Tutorial Details
- Program: Blender, Yafaray
- Difficulty: Advanced
- Completion Time: Several hours
Final Product What You'll Be Creating
In this 96 step mega-tutorial, you will go through all the motions necessary to construct a complete, photorealistic kitchen scene in Blender, and then render it with Yafaray (a free ray tracing, open source rendering engine). Make sure that you have Yafaray and Python 2.5 installed. For more information on installation check out www.yafaray.org.
Step 1
Press “a” to select all default objects (cube, camera, and light) and then press delete.

Step 2
With the mouse in the 3D view, press “Space”, and add a plane.

Step 3
Scale the Plane along the ‘X’ axis, by pressing “S”, then “X”, and moving the mouse. Left click the mouse to release.

Step 4
Press “TAB” to enter into ‘edit’ mode. Then press “B”, and drag select the vertices on the right.

Step 5
Press “E” to extrude the selected edge. Move the mouse along the ‘X’ axis, and press “ctrl” while moving. You can also use the widget arrows to move.

Step 6
Extrude the edges of the plane to get the “C” shape as shown.

Step 7
Select all of the vertices by pressing “A”, and extrude the region to an adequate height.

Step 8
Press “TAB” to get out of ‘edit’ mode, then select the mesh, and press “shift + D” to duplicate it. Scale it down along the ‘Z’ axis. This new object will be the top slab.

Step 9
Place the slab right on the top of the base. Pull out the faces a bit to make it slightly bigger than the base, then press “Tab” to exit ‘edit’ mode.

Step 10
For the sink, add a cylinder with 16 vertices. Make sure you are in the top view.

Step 11
In ‘edit’ mode, select all of the vertices, as shown, and delete them.

Step 12
Extrude the vertices. This will be the corner of the sink.

Step 13
Press “F9″ to bring out the “Editing” panels. Add a “Mirror” modifier.

Step 14
Enable both ‘X’ and ‘Y’ “Mirror” settings.

Step 15
In ‘edit’ mode, adjust the position and scale of the vertices, to form a base for the sink. Bring the extreme vertices together, and press “Do Clipping” in the “Mirror” modifier panel. This will make the center vertices stick together.

Step 16
Press “Tab” to get out of ‘edit’ mode, then press “Apply” in the “Mirror” modifier panel.

Step 17
Again, in ‘edit’ mode, select all of the vertices (“A”), and press “shift + F” to fill the mesh. Then press “alt + J” to make quad faces.

Step 18
Select all of the vertices and extrude them, shaping it into a sink.

Step 19
Select the topmost faces and delete them.

Step 20
Hit “alt + Right click” on the last edge to select an edge loop. Extrude it downwards, and then exit ‘edit’ mode.

Step 21
Cut a hole in the slab for the sink, by selecting the slab, entering ‘edit’ mode, and pressing “ctrl + r” to loop cut. Cut it twice.

Step 22
Select the new top face, and press “e” to extrude. Now press “Esc” to exit extrude, and leave the new face in place. Extrude this face downwards.

Step 23
Select the unwanted face (the lower face of the slab) and delete it.

Step 24
Place the sink on to the slab. Adjust the vertices of the slab accordingly, and delete the unwanted face of the base mesh.

Step 25
Create the tap as shown, and then add a “subsurf” modifier to it. Place it near the sink.

Step 26
For the stove, start with a cube.

Step 27
Extrude the front and bottom face. Loop cut the cube once.

Step 28
Extrude the new face at the top, and translate the edge to get the shape right.

Step 29
Add two new cubes, scale them, and then move them closer to the main body.

Step 30
Extrude the front face of the lower cube, and then scale it down.

Step 31
Extrude this same face again, and push it slightly inward.

Step 32
Construct the handle from a cylinder as shown, and then move it into position.

Step 33
Add a cylinder, and loop cut it once.

Step 34
Select the new faces, by pressing “alt + right click” to loop select, and then extrude them.

Step 35
Build the following shape from a box as shown.

Step 36
In the top view ( num pad 7), place the 3D pointer in front of this new shape.

Step 37
Press “F9″ to bring up the “Edit” buttons. In the ‘Mesh Tools’ panel, increase the “Degr” value to ’360′, the “Steps” to ’5′, enable “clockwise”, and finally press the “Spin Dup” button.

