How do you light interior design 3dmax? What to fight with? Main light, auxiliary light? Beginners

Updated on home 2024-02-28
16 answers
  1. Anonymous users2024-02-06

    Generally speaking, after you have determined your point of view, which is the position and focal length of the camera, you have to place the lights that are appropriate for your camera. There are many kinds of lights: the main light source is generally placed in the same direction as your viewing angle, and the intensity of the main light source is higher than that of other auxiliary light sources.

    Auxiliary lights can be placed several, depending on the relationship between your model and your viewing angle, and the intensity does not need to be very high, the placement angle is about 90 degrees from your viewing angle. There is also a backlight, the intensity is more bottom, for you to do the indoor this can be or not, but it is best to make a product.

    Nowadays, most interior designs are rendered using plug-in renderers, in order to get better lighting effects and textures, if you don't know how to use plug-ins, you can also use the light energy transfer in MAX to get real physical lighting effects. Interior design is also important for local lighting, which is best simulated using IES files of real luminaires. It is true that the layout of the lights is more important to the quality of the work than any other factor, and it is recommended to go to the Martian era **to see the relevant **tutorials, which must be very helpful for your learning.

  2. Anonymous users2024-02-05

    It depends on what kind of space you play...

    Oh, lighting is the difficulty of max, irritability is normal, take your time!!

  3. Anonymous users2024-02-04

    After the 3DMAX software indoor model is made, how to make the indoor lighting more realistic? In this article, I will share with you the skills of 3DMAX software indoor VR lighting play, interested friends and model cloud I will take a look, five steps to teach you to learn lighting skills.

    Steps. 1. Click the option in the 3DMAX software: double-sided: click on this to illuminate both sides, invisible: check the 3DMAX light itself is not visible, usually checked.

    Steps. 2. Ignore the light normal: click to indicate that the closer to the light, the stronger the illumination, the farther away from the 3dmax light, the stronger the illumination, which will have an excessive effect, and the effect after the indoor lighting is as follows.

    Steps. 3. If 3dmax does not select no attenuation, the light will be stronger, and you can usually keep the default without clicking. If you check it, you will find that the above intensity is invalid, and the 3dmax light intensity is affected by the environment and stored in the glow map.

    If checked, the speed of the photon file will decrease when it is calculated, but the speed of the plot will increase at the end.

    Step 4: 3dmax diffuse effect: If it is canceled, it is equivalent to turning off the switch of the 3dmax light, and affecting the mirror surface: if it is canceled, it will not produce highlights on the surface of the object.

    Steps. 5. Sampling subdivision: This value is used to control the surface color and noise after 3DMAX indoor lighting, usually the larger this value, the less noise, and the shadow offset: usually it can also be kept as default.

    The above five steps are about the skills of how to play indoor lighting in 3DMAX software, and I hope the sharing of this article can help you. If you want to learn more about the sharing of 3DMAX software lighting play, you can click: 3DMAX Indoor Bedroom Scene Lighting Layout Skills and Tutorial.

  4. Anonymous users2024-02-03

    1. First, open 3DMax and select "New Empty Scene".

    2. Then click "Create", select the geometry you like in the "Geometry" option to make materials, and <>

    3. Under the "Create" option, select "Light" and select the "Light" type from the drop-down list.

    4. Click to select the Zhu light you want and create it with the mouse.

    5. Complete the renderings.

  5. Anonymous users2024-02-02

    Create a vraylight with vray, select mesh as the light type, and then pick up the mesh light to the bulb, and the bulb will glow.

  6. Anonymous users2024-02-01

    1 First, open the 3DMAX software and click Open Render Settings in the upper menu bar.

    2 Click Specify Renderer under the Common tab, and select the vray renderer at the production level.

    3 After setting, select the option of adding the version number to Vray ADV, as shown in the following figure.

    4 Continue to set the vray rendering parameters. For more information, see Settings in **. The environment is also turned on. It's a scene without lights. When you click on this rendering, you can also see the object.

    5 Then set up the GI lighting system, enable global illumination, set the first engine as a glow map, and set the second engine as a light cache.

