modelado de habitacion

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Step 1 Open a new Cinema 4D file, and go to ‘Edit’ > ‘Preferences’ > ‘Units’ (Ctrl + E), and set the “Basic Units” to “Centimeters”. Create a new cube object, and in the ‘Attributes’ panel, change the “Size” to ’500′ , ’250′ , and ’400′ , and the “segments” to ’2′ , ’1′ , ’5′ . In the ‘Coordinates’ panel, set the ‘Y’ position to ’125′ cm. Step 2 Select the cube, and make it editable (C). Using the ‘Live Selection’ tool, select all of the polygons that you can see in the viewport, and delete them.

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Step 1Open a new Cinema 4D file, and go to ‘Edit’ > ‘Preferences’ > ‘Units’ (Ctrl + E), and set the

“Basic Units” to “Centimeters”. Create a new cube object, and in the ‘Attributes’ panel, change

the “Size” to ’500′ , ’250′ , and ’400′ , and the “segments” to ’2′ , ’1′ , ’5′ . In the ‘Coordinates’ panel,

set the ‘Y’ position to ’125′ cm.

Step 2Select the cube, and make it editable (C). Using the ‘Live Selection’ tool, select all of the

polygons that you can see in the viewport, and delete them.

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Step 3Go to the top view (F2), and using the ‘Live Selection’ tool again, un-check “Only Select Visible

Elements” in the ‘Attributes’ panel, then select the second and fourth strip of polygons.

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Step 4Pick the ‘Scale’ tool (T), and start dragging along the blue axis. After you begin dragging, hold

the left mouse down, then press and hold the “shift” key, and scale the strips of polygons down

to 0.2. Be careful not to press the “shift” key at the same time as the mouse button, or it will have

a different effect.

Step 5Select the bottom strip of polygons and set the ‘Z’ position to ‘-122.5′  cm. Then set the top strip

to ‘-57.5′  cm. Now go to the perspective view (F1), and in ‘Point Mode’, delete any useless

points.

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Step 6Still in ‘Point Mode’, switch to the top view (F2), select the only cut that is on the ‘X’ axis, and set

the ‘X’ position to ‘-160′  cm.

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Step 7Go to the perspective view (F1), and select the polygons to delete.

Step 8Select the remaining side polygons, pick the ‘Extrude’ tool (D), set the “Offset” (in the ‘Attributes’

panel) to ‘-90′  cm, and hit apply. Go to ‘Point Mode’, and using the ‘Live Selection’ tool with “Only

Select Visible Elements” unchecked, drag over the bottom points on the floor. Go to ‘Functions’ >

‘Optimize’, and hit “OK” with default settings. Nothing will appear to have happened, but in

actuality you have just merged any superfluous points.

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Step 9In the ‘Object’ panel, select the cube and turn ‘X-Ray’ on. Then, in ‘Edge Mode’, select the edges

to bevel.

Step 10Go to ‘Structure’ > ‘Bevel’, set “Inner Offset” to ’0.5′  cm, and hit “Apply”. Turn the X-Ray back on,

and delete the ‘Phong’ tag in the ‘Object’ panel. Rename the cube to ‘Walls’

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Step 11Create a new cube, set the “Size” to ’260′  cm, ’85′  cm, and ’45′  cm. Turn on “Fillet”, and set the

“Radius” to ’0.5′  cm. Set the coordinates to ‘-120′  cm, ’42′ .5 cm, and ‘-90′  cm. Rename it to ‘Unit’,

and delete the ‘Phong’ tag again.

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Step 12Make a copy of the cube you have just created. Change the “Size” to ’265′  cm, ’5′  cm, and ’50′  

cm, and the ‘Y’ position to ’87.5′  cm.

Step 13Create another copy of the ‘Unit’ object, change the size to ’95′  cm, ’250′  cm, and ’5′  cm, and set

the position to ‘-205′  cm, ’125′  cm, and ‘-112.5′  cm. Make another copy, and change the ‘Z’

position to ‘-67.5′  cm.

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Step 14Create yet another copy the ‘Unit’ object. Change the “Size” to ’90′  cm, ’2′  cm, and ’45′  cm, and

the position to ‘-202.5′  cm, ’100′  cm,and ‘-90′  cm. Now select the most recent copy, and in the

‘Object’ panel, go to ‘Functions’ > ‘Duplicate’. In the ‘Attributes’ panel, set the “Copies” to ’2′ , and

“Move” to ’0′  cm, ’50′  cm, and ’0′  cm, then hit “Apply”. Move the first ‘Unit’ object into the

‘unit_copies’ object, and rename the ‘Null Object’ to ‘Shelf’.