Step 38
Click on the 3D view, and there will be five duplicates in a circular pattern. Make sure you are in the top view.

Step 39
Select all of the vertices by pressing “A”, and then press the “remove double” button to remove any extra duplicated vertices.

Step 40
Place the two parts together as shown.

Step 41
Add a cylinder. Extrude its top, scale it down, and then extrude it inwards.

Step 42
Put all of the parts together, and then re-size the cylinder. Press “ctrl + j” to combine the parts, and make them one single object.

Step 43
Place this new piece on the top of the stove (it will be the burner…if you hadn’t already noticed:P). Duplicate it three times and place the burners accordingly. Scale two of them down.

Step 44
Construct the knob using a cylinder and a cube joined together. Duplicate it three times.

Step 45
Place the stove into position, and scale it accordingly.

Step 46
Duplicate the base, and move the vertices to make it thinner.

Step 47
Delete the four vertices as shown.

Step 48
Loop cut the front portion twice.

Step 49
Loop cut it again horizontally, and delete the edge as shown. This will be the space for exhaust.

Step 50
Select four Vertices, or two opposite edges, and then press “F” to a make face.

Step 51
Add a cube, scale it down vertically, and place it above the stove.

Step 52
Loop cut the cube, and then push the top vertices in.

Step 53
Add another cube, and scale it in on one axis. This will become the doors of the cabinets.

Step 54
Add another cube, and scale it to make the handle. This should be a separate object.

Step 55
Press “B” to activate the “select” tool. Now drag select both objects, and then press “shift + D” to duplicate and place them around the upper shelf. Scale them accordingly.

Step 56
Duplicate them again to make the doors for the lower base. You can make drawers too if you like. The handles should be at the top for the doors on the lower base.

Step 57
Start adding walls. Add a plane, and re-size it accordingly.

Step 58
Extrude the edges of the plane.

Step 59
To cut a window, select the face of the wall and extrude it, by pressing “E” to extrude, then immediately pressing “esc”, and then scaling it down. Position it where you want the window.

Step 60
Delete the face.

Step 61
Construct the window frame from boxes as shown.

Step 62
Now place it onto the wall.

Step 63
Add more planes for the floor and ceiling.

Step 64
Add a camera, and a “sun light”. Point the light direction as if it were entering through the window.

Step 65
Time to start adding materials. Press “F5″ to bring out the “materials” panel in the “button” window.

Step 66
Select the slab, and press the “Add New” button, in the “texture” panel. Don’t bother about editing the color, or any of the other details for the material settings. There are separate material settings under the “Yafaray” rendering options. Colors, gloss, and other attributes will be defined there. Just add an image texture in the Blender materials, and name this material “slab”.

Step 67
Press “F6″ to bring out the “texture” panels. Select “Image” under “Texture Type”.

Step 68
Load the image you want to assign for the slab. A Dark green marble will be good.

Step 69
Similarly, assign a wood texture image to the cabinet, and name the material “wood”

Step 70
To assign the same material to different objects, select the object, and in the “material” panel, press the arrow button on the left hand side of the “Add New” button, and then select the texture from the list to assign it.

Step 71
Assign a different wood image texture to the floor, and name it “Floor”. For the rest of the objects (like metal) where no images are required, the materials will be assigned under the “Yafaray” material settings.

Step 72
Split the 3D view in two. From the “Render” menu, select “YafaRay Export”, and you should get the “Yafaray” button window.

Step 73
Select the “Sun Lamp” in the 3D view. Press the “Object/Light/Camera” button in the “YafaRay” button panel. Select “Sun”, increase the power to 2.0, and change the color.

Step 74
Select the floor mesh, then press the “Material” button in the “Yafaray” button window, and press “From active object”.

Step 75
Bellow the “Refresh Preview” button, under the settings panel, select “Glossy” as the material type. Turn the “Glossy reflection”, and “Exponent” sliders up a bit.

Step 76
Similarly, set the materials for all of wooden cabinets.

Step 77
Use a “coated_glossy” material for the slab. The new “IOR” value will give it a mirror like reflection, in addition to the gloss. Always be sure to add and name the materials in Blender first, and then press “From active object” in the “Yafaray options”, so the material will be added using the same name in the “Yafaray” material list.

