Mental Ray Lighting

In this beginner’s tutorial we’re going to illuminate a simple warehouse interior in 3ds Max. We’ll explore techniques to illuminate the interior through windows only. To keep things simple we’ll concentrate on lights that work with Final Gather and leave Global Illumination out of the discussion. I’m using 3ds Max 2011.

Step 1 Mental Ray Renderer

We’re going to render the scene with Mental Ray. By default 3ds Max uses the Scanline renderer so we have to change that. Change the renderer to Mental Ray ( Rendering > Render Setup… > Common tab > Assign Renderer > Production > mental ray Renderer ).

Step 2 Warehouse Geometry

This tutorial is about Mental Ray lighting but first we’ll create a really simple warehouse interior. Create a box ( Create panel > Geometry > Standard Primitives > Box ) in the top viewport . Modify the box ( Make a selection > Modify panel ) according to the following parameters:

  • Length: 20
  • Width: 20
  • Height: 10
  • Length Segs: 5
  • Width Segs: 1
  • Height Segs: 3

Creating box in 3ds Max

Step 3 Creating Windows

Next we’re going to create the windows. Add Edit Poly modifier to the box ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > Edit Poly ). Activate the polygon sub-object level, and delete two polygons in the right viewport.

Deleting polygons with Edit Poly

Activate the vertex sub-object level and move the vertices to change the size and shape of the windows according to the picture below. ( Click and drag to select a row or column of vertices at once. )

Warehouse windows

Now the geometry is complete, but since we’re going to render the interior we should flip the normals of all the polygons:

  1. Activate the polygon sub-object level
  2. Select all polygons ( CTRL + a )
  3. Go to the modify panel and click ‘Flip’ in the Edit Poly modifier ( Modify Panel > Edit Poly > Edit Polygons > Flip )
  4. Deactivate the polygon sub-object level

Step 4 Creating Camera

Create a target camera ( Create panel > Cameras > Target ) in the top viewport and apply ( Make a selection > Modify panel ) the following parameters:

  • Parameters
    • Lens: 20 ( wide angle lens is needed to get a good view of the interior )

Right-click on the Perspective view and press ‘c’ in the keyboard to change it to camera view. Move the camera inside the box to get a view like in the picture below.

Default rendering with Mental Ray in 3ds Max

Step 5 Warehouse Material

Open Material Editor ( Press ‘m’ in keyboard ) and create the material for the warehouse:

  1. Click “Get Material” button and select ( doubleclick ) ‘Arch & Design (mi)’ from the list ( Materials > mental ray > Arch & Design ).
  2. Select the warehouse and assign the material to it.
  3. Reflectivity: 0 ( perfectly matte surface )

Designin Mental Ray material

Apply diffuse and bump maps:

  1. Bump map: Composite ( Maps > Standard > Composite )
  2. Add Smoke map to the first layer of the Composite Map ( large scale details )Size: 0,5

    # Iterations: 20

    Color #1: Black

    Color #2:
    Dark Gray ( RGB 50, 50, 50 )

  3. Add second layer to the Composite map. Change the blending mode to Addition. Add Speckle map to the second layer ( small scale details )Size: 0,4

    Color #1: Light gray ( RGB 180, 180, 180 )

    Color #2: Black

  4. Add this file as a diffuse map ( Maps > Standard > Bitmap > concrete-texture-high-resolution.jpg )

Material settings for a concerete wall

And here is how the rendered interior with default lighting looks like:

Default illumination

Step 6 The Main Light Source

Now it’s the time to create the lighting. Let’s start with the main light source (sun). Create Mental Ray area spot ( Create panel > Lights > Standard > mr Area Spot ) in the front viewport. Place the spot light according to the picture below. Modify the spotlight ( Make a selection > Modify panel ) according to the following parameters:

  • Spotlight Parameters
    • Hotspot/Beam: 24
    • Falloff/Field: 26
  • General Parameters
    • Shadows: On (Ray Tracted Shadows)

( Tip: If you’d like to make the light more directional, just move the spotlight farther away from the warehouse. )

Spot light positioning

Render the image to see the lighting:

Effect of a single spotlight

Step 7 The Environment

At the moment we can’t even see the windows because the background color is black (by default). Let’s go to the environment settings ( Rendering > Environment… ) and change the background color:

  1. Click ‘None’ and select Glow ( Maps > mental ray > Glow ) from the Material / Map Browser
  2. Open Material Editor ( Press ‘m’ in keyboard ). Drag and drop the Glow shader from environment settings to an empty material slot in Material Editor ( make sure to select ‘instance’ when asked ). Make the following adjustments to the Glow shader:Glow: White

