Interior Design  ·  Level 6
Digital Modelling And Rendering
Chapter 4: Produce renders for interiors
📚 5 Topics
⚑ What you will be able to do

By the end of this chapter, you will be able to:

  • Choose the right rendering engine that fits the needs of different interior projects.
  • Position and adjust cameras to capture the best views of your interior designs.
  • Set up rendering engine options to create clear and high-quality images.
  • Render interior scenes accurately to showcase your modelled spaces.
  • Export your rendered images in file formats that clients can easily use.

Mastering these skills will help you create impressive visual presentations that bring interior designs to life and impress clients in the real world.

4.1 Rendering engine selection

A rendering engine is the part of the software that calculates the final image from the model, materials, lights and camera. Engines differ in how they calculate light, whether they use the computer's processor or graphics card, how realistic and fast they are, which modelling programs they work with and what they cost. Selecting the right engine for a project means matching these features to the output required, the deadline, the available hardware and the budget, because the wrong choice can mean images that are too slow to produce or not realistic enough for the client. Example: a design studio preparing a quick weekly progress review for a hotel developer uses a real-time engine to produce views in minutes, then switches to a path-traced engine for the final photorealistic marketing images of the hotel's suites.

4.1.1 Rendering methods

Rendering engines use different methods to calculate how light behaves. The method affects realism, speed and the type of output the engine is best at. Example: a visualiser for a jewellery store uses a path-traced engine because sparkling metals and glass need accurate reflections and refractions.

Method How it works Strengths Limitations
Rasterisation Projects geometry onto the screen with approximate lighting Very fast, suitable for real time Less accurate reflections and shadows
Ray tracing Traces rays from the camera to surfaces and lights Accurate reflections, refractions and shadows Slower than rasterisation
Path tracing Traces many random light paths including bounces Highly realistic global illumination Needs time to remove noise
Hybrid real-time ray tracing Combines rasterisation with ray-traced effects on modern GPUs Near-photoreal images in seconds Needs powerful graphics cards

Biased and unbiased engines

Feature Biased engines Unbiased engines
Approach Use shortcuts and approximations to speed up rendering Simulate light as physically accurately as possible
Speed Generally faster Generally slower, improves with more samples
Control Many settings to balance quality and time Fewer settings, simpler to use
Realism Very high when well set up Very high and physically consistent
Examples V-Ray (with some modes), Lumion Corona (mostly unbiased), Cycles, Arnold

4.1.2 Hardware-based categories

Engines run on the processor (CPU), the graphics card (GPU) or both. The type of hardware available strongly influences which engine is practical. Example: a small firm with one powerful graphics card chooses a GPU engine, while a studio with several multi-core workstations chooses a CPU engine that can share renders across them.

Category Runs on Advantages Disadvantages
CPU engines Processor cores Handle very large scenes, stable, use system memory Slower for each image unless many cores
GPU engines Graphics card Very fast, quick interactive previews Limited by graphics memory for huge scenes
Hybrid engines Both CPU and GPU Flexible, use all available hardware May have feature differences between modes
Cloud rendering Remote servers Fast for large jobs, no local hardware needed Ongoing cost and upload time

4.1.3 Real-time and offline engines

Real-time engines produce images instantly and support walkthroughs and virtual reality, while offline engines take longer per image but give the highest realism. Many projects use both. Example: a developer of luxury apartments uses a real-time engine for virtual reality walkthroughs at its sales office and an offline engine for brochure images.

Common engines and their typical uses

Engine Type Works with Typical use
V-Ray Offline, CPU and GPU SketchUp, 3ds Max, Rhino, Revit and others Photorealistic stills and animations
Corona Offline, CPU 3ds Max, Cinema 4D Highly realistic interiors with simple setup
Cycles Offline path tracing Blender Free photorealistic rendering
Arnold Offline, CPU and GPU 3ds Max, Maya, Cinema 4D High-end visualisation
Enscape Real-time SketchUp, Revit, ArchiCAD, Rhino Fast walkthroughs and design reviews
D5 Render Real-time ray tracing SketchUp, Revit, 3ds Max and others High-quality images and videos quickly
Lumion Real-time Imports from most programs Quick images, animations and effects
Twinmotion Real-time SketchUp, Revit, ArchiCAD, Rhino Walkthroughs, panoramas and VR
Eevee Real-time Blender Fast previews and stylised renders

4.1.4 Factors in selecting a rendering engine

No single engine is best for every project. The choice balances several factors related to the project, the team and the resources. Example: an interior consultant for a county government's new offices chooses an engine that works directly inside its BIM software so the model does not need to be exported.

