3ds Max Vray Render Presets Free Download
In this tutorial, Pratik Gulati will give you an insightful overview of interior lighting and rendering in 3d Studio Max using V-Ray. Pratik will discuss his work-flow and the techniques he uses to achieve realistic results. You'll learn how to setup interior lighting, create V-Ray shaders and the settings needed to render a modern bathroom scene realistically!
V-Ray; 3d studiomax + vray render presets file; Advanced Search. Closed Thread. Page 2 of 3 First 1 2 3 Last. Jump to page: Results 11 to 20 of 23 3Likes. -A computer with 64-bit Autodesk® 3ds Max® or 3ds Max Design ® versions 2011 or later; So i guess you'll be fine! I suggest you to upgrade 3ds max if you can, I find the.
- Sharing Vray Render Preset Files (.rps) It is a 2 minute fly through animation. I've been messing with a lot of my settings trying to optimize render time without compromising quality.
- Create a world class 3D Rendering with 3ds Max and Vray fast. Free download of my preview and final render setting presents. Basicaly he just says: 'buy your models, get the presets, follow what I did and you're good'.
Step 1
After opening 3D Studio Max, the first thing we need to do is change our units setup. So go to Customize>Units Setup... and choose 'US Standard - Feet w/Decimal Inches' as our units.
3ds Max Vray Render Presets Free Download Step 15. Irradiance Map - The basic idea is to compute the indirect illumination only at some points in the scene, and interpolate for the rest of the Points. The irradiance map is very fast compared to direct computation, especially for scenes with large flat areas. 3ds max interior render settings V-Ray 3.60 Downloads 1.3ds max interior render settings VRay 3.60 Downloads,2.Best Renderer vray 3.60 + setting,3.VRAY 3.6 R.
3ds Max Vray Render Settings Interior
Step 2
When working with with cg environments where we want photo real quality it is really important to make sure that our object scale is accurate, its plays an important role while achieving a good render. As you can see the scene is quiet simple.
It's a small bathroom mostly made up of simple shapes with a circular bathtub in center and a big glass door at the front, which is allowing environment light to enter. There is also an artificial cove light towards the left top side of the room.
Step 3
Next we'll assign V-Ray as our renderer. Press 'F10' and a new window will come up, this will allow you to enable V-Ray as the render engine and also enable V-Ray materials in the material editor.
Step 4
Now assign a simple Grey V-Ray material to all the objects in the scene, this is to save time when setting up scene lighting and render settings. Since a plain material renders faster than reflective and glossy materials, which would be later applied to various objects.
Step 5
I am using a normal Max camera for this scene. To create a camera, go to the 'Cameras' tab in the Create menu and click on 'Free'. This will allow you to create a free camera (ie without a target.)
Step 6
We will be using a regular 35mm lens with a 54 degree field of view.
Step 7
Let’s discuss the placement for the various lights. Lights 1-4 are V-Ray lights which affect our scene directly, as we can see by the placement of the lights below.
Step 8
Here are the basic parameters of the lights that are changed:
- Color - The color of the light.
- Multiplier - Multiplier for the light color; this is also the light intensity in the units chosen by the Intensity units parameter.
- Invisible - This setting controls whether the shape of the VRayLight source is visible in the rendered 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 - This defines the samples or the 'Quality' of the light, 8-10 should be used for test renders, and 15-20 for finals. Increasing the samples will increase your render times.
Step 9
Color settings of the lights.
Step 10
We also use a 'Target Direct Light', to mimic the light from the sun and sky.
Step 11
Here are the basic parameters that I've changed for the Direct light.
Step 12
For the cove area we have used a vray light and the vray light shader. To achieve the effect we create the vray light according to the size of the opening, and place the light facing downwards
Step 13
In the steps below we will do the render settings in V-Ray, press 'F10' and then in the 'Global Switches' rollout uncheck 'Default Lights '.
- Default lights - Allows you to control the default lights in the scene.
- Off - The default lights in the scene will be always switched off.
- In the 'Image Sampler (Antialiasing) rollout, select 'Adaptive DMC' for the 'Type', and 'Catmull-Rom' as the 'Antialiasing Filter'. Also change the 'Min' and 'Max: subdivs.
Image sampler refers to an algorithm for sampling and filtering the image function.
- Fixed - This sampler always takes the same number of samples per pixel.
- Adaptive DMC - This sampler takes a variable number of samples per pixel depending on the difference in the intensity of the pixels.
- Adaptive subdivision - This sampler divides the image into an adaptive grid-like structure and refines depending on the difference in pixel Intensity.
Also in the 'Color Mapping' rollout, change the color mapping 'Type' to 'Exponential', this mode will saturate the colors based on their brightness. This can be useful to prevent Burn-outs in very bright areas (for example around light sources etc). This mode will not clip bright colors, but will instead saturate them.
