In this beginner/ intermediate level tutorial, you will learn how to create and render a realistic interior scene in Cinema 4D and Vray. The first day will focus on modeling the room and all of the furniture, and the second on materials, lights, rendering, and post production.
This tutorial is Day 2 in a series – Go to Day 1
Final Effect Preview
Project Files
Download
Step 1
Open the “interior1.c4d” file (or continue from part one). Select all of the cups in the Object panel and group them (Alt + G). Name the Null Object “cups”.

Step 2
Do the same thing with everything that has multiples in Object panel (files, chairs, hooks etc.).

Step 3
Go to the render settings (Ctrl + B).

Step 4
Go to the Effects tab, and select Vray Bridge from the list.

Step 5
Go to the Antialiasing tab and change the “Type” to “Adaptive DMC”. Check “Filter” on and set the type to “Mitchell-Netravali”. Set the “Filter radius” to 2, “Blur” to 0, and “Ringing” to 0.33.

Step 6
Go to the “DMC Sampler” tab. Set the “Adaptive amount” to 0.75, “Noise threshold” to 0.005, and “Minimum samples” to 12.

Step 7
Go to the “Indirect illumination (GI)” tab and check “GI on”. Change the “Preset” to “High Quality”.

Step 8
Go to the “Color Mapping” tab and change the “Type” to “Exponential”. Check “Subpixel mapping” on and “Clamp output” off. Close the Render Settings panel.

Step 9
Go to “Objects > Scene> Camera”.

Step 10
Right click on it in the Object panel and select “VrayPhysicalCamera” under “VrayBridge Tags”.

Step 11
Right click on the Camera in Object panel and select “Protection” under “Cinema 4D Tags”. This will help you avoid moving the camera accidentally.

Step 12
Select the VrayPhysicalCamera Tag and go to Attributes panel. Change the “Shutter speed” to 50 and “Film ISO” to 150.

Step 13
Go to “Objects > Scene > Infinite Light”. Place the light at the coordinates: -2500 cm, 1500 cm, and -1500 cm.

Step 14
Right click on the Light in the Object panel and select “Target” under “Cinema 4D Tags”.

Step 15
Select the “Target” tag in the Object panel, then go to the Attributes panel. Now drag the carpet object from Object panel into “Target” Object.

Step 16
Right click on the Light in the Object panel, and select VrayLight under “VrayBridge Tags”.

Step 17
Select the VrayLight Tag and go to the Attributes panel. In the “Sun light” tab check on everything. Change the “Intensity multiplier” to 1, and the “Photon emit radius” to 130.

Step 18
Go to the “Common” tab, and check on “Enable shadows”. Set the “Shadow bias” to 0.05 cm.

Step 19
Now we have to prevent any pervasion of light rays into the scene from the top. Create new Plane for the ceiling, and change the coordinates to: -50 cm, 250 cm, 0 cm.

Step 20
Hide the Light in the editor.

Step 21
Go to the Materials panel, and create new VrayMaterial by going to “File > VrayMaterial”. Name it “walls”.

Step 22
Double click on the new material, and change the “Diffuse Color” to 80, 120, and 5, and the “Brightness” to 90%.

Step 23
Assign the “walls” material to the walls objects in the Object panel. To do this, just drag the material from Materials panel onto the walls object in the Object panel.

Step 24
Create a new Vray material and name it “tiles”. Double click on it and set the “Texture Map” under the “Diffuse Layer 1″ tab to “Tiles”.

Step 25
Click on “Tiles” now and set the colors according to picture below. Set the “Bevel Width” to 10%. You can play with the “Pattern” also, but I left it with “Squares”.

Step 26
Click on “Diffuse Layer 1″ and copy the channel we have just made.

Step 27
Check on the “Bump”channel and paste it into the “Texture Map”. Change the “Bump amount” to 0.3 cm, and assign the material to the blocks object. Select the material tag, in Object panel, and change the “Projection” to “Cubic”. Change count of tiles in both directions to 5.

