Because we want to to render a RAW image (physically correct) we deactivate with this step the increase of brightness which will normally automatically be created because the screen itself will reduce the brightness again.īackground information for geeks: Almost every computer monitor has one thing in common.
4_GammaLUT-Correction-in-3DS-MAXīasically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and the numerical value of that pixel in the rendering. You will find it via Customize>Preferences on the “Gamma” tab. The first step is to “Enable Gamma/LUT Correction”. 3_Vertical blinds for window Enable Gamma/LUT Correction in 3DS MAX 2_3d-Models-for-VRay-interior-architectural-sceneryīecause the light should fall through the window I also imported very simple vertical blind as window curtain to create some nice effects with the daylight. I also put in some basic 3D furniture low polygonal models – nothing special. I have created a standard 3d office room that should be used for this interior daylight rendering tutorial. OK – so let´s get started: 1_the-room-that-we-will-work-with And you are even allowed to use it for commercial projects – so no excuse anymore to grab it now: We put together here 60 archiviz graphics like cutout trees, plants and people as well as tileable textures and sky background images.
FULL SENSOR CAMERA TO VRAY SETTINGS FULL
Therefore I save my rendering in RAW format to have full control in Photoshop afterwards.īefore we start I want to give a small shoutout to our free “openArchiVIZpack” we use for a lot of our archi viz tutorials.
FULL SENSOR CAMERA TO VRAY SETTINGS HOW TO
I think this is the best way for you to learn how to render without knowing a thousand of parameter. I would love to call my approach rendering through the eye of a photographer. This is Kanak and I want to explain you here exclusively on how you can easily set up a daylight interior scenery in 3ds MAX by using VRay rendering engine with a bit of Photoshop correction of the RAW rendering afterwards.