    Brightness: 4

Glow shader settings

Render the scene to see the effect:

light through windows

Now that we can see the windows, let’s apply a glow around them. Apply Glare Camera Shader ( Rendering > Render Setup… > Renderer > Camera Effects > Camera Shaders > Output > Glare ) Just turn the output shader on, the glare shader should be selected by default. Render the image again to see the difference. ( The use of Glare shader is the reason for using Glow shader in the background instead of just white color. )

Effect of Mental Ray Glare shader

(The glow effect might seem really strong at the moment but in my opinion it works well in the final image. You can adjust the strength of the glow by adjusting the brightness of the glow shader or by adjusting the glare shader itself.)

Step 8 Indirect Lighting

At the moment we have only the spot light (sun). The image is very dark and there is no indirect light. Create a skylight ( Create panel > Lights > Standard > Skylight ) to simulate the indirect light coming from the windows. Apply ( Make a selection > Modify panel ) the following settings to the skylight:

  • Multiplier: 1,5

Render the scene to see the lighting:

Effect of skylight

Some light reaches the ceiling over the windows but as a whole the image still looks about the same. We need to drive more light inside the warehouse. Fortunately there is an easy way to do just that. Go to the right viewport and create two sky portals ( Create panel > Lights > Photometric > mr Sky Portal ) that are slightly larger than the windows and position them immediately outside the openings. Apply ( Make a selection > Modify panel ) the following parameters to the sky portals:

  • Multiplier: 1,5 ( The strength of the light )

Mental Ray sky portal positioning

( Sky portal needs a skylight to work. It gathers existing sky lighting into the interior scene. The arrow shows the direction of light flow. ) Let’s render the scene to see how the sky portals affect the lighting:

Lighting effect of the sky portals

Let’s add bounced light to the equation to see if it makes any difference. Go to the Final Gather setup and apply the following settings ( Rendering > Render setup… > Indirect Illumination > Final Gather ):

  • Basic
    • Multiplier: 2 ( the strength of the effect )
    • Bounces: 5 ( a number of bounces indirect illumination does )

Render the scene to see the effect of indirect illumination.

Interior lighting in 3ds Max

Now there is noticeably more light inside. If you look carefully you can even see each corner of the room.

Step 10 Volume Light

Let’s make the image more interesting by adding some volumetric light rays coming from the windows. Go to the Atmosphere settings ( Rendering > Environment… > Atmosphere ) and add Volume light effect:

  1. Click ‘Add…’ button, select ‘Volume Light’ from the list and click ‘OK’
  2. Click ‘Pick Light’ and click on the mr area spot we created earlier
  3. Density: 20 ( strong effect )

Volume light settings in 3d Max

Let’s render to see the effect of the volume light:

Volumetric light

Step 11 Completing the Lighting and Rendering with Mental Ray

The Volume light seems to bring too much light into the scene. Let’s fix it by decreasing the Final Gather multiplier:

  • Rendering > Render setup… > Indirect Illumination > Final Gather > Multiplier: 1,4

Let’s also adjust the sampling settings to get a more polished render. Go to the render setup and increase antialiasing quality by increasing Mental Ray’s sampling values ( Rendering > Render setup… > Renderer > Sampling Quality ):

  • Samples per pixel
    • Minimum: 4
    • Maximum: 64
  • Filter
    • Type: Mitchell ( For most scenes the Mitchell filter gives the best results. )

Mental Ray lighting and rendering

That’s it for today. Thanks for reading!

124 Responses to Mental Ray Lighting

  1. Iain 'Da Bomb' says:

    Another great tutorial, I hope for another one soon :D

    • Chad Sway says:

      Great tutorial, I’m beginner still and it came out exactly the same. You’re tutorial did it, I learned again, thanks man, keep up the tutorials and good work!

  2. kml says:


    • kml says:

      Your tutorial , teaches me lots of things xD , im a total newbie , and im very glad to find your blog :D this tutorial teaches me how to create a room , how to create lights and effects . I’ll be waiting for more tutorials each week xD . and your blog , does it uses Golden theory? looks very Good , sleek and clean :O the size for golden mean and your blog is almost near , i guess xD

  3. Sen says:

    Awesome yet again… learn something new everytime. Would you consider doing a Vray tutorial sometime?

