Making Of

By Lisa Della Dora

Boho Bedroom

Hi everyone, I'm Lisa, 3D artist with a particular passion for interiors.
I wanted to share with you the steps I followed to create the bedroom image for my personal project: Boho, made in 3ds max, Corona and post produced in Photoshop.
Is rather simple, but I was asked to prepare the making of for an Italian website, so I decided to translate it and share it with the cgarchitect community too.

Let's start!

References:
I already had in mind what I wanted to create, but to make it better my first step (as almost always) was to collect references and create a moodboard, both from a stylistic and lighting point of view.

Here are some references from which I took inspiration.
3D:
Once I decided on the type of space and light I wanted to obtain, I modeled the room and applied the main materials. A tip that I can give is, when working with this type of interior, apply a chamfer to the walls, so that the light interacts better with the corners and the geometry is not too sharp, of course in order to do it, walls and ceiling must be a unique edit poly.
Always referring to the references, I started to insert furniture into the scene, modifying them according to the style I had in mind, and modeling what I could not find, such as the bedside table. I then added the accessories, some of which were downloaded specifically for this scene from 3dsky, like this set.

Camera:
At this point I set up the camera. For interiors I always try to keep the camera not too high, depending on where I want the focus (in this case 150cm from the ground) and I play slightly with the perspective control of the physical camera. I immediately set the focal that interests me, in this case a 50mm, and enable the depth of field, positioning the focus with the custom option (unfortunately there are often bugs in Corona when using the target) to decide which part of the image I want to be totally in focus and sharp. In this case, not being a close up but a scene, I have not pushed the aperture too much, in order not to get a too blurred effect, but looking at the cone of the camera in the top view I already know that the backplate that I am going to insert will be completely out of focus, and that's exactly the effect I wanted to achieve.
Light:
Once all the elements are on stage I started working on the light. Starting with a daylight system with CoronaSun and CoronaSky in the environment. I adjusted the exposure of the camera, slightly increased the highlight compress to not burn too much the whites and increased the size of the sun to obtain softer shadows.
Then I placed a tree outside the window (of which I made a proxy), so that it interfered with the sunlight and created a more natural effect of light between the branches. I had no interest that the tree would be visible, having already the backplate positioned (and not being the quality of the model good enough) so in the properties of the object I removed the check mark "visible to camera" and "visible to reflection / refraction ".
At this point, seeing that the scene was rather dark and with not enough direct light I decided to place a plane with the CoronaPortalMaterial material assigned to cover the window hole entirely and externally, to help and speed up rendering times.
A further step to work on natural light was to slightly modify the material of the CoronaSky that was in the environment. I increased the turbidity to have a greater effect of cloudy sky and slightly decreased its intensity.
As a last step regarding the light, I added two Corona Light, which acted - through the object included option - only on some objects in the scene, which I thought were a bit too "flat" (the lamp and the objects on the shelves ), in these lights I removed all the cues to the visibility options.
Render:
Once the lights in the scene were completed, I set the render elements, including the lightmix, which I will need later for the post, and set the pass limit in addition to the denoise.
In this case I haven't touched the GI vs. values. AA balance and / or Light samples multiplier, because by using the CoronaPortalMtl I already got a good result, without too much noise with good rendering times.
Post production :
For the post I started from the raw render which turned out to be quite flat.
and I did the following:
Overlayed the Ambient Occlusion to the raw render,  multiply - 20%
Worked with masks on Macramé hanging on the wall and on the floor, adjusting the levels, and overlayed the reflection and the ambient occlusion (in different ways and with very low opacity values).
I started the final adjustments, overlaying reflection and raw reflection in soft light mode, at 20%
Worked with the elements of the lights obtained from the lightmix, overlaying them in screen mode, and using masks "pulling out" only how much light I was interested in adding to the scene to improve the atmosphere.
I then worked with curves and levels, first an S curve, to increase the contrasts, and through a mask I concentrated it only in the center of the scene, then I adjusted the black and white levels, and finally with a darker curve and through mask I added a slight vignetting.
To complete post production, with the shortcut Ctrl-Alt-Shift-E I created a new layer that was the merge of all the underlying layers, and I transformed it into a smart object, so that we could apply filters, but if I wanted to make further changes in the future, it is a reversible operation. To the smart object I initially worked with camera raw, then I applied a 0.6 pixel Gaussian Blur, smart sharpen, and finally lens correction to add a bit of chromatic aberration.
And this is the end result :)
Thanks for reading and I hope it can help someone in the community!
You must be logged in to post a comment. Login here.
visibility2.08 k
favorite_border12
mode_comment0
Report Abuse

About the author

Lisa Della Dora

Art Director at MADI - Master in Digital Architecture

placePadova, IT