Step 14
In the 'Indirect Illumination (GI)' rollout, select 'Irradiance Map' and 'Light Cache' as the primary and secondary engine.
Step 15
- Irradiance Map - The basic idea is to compute the indirect illumination only at some points in the scene, and interpolate 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 - This dropdown list allows you to choose from several presets for some of the irradiance map parameters
- Hemispheric subdivs (HSph. subdivs) - This controls the quality of individual GI samples. Smaller values make things faster, but may produce Blotchy results. Higher values produce smoother images.
Step 16
- 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' rollout, put 3000 for 'Subdivs' and set the 'Number Of Passes' to 5 .
- Subdivs - This determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default of 1000 Subdivs means that 1 000 000 paths will be traced from the camera.)
- Number of passes - The light cache is computed in several passes, which are then combined into the final light cache. Each pass is rendered in a separate thread independently of the other passes. This ensures that the light cache is consistent across computers with a different number of CPUs. In general, a light cache computed with a smaller number of passes may be less noisy than a light cache computed with more passes, for the same number of samples; however a small number of passes cannot be distributed effectively across several threads.
Step 17
Now let's texture the scene, actually its quiet simple. The basic parameters that will be used in material are as follows:
- Diffuse - This is the Diffuse color of the material.
- Roughness - This parameter can be used to simulate rough surfaces, or surfaces covered with dust.
- Reflect - The reflection color.
- Reflection Glossiness - Controls the sharpness of 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 glossy reflections.
Step 18
The wood rack is made of a VRay Material with a Diffuse map and a slight amount of Reflection and Glossiness.
Step 19
The bath tub is a White VRay material with some glossy reflections.
Step 20
The Mosaic tiles are a reflective VRay material, with a Diffuse and Bump map assigned.
Step 21
The glass for the door is made of a white VRay material with white 'Reflection' and 'Refraction' colors and a 'Falloff' map.
Step 22
And finally the mirror is made of a White VRay material with white sharp reflections.
That concludes this look at interior lighting and rendering in 3ds Max & V-Ray, I hope you've found it helpful!
Jun 24, 2018 Vray; Sharing Vray Render Preset Files (.rps). Sharing Vray Render Preset Files (.rps). NOX is free software. Preset rendering options are available on the Render. Download & Install. When you choose Save Preset, 3ds Max first opens a file selector dialog that lets you. Find a free tutorial which suits your need (exterior, interior or studio setup). If you can follow and understand the tutorial then you may create your own settings and save them, else you can download the files provided in the tutorial and use that as a preset for an emergency need.
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V-Ray is a very popular and high-quality third-party renderer for SketchUp. With V-Ray, you can add naturalistic lighting, cameras, reflections, and diffuse materials to your SketchUp models and scenes. This course will use a single arch viz scene (an architectural visualization with interior and exterior elements) to demonstrate all of these options. Author Brian Bradley covers all of the V-Ray light types (from Sun and Sky to Sphere), irradiance mapping, physical cameras, materials, and V-Ray quality controls. By the end of the course, you'll know how to use V-Ray features to make your SketchUp models look their very best.Related courses
Course Transcript
- With the introduction of Service Pack 2, V-Ray for SketchUp version 2, acquired some new and extremely powerful preset tools that can be used on any commercial or non-commercial projects that we like. These come in the form of a new V-Ray Express download that can be accessed once you have logged in from the downloads section of the Chaos Group website. Now, although I am not going to walk through the installation of these tools here, given that it is a very straightforward process, what I will do is quickly show you how to access the new presets that the install makes available. To take a look at the first set, we need to come to the Window menu and open up the Components dialogue. Straightaway you can see that we now have a V-Ray Components entry, which if we click, reveals a number of preset libraries, namely HDRI, Studio Lighting, and Studios. In the HDRI section, what we get are actually a number of dome light presets that already have HDR images attached to them, with the…
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Course Contents
In this tutorial, Pratik Gulati will give you an insightful overview of interior lighting and rendering in 3d Studio Max using V-Ray. Pratik will discuss his work-flow and the techniques he uses to achieve realistic results. You'll learn how to setup interior lighting, create V-Ray shaders and the settings needed to render a modern bathroom scene realistically!
Step 1
After opening 3D Studio Max, the first thing we need to do is change our units setup. So go to Customize>Units Setup... and choose 'US Standard - Feet w/Decimal Inches' as our units.
Step 2
When working with with cg environments where we want photo real quality it is really important to make sure that our object scale is accurate, its plays an important role while achieving a good render. As you can see the scene is quiet simple.
It's a small bathroom mostly made up of simple shapes with a circular bathtub in center and a big glass door at the front, which is allowing environment light to enter. There is also an artificial cove light towards the left top side of the room.
Step 3
Next we'll assign V-Ray as our renderer. Press 'F10' and a new window will come up, this will allow you to enable V-Ray as the render engine and also enable V-Ray materials in the material editor.