Step 78
Add a “shinydiffusemat” material for the wall.

Step 79
Set a “coated_glossy” material type for the sink, tap, chimney, cabinet handles, and stove (but a lighter one for the the sink and tap).

Step 80
Select the front face of the oven in ‘edit’ mode, and press “P” to make it a separate object.

Step 81
Add new material in the Blender “material” panel, and name it “glass”. Select the new object, and press “From active object” in the “Yafaray” material settings. Use “shinydiffusemat” as the material type, and give it a dark colour, and a bit of mirror strength and transparency.

Step 82
Add a black material to the stove burner and knobs.

Step 83
Press the “Settings” button in the “Yafaray” window, and change “Direct mapping” to “Photon mapping”.

Step 84
With the rest of the settings untouched, press the “Render” button in the “Yafaray” window. This is just to check the results we get with the default settings of photon mapping. You should get something noisy, as depicted below.

Step 85
Under the “Photon settings”, enable “Use background”. This will use the background’s light and colour values. Under the “Background settings” select “Single Color”, and choose a sky blue color.

Step 86
Before rendering any other image, enable “Clay Render” under the general settings options. This will discard all of the material options, and render all objects with one single material, which will make the rendering a bit faster, and help you to check your lighting and shadows before doing the final render.

Step 87
Push “Render” to see the difference. “Yafaray” should now use the color and light values from the background, but it should still have noise.

Step 88
Under the “AA settings” increase the “AA sample” to ’6′, and set the type to “mitchell”.

Step 89
Press “Render”, and the results should look much better.

Step 90
To correct the light leaks in the corners, increase “Photons” to ’1000000′ or more, and “Diff.radius” to ’4′. To further reduce the noise, increase the “FG samples” to ’96′.

Step 91
Now the result should be much richer, and less noisy.

Step 92
Turn off “clay render”, and render again.

Step 93
Add an ‘Area Light’ just outside the window, facing inwards, and few ‘lamps’ under the top cabinets.

Step 94
Do a quick clay render, and notice the difference between this image and the last clay render.

Step 95
Turn off “Clay render” to see the new results with the materials applied.

Step 96
Now you can play with the different materials, colors, and light settings…

Step 97
until you are totally happy with your results!

Final Effect
Hope you enjoyed this tut!!