  4. iammfa says:

    Very amazing …

  5. Christo says:

    dude ur tutorials rocks..everything is there..even a new bee can figure out max with ur tutorials..hats off to u buddys..cheers..hoping to get more coolest tutorials from ya site..thanx dude..

  6. Paolo Bruno says:

    Thanks a lot for another great tutorial man. Hope you put more modeling tutorials here soon. Your blog have the best explained tutorials i have ever seen. Hope you can upgrade it more frequently.

    Would like to see more modeling tutorials here, if it’s possible.

    Congratulations for the blog and thank you for teach us how to do those amazing things.

  7. juliuxxx says:

    great, awesome, amazing, cool tutorial…thanks a lot.

  8. Christo says:

    yeah me waiting for that

  9. Jared says:

    another great one. You’re the best. Thanks again.

  10. Uzair says:

    would you create a tutorial on how to make fire/explosion?

  11. Nojvok says:

    Wonderful as always. Thank you so much. I second the request for fire/smoke/explosion tutorial. :)

  12. Ryan says:

    cool tutorial… many of us would like to have a tutorial on Night lighting (Exterior or Interior)…..pls consider…

  13. Remington M says:

    Awesome! I’ve been looking for some quality 3ds Max tutorials and luckily I stumbled across your site. All of your tutorials are explained amazingly well and then end product it nice! Thanks, I learned a lot about lighting in this one!

  14. cup says:

    1. Rendering > Render Setup… > Renderer > Camera Effects > Camera Shaders > Output > Glare

    2. Create panel > Lights > Photometric > mr Sky Portal

    why not in my ..

    i use 3d max 2009 ..

    • polygonblog says:

      Glare is there but it’s hidden. Read the comments section in my “3D Water – The Ocean” tutorial to find out more. If sky portals aren’t there you could try to increase the multiplier in your sky light to bring more light in.

    • hary says:

      thanks man!!!
      this is an awesome tutorial… i finally got the light… but rendering was very patience taking but worth it …
      thanks once again!
      keep up ur good work

  15. Matthew says:

    I’m a new guy to 3Ds max and this tutorial taught me a lot! Thanks for making this!!

  16. Adam says:

    As someone very interested in web-design, I’m just loving your website – it’s beautifully done.

    As for your tutorials, they’re brilliant. Don’t stop.

  17. Ian Bonifačić says:

    Man I just love your tutorials. A+ for you :)

  18. waqas4d says:

    Good & nice tut. but more quantity pic tutorials in this. need jpeg pic tutorials Very thanks & nice tutorials

  19. okalrajhi says:

    I love you.

  20. LuckySeven says:

    This would look really cool with some dust in the air!

    That would make it a lot more realistic.

  21. Khoo says:

    Tutorial: Mental Ray Lighting

    Up till step 11. After adding volumn light there rays near to the two opening is a big lump while the ray nearer to end of wall is narrow like your photo examples. Cone of lights shown on the wall of opening. So fail to get the volumn light to work properly.

  22. Khoo says:

    Hi Antti,

    Report on what has resulted after following instruction given.

    1) After turning on Ray Traced shadow instead of mental ray for the mrAreaSpot, the result rendered no longer show the windows on the floor and the opposite wall, though I could still see a faint trace of the volumn light but its very very light.

    2) I have tried adjusting the angle of the light, tried turning ray trace on and off and mental ray on and off to do some experimentation and the conclusion is, its either or. If I use mental ray, I get that line of likes on the upper corner of the wall directly opposite the window. and if I use the mental ray I have to redue volume light density to 5. Else the whole scene would be washed out. If I use ray trace, I get really nice overall lighting but lost the windows on the floor.

    I have followed through your tutorial completely so I am clueless as to why I am getting these results. But still its great learning process to explore the differences.

  23. Khoo says:

    Hi Antti,

    Report on what has resulted after following instruction given.

    1) After turning on Ray Traced shadow instead of mental ray for the mrAreaSpot, the result rendered no longer show the windows on the floor and the opposite wall, though I could still see a faint trace of the volume light but its very very light.

    2) I have tried adjusting the angle of the light, tried turning ray trace on and off and mental ray on and off to do some experimentation and the conclusion is, its either or. If I use mental ray, I get that line of light on the upper corner of the wall directly opposite the window, and if I use the mental ray I have to redue volume light density to 5, else the whole scene would be washed out. Over result is closer to your project.If I use ray trace, I get really nice overall lighting but lost the windows on the floor.

    I have followed through your tutorial completely so I am clueless as to why I am getting these results. But still its great learning process to explore the differences.

