Final image using V-ray for Rhino
Check out this course here
At ThinkParametric we are very focused on teaching content that is relevant to the building industry. Besides having courses on Explicit Modeling, Parametric Modeling and Building Information Modeling, we are pleased to announce our first course on Visualization. In the span of two courses we are going to explain the path to walk to create a photo-realistic kick-ass render!
In the first course we will talk about how to set up a scene you modeled for Rendering using V-ray for Rhino, how to create and apply materials to your model and what channels are important for post-production.
In this course we will walk you trough the basics of Setting-up and rendering your scene. We are going to use Rhinoceros 3D combined with a rendering plugin called V-ray. We choose V-ray, because it is one of the most powerful rendering software out there, especially for architectural renderings. It is also remarkably easy to use, so your learning curve will be as smooth as possible.
Plain render without any materials or environment
We are going to start by explaining the basic interface of V-ray and the most important options we are going to use. As you will see, V-ray is a very extensive software with various settings one can tweak to get the perfect render. This course will not cover every little feature as this would be overkill. Instead, it will focus on the most important settings one would have to take into account to create an architectural rendering. After we have gone over the interface, we will create the perfect camera view for our building and match-up this view exactly with V-ray’s camera settings.
Next, we will dive a little deeper into the most important settings we are going to use for our render. We are going to render an exterior image, so this will effect the kind of render engine we are going to use and the various settings accompanying this. We will end with a very flat and basic render that will be our start for the next lessons where we will take a look at creating and applying materials.
Texture mapping, bump mapping and displacement mapping explained more in detail
V-ray has a default library with materials, but we are going to create them from scratch. This allows us to go over the different aspects to take into account when creating a material. For instance, concrete and glass behave in a vastly different way to light, so they will have a different setup with different important settings to take into account. When we have created our materials we will show you how to properly map them to your model and we will explain how Bump Mapping and displacement maps work in respect to creating a grass texture.
Different channels for post-production – Material ID
Different channels for post-production – GI
The last lessons will cover setting up the environment, how to add a sunlight system and how to get the lightning precise for a specific time and location in the world. After we have rendered our final image, we will explain the different channels and their functions important for post-production.
Check out this course here
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