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How to make photorealistic 3d house exterior and interior in sweethome3d - Part 3 - Setup & Render
How to scene setup in sweet home 3d. How to render photorealistic house in sweet home 3d. How to setup lighting in sweethome 3d. Photo realistic render of 3d house.
Don’t usually get things from Pinterest but I loved this . From an article about behind the scenes.
Due to the fact that our level is outside and as such is very open, the player could potentially just walk off the edge of the landscape object. Because of this, I spent some time putting in “invisible barriers”, literally just completely transparent walls, all around the path some distance from it. This way, the player can walk around most of the level freely, but cannot get too close to the edges so as to see that it just cuts off.
Other than the barriers, I also started adding in some of the atmospheric sounds to the scene, including ocean, forest and bird noises as well as quiet background music. Walking around the scene now, it feels so much more alive since the sound changes depending on where the player is standing. Adding the sounds works much like it does in Unity: each sound effectively uses a 3D sphere with a source point in the centre, and the sound gets louder or quieter depending on how close or far the player is from the centre. There are also settings so that the sound cannot be “triangulated” in the 3D space, or in other words the actual source of the sound cannot be located. I used this for the music, as it is supposed to be non-diegetic.
Building the house was among the most long-winded aspects of constructing the Unreal scene, largely because of the dodgy axis points. Over the course of constructing it, we had to jump back to asset creation a couple of times due to us discovering there were some assets we hadn’t made yet, namely an interior doorframe (we had only made a doorframe for the front door to begin with) and a frame and door for the garage. Slowly but surely the house took shape, and I arranged the furniture we had the best I could, following our whitebox and paper plans. The first floor was a lot simpler, as there was no internal walls or furnishings. I carved out a small section of the landscape under the house to make room for the basement, which was one of the more interesting areas to build due to the stark clinical white textures of everything.
After setting up the lighting settings and positioning lights around the house where necessary, I did a first bake of the scene’s lighting. At this point everything looked like it was coming together, with proper shadows and ambient occlusion lending a much more atmospheric appearance to the scene.
I’ve ended up using SpeedTree again for this project, making a variety of trees and some bushes to use in the level. This was a fairly simple process, and I then replaced the old placeholder models in the scene with the new custom ones, making sure to set up the collision boxes on them as well.
We’ve also recorded a whole lot of audio now for the project, including a whole lot of voice lines and some atmospheric sounds and sound effects. Hopefully we’ll start getting some of these into the scene soon!
I began importing models and textures as we finished them, assigning each set of maps to a material and then that to the relevant object. There were some issues with scaling that I corrected as we brought each model into the engine. The only major issue we had was that the centre axis point on many of the objects, especially the modular wall assets, was pretty far off the actual centre, often several times the width of the object off. We found that this was because the centre point used by Unreal was the actual origin point of the Maya document rather than the centred axis point on each object. This caused some hassle when building the house, but we wanted to keep on moving forward so didn’t go back to correct it.