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Step 15Create a new cube. Set the “Size” to ’50 ′  cm, ’80′  cm, and ’250′  cm, and the position to ‘-225′  

cm, ’40′  cm, and ’75′  cm. Change “Z segments” to ’5′ , and then make it editable (C). In ‘Polygon

Mode’, select the last segment, and go to ‘Structure’ > ‘Extrude’ (D). Then, in ‘Attributes’ panel,

change the “Offset” to ’150′  cm, and hit “Apply”.

Step 16Staying in the ‘Polygon Mode’, deselect the remaining polygons, and go to ‘Structure’ >

‘Knife’ (K). Then, in the ‘Knife’ tool’s ‘Attributes’ panel, change the mode to “Loop”. Drag the

mouse the over the edges that you added before, and you will see a white line showing a

preview of the cut. If you want to make a cut final, just press the left mouse button. Before you

can do that, however, you have to set an exact percent value. Drag over the edge on the corner 

of the model, and then hit the “shift” key. Your cut should be gray now, which means that we can

insert any percent value into the ‘Attributes’ panel. Go there, and set the “Offset” to ’5%’, press

“Enter”, and click anywhere in the viewport. You should have a nice cut in your model now.

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Step 17Go to ‘Selection’ > ‘Loop Selection’ (UL). Select the bottom line of polygons and go to ‘Structure’

> ‘Extrude’ (D). Set the “Maximum Angle” to ’90°’, and the “Offset” to ‘-3 cm’. Hit “Apply”.

Step 18

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Pick the ‘Live Selection’ tool, with ‘Only Select Visible Elements’ turned off, and select all of the

top polygons on the model. Go to ‘Structure’ > ‘Extrude’ (D), set the “Offset” to ’5 cm’, and hit

“Apply”. Pick the ‘Loop Selection’ tool (UL), and select the top line of polygons you have just

made. Go to ‘Structure’ > ‘Extrude’ (D), and leave the “Offset” at ’5 cm’. Hit “Apply” again, and let

the polygons stay selected. It will be useful in the next step.

Step 19Now, hold down the ‘Ctrl’ key, and click on the ‘Edge Mode’ icon. The selection should

automatically switch to edges, but now you should have a few unwanted vertical edges selected.

Go to ‘Selection’ > ‘Ring Selection’ (UB). Drag the mouse over the selection until you see your 

new selection overlapping the unwanted vertical edges. Hold down the “Ctrl” key again, and click

the left mouse. Now you should have just the horizontal edges selected.

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Step 20Go to ‘Structure’ > ‘Bevel’ (MS), set the “Inner Offset” to ’0.5 cm’, and hit “Apply”. Delete the

‘Phong’ tag in the ‘Object’ panel. Name it ‘Kitchen_Unit’.

Step 21

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Create a new cube. Change proportions to ’250 cm’, ’2 cm’, and ’40 cm’, and the position to

‘-220 cm’, ’210 cm’, and ’75 cm’. Set the “Radius” to ’0.2 cm’. Now, copy the cube, and change

the ‘Y’ position to ’170 cm’. Make another copy, change dimensions to ’250 cm’, ’40 cm’, and ’30

cm’, and move it up a little to ’190 cm’. In the ‘Object’ panel, select the three cubes, and move it

under the Null Object (Alt + G). Name it ‘Cupboard’.

Step 22Create a new cube. Change the size to ’200 cm’, ’210 cm’, and ’50 cm’, and change its position

to ’55 cm’, ’115 cm’, and ’175 cm’. Change the “Fillet Radius” to ’0.5 cm’, with 1 segment. Delete

the ‘Phong’ tag, and name it ‘cupboard_right’.

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Step 23Now you have to create a door for the cupboard. Open a new C4D file, and create a new cube

with the proportions ’3 cm’, ’75 cm’, and ’60 cm’. Increase the “Z segments” to ’4′ . Make the

cube editable (C), the go to ‘Selection’ > ‘Loop Selection’ (UL), and select the two middle lines of 

polygons. Go to ‘Structure’ > ‘Extrude’ (D), set the “Maximum Angle” to ’90°’, and the “Offset” to

‘-0.5 cm’, then hit “Apply”.

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Step 24Deselect the polygons, and go to ‘Structure’ > ‘Knife’ (K). In the ‘Attributes’, panel select “Loop

Selection”. Create two cuts exactly in the middle of the two remaining lines of polygons.

