So this is a first: My first exterior scene for sale–for what it’s worth. The Spring is a detailed 3ds Max environment designed for rendering in V-Ray Next GPU. You can use it as a showcase for your models, as a virtual environment for your CG projects, or as a collection of detailed 3D assets to pilfer and abuse as you see fit. But before you do anything please check a few important health warnings at the bottom of this post.
The scene is centered around a classical wood structure in late 19th-century French resort architecture. It is inspired by an existing structure in my beautiful home town of Vichy (which is incidentally applying for UNESCO world heritage status), but with some considerable liberties taken. In the end, it is largely a fantasy vision anchored in reality.
The scene includes some very special assets, such as these nice pollarded plane trees that make French town squares and school yards look so picturesque, and which, to my knowledge, are not available as 3D assets anywhere else. There are three different models, all with photo-scanned trunks and textures, plus one, non-pollarded and larger plane tree for a less domesticated look, also with scanned trunk and scanned bark and leaf textures.
Not to mention a ton of models for scattering (pebbles, scanned dead leaves, grass, clover…) as well as detailed entourage models, including an ornate cast-iron bench, a deliciously romantic cast-iron lamp post, glazed Anduze planters that scream Côte d’Azure, and some Versailles-inspired wood planters, all with their respective vegetation: orange trees, oleanders, hydrangea, boxwood shrubs… Everything to make your own laid-back French garden at home.
A lot of love went into making these models. The cast-iron bench, the lamp post and the Anduze planters, for instance, were modeled in Max, unwrapped by hand, detailed in ZBrush, retopologized and baked to lower poly versions, and hand-painted and shaded in Substance painter, making them very unique.
All the renders here are straight from the VFB thanks to some exposure, color balance and curve action, as well as lens effects. Of course, you can also turn all of this off and render in linear 32-bit for post-processing in your 2D application of choice.
ATTENTION though. Before you press that buy button, make sure you read the following:
- This is not a scene for the faint of heart. At 1.44GB of textures and geometry, make sure you have enough VRAM in your GPU. On my rig, with two RTX 2080ti, the scene took about 7GB of VRAM to render. If you have a bigger setup, there is an option to displace the footpath, which is currently disabled as I didn’t have enough VRAM to render some of the more close-up shots. Feel free to enable it if you dare.
- This is a V-Ray GPU scene. It will work fine on the latest version of V-Ray Next GPU. And it will likely also work on V-Ray Next (CPU), but some materials may need tweaking, especially bump values, and the final result may look slightly different. So bear that in mind if you are buying this to render it on the CPU. It may need some hand tweaking.
- IMPORTANT: This scene will require ItooSoft’s Forest Pack Pro to render as advertised. This indispensable plugin is needed for the grass, the dead leaves, the pebbles on the footpath, the Hydrangea rows, and the background trees. Basically all the scattered stuff. Of course, if you don’t have the plugin, you can scatter all these elements manually or via another scatter solution.
- The big trees and most of the smaller plants are in the scene as V-Ray proxies. This is essentially to make the navigation easier. If you need to, for instance in order to convert the scene for another renderer, you can of course load any proxy as a mesh.
- Purely for information, all of these shots took about an hour to render with buckets at 2400×1600 pixels.
With this out of the way, feel free to check the scene page on Turbosquid for more info, including previews of the individual assets, wire renders, etc. And see a few more shots below.
22 thoughts on “The Spring”
Hi benoit, how do you optimize your scenes working on a gpu would you have no more memory working on a cpu? I mean do you use several video boards together to have more memory? Or what? I mean one rtx 2080 ti just have only 11gb and for a microprocesador you can have 128 GB into a motherboard for exrmple
@eugenio I use the 2sided material, which works on the GPU (although it looks a little different from the cpu version).
hello Bertrand, your work is amazing, alway waiting for the new post in your website….
want to ask you about foliage material with gpu, we dont have translucency in the vraymaterial, how you reach this good results without translucency?
@Hung. Thanks for this. I’ll look into it. That said, I always post every blog post on the site to Facebook, so you should be able to share them from there.
I like a lot of your works posted on this blog and many times, I like to share your posts to my friends. Do you think a social network share button (like facebook) added to this site will be a good idea?
Have a nice day!
thanks homie epic scene. just bought it
Yeah, that works ! Thank you so much, Bertrand ! I guess the problem can be on my side, just because I use Max 2016 , I am not completely sure, but still it works as intended after applying those settings 🙂
Thank you ! 🙂
@Aerowalk that’s strange. Which version of V-Ray do you use? Can you open the color correction controls in the VFB, click the “globals” button, and import this preset: https://drive.google.com/file/d/1puKqg2uqpvw5E8EqEDm2uokylP2pec6Q/view?usp=sharing
Let me know if this works.
