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2/16/2021 Basic Vray HDR Lighting Tutorial with Linear Workflow

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A Basic Vray HDR Tutorial:


*Please note: this article below may be outdated. Most of these techniques are still probably applicable. I will
look into updating this as time permits.

I am going to outline a few easy steps for using High Dynamic Range Images with Vray 1.5 SP3 and 3D Studio
Max. This should apply to any HDRs you may have in your texture and lighting libraries. Most of you are probably
already aware of these basic steps but for those that are not, I will try to walk you from the beginning without
going into too much detail and theory.

Linear Workflow Setup:


1) First, you will want to use Linear Work ow for more accurate color reproduction. Technically, you do not have
to use LWF but you’ll nd yourself manually adjusting your images in post-production in order to achieve better
realism. This is true for almost all scenes when using Vray.

Open up Max and browse to the top menu bar: /Customize/Preferences/Gamma and LUT/ and make sure the
following parameters are set:

01. 3D Studio Max Linear Workflow (LWF) Settings.

3D Studio Max Units Setup:


2) It’s generally a good practice to set your scene dimensions to real world units. Again, this is not necessary but
it is very helpful for reproducing more accurate lighting conditions. It’s especially important when working with
both architectural and product modeling.

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I almost always try to at least approximate the dimensions of my 3D models even if the measurements
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completely accurate.

Browse to /Customize/Units Setup/ and set your parameters to your local system of measurement:

02. 3D Studio Max Units Setup.

Scene and Model Setup:


3) Insert your model into the scene or create a new item such as a teapot in the top viewport. I’ll set the teapot
radius to 1′ as an example.

4) Right click your model, select move from the context menu, and zero out the coordinates in the XYZ boxes at
the bottom of your screen so your model is centered.

5) Create a plane in the top viewport near the center of the scene. Usually, I start to drag out the object as I’m
holding the control button down – this way the plane is created from the center instead of an edge. I usually
“zero out” all of my models.

Your scene should look similar to this:

03-05. Simple 3D Scene Setup to Test sIBL and HDR Images.

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6) VRay works best if you use Vray materials instead of standard ones. On large scenes, sticking with
 VRay

Materials can shave o several minutes of rendering time.

Create a plain white Vray Material and apply it to the plane:

06. Simple Settings for a White VRay Material.

Please note that with LWF, pure white colors (255, 255, 255) can lead to excessive render times. I usually reduce
my white values by several points out of habit. In this case I set my values to 254.

7) Create another Vray material of your choice. For this example, I’m using a basic chrome material as it
demonstrate good re ections. Apply the material to your model:

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07. Basic VRayMtl Settings for a Chrome Material.

Camera Setup:
8) Create a VrayPhysicalCam in your scene:

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08. Setting Up Your VRayPhysicalCam.   

9) Press ‘c’ on your keyboard after laying out your camera in order to view the scene as the camera sees it. You
may want to adjust the position of your camera with the rotation controls in the lower right-hand side of your
screen. My Physical Camera settings for HDR images usually render nicely at F1.2. Sometimes, I will also set the
White Balance settings to neutral.

HDR Setup:
10) Now we will set up the HDR lighting. There’s several ways to insert a HDR into a scene, but Vray provides a
very e cient light called a domelight. This light can be inserted anywhere in your scene as position does not
matter.

Occasionally, inserting a domelight into a scene may cause the colors in the viewport to shift. Simply press ctrl+l
several times in a viewport to change the default lighting setup until you nd a lighting mode that works or
resets it.

Below is my HDR lighting setup:

10. VRay HDR / HDRI Setup.


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Please note that there is a resolution number which defaults to 512 under the Texture section of your 
light.
 This

number can be changed (I used 1024 here) depending on the quality desired. This also increases rendering time
especially on very complicated scenes.

You can also choose Spherical (full dome) under your light’s Dome light options (not shown) if you want the light
to completely encompass the scene from an angle below the horizon. In most cases this will never be seen and
will only add the lighting calculations.

11) Drag the VrayLight VrayHDRI Material over to an empty slot on your Material Editor and select instance on
the pop-up window.

In the Material Editor, browse to the HDR/EXR of your choice:

11. VRay HDR Texture Selection and Settings.

I selected a HDR from one of my HDRSource libraries. HDRSource HDR images t the Spherical Mapping type.
You can usually tell which mapping type you have by looking at the material preview window. If the Material
Editor Preview image looks distorted, try selecting other types of mapping.

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12) Now we are ready to run a test rendering. Open up your rendering setup window from the top menu
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/Rendering/Render Setup (shortcut =F10.) I’ve provided a very e cient test rendering setup below:

12. VRay Test Rendering Settings.

Rendering the Results:


13) Select your Camera in the viewport or press the ‘c’ key after selecting your viewport. This should switch you
to your camera view. Now you are ready to make your rst rendering test. Select render.

Below is my nal result:

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13. Test Rendering Results.

Additional Tips and Information:


1) Scenes may look perfect, too dark, or too bright depending on the HDR used. There are several di erent
options you have at this point. You can change the camera angle, change the camera F-Stop, or adjust the
brightness/contrast in post with a program like Photoshop. You may also have vignetting turned on which
will darken image corners. Last but not least, your camera White Balance can introduce an unwanted tint. I
usually turn my white balances to neutral but sometimes daylight settings (the default) works well.

2) Sometimes I’ll add a Vraylight set to sphere, No Decay checked, and a slightly tinted yellow in direct position of
the sun. This can add a more de ned shadow as well as a little bit of warmth to your scenes. You may need to
adjust your light multiplier. This is really dependent on the HDR being used and also the look you are going
trying to achieve. In the image above, my teapot is in the shade (just like the HDR which was shot) and I’m ne
with the lighting. I could dial down the F-Stop of the camera .5-1.0 to make it a little bit brighter.

3) You can try out as many HDRs as you like by simply loading them in the Material editor.

4) You can change the camera angle manually, or turn the actual HDR by entering in new ‘Horiz. rotation’ values
in the Material slot.

5) When you are ready to render the nal image, adjust the “Width” and “Output” size under the “Common”
render tab. The “antialiasing lter” found under the Vray render tab will produce sharper edges. Under the
“Indirect Illumination” tab, you can change your “Primary Bounces” to “Brute Force” (default settings) or
“Irradiance Map” (change to medium or high settings.) Set your “Light Cache” to ~1500 subdivs. Finally, you can
raise the “Global Subdivs Multiplier” under the “Settings Tab” to 2 or 3 (even higher) if you’d like to increase the
overall rendering quality.

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