Step 25Go to ‘Edge’ mode, and using “Loop Selection” (UL), select the two cuts you have just created.

Go to ‘Structure’ > ‘Bevel’ (MS), set the “Offset” to ’0.5 cm’, and click “Apply”. You should have

two very narrow loops of polygons. Go to ‘Polygon’ mode, pick the “Loop Selection” tool (UL),

and select them. Go to ‘Structure’ > ‘Extrude’ (D), set the “Offset” to ‘-0.5 cm’, and click “Apply”.

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Step 27Select the door object, copy it (Ctrl + C), then go back to your main room file and paste it (Ctrl +

V). Switch to the right view (F3). Select the “Object Axis” Tool, and drag the blue axis to the zero

position. You can check the position in the ‘Coordinates’ panel, or just rewrite it there, then press

“Enter”.

Step 28Go back to the perspective view (F1), and select the “Model” tool again. You can now change

the position of the model as well as the axis. Place the door object at the coordinates ‘-198 cm’,

’55 cm’, and ‘-15 cm’. Make two copies of the door object, and change their ‘Z’ positions to ’50

cm’ and ’115 cm’.

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Step 29Make another copy of the door, and in the ‘Coordinates’ panel, set the ‘H’ rotation to ‘-90°’, then

move it to the coordinates ‘-81 cm’, ’55 cm’, and ’148 cm’. Duplicate the door once more, and

change the ‘X’ position to ‘-146 cm’.

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Step 30Create a new cube, change the size to ’45 cm’, ’25 cm’, and ’45 cm’, then set the “Fillet Radius”

to ’10 cm’, with ’5′  segments. Make it editable (C), go to the right view (F3), and switch to ‘Point’

mode. Pick the “Rectangle Selection” tool, check off the “Only Select Visible Elements” option,

select the entire upper group of points except last line, and then delete them. Now go back toperspective view (F1), switch to the ‘Model’ tool, place the object at the coordinates ‘-223 cm’,

’83 cm’, and ’100 cm’, and rename it ‘sink’.

Step 31Duplicate the sink object, and hide one of them. Then go to ‘Polygon’ mode, select the visible

one, and go to ‘Structure’ > ‘Close Polygon Hole’ (MD), and drag the mouse over the top edge of the sink. When you see white cover it, then left click. Go to the ‘Object’ panel, and drag the

‘kitchen_unit’ above the closed sink object.

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Step 32Go to ‘Objects’ > ‘Modeling’ > ‘Boole’, and drag the closed sink and ‘kitchen_unit’ under the

‘Boole’ object in the hierarchy. Select the ‘Boole’ object, and go to the ‘Attributes’ panel. Make

sure that “Boolean Type” is “A subtract B”. Now unhide the first sink object and adjust the ‘Y’

position to ’82.5 cm’.

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Step 33Go to ‘Edge’ mode and select the sink object (not the one in the Boole object), then go to

‘Selection’ > ‘Loop Selection’ (UL), and select the top edge of the sink. Go to ‘Structure’ >

‘Extrude’ (D), set the “Offset” to ’0′ , and press “Apply”. It may seem that nothing happened, but it

is not true.

Step 34Pick the ‘Scale’ tool (T), and start dragging out the gray center (between the red and blue axes).

Go to ‘Polygon’ mode, pick the “Loop Selection” tool (UL), and select the circuit of polygons. Pick

the “Extrude” tool (D), set the “Offset” to ‘-0.5 cm’, and press “Apply”.

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Step 35Open a new Cinema 4D file, and insert the cube. Set the size to ’30 cm’, ’30 cm’, and ’30 cm’.

Switch to the right view (F3), go to ‘Objects’ > ‘Create Spline’ > ‘B-Spline’, and hold down the

“Ctrl” key to start drawing a spline according to the image below.

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Step 36Go to the perspective view (F1), and delete the ‘cube’ object. Go to ‘Objects’ > ‘Spline Primitive’

> ‘Circle’, and in the ‘Attributes’ panel, set the “Radius” to ’1 cm’. Go to ‘Objects’ > ‘NURBS’ >

‘Sweep NURBS’, then drag the ‘Spline’ and ‘Circle’ objects into the ‘Sweep NURBS’ object in the

hierarchy. In the ‘Object’ panel, select both objects (‘Spline’ and ‘Circle’), then in ‘Attributes’panel, change the “Intermediate Points” to “Natural”, and set the value to ’1′ . Go back to the

‘Object’ panel, select the ‘Sweep NURBS’ object, and make it editable (C), then delete both

‘Caps’.