  24. tekea says:

    cool tutorial,
    can u send me some tutorials on my mail?

  25. Levithan says:


    Thnaks for your really awesome Tutorials! I like every one.
    One Question for this Tutorial: What is the different between the Final Gather and the Indirect Illumination ? The Result without the FG and with Indirect Illumination is similar.


  26. Flo87 says:

    Amazing tutorial, thanks a lot man, you don’t know how much we appreciate your lessons, very useful for beginners, please give us more !!

  27. Chen says:

    cool tutorial,
    can u send me some tutorials on my mail?
    Thx a lot
    I’m just new to learn the 3D MAX and
    need lots of imformation about learning this
    Thank you very much~^^

  28. Polly says:

    Hi, I learned a lot at here with 3D max 2009, and have a problem happened in Step 8 “Indirect Lighting” the Skylight isn’t preview even tune up at the Skylight Parameters the “Multplier” and two mr Sky Portal are also ! Glare and Volume Light both enable to see. The rendering go very slowly.
    If Render – Indirect Illumination – Global Illumaination switched on with Multplier is “1”, it was brighten up the room, the effect is not as Step 11.

    my Mental ray Renderer set up may be something effect switch off, which part is skip on the render setup planel.


  29. CSPen says:

    Great tutorial, and very easy to follow!!! Final render did take 2hr 10min. :( Guess I need to build a workstation now. :)

  30. Sergio Tabares says:

    Necesito ayuda, aun no he visto iluminacion, apenas estoy en modelado, quiero renderizar algun logo con la iluminacion perfecta, clara de las letras del encabezado, POLYGON BLOG etc. algunh tuto para ello?

    I need help, I have not seen light, I’m just in modeling, I render some logo with perfect lighting, clear of the letters in the header, etc BLOG POLYGON. algunh tutorial for that?

  31. Sergio Tabares says:

    PD:I love this blog!!!!!!!!! jajaja :)

  32. didier says:

    great tutorial my friend. now i can start learning about lighting

  33. mariarusso says:

    I like this tutorial very much! it helped me a lot! thank you very much! :)

  34. melisa says:

    hi, great tutorial! but i have one small question. why my glare is not as foggy as yours? it’s pretty dead and stiff..straight ray of light..:)

  35. arash says:

    oh thank you this helped me thank you very much from arash on birjand

  36. Donald says:

    Gr8 Tutorial!

  37. rajitha says:

    Dear Sir,

    I’am architect, I wl do bldg views using 3ds max,
    its a nice tutorial, and I’m impressed with ur tute,
    and I want to know that in my sys.. I’m not able to find the maps>standard>bitmap>
    and there it is showing no items match ur search

    please reply me….
    and I use 3dsmax 2011,, or else mail me on my mail id……


    • polygonblog says:

      Unfortunately I have no idea why you can’t find bitmap map in your system. Let me try to clarify where to find it:

      In step 5.4, click on the ‘None’ slot next to ‘Diffuse Color’. Then find bitmap (Maps > Standard > Bitmap) and double-click that.

      ( It’s different if you are using the new slate material editor. But it’s still there. )

  38. Sareth says:

    wow! This is great. My scene never looked so good xD thanks i am learning from you, hoping to see much more tutorials

  39. Daniel says:

    What version of 3ds max you using?

  40. Sheila says:

    Thanks! Your tutorials are very useful for me =)

  41. Toonsta says:

    WHY doesn’t my project look ANYTHING like yours after step 6??? after I add the spot light, the whole “spot” inside gets lit up, disregarding the “windows” totally. And if final gather is on, the whole friggin room gets more or less lit up. PLEASE help, I don’t understand any of this :( Have tried countless other tutorials but there seems to be some kind of fundamental setting difference between me and everyone else. Using 3dsmax 2011.

  42. Steve says:

    Your tutorial is fantastic.. worked great and give me lots of ideas for lighting.. my only question is if you had windows all around the room would you creat more mr areaspot one for each side of the room that has light and then adding the others as volume lights or would this be too much?

  43. Jobearth says:


    I was looking for lighting tutorials and came into this page, nice tutorial. I just learned about volume light and flip thingy and indirect illumination.
    I was wondering, if by any chance you have and exterior lighting tutorial, most settings I find are interiors. I have a new project, an exterior especial setting with furniture and fixtures with it and it is kinda hard to make a good lighting for my scenes..
    Just by any chance if you have, thanks guys! :)


  44. Dedi says:

    I propose to add an Ambient Occlusion in warehouse material in Special Effect and pick Exact AO.
    Try, looks much better.
    Thanks for tutorial!

