Making of "From SketchUp to MODO" - Part 02
We used very simple materials for this scene, paying special attention to the materials with a bigger representation in the foreground. We spent most of the time working on the sofa fabric and the wood used in the structure and furniture.
Modo´s BRDF shadders are physically based and better match specular highlights on real materials taking Modo materials one step further and helping for a more convincing image, we like to work the materials in a controlled environment before taking it to the scene, this way we create the material acourding to what we know and seen in references before being affected by all the scene environment. We use the fabulous Uberball by the master Richard Yot and that is now included in Modo.
Rendering & Post Production
For the rendering we used Modo Extended Refinement Render, which is easier to set up, and an unsurpassed solution for image stills. We all at the studio are big fans of Modo physical based render engine, more since the Disney inspired BRDF shading implementation in 901, and we find it to give amazing results for architectural visualization that are comparable to Vray and others top biased renders. For this particular shoot we use the combination of Multiple Importance Sampling (MIS) and Adaptive Light Sample Allocation (ALSA) technologies, with Indirect Illumination at the highest quality, 6 indirect bounces and Irradiance Catching on the second bounce only with minimal rays (64) for smooth rendering times.