Step 37Go to ‘Polygon’ mode, pick the “Loop Selection” tool (UL), and select the outer loops of polygons. Pick the “Extrude” tool (D), set the “Offset” to ’0.3 cm’, and the “Subdivisions” to ’1′ ,

then press “Apply”.

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Step 38Leave the polygons selected, then pick the “Extrude Inner” tool (MW) from the ‘Stucture’ menu,

set the “Offset” to ’0.3 cm’, and press “Apply”. Go to ‘Objects’ > ‘NURBS’ > ‘Hyper NURBS’, and

move the ‘Sweep NURBS’ into the ‘Hyper NURBS’ object in the hierarchy.

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Step 39Copy the whole HyperNURBS object (Ctrl + C), go back to your main room file, paste it (Ctrl + V),

and set the position to ‘-235 cm’, ’100 cm’, and ’85 cm’, and the ‘H’ rotation to ‘-45°’.

Step 40Make a copy of rotated ‘door’ object, and change the coordinates to ‘-14 cm’, ’61 cm’, and ’148

cm’. Roll out the ‘door’ object in the ‘Object’ panel.

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Step 41Select the ‘Cube’ object, go to ‘Point’ mode, pick the “Rectangle Selection” tool, check off “Only

Select Visible Elements”, select all of the upper points, and change their ‘Y’ position to ‘-12.75

cm’. Select the ‘Tube’ object, change the coordinates to ’0 cm’, ‘-30 cm’, and ’0 cm’, and change

the ‘P’ rotation to ’90°’. You can now roll back the ‘door’ object. Select the ‘door’ object, go to the

“Axis” tool, and change the ‘Y’ position of the axis to ’25 cm’. Switch back to the ‘Model’ tool.

Step 42Make two copies of the ‘door’ and change their Y position to 51 cm and 77 cm.

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Step 43Create a new cube, change the size to ’60 cm’, ’54 cm’, and ’3 cm’, the “Fillet Radius” to ’0.2

cm’, with ’1′  segment, and set the position to ‘-14 cm’, ’108.25 cm’, and ’149 cm’. Duplicate the

cube, change the size to ’35 cm’, ’25 cm’, and ’3 cm’, and set the ‘Z’ position to ’148 cm’. Copy

the cube again, change the proportions to ’60 cm’, ’54 cm’, and ’3 cm’, and set the ‘Y’ position to

’135.75 cm’.

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Step 44Create a cylinder, and set the “Radius” to ’2 cm’, the “Height” to ’3 cm’, the “Height Segments” to

’1′ , the “Rotation Segments” to ’16′ , the “Orientation” to ‘-Z’, and the position to ‘-28 cm’, ’135

cm’, ’147 cm’. Make four copies, and change their ‘X’ positions to ‘-21 cm’, ‘-14 cm’, ‘-7 cm’, and

’0 cm’. Change the “Radius” of the three middle cylinders to ’1.2 cm’, and the ‘Z’ position to

’147.5 cm’.

Step 45Create another cylinder, and set the “Radius” to 5 cm, the “Height” to ’1 cm’, the “Rotation

Segments” to ’20′ , and the “Orientation” to ‘+Z’. Place it to the position ‘-39 cm’, ’122 cm’, and

’149 cm’. Duplicate the cylinder, and place the copy at ‘X’ position ’11 cm’. Duplicate it again, and

place it to ‘X’ position ‘-14 cm’, and ‘Z’ position ‘-145 cm’. Change the “Radius” to ’0.5 cm’, and

the “Height” to ’72 cm’. Now select all of the objects that make up the oven, group them (Alt +

G), and name it ‘oven’.

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Step 46Duplicate the door object, place it to the position ‘-14 cm’, ’194 cm’, and ’148 cm’.

Step 47In the ‘Object’ paneL, select the door holder object, place it at the coordinates ’0 cm’, ‘-45 cm’,

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and ’0 cm’, and change the ‘P’ rotation to ‘-90°’.

Step 48Duplicate the door object, place it at ’47.5 cm’, ’61 cm’, and ’148 cm’.

Step 49

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Make two copies of this door, and move them to the ‘Y’ positions ’137 cm’, and 213 cm’.

Step 50Create a new cube, set its ize to ’50 cm’, ’0.5 cm’, and ’50 cm’, change the position to ‘-91 cm’,

’85 cm’, and ’172 cm’, and name it ‘cooker’.