  45. Ali F iran says:

    Very, very Great. Thank you 4 this tutorial.

  46. stradela F iran says:

    that was so nice,thanx dude,keep going on ;)

  47. Dave Drumstick says:

    Bro, will you ever make a tutorial for NURBS?


    thanks for al these tutorials :)

  48. Man this is very helpfull thanks!!!

  49. Ahren says:

    Nice tutorial man, quick easy and well done. Keep them up

  50. MemoNick says:

    Can you use Daylight(Mr Sun) instead, for light?

  51. saince says:

    Great Tuto but i have an DB 0.3 fatal error after step 10.
    Before i add volume light effect, the rendering process worked, but ater i have this fatal error.
    I made this tuto on 3ds max 2010.

  52. Lakshman says:

    that is an awesome tut…haven tried it but looks promising…can u make a similar tutorial for maya cause i have been tryin to get any type of rays in MR but seems impossible…

  53. Sam says:

    first thanks for this tut. but my project just does not look anything like yours after step 6? did i miss something?

    after the mr spot nothing looked the same! :(

  54. Max says:

    Awesome tutorial…my first fully complete scene using 3ds Max and its looking awesome. I’m new to 3D design and was curious about step 3; what would have been the result had we not flipped the normals of all the polygons…does it have to do with where the mapped materials/textures would appear? (please excuse my lack of initiative)

  55. Nicholas says:

    Coming up just to say a BIG thank you for those tutorials. It improved my skills so much (yes, I’m a beginner).

    THANK YOU (a big one this time).

  56. john says:

    Great tutorial thank you for providing this. I followed it once and it came out looking the way I wanted.
    the second time I tried it, I couldn’t get the render to look the way it did with smooth volume light shining into the room.
    what I got was a staggering, stuttering appearance of light coming into the room. It’s as if the light thought it was hitting a surface multiple times between the window and the floor, so there are rectangular traces of light surrounding the light path.
    I asked my peers about this problem and they say it looks like there is something going on while the render is going through one of its passes? I can’t seem to re-create the success of my first attempt.

  57. Dave says:

    Thank you very much I actually used this tutorial to make a cool looking garage for my car I made. very helpful.

  58. Tiff says:

    My mr Area Spot light doesn’t seem to be working, and I’ve no idea why. It appears to work in the modelling window, but when I try to render the scene there’s no light coming from it, there’s only the light coming through the windows. What am I doing wrong??

  59. kuni says:


    thanks a lot for sharing such an interesting piece of knowledge with us….
    it is really helpful to me…!!!


  60. MoBo says:

    Very nice tutorial, the outcome is realy impressive. I just can’t figure out how you created the light with Ray Traced Shadow which has the soft edge shadows.
    Thanks very much

  61. Samantha says:

    Hi, May i know how & where to adjust the glare shader ?

  62. Samantha says:

    Hi, And the file take quite long time to render when i try the tutorial in my interior with furniture …is that have any solution to lighten my file size ?
    Thank you so much ~ and i like your tutorial ~ look cool ~with clear explanation

  63. parisa says:

    my Question is? why did not creat daylight Instead of skylight in the artwork.

    Thanks very much

  64. Samantha says:

    Hi,May i know How to create hidden light at ceiling ?

  65. Samantha says:

    Hi, i try to apply this render method on a enclose room .. there is no window .. n after render is quite dark.. do have any other light can lighten up the place ? Thank you so much

  66. Hennerz says:

    Hi All, I just had a go of this tutorial, very good good amount of info and picutres. However I don’t get the same results?!?!
    My volumetric light is pixelated and i don’t have as much shadowing in the room. Also with the ‘sun’ hotspot and beaam fall off 24/26 i don’t get any feathering on the cast shadow?

    Just wondering is there any other details I may have missed, also does volumetric thing take a very long time to process? I have new machine with oodles of power oodles! but seemed rather slow, 10mins at 640×480

    Many Thanks Hen

  67. 111 says:

    Excellent Tutorial Clear and well laid own! Thanks

  68. dilesh says:

    great work done…. its really learning one..good keep it up

  69. Rohit says:

    Great tutorial. I got a satisfactory result even in 3Ds Max 7. Though I prefer making rooms using shell modifies than flipping normals. I had absolutely no idea about volume lights. Thanks to your tutorial, now I do know.

  70. Nonserial says:

    Really nice Tutorial!

