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Rendering an airplane cabin in 3ds Max

ozzman1997
polycounter lvl 4
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ozzman1997 polycounter lvl 4
I'm not sure if this is the right place to put this or not...but oh well. I'm about to start beating my face into a brick wall pretty soon anyway.

I'm trying to get a nice render of the interior of my corporate jet in 3ds Max similar to this: 

https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/336501_455727117805002_1723797319_o.jpg

https//scontent-ord1-1.xx.fbcdn.net/hphotos-xap1/t31.0-8/271700_455727221138325_1100215645_o.jpg

(Image credits go to Military Visualizations.)

It looks to me like a giant dome-shaped light is shining inward through all windows from every direction and casts soft shadows while still indicating the presence of a distinct light source. So although there may be some AO in there, it's not what is producing the main shadows. However, every attempt I make by using the "tried and true" methods of interior lighting--like the Daylight system/skylights/sky portals--just does not work at all. Everything has kind of a weird reflective highlight where it shouldn't be, even when using ambient lights only. It doesn't help that my model's scale is very small as well (system scale has to be in meters to export properly) and scaling everything up has no effect whatsoever. Increasing the density and number of rays per sample in the Final Gather setup helps to some extent, but I have to use insanely large values which make render times take HOURS to complete...even at 800x600 image resolution. I've even tried placing a free light/omni/whatever in each window and using one to control all of its copies, and that takes extremely long as well...Even on the "Draft" Final Gather setting.

I feel as if I'm wasting hours of my life and getting absolutely nowhere. Can somebody please help get me on the right track? 

Replies

  • Panupat
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    Panupat polycounter lvl 15
    - Use non-reflective materials. For such render you would want a lambertian material where there's no spec/reflection at all. You can do that in materials, and additionally in the lights as well if you need to.

    - Maybe try follow this Youtube and see if you can lower your render time.
    https://www.youtube.com/watch?v=dpaMHSgfvGE

  • ozzman1997
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    ozzman1997 polycounter lvl 4
    Panupat said:
    - Use non-reflective materials. For such render you would want a lambertian material where there's no spec/reflection at all. You can do that in materials, and additionally in the lights as well if you need to.

    - Maybe try follow this Youtube and see if you can lower your render time.
    https://www.youtube.com/watch?v=dpaMHSgfvGE

    Hey Panupat,

    I've actually seen that video before and used those settings on larger scale scenes, but those settings still cause splotches and all of my details become smudged out. The weird thing is, more detail is visible during the FG computation than after Mental Ray smooths it out. It just seems to wipe away all of my details, and it's a shame because the model itself is extremely detailed (159,000 polys) but the renders aren't showing it. 

    http://imgur.com/wc5QFhM

    http://imgur.com/beY5rQk



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