Week 5 – Materials and lighting

Materials

I didn’t make UVs for all assets. I only UVed table, chairs, floor and kitchen. For the rest of the assets, I just used shaders. I got textures from Quixel Megascans. Quixel is a library of 3D assets and surfaces.

For some materials such as glass or kitchen porcelain, I used Arnold presets. These presets were handy as a basic material that I could tweak later on.

To add the sticker label onto the glass wine bottle I had to mix between two shaders. I created one shader with the label texture and another glass shader. I used aiMixShader to mix between these shaders based on the alpha of the label texture.

To add imperfections such as dirt to the table I multiplied roughness texture with generated noise. In this way, I was able to get some break-up in reflections.

Creating curtain material was challenging for me. I was struggling with making curtains look believable. I had to make the shader transmissive and also add subsurface scattering.

Lighting

For lighting I used skydome light with HDRI. I used a light portal to help with reducing noise. I also used spot light and I did add aiAtmosphere volume in render settings to create a bit of fog inside the room.

The final render was very noisy and so I had to use denoiser.

I used Arnolds Noice denoiser. The denoiser did nice work although there are some distortions, especially around the edges.

Compositing

Final denoised render

Because I wasn’t happy with some details I decided to fix it in compositing. I rendered AOVs such as – direct, indirect and cryptomatte. Especially cryptomatte was very useful to isolate objects for colour corrections. Otherwise, in Nuke I did add glow, grain, lens distortion and overall I adjusted colours.

Final image

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