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Step 51Duplicate the ‘cooker’ object, change its size to ’55 cm’, ’70 cm’, and ’0.5 cm’, place it at ‘-115

cm’, ’185 cm’, and ’200 cm’, and name it ‘painting’.

Step 52Create a new cube, set the size to ’200 cm’, ’60 cm’, and ’250 cm’, and place it at ‘-150 cm’, ’115

cm’, and ’75 cm’. Make it editable (C), then select the polygons according to the picture below.

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Step 53Delete those polygons, and select the two remaining polygons the are against the wall. Now pick

the “Extrude” tool (D), set the “Offset” to ‘-0.5 cm’, check on “Create Caps”, and hit “Apply”.

Name it ‘blocks’.

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Step 54Duplicate one of the doors that is under the oven, change the ‘H’ rotation to ’0°’, and place it at

‘-200 cm’, ’185 cm’, and ‘-18 cm’.

Step 55Switch to the right view (F3), then go to ‘Point’ mode, and with the ‘”Rectangle Selection” tool,

select the top polygons and move them to ‘Y’ position ’0′ . Then, select the right group of points,

and change the ‘Z’ position to ’44.5 cm’.

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Step 56Lastly, select the ‘Tube’ object in the Object panel, and change its position to ’0 cm’, ‘-10 cm’,

and ’11 cm’. Make two copies and place them at ‘Z’ positions ’65 cm’ and ’147 cm’.

Step 57

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Open a new Cinema 4D file. Create a cylinder, and set the “Radius”, “Height”, and “Rotation”

segments to ’12′ . Make it editable (C), go to the ‘Point’ mode, select middle point of the top cap,

and delete it.

Step 58Select all remaining points (Ctrl + A), then go to ‘Functions’ > ‘Optimize’ and click OK.

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Step 59Switch to ‘Polygon’ mode, and with the “Loop Selection” tool (UL), select the bottom polygons.

Pick the ‘Scale’ tool (T), and scale them down a little bit.

Step 60select all of the polygons (Ctrl + A), choose the “Extrude” tool (D), set the “Offset” to ’0.5 cm’,

and “Subdivision” to ’1′ , then click “Apply”. Create a new Hyper NURBS object, place the cylinder 

object into it in the hierarchy, and rename the Hyper NURBS to ‘dish’. Copy dish object (Ctrl +

C), paste it into your main room scene, and change the coordinates to ‘-223 cm’, ’91 cm’, and

‘-13 cm’.

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Step 61Duplicate the dish object, and move it to ‘-223 cm’, ’217 cm’, and ’146 cm’. Create three more

copies and rotate them a little bit to give it a natural look. Make another copy of the first dish,

and place it at ‘-125 cm’, ’97 cm’, and ‘-90 cm’.

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Step 62Create new cylinder, set the “Radius” to ’2.5 cm’, the “Height” to ’10 cm’, and the “Rotation

Segments” to ’16′ , and place it at ‘-40 cm’, ’5 cm’, and ’155 cm’. Make two copies, and place

them at ‘X’ positions ’13 cm’ and ’21 cm’. Name all of the cylinders ‘block_foot’.

Step 63Pick the “Live Selection” tool, and holding the “Shift” key, start selecting objects according to the

image below. Now copy them (Ctrl + C), and paste them (Ctrl + V). Group these three objects

(Alt + G), rename the group ‘holder’. Change the ‘H’ rotation to 0°, and place it at ‘-248 cm’, ’157

cm’, and ’5 cm’. Duplicate it, and change the ‘Z’ position to ’80 cm’.

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Step 64Open a new Cinema 4D file, insert a cube, and change the size to ’10 cm’, ’10 cm’, and ’10 cm’.

Go to the right view (F3), go to ‘Objects’ > ‘Create Spline’ > ‘B-Spline’, and hold down the “Ctrl”

key to start drawing a spline according to the picture below. Go to the perspective view (F1), and

delete ‘cube’ object. Then go to ‘Objects’ > ‘Spline Primitive’ > ‘Circle’, and in the ‘Attributes’

panel, set the “Radius” to ’0.2 cm’. Go to ‘Objects’ > ‘NURBS’ > ‘Sweep NURBS’, and drag the

‘Spline’ and ‘Circle’ objects into the ‘Sweep NURBS’ object in the hierarchy. In the ‘Object’ panel,

select both objects (‘Spline’ and ‘Circle’), in the ‘Attributes’ panel, change the “Intermediate

Points” to “Natural”, with a value of 3. In the ‘Object’ panel, select the ‘Sweep NURBS’ object,

make it editable (C), then delete both ‘Caps’. Name this new object ‘hook’.