Step 4
Now assign a simple Grey V-Ray material to all the objects in the scene, this is to save time when setting up scene lighting and render settings. Since a plain material renders faster than reflective and glossy materials, which would be later applied to various objects.
Step 5
I am using a normal Max camera for this scene. To create a camera, go to the 'Cameras' tab in the Create menu and click on 'Free'. This will allow you to create a free camera (ie without a target.)
Step 6
We will be using a regular 35mm lens with a 54 degree field of view.
Step 7
Let’s discuss the placement for the various lights. Lights 1-4 are V-Ray lights which affect our scene directly, as we can see by the placement of the lights below.
Step 8
Here are the basic parameters of the lights that are changed:
- Color - The color of the light.
- Multiplier - Multiplier for the light color; this is also the light intensity in the units chosen by the Intensity units parameter.
- Invisible - This setting controls whether the shape of the VRayLight source is visible in the rendered 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 - This defines the samples or the 'Quality' of the light, 8-10 should be used for test renders, and 15-20 for finals. Increasing the samples will increase your render times.
Step 9
Color settings of the lights.
Step 10
We also use a 'Target Direct Light', to mimic the light from the sun and sky.
Step 11
Here are the basic parameters that I've changed for the Direct light.
Step 12
For the cove area we have used a vray light and the vray light shader. To achieve the effect we create the vray light according to the size of the opening, and place the light facing downwards
Step 13
In the steps below we will do the render settings in V-Ray, press 'F10' and then in the 'Global Switches' rollout uncheck 'Default Lights '.
- Default lights - Allows you to control the default lights in the scene.
- Off - The default lights in the scene will be always switched off.
- In the 'Image Sampler (Antialiasing) rollout, select 'Adaptive DMC' for the 'Type', and 'Catmull-Rom' as the 'Antialiasing Filter'. Also change the 'Min' and 'Max: subdivs.
Image sampler refers to an algorithm for sampling and filtering the image function.
- Fixed - This sampler always takes the same number of samples per pixel.
- Adaptive DMC - This sampler takes a variable number of samples per pixel depending on the difference in the intensity of the pixels.
- Adaptive subdivision - This sampler divides the image into an adaptive grid-like structure and refines depending on the difference in pixel Intensity.
Also in the 'Color Mapping' rollout, change the color mapping 'Type' to 'Exponential', this mode will saturate the colors based on their brightness. This can be useful to prevent Burn-outs in very bright areas (for example around light sources etc). This mode will not clip bright colors, but will instead saturate them.
Step 14
In the 'Indirect Illumination (GI)' rollout, select 'Irradiance Map' and 'Light Cache' as the primary and secondary engine.
3ds Max Vray Render Presets Free Download
Step 15
- Irradiance Map - The basic idea is to compute the indirect illumination only at some points in the scene, and interpolate 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 - This dropdown list allows you to choose from several presets for some of the irradiance map parameters
- Hemispheric subdivs (HSph. subdivs) - This controls the quality of individual GI samples. Smaller values make things faster, but may produce Blotchy results. Higher values produce smoother images.
Step 16
- 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' rollout, put 3000 for 'Subdivs' and set the 'Number Of Passes' to 5 .
3ds Max Vray Exterior Render Presets Free Download
- Subdivs - This determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default of 1000 Subdivs means that 1 000 000 paths will be traced from the camera.)
- Number of passes - The light cache is computed in several passes, which are then combined into the final light cache. Each pass is rendered in a separate thread independently of the other passes. This ensures that the light cache is consistent across computers with a different number of CPUs. In general, a light cache computed with a smaller number of passes may be less noisy than a light cache computed with more passes, for the same number of samples; however a small number of passes cannot be distributed effectively across several threads.
Step 17
Now let's texture the scene, actually its quiet simple. The basic parameters that will be used in material are as follows:
- Diffuse - This is the Diffuse color of the material.
- Roughness - This parameter can be used to simulate rough surfaces, or surfaces covered with dust.
- Reflect - The reflection color.
- Reflection Glossiness - Controls the sharpness of 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 glossy reflections.
Step 18
Vray 3ds Max Tutorial
The wood rack is made of a VRay Material with a Diffuse map and a slight amount of Reflection and Glossiness.
Step 19
The bath tub is a White VRay material with some glossy reflections.
Step 20
The Mosaic tiles are a reflective VRay material, with a Diffuse and Bump map assigned.
Step 21
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The glass for the door is made of a white VRay material with white 'Reflection' and 'Refraction' colors and a 'Falloff' map.
Vray Download For 3ds Max
Step 22
Vray For 3ds Download
And finally the mirror is made of a White VRay material with white sharp reflections.
3ds Max Vray Interior Render Presets Free Download
That concludes this look at interior lighting and rendering in 3ds Max & V-Ray, I hope you've found it helpful!