Selection factors

  • Output required: Still images, animations, panoramas or virtual reality need different engine strengths.
  • Realism expected: Marketing images need photorealism, while design reviews may need speed more than perfection.
  • Speed and deadlines: Tight deadlines favour real-time or GPU engines.
  • Compatibility: The engine must work with the modelling software used.
  • Hardware available: CPU, GPU and memory determine which engines run well.
  • Cost and licensing: Subscription, perpetual, free and educational licences differ widely.
  • Ease of learning: Simpler engines reduce training time for the team.
  • Asset libraries: Built-in libraries of furniture, plants and materials save time.
  • Support and community: Tutorials, forums and local users help solve problems.

Steps for selecting a rendering engine

  1. Define the deliverables: List the images, animations and interactive outputs the client needs.
  2. Check the deadline: Note how much time is available for rendering.
  3. Review the hardware: Check the processor, graphics card and memory available.
  4. List compatible engines: Identify engines that work with the modelling software.
  5. Compare features and cost: Compare realism, speed, libraries and licence costs.
  6. Run a test render: Render a sample view of the project in the shortlisted engines.
  7. Score the options: Rate each engine against the selection factors.
  8. Decide and record: Choose the engine and record the decision in the project notes.

Worked example: weighted scoring of two engines

Weighted score = sum of (score × weight)

A studio compares two engines for a hospital's paediatric wing using weights of realism 40%, speed 35% and cost 25%, with scores out of 10.

Engine A: realism 9, speed 5, cost 6

Engine A = (9 × 0.40) + (5 × 0.35) + (6 × 0.25) = 3.6 + 1.75 + 1.5 = 6.85

Engine B: realism 7, speed 9, cost 8

Engine B = (7 × 0.40) + (9 × 0.35) + (8 × 0.25) = 2.8 + 3.15 + 2.0 = 7.95

Engine B scores higher and is selected for the review stage.

Worked example: total rendering time for a project

Total time = number of images × time per image

A project needs 12 final images. Engine A takes 40 minutes per image and Engine B takes 6 minutes.

Engine A total = 12 × 40 = 480 minutes = 8 hours

Engine B total = 12 × 6 = 72 minutes = 1.2 hours

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🔒4.2 Cameras positioning and adjustment

Cameras in rendering software work like real cameras: they are placed at a position, aimed at a target and adjusted with lens, exposure, white balance and focus settings to produce the final image. Positioning decides what the viewer sees and from where, while…

🔒4.3 Render engine settings configuration

Render engine settings control how the engine calculates an image: its resolution, how many light samples are taken, how light bounces are computed, how noise is removed, how colours and contrast are mapped, which separate passes are saved and how the computer…

🔒4.4 Scenes for modelled interior projects rendering.

A rendering scene is the complete, prepared version of a model that is ready to be rendered: the cleaned geometry, finished materials, chosen lighting state, dressed furniture and props, the view outside the windows, the cameras and the render settings, all sa…

🔒4.5 Export rendered output file formats

Exporting rendered output means saving the finished render in a file format suited to how it will be used: printed on boards, shown on screens, posted online, edited in post-production, played as a video or viewed as a virtual tour. Formats differ in compressi…

Am I competent?

At the start of this chapter we promised you would be able to:

  • Choose the right rendering engine that fits the needs of different interior projects.
  • Position and adjust cameras to capture the best views of your interior designs.
  • Set up rendering engine options to create clear and high-quality images.
  • Render interior scenes accurately to showcase your modelled spaces.
  • Export your rendered images in file formats that clients can easily use.

Tick each one you can genuinely do.

So, are you there yet?

You're competent when you can confidently do 50% or more of what this chapter promised.

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