Step 28
Create a new Vray Material and name it “wood”. Load the woodTiles.jpg file into the “Diffuse Layer 1″. Do the same in the “Bump Layer”. Set the “Bump amount” to 0.3, and check “Bump Shadows” and “Specular Layer 1″ on. Apply the material to the walls object.

Step 29
Select the walls object in the Object panel, and go to Polygon Mode. Select the floor polygons, and go to “Selection > Set Selection”.

Step 30
Select the wood tag in Attributes panel, and drag the selection tag from Object panel (orange triangle) into the Selection item in Attributes panel.

Step 31
Change the “Projection” to “Cubic”, and count of tiles in both directions to 2.

32
Create a new Vray Material and name it “cupboard”. Load the woodCupboard.jpg file into the “Diffuse Layer 1″. Do the same for the “Bump Layer”, set the “Bump amount” to 0.3, and check “Bump Shadows” on. Check on “Specular Layer 1″, and set the amount to 95%. Go back to the “Diffuse Layer”, click on the “Texture Map” arrow again, and select “Layer”.

33
Click on the Layer, select “Brightness / Contrast / Gamma” from the “Effects” tab, and set the “Gamma” to 1.6.

Step 34
Assign the “cupboard” material to the “doors” group in the Object panel. Change the “Projection” to “Cubic”, and set the count of tiles in both directions to 2.5.

Step 35
Duplicate the cupboard material, name it “cupboardDark”, and change the “Gamma” value to 1.1.

Step 36
Assign this material to the objects shown below. Change the “Projection” on everything to “Cubic” with 3 tiles in both directions.

Step 37
Create a new Vray Material and name it “lustrous”. Check on the “Specular Layer 1″ and the “Reflection Layer”. Change the “Diffuse color” to black. Assign the material to the lamp, the little holders, the hooks, the holders, the oven, the sink unit, the sink, and all of the door handles.

Step 38
Create a new Vray Material and name it “carpet”. Select the Checkerboard surface as the “Texture Map”. Go to the Checkerboard settings and change the “U Frequency” to 5 and the “V Frequency” to 0. Change the black color to green (80, 100, 0), check on “Bump”, set the “Bump amount” to 3 cm, and enable “Shadows”. Select the “Noise” shader as a “Texture Map”. Go to the “Noise” settings and change the “Global Scale” to 5%. Assign the material to the “carpet” object, and change the “Projection” to “cubic” with 2.5 tiles.

Step 39
Duplicate the walls material and name it “chairsGreen”, then check “Specular Layer 1″ on. Duplicate the “chairsGreen” material, name it “chairsOrange”, and set the color to orange (255, 128, 0). Assign the materials to chairs.

Step 40
Make three copies of the chairs material and name them “dishes1″, “dishes2″, and “dishes3″. Change the colors to orange, brown and white. Assign those materials to the various cups and bowls. Assign the dishes3 material to the oven door and the top part.

Step 41
Create a new Vray Material and name it “cooker”. Load the cooker.jpg file into the “Diffuse Layer 1″ as a “Texture Map”. Assign the material to cooker object. Set the “Projection” to “Cubic” with 4 tiles in both directions.

Step 42
Create a new Vray Material and name it “painting”. Load your favorite image or photo to the “Texture Map” and assign the material to the painting object. I used skinnyGirls.jpg for mine. Play with the X and Y Length in Attributes panel to fit the picture properly, and change the “Projection” to “Cubic”.

Step 43
Duplicate the walls material and name it “files”. Change the “Diffuse color” to orange (240, 80, 0). Assign the material to files in the Object panel.

Step 44
Open a new Cinema 4D file and create a plane. Set the proportions to 15 cm x 30 cm, and the segments to 10 and 20. Make it editable (C). Go to the Polygon Mode. Go to the right view (F3). Pick the Brush Tool (MC), set the “Radius” to 20 cm, and imitate the leaf profile.

Step 45
Switch to the top view (F2) and do the same with Brush, but imitate the leaf shape this time.

Step 46
Duplicate the leaves, and distribute them into the circle. You can rotate them and move them to give them natural look.