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Anybody able to provide material stats that give the same or near same results in the tutorial for the refrigerator? No matter what combination I try the material I create the fridge just doesn’t look right.
i used the one from the oven and increased the gloss and IOR to get a more chromeish effect,
maybe try check out
http://www.yafaray.org/documentation/userguide/material
theres some in depth examples some resemble shiny metal surfaces, and they usually explain what buttons been used :)
since I didn’t author the tut I had to guess from the pciture of the fridge :/
Awesome! Thanks.
Thanks!Thanks!Thanks!
A big useful tut!
Here’s mine… this is officially my 1st 3D attempt beyond a tutorial on creating a sword and gingerbread man (exciting!). I did my best to create everything different than what was in the tutorial. I skipped on the fridge, the reflections looked damn weird. I’ll need to read up more on Yafaray. Plus, my Yafary crashes when I ask it to Save an image. So this is a screen capture of the window before it crashes.
http://384sprites.darkfolio.com
the sink and and water tap material look great. I’d take the sink one for the fridge :)
cool kitchen model, mine didn’t turn out as clean in some places,
Ii upload as soon as i get a good image host since i have no site:D
….too bad the yafaray bugs got u:/
Look forward to seeing it.
Hopefully others read this as well…. for some reason, the ONLY light that Yafaray sees is my “sun”. The lamps or spots, or any other light for that matter was not recognized… I made sure to select it and mess with the settings in Yafaray. I really hope someone can school me in this area.
That is excellent! Great job man!
really thanks!
i can learn a lot from here!
Really good tutorial, but i’m stuck in Step 25. I don’t know how to do that faucet.
Can someone tell me in details please?
@mauricio
create a cylinder as the base cylinder, and either add some more in edit mode and drag em into each other,
or
create a cylinder scale it as the base,
delete the vertex in the middle of the top side so u get a tube with the base filled,
select the top loop of vertices with alt_rightclick, extrude them (e-key), hit esc to leave em as they are (will be on top of the ones they been extruded from) scale those in with s-key so u get the edge as in the picture 2 of step 25,
go on extruding the loops (alt-rightclick) on z-axis up till u get a shape u like,
when it comes to the bend u gotta extrude the loop up and rotate it so it points into the direction the bend is going to go,
try make a basic shape and rotate and grab the loops into place (r/g – key)
for the lil water out, extrude the loop, hit esc and scale it up for the edge going outwards, then just do as u did before,
to get the handle just add a new cylinder or 2 and modify them it so it matches the shape u like,
(hope u could follow my bumpy explanations til here)
when u add the subsurf modifier to the mesh u’ll notice that the shape kinda gets too soft and some edges look too rounded,
U can solve this by adding new loopcuts to the areas where u want sharp edges.
move the mouse over the mesh hit ctrl_R, u can move the mouse around to where u want the new loop to be created, (it will show the preview loop always in the middle between the existing ones)
left click will create the loop as previewed and u can then drag it around, the closer u move it to an existing loop the sharper the edge will be.
repeat in places u feel sharp edges are needed,
if still wont work try out:
http://www.cgcookie.com/articles/2009/05/07/model-a-steampunk-telescope
and
http://www.cgcookie.com/articles/2009/05/02/blender-tip-loop-cut-tool
sorry this went so large, hope this might help a bit :)
@Nixon
Thank you very much. You explained very well and my result was pretty good.
Now I know how to make something like those.
Thank you again.
Grateful,
Mauricio.
this is my kitchen so far,
obviously i’m still having issues with the noise of the whole image,
i set yafaray to 2million photons and 120 fg samples, depth is 8, and dist 15
so if anyone got an idea how to fix the noise and the spots i’d be very eager to know:)
@skoolbus
i don’t get the whole lighting thing too..
but as far as other light sources as the sun go i can see that the small lights below the upper cupboard kinda emit light according to their yafaray settings,
after all it seemed to me like the additional lights just darkened my scene and added more contrast to the whole .. ‘confused’
dang i forgot the url
http://profile.imageshack.us/user/bossdj/images/detail/#43/k6export.png
I am having the same problem you are, whats the deal?
Try this
http://www.yafaray.org/documentation/tutorials/photonmap
I cant fill the base of the sink…
make sure to apply the mirror modifier on the circle segment in object mode,
select all the verticies in edit mode and fill the faces with shift_f and alt_j (for quads),
if still doesnt work check for double verticies with w-menu (remove doubles)
Ignore my other comment, wrong person.
So, fill the base. You’ll not need to. You start off with a shape, and then you keep extruding. So, think of it as you start with the bottom of the sink, then you extrude upwards and built up your sink. Think of it as adding ribs to your design.
