Breaking down a interior scene for Blender.
This scene comes from Archinteriors vol. 48 for Blender – a collection of 10 interiors in scandinavian style. These interiors are ready to render, with all textures and materials. Lighting and cameras were carefully set to achieve best arch-viz quality. You can use them to create your own scenes or just treat them as library of assets, there are hundreds of them in this collection, literally.
Let’s take a look, how this scene was made.
A final render. This render was made in Blender, no external software or plugins were used during rendering. All materials are PBR, texture sets were created in Substance Painter.
Wireframe view.
This is how the scene looks in the Blender’s viewport. We have placed a couple of cameras here for rendering different views.
The outside view of our interior. Direct light is provided by Sun Lamp. You can see the additional building here. We placed two of them in this scene to get nice view behind the windows.
Additional building.
Sky texture is our another light surce. We used hosek / Wilke model with Hue / Saturation node – we desaturated sky quite a lot (to 0.6 of original value).
We placed light portals in the windows.
You can also see that we placed rectangles in the windows – they have emmisive material assigned, so they are serving as additional light sources too.
A bottle with feather – a prop from the scene.
Glass material in Node Editor. we mixed diffuse texture with white color using refraction map (if something was 100% refractive it should be white (in this case white gives perfect 100% transparence).
We mixed specular value with black to clamp it a bit.glossiness is also dependent of refraction map. We exported glossiness from Substance Painter with v-ray preset, we inverted it, because Principled Shader node accepts “Roughness” not Glossiness input. And one map is an invertion of the other.
Another asset – a cabinet.
Cabinet in viewport with material nodes.
Cabinet material – we didn’t use diffuse texture, we used specular map both for specular and color inputs. Glossiness is inverted to roughness. gloss amount node can be used to control level of glossiness, but in this case it does nothing, it just passess inverted glossiness to roughness input.
Normal map is passed to normal input without changes.
Glossiness nmap.
We used Blender compositor for adding a bit of post-production – in this case it was vignette (with elipse mask), increased brightness with curves node and a bit of glare.
Render settings.
A final render again.
Thank you for reading! You can see more scenes in Evermotion shop.
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