Step 47
Group the leafs and name it “leafs”. Paste it into the main scene and change the coordinates to -125 cm, 98 cm, -90 cm.

Step 48
Create a new Vray Material and name it “leaf”. Go to the “Material Weight” tab and load the leafAlpha.jpg file as a “Texture Map”. Go to the “Diffuse Layer 1″ and load the leafDiffuse.jpg file as a “Texture Map”. Load the same file into the “Bump” tab, and change the “Bump amount” to 0.2 cm. Assign this material to every leaf in the leafs group.

Step 49
Now distribute the flowers about the scene to give it better look. You can copy some of objects and place them into the empty spaces.

Step 50
Assign the cupboard material to the last unit object, and set the “Projection” to “cubic” with 2 tiles in both directions.

Step 51
Select the “kitchen_unit” object.

Step 52
Switch to the right view (F3), and go to Point Mode. Pick the Rectangle Selection Tool and check off Only Select Visible Elements in the Attributes Panel. Select the points of the top of the table surface.

Step 53
Go to the perspective view (F1), hold down the Ctrl key, and click on the Polygon Mode icon. The selection is now converted from point to polygons. Go to “Selection > Set Selection”.

Step 54
Create a new Vray Material and name it “marble”. Set the “Noise” shader as the “Texture Map”. Go to the noise settings, change the “Noise” to “Fire”, an set the “High Clip” to 45%, and the “Contrast” to 90%. Check on “Specular Layer 1″ and “Reflection Layer”. Set the “Reflection Amount” to 85%.

Step 55
Assign the material to the “kitchen_unit” object. Select the Material tag and drag the selection you made before into the “Selection” field in the Attributes panel. Change the “Projection” to “Cubic”.

Step 56
Open the Render Settings (Ctrl + B) and disable “Render As Editor”.

Step 57
Go to the “Output” tab and set the “Resolution” to 1000px x 600px.

Step 58
Go to the “Save” tab and type “kitchenRender” in the “Path”. Close the Render Settings, make sure you are on the camera, and render the image (Shift + R).

Step 59
When the image is done rendering, open it in Photoshop. Add new “Brightness/Contrast” adjustment layer, and set the values to 30 and 35. Go to the mask of the “Brightness/Contrast” layer and pick a soft round brush with a 500 px diameter. Set the foreground color to black, and start painting onthe mask over the light spaces of the image.

Step 60
End of tutorial! Hope you enjoyed it!!

This tutorial is Day 2 in a series – Go to Day 1
Don’t miss more CG tutorials and guides, published daily – subscribe to Cgtuts+ by RSS



wow.. looks great!
i wish this was 3ds max tutorial
I second that.
BE-A-U-TIFUL! :]
the only problem is…now ud have to steal like 10,000$ to get Vray for C4D… :\
you only have to steal $1,050
— it’s on sale!! hahahahaha!
Thank you very much for the day two! Please do more so wonderful tutorials in Cinema 4D
that is what i was waiting for
Hi, was doing a google search for my name and yours came up, by the looks of it we also share intelligence and talent. Kinda funny actually, because I was born in now Czechoslovakia and still have family living there, I now live in the U.S.
I get all ur days…this is one of the exemplar tuts… Great!
Oh my God !
Such a great tutorial ! Actually the 60 steps just scare me…
Bookmarked for another day. Thank you soooo much for this !
Is the vray for c4d 11.5 out
I only have renders with al the 3D objects in white colors, after assinsgning textures to them… anyone else with this problem?
me too!
Thank you for the tut. I will try this when I can get my hands on Vray 1.2.
woow great and high job dear really the best
dont hope i really EnjoyEDDD
great i finished this tut step by step..
how can i download this tutorial?
The best VRay-C4D tutorial ever!!!
thanksssssssssssssssss…
Fantastic! One of the best tutorials for any software, period! I would love to see more like this.
The results you get from this may be good, but for god’s sake people there is no explanation as to why you are inputting these render attributes and the values associated with them. What do each of them do and why? You can’t apply this knowledge to future projects that may have different lighting.