    6 Finally, the default setting is either high or medium in the emissive graph, usually medium. Set the subdivision in the light buffer to 1000 1500. The rest of the lighting effects are done by default.

  7. Anonymous users2024-01-31

    1. Turn on 3DMAX, and click [Create] on the right side - Light.

    2. Click the light [Type] and choose to create a flat or stereo light source.

    3. Determine the type of light, hold down the [Left Mouse Button], and place the light in a suitable position. Two lights are yellow, and two lights are black.

    4. Press [Shift+Q] to render. There are two lights that are not shown.

    5. Go back to the modeling page, select the [Black] light, and check the [General] setting bar on the right, and check [On].

    6. Turn on all lights, and the lights will be displayed as [yellow].

    7. Turn on the lights, press [shift+q] to render, and all lights will be displayed.

  8. Anonymous users2024-01-30

    Place the lights at the real light position, render them with the global renderer, and adjust the light parameters and renderer parameters through sample testing until they meet the requirements. The details are as follows:

    There are no more than 3 types of light placement: skylight, surface light source, point light source, for our common light source, parameter mediation here is difficult to explain each parameter in detail, it is recommended to take a look at the online teaching, as for a few volume lights, only need to adjust the brightness and color, such as neon.

    At present, the mainstream renderers are global rendering, which has a great impact on the lighting, such as **, skylight value, etc., and its effect depends on the renderer for 40%, and some renderers contain skylight and HDR skylight. If you are not using global rendering, such as scanline rendering, you need to have a certain understanding of light and shadow, and the complexity of lighting will be skipped here. The renderer has a lot of content, so it is recommended to learn it in the Martian era.

    Because the knowledge of lighting is more based on experience, there are no fixed parameters to rely on, so the fastest way to learn is to understand an experienced MAX work, through more tests to understand the change of effect, than only learning parameter theory, if there are specific questions can be specific to the communication.

  9. Anonymous users2024-01-29

    My personal habit is to set up lighting according to the real scene, mainly indoor lighting (VR lamp simulation light strip, surface light, WAN analog spotlight for advanced light), and auxiliary outdoor ceiling and sunlight depending on the scene situation mainly for effect.

    If it is really an enclosed space, use VR lights to set up the light.

    When lighting the overall consideration of the light source of the warm and cold attributes, so that the lighting has a sense of hierarchy, the renderings will be more beautiful, in short, think more about yourself, observe the actual lighting effect, know in your heart, lighting is not a difficult thing.

  10. Anonymous users2024-01-28

    After playing with vray, it will look better when you use the web with special lighting effects.

  11. Anonymous users2024-01-27

    What kind of lights do you want to play? Vray is still fluorescent.

  12. Anonymous users2024-01-26

    1. Open the 3D Max software (the 3D Max 2010 version of the software used here). On the right side of the window, left-click the Lights button in the panel and select Standard Lights, as shown in the following figure.

    2. On the panel of [Standard Light], left-click [Target Spotlight], and then drag the drawing target spotlight in the perspective view, as shown in the following figure.

    3. On the panel of [Standard Light], left-click [Free Spotlight], and then drag and draw the free spotlight in the perspective view, as shown in the following figure.

    4. On the panel of [Standard Light], click [Target Parallel Light] with left mouse click, and then drag and draw the target parallel light in the perspective view, as shown in the following figure.

    5. On the panel of [Standard Lights], click the [Sky Lantern] with the left mouse button, and then drag and draw the sky lantern in the perspective view, as shown in the following figure.

    6. On the panel of [Standard Light], left-click [Area Spotlight], and then drag the drawing area spotlight in the perspective view, as shown in the figure below.

  13. Anonymous users2024-01-25

    1. First, open 3DMax and select "New Empty Scene".

    2. Then click "Create", select the geometry you like in the "Geometry" option, 3. Under the "Create" option, select "Light", and select the "Light" type in the drop-down list.

    4. Click to select the Zhu light you want and create it with the mouse.

    5. Complete the renderings.

  14. Anonymous users2024-01-24

    1. Open the file in 3ds Max 2017, switch to the right side to the Create panel, click the light icon to switch to the light panel, select Photometry in the drop-down list box, take the target light as an example, click the target light, and then drag the mouse in the viewport to create a light.