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Step 65Copy the hook into the main scene, place it at ‘-245.3 cm’, ’154 cm’, and ‘-12 cm’, and change

the ‘H’ rotation to ’90°’. Make some copies, and place them along the holder.

Step 66

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Open a new Cinema 4D file, insert a cylinder, change the “Radius” to ’1 cm’, the “Height” to ’3

cm’, the “Height Segments” to ’3′ , the “Rotation Segments” to ’32′ , and the “Orientation” to ‘-X’,

then make it editable (C).

Step 67Pick the “Loop Selection” tool (UL), and select last loop of polygons.

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Step 68Pick the “Extrude” tool (D), set the “Offset” to ’0.5 cm’, and hit “Apply”.

Step 69Go to ‘Edge’ mode, and with the “Loop Selection” tool (UL), select the two new edges. Pick the

“Bevel” tool (MS), set the “Offset” to ’0.05 cm’, and hit “Apply”. Go to the Phong Tag, in the

‘Object’ panel, and set the “Phong Angle” to ’15°’. Name the new object ‘little_holder’, then copy

and paste it into the main scene.

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Step 70Change the position of ‘little_holder’ to ’11 cm’, ’80 cm’, ‘-78 cm’, duplicate it, and change the ‘Z’

position to ‘-100 cm’.

Step 71

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Create a new Cinema 4D file, insert a cube, change the size to ’28 cm’, ’2 cm’, and ’28 cm’, and

set “Fillet Radius” to ’0.2 cm’, with one subdivision.

Step 72Duplicate the middle cube, then hide everything else. Unhide the cubes in the ‘Object’ panel,

pick the “Scale” tool (T), and scale the polygons up a little bit. Select all of the objects in the

‘Object’ panel, group them (Alt + G), and name it ‘chair’. Copy and paste the chair into the main

scene.

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Step 73Select the cube, and in the ‘Attributes’ panel, check off the “Fillet”. Change segments to ’10′ , ’1′ ,

and ’10′ , then make it editable (C).

Step 74Pick the “Live Selection” tool, and select bottom corner polygons, then pick the “Extrude” tool

(D), and set the “Offset” to ’70 cm’, and hit “Apply”.

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Step 75Duplicate this cube, set the size to ’24 cm’, ’2 cm’, and ’24 cm’, and change the ‘Y’ position to ’45

cm’. Duplicate the cube again, set the ‘Y’ position to ’48 cm’, change the size to ’26 cm’, ’4 cm’,

and ’26 cm’, and set “Fillet Radius” to ’2 cm’, with ’5′  subdivisions.

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Step 76Change the position of chair to ‘-70 cm’, ’60 cm’, and ‘-25 cm’. Make three copies and distribute

them around the table. Add some rotation for variety.

Step 77Open a new Cinema 4D file, insert a cube, change the size to ’30 cm’, ’30 cm’, and ’7 cm’, and

make it editable (C). Go to the ‘Polygon’ mode, select the polygons according to the first image

below, then delete them. Pick the “Scale” tool (T), and scale the polygons up a little bit. Select all

of the objects in the ‘Object’ panel, group them (Alt + G), then name it ‘book’. Copy and paste

the book into the main scene.

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Step 78Go to ‘Edge’ mode, select the two middle edges, pick the “Bevel” tool (MS), and set the “Inner 

Offset” to ’1 cm’.

Step 79

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Stay in ‘Edge’ mode, and select the two rear edges, then pick the “Scale” tool (T), and scale

them down a little bit.

Step 80Go to ‘Polygon’ mode, select all polygons (Ctrl + A), then pick the “Extrude” tool (D), and set the

“Offset” to ’0.3 cm’. Check on the ‘Create Caps’ option, and press “Apply”.

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Step 81Create a new cylinder, set the “Radius” to ’1 cm’, the “Height” to ’40 cm’, the “Rotation

Segments” to ’20′ , and change the ‘Y’ position to ‘-10 cm’.

Step 82Go to ‘Objects’ > ‘Modeling’ > ‘Boole’, drag both objects under it in the hierarchy (the cube has to

be first), and rename the Boole to ‘file’.

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Step 83Copy and paste the ‘file’ object into the main scene, and change the position to ‘-175 cm’, ’116

cm’, and -105 cm.

Step 84Make a few copies and distribute them in the book case.

