This white bathroom scene comes from Archinteriors vol. 39.
This white master bathroom joins old and modern style in great fashion. This interor, located in Atlanta was redesigned by Mark Williams / Mark Williams Design Associates. Original photo was taken by Chelsey Bowen. Interior scene was made from scratch by Kuba Dąbrowski from Evermotion. It is scene 05 from Archinteriors vol. 39. You can buy Archinteriors vol. 39 collection in Evermotion Shop.
Final image after post-production. Interior is small, but very bright. We achieved it thanks to many Vray lights, lighting interior from almost every direction. With bright shaders and big window we achieved clean and pleasant design, very close to original interior in Atlanta.
Reference - real bathroom photo. Photo courtesy of Chelsey Bowen, Design by Mark Williams. You can read about this project here.
Wireframe of the scene.
View from Vray Physical camera. The scene has ab. 2 million polys, and it weights 420 MB with maps.
Front view.
Isometric view. As you can see, it is simple, small interior.
Camera settings. Camera is placed near the wall, it has quite small FOV (24 mm), quite slow shutter speed (80) and not too high ISO (100).
Behind the window we put long box with map of the trees. The box is not visible to GI and it is not casting shadows.
Trees are just a texture of box material. Shader settings on the right.
Trees behind the window - map settings.
We placed Vray Light outside to simulate sunlight.
Vray lights listed.
The floor and walls - simple planes with an arch over tube.
Floor and walls are single object, so they share one Multi/sub Object material. floor material is textured Carrara marble with black granite diamond pattern, wall material does not have pattern.
Wall material.
Floor material - marble with black diamond pattern.
Floor material with black diamond pattern, continued.
Floor material with black diamond pattern, continued
A tiled vaulted arch that defines the tub alcove. We also made mirrored niches with sconces.
Tiled arch. it was made by hand. as Kuba says: "I could use displacement map, but it would made rendering time longer. In this case I prefered to create tiles with mesh - this way I have better control and the scene has acceptable rendering time".
Tile details.
Bath tub. It is modified model from Archmodels vol. 6.
Bath tub material. kuba used fallof map to control glossines of the material. Fallof maps are especially usable when it comes to faithful recreation of real-world scene reflections - sometimes it is easier to achieve proper result than with fresnel.
Vray lights in the scene.
Vray Lights, settings of the light behind the camera.
Vray Lights, settings of the light in the window.
Vray Lights, settings of the side light. It was put in the mirror. Kuba Dabrowski explains: "In real world, mirror reflects light and lightens the environment. It can also do that in v-Ray scene, but you need to enable caustics. It makes rendering time significantly longer, so I wanted to avoid it. Instead of using caustics I put Vray Light that simulates light rays that are reflected by the mirror. This way I had my scene lit in even way without adding hours to rendering time".
Walls of the shower cabin.
Shower cabin material.
Furniture and props.
Towel. It was modeled by hand in 3ds Max, in a simple way. spline > extrude spline > shell > noise, add bump map in the shader.
Towel - model without noise modifier.
Towel material. Kuba used a shader with Hard (wax) translucency to scatter the light and a bump map for faking geometry.
Flower petals.
Flower petals material, Vray2sided material.
We put texture only on side one of the material. Petals have a subtle pink relfection.
We used blue petals map as a base and then we corrected hue with Color correction node.
Furniture detail.
Render settings. Notice special color mapping settings. Kuba changed linear mode to Reinhard and lower Burn value to 0,3. It allowed him to achieve bright render without overexposuring window area.
Raw render.
Photoshop stack.
Final render after post-production. Thanks for reading! :)
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Tagged @ 3ds MAX
Tagged @ rendering