Take your shape, hit E to extrude, upwards so hit Z, then move up. Then hit E again, hit Z, move up. Keep doing so, and you’ll see it build up.
Oh, hit Shift+F, while in Edit mode with all vertices selected (vertices of the shape you’d like to fill.
Im stuck in step 15. No idea what to do… Help please, I cannot connect vertices. How should I duplicate corners of sink?
Just make one corner… per the steps specified. Then Apply the Mirror. In Edit mode, if you select your whole shape (A) then move the shape you’ll see the mirror effect. Find where you want it, then choose Clipping and up the amount to have the lines meet.
So, if you’re in Object mode and your thing looks weird, you need to go back into Edit mode and select all (A) and move, and you’ll see the shape form. If it’s too close then it’s looks like hell. You’ll see once you play with it so more.
Thank you for the tips, but you still didn’t explian how to preview the mirror effect while in edit mode. The only way I got it was enabling the wireframe view with the shortcut (Z).
make sure to apply the mirror modifier on the circle segment in object mode,
select all the verticies in edit mode and fill the faces with shift_f and alt_j (for quads),
if still doesnt work check for double verticies with w-menu (remove doubles)
I am really struggling. The mirror function doesn’t work in the way you have illustrated. I have applied it but rather then 4 segments its one shape that looks like a circle in a square and I cant move the sections separately. this is incredibly frustrating as I can’t move on to the next step. Could you offer some advice please
Yafaray hates me. I can’t render, i just got a gray screen. If i delete my Sun, i can normaly render, but i dont get that sunlight effect in the floor…
I did everything i could with the Photons but my console says: “Too few photons”.
Anybody help?
You probably missed a 0. You can even pump your Photons to 2000000. Try that. Also visit the tutorial on Photon Mapping at Yaf’s website. It’s not even a tutorial, it just tells you all the settings in an easy-to-understand format.
Also, create the sun in Blender, then you’ll select it, and then call it a sun in Yaf’s interface. So you need to designate it as a sun with Yaf, not just Blender. Also, check your other settings, compared to the tutorial here.
Yaf does kinda suck, don’t want to be a hater though. I love it, but I keep getting black tiny dots everywhere, thought it was just me, until I found out it a big bug. Now I use LuxRender, which is awesome, but render times are long. I hated Lux at first, but only because the interface has so many damn buttons. After a few days, I love it. It’s free, and it’s crazy good.
I just finished the tutorial, and other than a couple annoying artifacts (I am SURE it’s a programming glitch) I am proud to say i have turned out my FIRST PHOTOREALISTIC RENDER Ever! Amazing tutorial, easy to follow- and gave me enough freedom to enhance the modeling a tad- you should see my cabinet doors.
Here’s my take on the tutorial…
http://i10.photobucket.com/albums/a104/wylekat/THATisakitchen.jpg
I think I could almost go play with the Big Boys in CGI, using the tut as a guide…. ;-)
Just created a new scene, a bathroom inspired sink. I used LuxRender instead of Yafaray this time.
http://384sprites.darkfolio.com
Espectacular!!!!mas nada q decir!!!!.Sería + Espectacular sisubieras más tutos!!! similares!!!
I do not speak english, but i have to say how wonderful is this tut and how much i like it, I hope find more of these out there, congratulations Karan Shah!
It’s a great tutorial… Full compliments and a big hug…
Thank you so much!!
guys can you please help me with the mirror thing??
in step 15 how did you make 4 of that corner?
(sorry for acting like a noob but I am actually a noob i just started blender yesterday).
no replies??
i need to know how to use the mirror so i can complete the tutorial.
please..
NEVER MIND!!!!
NEVER NEEDED YOUR HELP ANYWAY, I LEARNT BY MY SELF!!!!!
BLAH
Awesome! Thanks very much!!
this helped a lot but it takes a long time to render with yafray
Quite fantastic, but material presets shown in tut, don’t looks so good in my scene. So i have to experiment.
Peace (-_^)V
Cool!!!!!
So Perfect!!!
Thanks a lot!!!
Many thanks!
really helped me alot
Peace!!
thanks alot for this great tut.
Wow……………………………..:).
…And thanks!!!
Very Well Done!
forgot to say, it would be great if we could have the end .blend file, so we can see the fridge and extra objects, since they were not shown in the tutorial.
Oh! It is amazing! I hope this kitchen will become a reality because in Hong Kong, I can’t find such a big kitchen! (I come from Hong Kong) =]
Press “TAB” to enter into ‘edit’ mode. Then press “B”, and drag select the vertices on the right.
—-
Can’t select the vertices on the right. The selection doesn’t work!!
This is absolutely awesome! Thank you very much for this incredible tutorial! Very very helpful, espcially for a beginner like me. Regards, Mathias
Thanks a lot for sharing your knowledge dear:) I have a little problem though, when I add the lamps in the cabinets, I get noise all around them. I tried to fix it by changing the values in photons , fg sampling etc.. but no way out:( can somene help me plz.:)
