3D Tutorial
Photorealitic rendering with Vray

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Texturing -
We start by texturing the bucket as it is the center of attention. I used a map that was lying in my computer :) you can find it here Select the bucket and in the Modify panel apply a UVW Mapping modifier (See settings below)
The map that we have is uniformly rusted and we need a bucket that's partialy paint flaked. So we open photoshop and tweak the texture. We pick a goldish color and start painting spots. After you're done import the new texture and replace the old one. Hit render. After you're satisfied with the result move on. For the lazy ones here's my version of the modified map. This is how the bucket material should look like. I applied a VRayMap in the reflection slot to fake wetness. (see eg below)
The rock texture is similarly done.Here's the texture I used.. The map for the dore, wall and ground can be found here. Now that we're finished texturing hit Render.
Render time increased by quite a bit(mine was 4 minutes) Notice that the light lost intensity from the texturing. We go to the Modify panel of the spotlight and increase the Multiplier to 0.7. Re-render. You're image should look like the one above.
Post Production Setup -
Now that our image has quite some realism in it we will post-process the contrasts and add some grain. For this click on Rendering>Effects and click on Add then select Brightness and Contrast and afterwards Film Grain. Choose 0.51 for Brightness and 0.64 for Contrast. Also for Film Grain choose 0.34 Click on Update effect.
See below.
Rendering - Now that we're almost done we will tweak the VRay Parameters. Here are the parameters I used. Let me tell you that these parameters differ from scene to scene. Generally the quality of the GI tend to be influenced by HSph. subdivs and Interp. samples.
Hit render: And do take a brake. It will take some time. My rendertime was 35 minutes for a 640X291 resolution. See the Final scene image above.

This tutorial is near it's end but before that a few tips :)
- don't detail unimportant parts of the scene. Stick to detailing what can be seen.
- Don't abuse of DOF. For example in a city scene, using DOF will create a miniature effect. Use it only where it applies.
- try to modify the maps according to your scene.
- to get a photorealistic image you must use real textures not procedural ones. At least that's my .50c
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