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Step 86Create a new Cinema 4D file, insert a plane, change the size to ’160 cm’, and ’80 cm’, with ’40′  

width segments, and ’20′  height segments. Make it editable (C), switch to the top view (F2), then

go to ‘Polygon’ mode. Pick the “Brush” tool (MC), and in the ‘Attributes’ panel, set the “Radius” to

’50 cm’. Create some unevenness to the plane.

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Step 87Switch back to the perspective view, and in ‘Point’ mode, select all points (Ctrl + A).

Step 88Go to ‘Structure’ > ‘Set Point Value’, and in the ‘Attributes’ panel, set “Crumpel” [Normal] mode

value to ’1′ , and click “Apply”.

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Step 89Go to ‘Polygon’ mode, select all polygons (Ctrl + A), pick the “Extrude” tool (D), set the “Offset” to

’0.5 cm’, check on ‘Create Caps’, and click “Apply”.

Step 90Create a Hyper NURBS object, and move the plane under it. Select plane in Object panel, go to

‘Polygon’ mode, and select all of the polygons. Pick the “Iron” tool (MG), set the “Percent” to

’70%’, and hit “Apply”.

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Step 91Rename the Hyper NURBS to ‘carpet’, copy and paste it into the main scene, and place it at the

position ‘-90 cm’, ’0.5 cm’, and ’75 cm’.

Step 92

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Open new Cinema 4D file, and switch to the right view (F3). Create a new cube, and change the

size to ’10 cm’, ’10 cm’, and ’10 cm’. Go to ‘Objects’ > ‘Create Spline’ > ‘B-Spline’, and draw a

spline according to the image below. Make sure that the last point is exactly at the coordinates ’0

cm’, ‘-5 cm’, and ’0 cm’.

Step 93Go back to the perspective view, and delete the cube. Go to ‘Objects’ > ‘NURBS’ > ‘Lathe

NURBS’, and move the spline object under it in the hierarchy. Select the spline, in the Object

panel, then go to the ‘Attributes’ panel, and change “Intermediate Points” to “Natural” with a

value of ’4′ . Select the Lathe NURBS object, in the ‘Object’ panel, and make it editable (C).

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Step 94Go to ‘Polygon Mode’, select all polygons (Ctrl + A), pick the “Extrude” tool (D), set the “Offset” to

’0.25 cm’ with one subdivision, check on “Create Caps”, and press “Apply”.

Step 95

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Select two polygons as shown.

Step 96Pick the “Extrude” tool (D), set the “Offset” to ’3 cm’ with one subdivision, uncheck “Create

Caps”, and press “Apply”.

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Step 97Rotate and move the end polygons separately, until it looks like the image below.

Step 98Now select both polygons, and pick the “Bridge” tool (B) to connect the polygons.

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Step 99Pick the “Knife” (K), select “Loop” mode, and make a cut approximately in the middle of the new

 joint.

Step 100Go to ‘Edge’ mode, select the cut using the “Loop Selection” tool (UL), and move it a little bit.

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Step 101Go to the right view (F3), pick the “Brush” tool (MC), and adjust the shape.

Step 102Go to the perspective view (F1) and rename the Hyper NURBS to ‘cup’. Copy and paste it into

the main scene, and place it at ‘-20 cm’, ’95 cm’, and ‘-80 cm’.

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Step 103Create some copies of the cup, and distribute them on the hooks.

Step 104Open a new Cinema 4D file, create a cylinder and set the “Radius” to ’9 cm’, the “Height” to ’1

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cm’, the “Rotation Segments” to ’45′ , the “Fillet Radius” to ’0.1 cm’ with 1 segment, and then

make it editable (C). Set the “Phong Angle” to ’40°’. Pick the “Loop Selection” tool (UL), select

the top polygons of the cylinder, pick the “Extrude Inner” tool (I), and in the ‘Attributes’ panel, set

the “Offset” to ’8 cm’, then click “Apply”.

Step 105With the polygons still selected, pick the “Extrude” tool (D), set the “Offset” to ’2 cm’, and click

“Apply”.

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Step 106Create a new cylinder, set the “Radius” to ’1 cm’, the “Height” to ’8 cm’, the “Orientation” to ‘-X’,

the “Fillet Radius” to ’0.2 cm’ with ’3′  segments, and change the ‘Y’ position to ’3 cm’.

107Create a new cylinder, and set the “Radius” to ’0.3 cm’, the “Height” to ’40 cm’, and the “Rotation

Segments” to ’24′ , and change the position to ’3 cm’ and ’23 cm’. Duplicate it, and change the ‘X’

position to ‘-3 cm.’

