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Step 1: First of all we should finish the room model. Create a
ceiling and the rest of walls. Remember that polys should be also from the
exterior. If you don't do that light will pass through the "roof" and
scene illumination will be incorrect.
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Step 2: Set the materials on floor and walls. Select the
all polygons of walls and floor. Set the ID " 1 " Select only walls ,
set ID " 2 " . Than select the wall that will be green or other color
and set ID " 3 ".
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Step 3: Open Material Editor ( Hotkey : " M "). Select
one ball. Click on the Material Type button and Choose Multi/Sub Object. Than
choose " discard old material" . Set number on "3".
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Step 4: Now click on the material with ID = 1 . And again click on
material type button and choose VRayMtl . You will see the options of VRay
material. On the top is a color of material and small box to apply a textures
and maps ( red 1 ) . Click it and choose " bitmap ". Choose from
your
" directory/floor.jpg " file. Now the bitmap options window will open.
You can set there rotations, colors etc. of bitmap. To see bitmap in viewport
click icon with chessboard ( red 2 ) . Now back to the Floor Material by
pressing icon with arrow ( red 3 ).
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Step 5: Ok, our floor is wooden :) But it doesn't reflect anything!
Click on Reflect color and set
RGB: 49,49,49 or just whiteness value to 49. Than set Glossiness to 0,7 .
Glossiness is a kind of sharpness of reflection or refraction . Glossiness 1.0
is maximum sharp. Lower values makes reflection more blured.
After that open Maps and "drag and drop" diffuse map to the Bumpmap
slot and set amount to 20 .
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Step 6: Now you know how to set colors and parameters so I will tell
you only values.
White wall:
Color RGB: 254 , 255 , 253
Green wall:
Color RGB: 169 , 205 , 107
It's all about the floor and wall material. Now select your building and in
Material editor select our Multi/Sub Material and click icon " with ball ,
arrow and box " :) You should see big texture on the floor and colored
walls. Texture is too big but in next step i will show you how to small it.
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Step 7: To set the right size of texture add UVW Map Modificator to
the building .Click Bitmap Fit button and choose floor.jpg texture. Now select
the Gizmo ( Hotkey : 1 ) and rescale it to make floor smaller.
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Step 8: Now let's texturize our bookshelf. Create new VrayMtl
material. Choose wod02.jpg texture.
Reflection: 15 and Glossiness : 0,65 . Add this material to bookshelf and
shelves. Apply UVW Mapping Modifer. Choose Box Mapping and use Bitmap Fit . To
make shelves different , select polygons and add UVW Mapping to differend
shelves ( I selected two groups of 3 shelves ) . Than apply Poly Select Modifer
, select other group of shelves and apply UVW Mapping.
Just open the screensaver.
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Step 9: Texturing table. Create new VrayMtl material. It will
be a table top.
Diffuse color:
RGB ( 198 ; 219 ; 207 )
Reflect: 20
Refract: 247
Fog color:
RGB ( 144 ; 211 ; 198 )
Fog multiplier: 0,02
Affect shadows, affect alpha. Apply this material to the table top.
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Step 10:
Now create a new material for legs and shelf.
Bitmap: wood01.jpg
Reflect: 15
Glossiness: 0,65
Copy Diffuse Map to the Bump slot. And set
Bump : 5
Apply material to the legs and shelf. And use UVW Modifier to fit
bitmap.
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Step 11: To the chair apply the same material we used to the table
and apply UVW Mapping. For the cushion create new Vray material :
Color :
RGB ( 254 ; 248 ; 230 )
Add Diffusemap : "cushion_bump.jpg " ammount : 20
Add Bumpmap : " cushion_bump.jpg " with ammount 35 .
Than copy 5 chairs with cushions. The UVW settings will be the same.
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Step 12: Material for table cloth :
Diffusemap: "tablecloth.jpg"
Bumpmap: "tablecloth.jpg" amount : " 30 "
Apply and use UVW Mapping.
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Step 13: Radiator material:
Color:
RGB ( 242 ; 242 ; 242 )
Glossiness : 0,95
Reflection: 30
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Step 14: Lamp material: Color:
RGB ( 247 ; 247 ; 247 )
Reflect : 20
Glossiness: 0,9
Bump: Noise ( amount 20 )
Glasses :
Color:
RGB ( 247 ; 247 ; 247 )
Reflect: 20
Refract: 247
Affect shadows and alpha .
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Step 15: Curtain material:
Click on the picture to see curtain settings.
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Step 16: Windows material:
Color:
RGB ( 238 ; 238 ; 238 )
Reflect: 10
Glossiness: 0,9
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Step 17: Sill material
Texture: wood02.jpg
Reflect: 15
Glossiness: 0,9
Bump: wood02.jpg ; Amount: 20
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render time : 30 min ( both subdivs : 20 )
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Step 18: Bowl material
Click on the picture to see values.
Colors:
Diffuse ( 153 ; 0 ; 0 )
Reflect : 45
Refract ( 216 ; 106 ; 106 )
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Step 19: Flower material with SSS.
The material is in the Material Library.
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Step 20: Rest of the materials is in the Material Library. Just apply it
to objects and we can set the scene lightning . whoooa :)
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End of
Part 3
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End of Part3: Texturing and materials
All materials are on right places and objects.
Now we can start setting lightning and rendering. There is a
material library of our scene :
>> interior matrials <<
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