Thanks for a fast reply ! Here is what I’ve learned 🙂
– No, I have no curves or some production in VFB (Exposure, White Balance and Curves are checked, but they seem to be default). I will still do my own post, so that is completely fine, i really want to try to make a night version or something like that, and that will require different post for sure, so not a big deal 🙂
– Yes, I solved that just by converting tiles to mesh and back to edit poly
– Thanks a lot ! This is really surprising, just tried that out, used some noise maps with different colors mixed with grass diffuse in color dodge and normal modes, works like magic ! will definetely use this trick for grass and leaves !
Thanks a lot once again, awesome work ! Looking forward for more 🙂
Thanks for purchasing the scene and sorry that it’s causing you problems. Let me try to answer your questions.
– The results from the preview renders on Turbosquid should be exactly what you’re getting out of the box (the renders on my site are a little brighter). When you render with V-Ray and look at the VFB post-production section, are you seeing custom exposure, white balance and curve values? In particular, there should be an S-curve directly in the VFB there that mimics a filmic response curve without the need for a LUT. If not, something must have gotten lost in translation. What version of V-Ray are you using? Did you reset the render settings before rendering? That would also reset the post-production settings.
– This is strange indeed. The only thing that comes to mind is that, because the model was done in Max 2019, something might get wonky when translating into earlier Max versions. But it looks like you’ve managed to solve the problem, haven’t you? Or do you still need help with the roof?
– Actually, FStorm supports Forest Color. That’s the crazy thing. But it doesn’t support random distribution, only using a texture projected on the terrain UVs (which is actually my favorite option and not something that V-Ray supports). It’s a little counterintuitive but it works great in my experience. You can find the explanations here: https://www.facebook.com/groups/FStormGroup/permalink/1982628542033554/
That’s what I used here: https://www.flickr.com/photos/bbb3viz/46887645445/in/dateposted-public/
Hey Bertrand !
First of all – amazing work, as usual, can’t stop enjoying it 🙂
Bought the scene recently, and already learned a lot from it, so thanks again.
There is actually one thing I would like to know – is post-processing, how did you made it inside VFB (i mean have you used LUTS of something like that), because the result from VFB differs from the final renders up here?
And also – there is some weird problem, I’ll try to explain. The thing is – when I converted the scene to FStorm (I work with FStorm, obviously) and tried to render it – my Max just crashed. After a short research I’ve found the problem part (i have a pretty decent rig with 2×1080 Ti, so specs are not the problem) – it crashed because of roof tiles… Now here comes the strange thing – roof tiles renders well in V-ray or when converted to Corona, but as soon as you convert it to FStorm – boom, crash. ALSO Max crashes when you try to select all or few elements (in edit poly) of roof tiles (not always from the first attempt, but it will crash after a few). I’ve checked this at 2 computers and 3 different versions of Max – 2016,2017,2018. BUT you can easily fix it just by converting roof tiles to Editable Mesh and back to Editable Poly. This is really strange.
The third thing I would like to know – sadly, FStorm does not support Forest Color yet (or it never will…). Is there any way to reproduce Forest Color effect in FStorm ? May be FStorm’s MultiText map or something like this?
oopsie dipsy !
“But I wanted to do a detailed walkthrough of the scene to show the general architecture and a few of the knobs and tricks I used, if that’s also of interest.”
Of course I would be interested. Post it, I shall wait counting the stars till then!
Oh.. wow. Seems like that everything you do comes out perfect.
@Hisham, yes, possibly, though probably not right away.
Hey @Hari, I didn’t record anything, unfortunately, when modeling this. But I wanted to do a detailed walkthrough of the scene to show the general architecture and a few of the knobs and tricks I used, if that’s also of interest.
Incredible work. Bravo !
Are you going to post any time-lapse video of this project. It’s so interesting and soothing to watch your time-lapses. Please consider this as a request. Keep blowing off minds ! Thank you.
Are you going to offer for example the trees as separate assets?
Hey Vinicius. Thanks for dropping by. For this, I used no particular optimization for textures. Not even on-demand mip-mapping. I would have gone down that route if I had run out of space, but without the displacement on the path, it worked fine. Textures took about 3.5GB, same as the geometry.
I can confirm that working with NVLink removes a lot of the problems, but it limits you to either two or four cards.
Awesome set of renders! Props look wonderful.
Question: you said the amount of vram used is about 7GB. Is that with tiled/mipmapped .tx/.exr textures which you converted or are you using default srgb textures and full .exrs?
In case you are not familiar, v-ray’s Lele did some explanation: https://forums.chaosgroup.com/forum/v-ray-for-3ds-max-forums/v-ray-for-3ds-max-tutorials-tips-tricks/1005229-a-guide-to-reducing-ram-usage-in-v-ray?p=1005237#post1005237
Planning to switch to GPU in the near future but dont know if it should work in terms of RAM, as I would need several to sum their RAM through NVlink.
And congrats again! Badass as always. =)