Now the geometry is complete, but since we’re going to render the interior we should flip the normals of all the polygons:
- Activate the polygon sub-object level
- Select all polygons ( CTRL + a )
- Go to the modify panel and click ‘Flip’ in the Edit Poly modifier ( )
- Deactivate the polygon sub-object level
Step 4 Creating Camera
Create a target camera (
) in the top viewport and apply ( ) the following parameters:- Parameters
- Lens: 20 ( )
Right-click on the Perspective view and press ‘c’ in the keyboard to change it to camera view. Move the camera inside the box to get a view like in the p
Step 5 Warehouse Material
Open Material Editor (
) and create the material for the warehouse:- Click “Get Material” button and select ( doubleclick ) ‘Arch & Design (mi)’ from the list ( ).
- Select the warehouse and assign the material to it.
- Reflectivity: 0 ( )
Apply diffuse and bump maps:
- Bump map: Composite ( )
- Add Smoke map to the first layer of the Composite Map (
Size: 0,5
# Iterations: 20
Color #1: Black
Color #2:
Dark Gray ( RGB 50, 50, 50 ) ) - Add second layer to the Composite map. Change the blending mode to Addition. Add Speckle map to the second layer (
Size: 0,4
Color #1: Light gray ( RGB 180, 180, 180 )
Color #2: Black
) - Add this file as a diffuse map ( )
And here is how the rendered interior with default lighting looks like:

Step 6 The Main Light Source
Now it’s the time to create the lighting. Let’s start with the main light source (sun). Create Mental Ray area spot (
) in the front viewport. Place the spot light according to the picture below. Modify the spotlight ( ) according to the following parameters:- Spotlight Parameters
- Hotspot/Beam: 24
- Falloff/Field: 26
- General Parameters
- Shadows: On (Ray Tracted Shadows)
( Tip: If you’d like to make the light more directional, just move the spotlight farther away from the warehouse. )
Render the image to see the lighting:
Step 7 The Environment
At the moment we can’t even see the windows because the background color is black (by default). Let’s go to the environment settings (
) and change the background color:- Click ‘None’ and select Glow ( ) from the Material / Map Browser
- Open Material Editor (
Glow: White
Brightness: 4
). Drag and drop the Glow shader from environment settings to an empty material slot in Material Editor ( make sure to select ‘instance’ when asked ). Make the following adjustments to the Glow shader:
Render the scene to see the effect:
Now that we can see the windows, let’s apply a glow around them. Apply Glare Camera Shader (
) Just turn the output shader on, the glare shader should be selected by default. Render the image again to see the difference. ( )(The glow effect might seem really strong at the moment but in my opinion it works well in the final image. You can adjust the strength of the glow by adjusting the brightness of the glow shader or by adjusting the glare shader itself.)
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