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Bathroom Interior in Warsaw

Archvis demo project for Marmite company - manufacturer of washbasins, shower trays and bathtubs. Interior design by Tomasz Jagielski.

Overview

The task was to create set of example bathroom visualizations to present Marmite products. It was meant for marketing purposes but was also a playground for me with FStorm and GPU rendering in general. Quickly after this project I started my journey into the animation field so it was the last archvis job which I've done so far.

Role

I was responsible for the whole CG part of the project - modeling, shading, lighting and postproduction. I worked closely with the interior designer to make his vision come true as faithfully and photorealistically as possible.

Tools and Resources Used

I mainly used 3ds Max in tandem with FStorm Renderer. Photoshop was needed for creating textures and Houdini was helpful to quickly create believable model of clay in wooden bowl. I also used Marvelous Designer to model the curtains and all textiles. Few models were bought on 3dsky.org - pampas grass, wooden chair and bed. High quality textures were crucial and many of them come from Texture Supply and Megascans. All shots were rendered using NVidia GeForce 2080Ti cards.

Technical Details

The main challenge was to learn FStorm on the way and achieve proper mood of final images. It was also important to keep in mind VRAM limitations because I wanted to try as many FStorm features as I could, make everything 3D (also environment) and use highres textures.

I took advantage of new (in 2021) FStorm Volumetric Material for creating 3d clouds. Textiles were simulated in Marvelous Designer and I've used GeoPattern FStorm feature to achieve very detailed and reference-matching model of curtains. The entire interior was modeled in 3ds Max with attention to detail and in regular consultation with designer.

In the beggining I thought that shading will be a big challange because I didn't have much experience with any of GPU renderers. But it turned out that FStorm is very user-friendly and in conjunction with rendering speed and it's unbiased nature - it wasn't hard to make nice materials.

A lot of effort was taken to get interesting but also gentle lighting. I wanted to have visible sunrays but not overblown, so I tried to make the sky more hazy. The solution was to use procedural FStorm Sky with a little bit of Atmosphere (environmental fog) and blocked-out model of city around which reflect a lot of rays. In tandem with artificial lighting it created exactly the mood I was looking for.

References

I recieved 3D models of Marmite products and plenty of references from interior designer.

Conclusion

It could be one of many architectural visualisations which I've done but the decision to switch from VRay to FStorm had repercussions which I didn't see at the beggining. Working on this project was important experience for me because it showed me the power of GPU rendering. I realized that it's possible for me to render animations on my workstation in reliable time - this ultimately pushed me towards Houdini and Redshift.

This is still the last archvis project which I've done so far.

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