Lighting Architecture Interior Scenes With HDRI Images TUTORIAL
Lighting Architecture Interior Scenes With HDRI Images TUTORIAL
With the dome light selected, go to the modify tab. In the texture section check the [use
texture] box and click on the [none] button.
Choose the VRayHDRI map type.
Open the Material Browser (hotkey: m). Drag and drop the VRayHDRI from the texture
button to an empty material slot. Choose Instance when prompted. This will allow for direct
control of the map associated with the dome light.
Click the […] button to browse to the desired HDRI image on your hard drive.
Under the mapping type rollout choose the correct mapping for your image. Most HDRI
environment images will use spherical mapping.
Click the [+] In the upper left hand corner of your perspective viewport. From the roll out
choose [Configure Viewports].
Click the background tab and select the [Use Environment Background] radio button. Click
ok.
You will now be able to see the VRayHDRI image in your viewport.
Changing the [Horiz. rotation] parameter under the mapping settings of your VRayHDRI will
rotate the image in your viewport background. This makes it very easy to place the sun
exactly where you would like it in your scene.
Few tricks to speed up rendering times
Now let’s add some simple geometry to the scene. I added a VRay plane and a cylinder for
our lighting test.
Before rendering some tests, we need to address an issue. As we have both a dome light
and an environment map, the scene is going to be receiving the lighting from our HDRI
image twice. This is not an ideal situation as it increases render times and makes our
settings less precise. Under Render Setup go to the [V-Ray] tab click the [Environment] roll
out. Check [GI environment], and change the color to black. This will override the 3ds Max
environment so that we now only receive lighting from our HDRI dome light.
A good way to speed up render times while you are in the process of tweaking your lighting
is to use a global override material. This will set all of your objects to the same material at
render time with out effecting the materials in your actual scene. Under Render Setup go to
the [V-Ray] tab click the [Global Switches] roll out, and check [Override mtl]. You can drag
and drop any material from the material editor to the override slot. In this case I chose a
fast rendering neutral gray.
Here is an example of increased contrast. The [Render Multi] remains at 3.0 and the
[Inverse gamma] is reduced to .75
Settings for lightning a simple architecture interior scene
Let’s take a look at a more practical example. I have loaded up a scene with the exact same
lighting set up, and a relatively simple architectural interior.
This will open the select objects dialog box with all objects that use the glass material
highlighted. Click Select.
The objects will now be selected in the viewport. We will create a selection set, as this will
allow us to easily add the objects to the global material override exclude list. With the
objects still highlighted go to the selection set roll out, type “WindowGlass” and press
[enter].
This scene also has a wall of glass block. Repeat the process for the glass block material and
create another selection set.
Open up the render setup dialog and navigate to the material override section as we did in
the simple scene. Click the [Exclude] button
From the [Selection sets] roll out choose “WindowGlass”
Add the selection to the exclude list by pressing the [>>] button
I hope that you now have a better understanding of how to use HDRI’s and image-based
lighting. As you can see the process is not that complex and has the ability to yield beautiful
results!