Making of a House on a Hill

Making of a House on a Hill

Making of a House on a Hill

This exterior scene was made by Evermotion. It was set in 3ds Max and rendered in V-Ray.

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This if the final scene after post-production, as seen by the camera 1. All elements are 3d models.

 

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Camera 1 – wireframe view.

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Final scene after post-production – camera 2, placed on the left of the scene.

 

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Camera 2 – wireframe view.

 

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Final image after post-production – camera 3 is placed on a small hill, beneath a tree,

 

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View from camera 3 – wireframe.

 

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Camera 1 – view in 3ds Max viewport with material / object color off.

 

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Camera 1 – view in 3ds Max viewport with material / object color on.

 

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Overview of the scene. We made a big ground plane that surrounds our estate.

 

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Our 3d elements in the scene – house template, driveway, wooden fence, stairs and some props.

 

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Ground mesh. We used VrayDisplacementMod for adding more curvature.

 

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Scene is lit by VraySun, settings on the right.

 

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Camera 1 (VrayPhysicalCamera) settings.

 

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Camera 2 (VrayPhysicalCamera) settings.

 

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Camera 3 (VrayPhysicalCamera) settings.

 

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Ground plane material.

 

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We used a turbosmoothed mesh to make a sand area.

 

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Sand – mesh. We placed VrayDisplacementMod here too.

 

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Sand mesh – close-up.

 

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Sand material is rather simple.

 

 

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And this is where we placed our sand area.

 

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All trees and foliage are proxies in our scene. Proxy – Eucaliptus on the right.

 

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We placed some nice, natural rocks to the right of the stairs.

 

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Stone material (VrayBlendMaterial).

 

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Stone material base – rock texture (VrayMaterial).

 

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Stone material coat – mossy surface (VrayMaterial).

 

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Stone material – VrayDirt settings.

 

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Stone material – rocky surface map.

 

 

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Stone material – moss bitmap.

 

 

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We used ProOptimizer to lower polycount of some rocks. Here you can see rock mesh with ProOptimizer on.

 

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And here is the mesh without ProOptimizer. Five times more faces!

 

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Water surface was achieved with modifiers – turbosmooth, noise and displacement.

 

 

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Basic mesh is very simple.

 

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Then we added turbosmooth modifier.

 

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And we displaced surface with Displace modifier with waves bitmap.

 

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This is our waves bitmap for first displace modifier.

 

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We added some noise on top.

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And finally, another displacement modifer for foam.

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Foam displacement map.

 

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Final preview in viewport.

 

 

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Our sky was simulated with this bitmap, placed as environment map in Enivornment and Effects panel.

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Environment and effects. Besides background sky, we also used fog.

 

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Another contribution to light in the scene – VraySky.

 

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Render settings.

 

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Raw render from camera 1

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Photoshop stack of image from camera 1. It’s not very complicated post-production. We used hue / saturation layer for desaturation (-40), then we increased reds with color balance layer, and used curves for more contrast and put Total Lighting layer on the top for more realistic lighting.

 

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This if the final scene after post-production (camera 1).

 

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Raw render from camera 2

 

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Photoshop stack – camera 2. Color balance – more yellow, more red; desaturation (-22), increased contrast with curves layer (with a mask – we increased mainly right side of the image).

 

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This if the final scene after post-production (camera 2).

 

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Raw render from camera 3

 

 

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Photoshop stack – camera 3. Slightly increased saturation (+2), color balance – more greens, second color balance layer affects the sky (more blues), another hue / saturation layer desaturates sky, and the next desaturates ground.curves layer for more contrast.

 

 

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This if the final scene after post-production (camera 3).

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