And finally, for the ground I used a high definition map of concrete. I added a gradient ramp to recreate the dark area present in the background of the image, and an RGB Multiply to tint the diffuse (Fig.08).
For the lighting, I used a simple skylight with an HDR map (Fig.09 & Fig.10).
I wanted to render a high definition image in this scene using a minimum rendering time to justify the use of a normal pass, rather than creating a three-point lighting setup which would need a longer rendering time and less work in post-production.
For the indirect lighting, I used Final Gather with the settings shown in Fig.11.
I think I succeeded in correctly making a render in high definition (1950x1100), with a minimal calculation time – only 1 hour, 30 minutes to make the scene, with all the passes, on an old Pentium 4. The 3ds Max output image can be seen in Fig.12.
Post production was the most important step in the project. Up until this stage, I just had an image with a flat light created by the skylight. Because of this, I rendered a normal pass so that I could play in real time with a three-point lighting setup. I also rendered a pass to recreate the rounded corners on the normal pass and an ambient occlusion pass allowed me to recreate, the shadows present on the output image from Max. Once done, I extracted the red, green and blue layers to play with my three-point lighting in real time. I added a little depth of field… and voila! (Fig.13)
The final image can be seen in Fig.14.
I really loved working on this image, and I particularly enjoyed the techniques I got to use in post-production. They proved very efficient for a fixed image and allowed me to considerably reduce the rendering time!
I hope you have enjoyed this "Making Of”.