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Step 108Pick the “Live Selection” tool, and select last three cylinders. Set the ‘P’ rotation in the ‘Attributes

panel’ to ‘-90°’, and change the position to ’0 cm’, ’43 cm’, and ’10 cm’.

Step 109

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Select the last six cylinders and group them (Alt + G).

Step 110Switch to the right view (F3), go to ‘Axis’ mode, and drag the axis to the coordinates ’0 cm’, ’3

cm’, and ’0 cm’.

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Step 111Go to the perspective view (F1), select the last two cylinders, and change their heights to ’25 cm’

and their ‘Z’ positions to ’12 cm’.

Step 112Duplicate the third cylinder and move it under the Null Object in the hierarchy. Change the ‘Z’

position to ’25 cm’.

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Step 113Go to ‘Objects’ > ‘Create Spline’ > ‘B-Spline’, and hold down the “Ctrl” key to start drawing a

spline according to the image below. Go to ‘Objects’ > ‘NURBS’ > ‘Lathe NURBS’, and set the ‘Z’

position to ’29 cm’.

Step 114Move the spline object under the ‘Lathe NURBS’ in hierarchy. Select the spline in the ‘Object’

panel, then in the ‘Attributes’ panel, change the “Intermediate Points” to “Natural” with a value of 

’8′ . Move the ‘Lathe NURBS’ object under the ‘Null’ object in hierarchy.

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Step 115Select the ‘Null’ object, and set the ‘P’ rotation to ’25°’.

Step 116Select everything in the ‘Object’ panel, group it (Alt + G), and name it ‘lamp’.

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Step 117Copy and paste the ‘lamp’ object into the main scene at position ‘-70 cm’, ’92 cm’, and ‘-90 cm’.

Add some rotation for variety.

Step 118

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I have rendered the preview image by enabling “Ambient Occlusion” in the “Render Settings”.

We will cover more detailed materials, lighting, and rendering in the next part .

Tutorials\News\Rating:

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and VRay, Day 2George Loffelmann on Nov 20th 2009 with 36 comments

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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 PreviewClick for Larger Image

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

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

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Step 5Go 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 6Go to the “DMC Sampler” tab. Set the “Adaptive amount” to 0.75, “Noise threshold” to 0.005,

and “Minimum samples” to 12.

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

Quality”.

Step 8Go to the “Color Mapping” tab and change the “Type” to “Exponential”. Check “Subpixel

mapping” on and “Clamp output” off. Close the Render Settings panel.

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

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

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Step 11Right click on the Camera in Object panel and select “Protection” under “Cinema 4D Tags”. This

will help you avoid moving the camera accidentally.

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

50 and “Film ISO” to 150.

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Step 15Select 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 16Right click on the Light in the Object panel, and select VrayLight under “VrayBridge Tags”.

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Step 17Select 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 18Go to the “Common” tab, and check on “Enable shadows”. Set the “Shadow bias” to 0.05 cm.

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

Step 20Hide the Light in the editor.

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

it “walls”.

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

“Brightness” to 90%.

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Step 23Assign 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 24Create 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”.

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Step 25Click 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 26Click on “Diffuse Layer 1″ and copy the channel we have just made.

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Step 27Check 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 28Create 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.

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Step 29Select the walls object in the Object panel, and go to Polygon Mode. Select the floor polygons,

and go to “Selection > Set Selection”.

Step 30Select the wood tag in Attributes panel, and drag the selection tag from Object panel (orange

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triangle) into the Selection item in Attributes panel.

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

32Create 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

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Step 36Assign this material to the objects shown below. Change the “Projection” on everything to

“Cubic” with 3 tiles in both directions.

Step 37Create 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.

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Step 38Create 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 39Duplicate 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.

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Step 40Make 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 41Create 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.

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Step 42Create 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 43Duplicate 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.

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Step 44Open 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 45Switch to the top view (F2) and do the same with Brush, but imitate the leaf shape this time.

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

give them natural look.

Step 47Group the leafs and name it “leafs”. Paste it into the main scene and change the coordinates to

-125 cm, 98 cm, -90 cm.

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Step 48Create 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 49Now distribute the flowers about the scene to give it better look. You can copy some of objects

and place them into the empty spaces.

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

in both directions.

Step 51Select the “kitchen_unit” object.

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Step 52Switch 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 53Go 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”.

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Step 54Create 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%.

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Step 55Assign 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 56Open the Render Settings (Ctrl + B) and disable “Render As Editor”.

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

Step 58Go 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).

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Step 59When 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 60End of tutorial! Hope you enjoyed it!!

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