Workflow · 3ds Max
Realistic kitchen rendering with 3ds Max and V-Ray
Kitchens are the hardest interior to render well, which is why they're the best test of an archviz artist. Hard reflective surfaces (countertops, cooktops, brushed metal). Multiple light sources (window, pendants, under-cabinet strips). Repeated geometry that has to sit perfectly in the frame (cabinet handles, drawer fronts, tile patterns). Get any of these wrong and the room reads as fake.
This is the workflow I use in 3ds Max with V-Ray for kitchen renders, on residential and hospitality projects.
Set up the scene
Open 3ds Max, units to centimeters, system unit setup matched. Import the architect's file (DWG, FBX, or rebuilt geometry from the SketchUp source). Run a quick sanity check: walls vertical, floor at zero elevation, ceiling at the height the floor plan claims.
For kitchens specifically, before you do anything else:
- Pull the geometry of the cabinetry away from the walls by 1 mm. Cabinets that share a face with the wall behind them produce z-fighting in V-Ray. The 1mm offset is invisible in the final image and saves you a debugging round.
- Confirm the countertop overhang. Standard is 25mm to 30mm beyond the cabinet face. A countertop with no overhang reads as a kitchen toy from a 1990s catalog.
- Check the splash height. Backsplash typically goes from countertop to underside of upper cabinets. If the architect didn't specify, default to that.
Camera
For kitchens I use:
- 35mm focal length. Wider distorts cabinet proportions. Narrower can't fit the room.
- Camera height: 1.4 meters. Standing eye-level, slightly seated. The countertop sits at the lower-third line of the frame.
- Two-point perspective if possible. Set the camera so vertical lines stay vertical (no tilt). 3ds Max's "Perspective Correction" or V-Ray Physical Camera with vertical tilt set to zero handles this.
The strongest kitchen compositions are taken from the doorway looking toward the focal wall (the splashback), or from across the island looking back toward the kitchen wall. Avoid corner shots that show two unrelated walls; they look like a real estate listing photo from 2008.
Lighting
For a daylight kitchen render:
- V-Ray Sun + V-Ray Sky for the master daylight. Sun position based on the architect's site orientation. Sky model "CIE clear" for sharp shadows or "Hosek" for soft.
- Window plane. A V-Ray Plane light scaled to the window opening, intensity around 30 to 60, color temperature 5500K to 6500K. This simulates sky bounce filling the room with cool ambient. Without it, the kitchen will look harshly direct-lit.
- Pendants over the island. V-Ray Mesh light or IES profile based on the actual fixture spec. Intensity 100 to 300, color temperature 2700K to 3000K for warm domestic light.
- Under-cabinet strips. V-Ray Plane lights, scaled to the strip dimension, intensity 50 to 100, color matched to the pendants.
- Fill light if needed. Kitchen interiors often have a dark zone behind the island (the back wall is in shadow). A subtle V-Ray Plane light placed where a window would naturally be, at low intensity, fills this without making it look fake.
For a twilight kitchen, drop the V-Ray Sun by 80%, replace the V-Ray Sky with a deep blue HDRI at low intensity, and turn the interior fixtures up to dominate the lighting. The pendants over the island become the hero.
Materials
This is where kitchens win or lose. Hard reflective surfaces are unforgiving.
Marble countertop:
- Use a real photographic scan, not a procedural marble. The veining patterns matter.
- V-Ray Material with diffuse from the texture, glossy reflection at 0.93 Hilight, fresnel IOR 1.6.
- Bump from a normal map at strength 0.3 (subtle).
Brushed brass hardware:
- V-Ray Material, metallic mode.
- Color: warm yellow-gold, around RGB 224, 192, 110.
- Reflection glossiness 0.85 (anisotropic if you want directional brushing).
- Fresnel disabled, IOR 100 (metals don't have a Fresnel falloff in V-Ray).
Wood cabinet fronts (smoked oak):
- 4K wood texture, oriented so the grain runs vertically on door fronts (it's how real cabinetry is made).
- Diffuse from texture.
- Reflection glossiness from a roughness map (0.6 to 0.7 average).
- Bump from a normal map at strength 1.0 for visible grain texture.
- Slight clearcoat (V-Ray Material → Coat layer, glossiness 0.95) for the lacquered look.
Cooktop / oven (matte black metal):
- V-Ray Material, dark grey base color (RGB 25, 25, 25), not pure black.
- Reflection glossiness 0.7 (slight matte sheen).
- Fresnel IOR 12 for that semi-metallic look.
Tile splashback:
- Diffuse from texture (subway tile, terrazzo, whatever the spec is).
- Roughness map for the grout being more matte than the tile face.
- Subtle bump for the depth of the grout lines.
Glass on cabinet doors (if any):
- V-Ray Material, refraction 1.0, IOR 1.45.
- Roughness 0 for clear glass, 0.05 for slightly textured glass.
Render settings
V-Ray on a 5950X + 4090:
- Image sampler: Bucket, min 1, max 16, threshold 0.005.
- GI: Brute force primary, Light Cache secondary. 1500 subdivs for the light cache.
- Resolution: 4K (3840 x 2160) for final, 1920p for iteration.
- Output: 32-bit EXR primary, plus 16-bit TIFF for fast review.
- Denoiser: V-Ray denoiser ON, default settings.
A 4K kitchen at these settings takes 1 to 2 minutes per frame on an RTX 4090 or 5090 with the V-Ray denoiser on. 1920p iteration is under a minute. Modern GPUs have collapsed render time to a non-issue for stills; the cadence of a project is set by client feedback, not by render queues.
Post-production
Bring the EXR into Photoshop or DaVinci Resolve. The grade for a kitchen is similar to any interior, with one specific addition: increase saturation on the warm tones (wood, brass, lamplight) and slightly desaturate the cool tones (white surfaces, glass, sky bounce). This warm-cool contrast is what makes a photographed kitchen feel premium.
Detailed grade workflow is in color grading 3D renders in DaVinci Resolve.
Common kitchen render mistakes
Things I see in junior portfolios constantly.
1. Identical pendants over the island. Real designers vary heights or use one pendant of a different size for visual rhythm. Three identical pendants in a row look like a catalog photo, not a designed space.
2. Empty countertops. Real kitchens have things on the counter. A fruit bowl, a cutting board, a kettle, a vase. Keep it sparse, not staged, but never empty. A naked counter reads as a showroom.
3. Perfectly clean appliances. A subtle smudge map on the oven door, a soft bump on the cooktop. Nobody's kitchen is laboratory clean. Renders that pretend otherwise look fake.
4. Repeated tile patterns with no offset. If your splashback is a repeating tile, randomize the seed or place the tiles by hand. A perfect grid of identical tiles with identical grout is the single most obvious tell of an amateur render.
5. Over-cooked reflections. Polished marble does reflect, but not as a mirror. Glossiness around 0.92 to 0.95 is correct. 1.0 is liquid mercury.
The hand-off
Final delivery for a kitchen render typically includes:
- 4K JPEG (master) and 4K PNG (transparent background if requested)
- Layered Photoshop file (PSD) with separate passes for lighting, reflections, ambient occlusion if the client wants to adjust
- A 1920p version for web use
If the client wants alpha mattes for individual elements (cabinets, countertop, appliances), that's an extra render pass and should be quoted separately.
For the equivalent workflow in Blender (which I increasingly use for the same job), see interior render workflow in Blender. For lighting decisions across times of day, see day vs night renders.