Thanks a lot for sharing your knowledge dear:) I have a little problem though, when I add the lamps in the cabinets, I get noise all around them. I tried to fix it by changing the values in photons , fg sampling etc.. but no way out:( can some0ne help me plz.:)
WOW you keep the tutorial simple still with amazing results i struggle on some steps (this is my first time with blender) but i managed to solve them
Thank you
nicely done
thank you
Hey awesome tutorial this is the first tutorial I am trying using Blender and I must say I am well impressed!
I am having one issue though with step 34 I cannot seem to extrude while keeping the faces together using region as it only extrudes along the x and y axis and when I select individual it extrudes along the correct axis but does not keep the faces together.
Can anyone point me in the right direction please.
Murray, Not sure if this is the right way to do it but it worked for me
Press Alt+E, select region then hit Esc>Skey then extrude out with mouse.
i am stuck in rendering to few photons gray screen and red circle rolling even after setting sun in yafaray please please help me
thanks to Karan shah for such a great tut
Demais! Sem palavras! Good job!
Amazing Job, Tuturial taht looooong, lot to get from it.
Hi guys.
The kitchen is great and so is the tut. My awe to the author(s) and those with them.
I, however, still don’t get it.
I mean, this particular result (apart from tutorial aspects) is an ideal kitchen, a spheric in vacuum. Kitchens are never done like that anywhere but in theory. I am not saying it is impractical or inconvenient (yet your wife may call for divorce if you tell her that her favorite spice is in those nice tiny cabinets high over the exhaust vent).
But dealing with a real kitchen we don’t usually start with a cube or a plane floating in space. Oh, no.
Instead, we start with a room that we intend to make a kitchen. And that room has certain dimensions. Then we go to a shop and look at a variety of available furniture to choose from, and try and squeeze into that room we have.
Now the job is to make a virtual sandbox to see how this or that piece will (or will not) fit into the room.
Trying to model that, i faced 2 issues:
1) what’s to be done to make objects solid – so they don’t go through one another?
2) is there a possibility to use measuring units to refer to – inches/centimeters/dots – whatever. Or just how to make sure things will fit each other?
I’m just a beginner as you may guess, all like a toddler who’s trying to figure out how to walk :) I mean, may be my whole approach is all wrong to start with. Please explain. And thanks a lot.
This is a great tut. I didnt follow all the instructions to the letter because i actually wanted to do my kitchen so I can remodel it and see how it looked.
I only have about 4 weeeks of time with blender and I have never used a 3d program of any sorts before.
Here is the real kitchen:
http://www.helmetsstuff.com/images/kitchen2/kitchen_real.jpg
And here is my render(I actually have a better one,with better tile and lighting, its just not on my server and Im at work.) I photoshopped in the other room…
http://www.helmetsstuff.com/images/kitchen_render_04.png
Hello! Great Tutorial. Here my result: http://www.andreas.nachoman.de/Bilder/kitchen.png
Thanks, Andi
Bravo!
in step 34 you need to extrude, hold ctrl and drop it (so that it doesn’t go anywhere), then hit S to scale then press shift-z to restrict axis.
otherwise, good work :)
This was an awesome tutorial. I followed it being a blender user for about 5 days now and I found it easy. the only real problem I had was that my yayfray settings didn’t have background settings for some reason. I did download it from the site, but when I got up to that step it didn’t show. I kept going though and this is the result
http://fc00.deviantart.net/fs71/f/2010/192/e/9/KitchenFINISHED_by_mandelak.png
There is missing something between steps 14 and 15 !
Edit : Oh, you need also z axis in Mirror modifier to make those 4 corners from one…
Step 22 – 23: You need delete NOT ONLY lower face, BUT ALSO upper bigger face, because if you extrude it, you have TWO upper faces on the same places, bigger and smaller… Cant you really avoid such a neglect? :-o
Very very nice tutorial! I learned a lot till now :)
perfect tut to understand blender a way better^^
but i have one question. i am stucked at the texturing. i saw some final kitchens of other users with really nice floors but mine has a really large pattern -.-
i use this texture for my floor : http://www.2textured.com/main.php?g2_itemId=5971
is there a way to size it smaller?
atm a woodpiece is nearly as large as a third of the hole plane!!
i want to have a result like this floor: http://www.andreas.nachoman.de/Bilder/kitchen.png
i rendered a test image (without yafaray) to see how the texture looks like and i got this:
http://img201.imageshack.us/img201/258/testrender.jpg
(pls only look at the floor, the other textures are shit^^)
would be great if anyone could help me
think i solved the problem
very good! My first realistic anything! Thank you very much!
STEP 18. How on earth do you extrude it to shape it in to a sink ???? When I extrude and I select region it extrudes the whole thing!!!! Please help!