    2. If you want to rename the light, just change the name of the starting point of the light, and the target point will be renamed automatically.

    3. Select the main body of the light, switch to the modification panel, and check the shadow under the general settings. Also, to preview the effect in the viewport, you can switch to High Quality from the upper-left corner of the viewport.

    4. In the general parameters, you can also modify the light type. Take spotlights, for example. Once the spotlight is selected, the Distribution (Spotlight) settings panel appears below, allowing you to modify the hotspot radius and falloff radius.

    6. Then go down and set the intensity of the light, you can choose the unit you need to set.

    7. Then, in the Graphics Area Shadow panel, you can modify the shape of the light source. Modify it to a circular area light and you can see the sharp-edged shadows soften.

    8. When using some renderers such as the Scanline Renderer, in order to achieve higher quality during rendering, you can switch to ray-traced shadows in the General Parameters panel.

    9. When rendering, it is possible that the model is not closed, and there is no shadow effect on the part facing the light source. In this case, you can check Double-Sided Shadows under the Shadow Map parameters, or check Force Double-Sided in the renderer settings.

  15. Anonymous users2024-01-23

    Case 1: Study scene.

    1.Open the study scene and create a floodlight in the top view.

    2.Set the parameters, give the shadows, adjust the light position to the center of the space.

    3.Press shift+q to render in perspective to see the effect.

    Case 2: Searchlight.

    1.Open the scene and create an omni light in the top view.

    2.Adjust the position and angle of the searchlight model, spotlights, and set spotlight shadows.

    3.Render in perspective.

  16. Anonymous users2024-01-22

    In the Create Panel Create Lights panel, we can create five types of lights.

    1. Target spot: Target spot. The way it is created is very similar to how a camera is created.

    The Target Spotlight has a target point in addition to a start point. The start point indicates where the light is located, while the target point points to the object you want to be illuminated. Typical examples of this are a flashlight, a table lamp with a cone-shaped lamp shade, a spotlight on a stage, a searchlight for the military, and light from the window into the room.

    You can move the position of the start point and the target point separately in an orthographic view (i.e., a two-dimensional view, such as the top view, etc.) to get the desired effect. The line between the start and target points should point to the object you want to get illuminated by the light. A good way to check the lighting is to convert the current view to a light view (useful for lights other than floodlights).

    To do this, right-click on the marker in the current window, select views from the pop-up menu, and find the name of the light you want. Once the current view changes to a light view, the icons on the viewport navigation system will also change to icons that can adjust the lights, such as rotating lights, panning lights, etc. This has a great effect on how well we check the lighting effect.

    Once the lighting has been adjusted, you can switch back to the original view.

    2. Free spot: Free spot. Unlike a target spotlight, a freestyle spotlight does not have a target object.

    It relies on its own rotation to illuminate space or objects. Other properties are exactly the same as target spotlights. If you want the light to move along a path (or even tilt in motion), or rely on other objects to drive its motion, use a freestyle spotlight instead of a target spotlight.

    It is usually possible to attach to a camera to always illuminate objects in the camera's field of view (e.g., walkthrough animations). If you want to simulate the overhead light on a miner's helmet, it is more convenient to use a freestyle spotlight. By attaching the dome light to the helmet, you can easily simulate the lighting effect of the headlamp moving with the head.

    The most important means of adjusting the freestyle spotlight is to move and rotate. If you move along the path, it is often more necessary to adjust the lighting direction of the light by means of rotation.

    3. Target direct: Target directional light. The start point represents the location of the light, while the target point points to the object that needs to be illuminated.

    Unlike spotlights, the light rays in a collimated light are parallel rather than diverging in a conical shape. Daylight or other directional light can be simulated.

    4. Free Direct: Free-style directional light. Used to walk through animations or connect to other objects. The position and direction of the light can be adjusted by means of movement and rotation.

    5. omni: Floodlight. Floodlights are point lights that project light in all directions and have no clear target.

    Floodlights are used in a wide range of applications. If you want to illuminate more objects, set the light position farther away. Because floodlights aren't good at highlighting subjects, they are often used as fill lights to simulate the diffuse reflection of ambient light.

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