2B

In Project 2B, we have to design our interior space and render two images by using 3ds max software. By placing the furniture inside the interior space and apply lighting into it to make it more realistic.

Firstly, we design some of my furniture myself by using Rhinoceros software such as doors, cabinet, ladder and so on.



"Duplicate" the curves from the plan u have drawn previously.

"Extrude" the curve to the height of 500mm.



To create a hole inside to connec to the underground gloor.

Draw a "circle" curve to the position.

Use "trim" tool to trim out the curve outside and unwanted curves.

"Join" the remain curve together.

Make "surface" on it.

"Extrude" both sides to get along to the bottom slab.

Use "Boleansplit" tool to bolean a hole.

To bolean a hole, first select the object that want to bolean.

Next, use the polygon which is created previously as a bolean object.

Then bolean it and get a hole .


To create a uneven space. Firstly, draw a "circle" curve.

Then rebuild the curve to make it more focal point.

Adjust the focal point to the shape wanted.

Then copy several of the curves to the height of 3000mm.

Use "patch" tool to create it.

To create own cabinet. "Extrude" the shape.

To create hole on the cabinet, draw a "rectangle" curve and use "project" tool.


The rectangle curve will project to the shape no matter how curve.

Then, make suface to the rectangle curve.

"Extrude" it to the width you want.

Use "Boleansplit" tool to bolean a hole.


Special Case: If the shape you want to create a hole is too curve.

Follow the 1st step above which is "project" tool.
Then use "offsetSrf" to create polygon.

Then use "Boleansplit" tool.

Then it will create a hole perfectly.

To create an interior door.

Draw a "rectangle" curve according to the standard size of door.

"Offset" inside.

Draw a smaller "rectangle" curve.

Use "ExtrudeCrv" to extrude the frame of door shape.

From top view.

Draw a oval shape.

Draw a oval shape follow to the position in the image.

Use "pipe" tool to create internal frame on it.

Then it will become like this.

However, the "pipe" is too obvious. So, it have to be more reunion.

Use "Boleandifference" to merge the frame to the door.

Make a door frame on the hole of the building.

Place the door into the frame and the door is created.

Create Ladder. Draw a straight curve.

Use "pipe" tool to create stick.

"Copy" another stick.

From the top view, draw a straight curve to snap the middle of the stick.

"Pipe" again the horizontal curve to create another stick.



"Move" the position in between.

Use "Arraylinear" to create several sticks in one times.

The staircase is created.

Secondly, when the interior design is done. Export .3ds files to 3ds max software to render 2 interior spaces. For the rendering engine, I am using V-ray adv 3.0 engine.






Select Material to apply the interior.

Plaster finish.

Marble material.

Stainless steel materials

Wooden floor materials

Timber material

Architetural Glass

Dark wooden material


When applying the materials to the wall and slab and ceiling.
The materials maybe too big scale.
Go to modifier and choose "UMW mapping".
Go to option and choose "box".
Go down and cancel the "Realworld map size" so you can manually adjust the scale of the materials.
Adjust the scale by the "Length", "Width" and "Height".

When the furniture is placed completed.
Download the 3D model of furnitures from online.
"Import" into the 3Ds max file.

Then set the "environment" setting in "Rendering" bar on top.

Go to "Exposure Control" bar and choose "Mr photographic exposure control".

Then go to  "mr Photographic exposure control" :
 "Preset" to use "Physically exposed lighting indoor daylight".

Next, set a "v-ray sunlight" to the building.

Set the "camera" to where you wan to render.

Next, set the "lighting" into the interior space.


Use V-ray lighting.

To make the interior lighter, go to modified bar to the lighting.
Set the multiplier higher to get lighter.
PS: From the camera scene, it will be darken than perspective scene.
When everything is done, then is Rendering.


Lastly is the rendering setting.
There are two ways of rendering:
1. Test Render : temporarilly test the scene render, take shorter time.
2.Final Render: Final image, render perfectly, take longer time.


In common bar:

1. Test Render: set 640 x 480 from the "output size".
2.Final Render: set "HDTV (video)" to get highest quality from the "output size".

In V-ray bar:

1. Test Render: Go to Frame buffer and choose 640(Width) x 480(Height).
2.Final Render: customize the size in to 3000(Width) x 1500(Height).



In GI bar : tick Enable GI

1. Test Render : Go to Global Ilumination and choose 
"Primary engine": Irradiance map and "Secondary engine": "none"
2.Final Render : Go to Global Ilumination and choose 
"Primary engine": Irradiance map and "Secondary engine": "light cache"
Then go to light cache bar subdivs as 1200.

FINAL RENDER















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