    I’m not surte what i make out of it but we’ll see XD

  71. Thomas Braithwaite says:

    Thanks a lot, really gave me a good insight into various lighting techniques :)

    Also, I couldn’t find “warehouse” when using the Arch+Design thing :/

  72. 3dsmax says:

    Need more!!! ha I’m trying to learn as much as I can about mental ray :D

  73. Mukul says:

    Great Tutorial !

    Thanks a ton

  74. Mukul says:

    Here is my render .

    This is my result: file:///C:/Users/Mukul/Desktop/Polygon%20Works/new%20one%20lighting.jpg

  75. john says:

    Can any body help me to get a window glare..even if I turn the output shader on..I get nothing, seem something wrong.
    Do I have to select anything before a applying that? or to do the camera?

    I really need your help.

    Thanks in Advance.

  76. M says:

    Great tutorial. really appreciate that you show a sample render after each step, so we can understand where things went wrong if the final render doesn’t come out right. I also really appreciate that the tutorial doesnt require any special plug-ins. Thanks!

  77. Robiin says:

    Hey Guys.
    I did exactly the same as you described in your tutorial with Max 2010. I’ve even used the same values. But here’s my result:
    I think my standart settings are false…

    Please help me, I need the Room for an Intro i watn to create.

    Thanks in advance,


  78. NM says: great are you..thank you very much..i’v been suffering to know this without going crazy with too many just made it clear and simple..i hope you have more tutorials..i’m enjoying lighting for the 1st time ..thanks alot

  79. Arsh says:

    that was so nice,thanx dude,keep going on

  80. salam says:

    this tutorial is great !! i love it <3

    but there is somthing that didn't worked for me:
    Volume light effect with Density: 20 is too strong, but when i turned it to: 2 , it worked much better

    and thank you again

  81. Maise says:

    I Have 1 comment
    instead of flippeing the polygons you could also add a “shell” modifier on the Romm so u dont have to flip the polygons.

    Thats helpfull for people who activated the backface cull on objekts in the preferences.

    Thanks a lot for this short and helpfull Tutorial.

  82. Admin3D says:

    Thx, why you didnt used “gausian” distribution of light? It would be looking more real, or act so :D Anyway,, thx for this :)

  83. hp says:

    a biiiiiiig thanks to u ,,,, this is the inormation wat i need.. thanxxxxxxxxxxxxxxxxxxxxxxxxxxxx again… yo

  84. sumit says:

    it’s awesomeeeeeeeeeeeeeeeeeeeeeeeee

  85. CG_Chef says:

    I found this tutorial a huge help.

    I also modified a few settings that I think improve the image.

    1. I put an instance of the Camera Glare into the material editor and set “Spread” to 2.5
    2. I turned on the Near and Far Attenuations on the mr Area Spot: “Near” Start 0.0, End 16.0; “Far” Start 16.0, End 65.56
    3. I turned on the Use Attenuation Color in the Volume Light.

  86. shanu says:

    i like it…truly usefull

  87. Charlie says:

    Thanks for the very helpful tutorial

  88. rehema says:

    I liked this tutorial,it was easy to comprehend,thank you.

  89. Ali says:

    It’s Nice

    May it work with V-ray?

    Plz write a Tutorial Like this for V-Ray.

  90. Johnny says:

    Great tutorial, just pitty that rendering at the end takes ages to my machine :/ ill get a new one after waiting for 10 mins here

  91. Marshal says:

    Thank you for the great tutorial……….

  92. Juliyana says:

    Knowledge of geometry which I have not really understood until now. I just known sensor lighting almost for anywhere used.

  93. NATSU says:

    U r a Excellent Teller [ Teacher ] a step by step guiding

    Thanks a lot Friend

    NATSU – Selvanathan

  94. Cesar says:

    Very good tutorial. I didn’t know about volume and glare. Thanks for share. Keep going uploading more tutorial like this. suggestion: you could make a tutorial mental ray indoor lighting, dining room with light from outside and inside with lights too. Thanks!

  95. Dinu says:

    render time is to late!

  96. Adeel Jamil Siddiqui says:


  97. mario says:


    Just what im looking for.

    Greetings from Colombia!

  98. susan says:

    thanks alot dear, this is what i want… (^_^) keep up the good work.. excelent!!

  99. koeshariatmo says:

    that’s really great.. I need it
    Thanks for share

  100. dina says:

    thank you so much ..that was very useful

  101. reina says:

    Help!! I’m a beginner here. at step 4, i got a totally dark ceiling and left wall. why is it like this? is this normal by default?? nothing looks like the one you have in your step 4?

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