top of page

How to Make Your CGI Walls More Realistic in 3ds Max

Wooden chair in a sunlit room with a white wall and empty shelf, near a window casting shadows. Minimalist and calm setting.

Creating realistic walls in CGI can be surprisingly challenging. Flat, uniform surfaces often appear unnatural, detracting from the overall realism of a render. In this tutorial, we will explore an effective method to enhance the authenticity of your CGI walls using 3ds Max. This simple yet powerful approach introduces natural imperfections that make rendered walls look organic and believable.


The Importance of Realistic Walls


When it comes to rendering interior or exterior spaces, walls play a significant role in defining realism. Even though they seem like simple geometric objects, their subtle irregularities make a difference in how light interacts with them. Using standard materials and flat surfaces can result in an artificial appearance. Instead, incorporating real bumpiness and chamfered edges can elevate the realism of your scene.


Step-by-Step Guide to Enhancing Wall Realism

1. Start with a Solid Object


Ensure that your wall is a single, continuous object. This prevents unwanted artifacts and maintains a clean base for modifications.


2. Apply Chamfered Corners and Noise Modifiers


  • Use a subdivide modifier with a 7cm setting to create a detailed mesh structure.

  • Apply a chamfer modifier (0.5cm) to soften sharp edges.

  • Add an inset flow loop of 0.25 to maintain structural integrity.

  • Use a noise modifier with the following settings:

    • Scale: 800

    • Roughness: 0.1

    • Strength: 1.5cm This method creates wavy vertical lines, simulating natural wall imperfections caused by construction materials and settling.


3. Before & After Comparison


By applying these modifications, shadows and curvatures on the wall become more natural. The subtle depth variations improve realism significantly. Additionally, this method resolves the common issue of unnatural gaps between the wall and skirting board, which often occur due to real-world settling.


4. Fixing Skirting Board Gaps


To maintain a clean transition between the wall and floor, use the Volume Select modifier to exclude noise effects in the skirting board area. This allows for a realistic look without compromising alignment.


5. Why Avoid Displacement?


While displacement maps can add detail, they drastically increase polygon count, leading to inefficiencies in rendering. Moreover, displacement can distort sharp corners, making them appear unrealistic. The technique presented here offers a more efficient and controlled approach without unnecessary computational overhead.


Advanced Techniques for Large Structures


For larger buildings, reducing the subdivide size from 7cm to 40cm optimizes polygon density while preserving realism. This method remains non-destructive, meaning you can modify it at any time without affecting the overall structure.


Using the Data Channel Modifier for Controlled Imperfections


In real construction, inner corners are rarely perfect, while outer edges tend to be more refined. The Data Channel modifier allows for controlled noise application to mimic this effect.


Steps:

  1. Use the Dirt Map preset to identify areas needing imperfections.

  2. Adjust Curvature settings (Convex 0.5) to refine the effect.

  3. Apply Normalize + Smooth Operators to maintain a natural variation without excessive distortion.


Final Thoughts


By implementing these techniques, you can significantly enhance the realism of your CGI walls. Shadows, imperfections, and carefully controlled noise effects contribute to a more organic and visually appealing result. Since this method is non-destructive, adjustments can be made easily at any stage.


For even better results, consider exploring high-quality architectural assets from Archviz Supply. Their detailed models and textures can further elevate your renderings, ensuring professional-grade realism.


Watch the full tutorial video below to see these techniques in action!



Video tutorial by RenderRam.


Comments


bottom of page