

Imagine learning everything about Archviz in a single course.
✔️ See how to achieve ultra-realistic renders.
✔️ Master Archviz from start to finish.
✔️ A community of artists connected to the biggest companies in the country.
✔️ Exclusive techniques created by Thi Lima (not available on YouTube).
✔️ The course is structured linearly, from modeling to post-production.
✔️ Theoretical classes on photography, materials, lighting, and post-production.
✔️ Stop pressing buttons and learn when and how to use the tools.
✔️ Learn to work in an organized way and prepare for big projects.
✔️ Lifetime access to the classes.
✔️ Free updates.
✔️ 1 year of support for your questions (renewable).
✔️ English subtitles
✔️ #no coach talk.
What will you learn?
activate the english subtitles.
#01
Modeling
You will learn how to model architecture correctly in 3ds Max, recreating a real project in a lightweight, parametric way, with complete control over any changes requested by your clients.






+10 hours
40 lessons
#02
Photography
You will learn professional architectural photography applied to Archviz with Chaos Corona, covering theory and practice from camera setup and lens types to composition, color theory, and much more.

+6 hours
32 lessons
#03
Lighting
In this module you will learn everything about lighting applied to Archviz with Chaos Corona, using an exclusive technique developed by Thi Lima on how to represent any real-world lighting.

+13 hours
62 lessons
#04
Materials
You will understand how materials behave in the real world and how to create PBR materials in Chaos Corona from scratch to advanced levels.
+12 hours
47 lessons
#05
Textures
You will learn how to create, edit, and map textures correctly with UVW and UNWRAP, as well as work with procedural maps that adapt to 3D geometries, understanding all the maps in Chaos Corona.
+14 hours
59 lessons
#06
Chaos Scatter
In this module you will learn how to distribute elements using Chaos Scatter and Forest Pack, in particular you will create ultra-realistic vegetation with natural distributions like in the real world.
+14 hours
67 lessons
#07
Rendering
You will learn everything about photorealistic rendering and render time optimization with Chaos Corona, mastering all the Render Settings to create professional renders in the shortest time possible.

+8 hours
45 lessons
#08
Post Production
You will learn Photoshop from beginner to advanced levels, combining Chaos Corona's render elements with advanced architectural post-production techniques applied to Archviz, including Matte Painting.
+12 hours
45 lessons
#09
Full Scene
In this module, you will create a complete scene from modeling to final renders , simulating changes from a real client, and gain a practical understanding of how the Archviz job market works.

+7 hours
31 lessons
#10
Chaos Vantage
In this module you will learn how to migrate your scene from Chaos Corona to the Chaos Vantage real-time renderer , allowing you to render images and videos much faster without losing quality.

+1 hour
6 lessons
Bonus
Discover all the course content.
001 - Installing the Chaos Corona
002 - Corona as Default Renderer
003 - Pure Ref
004 - Relink Bitmaps
001 - Essential 3D Studio Max Settings
002 - Working with the correct units of measurement
003 - Productivity Settings in 3D Studio Max
004 - Essential Knowledge - Part 1 - Types of Selection
005 - Essential Knowledge - Part 2 - Loops, Constraints & Flows
006 - Essential Knowledge - Part 3 - Extrude, Inset, Snaps & Aligns
007 - Essential Knowledge - Part 4 - Wall Modeling
008 - Essential Knowledge - Practical Application - Wall Modeling
009 - Baseboards and Moldings with Sweep
010 - Installing & Using the Floor Generator
011 - Basic Slate Material - Part 1
012 - Basic Slate Material - Part 2
013 - Basic Slate Material - Part 3
014 - Origin x Thickness of Objects & Glass with Liquids
015 - Exporting from SketchUp to 3ds Max
016 - Exporting from Revit to 3ds Max
017 - Tips & Precautions when importing ready-made models
018 - Techniques for reducing polygons in imported models
019 - Attach x Separate Objects
020 - Models with plugins not found
021 - Randomization Scale & Contact Shadows
022 - Corona Power Tools - Cleaner
023 - Corona Power Tools - Pivot Placer
024 - Corona Power Tools - Randomizers
025 - Xref
026 - Corona Proxy
027 - Cleaning up plants in Archicad and importing them into 3Dmax
028 - Commands for clearing floor plans in AutoCAD
029 - Modeling of Garden Apartments
030 - Deck & Pergolas of the Garden Apartments
031 - Modeling the walls of the 1st and 2nd floors
032 - Modeling Balconies and Brise Soleils
033 - Modeling of the Architecture, Deck and Rooftop Ramp
034 - Entrance, Facade & Sidewalks
035 - Installing Doors, Windows & Railings
036 - Defining finishes and refining the shaping with chamfers
037 - Simulating customer change requests
038 - Furniture modeling based on the Descriptive Manual
039 - Installing & Using the Connecter Software
040 - Organizing, Importing, and Saving 3D Models001 - CoronaToolbar (2.0)
002 - Common
003 - Scene - Interactive Render, VFB & Progressive Render Limits
004 - Scene - Max Passes, History, SaveLoad & Hidden Lights
005 - Scene - Render Only Masks & Cmasking_Mask
006 - Scene - Override Mtl & 2D Pan Zoom Mode
007 - OverridesMtl Preserve (2.0)
008 - Scene - Render Selected & Denoising
009 - Scene - LightMix - Day to Night
010 - Performance - GI Theory, Path Tracing & Uhd Cache
011 - Performance - GI x AA Theory, Noise & LSM
012 - Performance - Theory - Speed Vs. Accuracy Balance - Max Sample Intensity & Max Ray Depth
013 - Performance - Interactive Rendering & UHD Cache
014 - System - Threads, Lock, Material Editor, Autosave & VFB settings
015 - System - Export Scene, Stamp, Image Filters, Highlight Clamping x AA
016 - NewLightSolver (1,7)
017 - Nvidia Aidenoise (3.0)
018 - Optimizing RAM Usage & Conserve Memory (4.0)
019 - HighQuality AAFilter (4.0)
020 - IntelAidenoise (4.0)
021 - Intel AI Denoise
022 - Corona Unified Lister
023 - New Corona Benchmark
024 - AI upscaling
025 - AI Enhance & Upscale001 - Chaos Cosmos
002 - Chaos Cosmos News
003 - Chaos Cosmos - Asset Variations001 - new vfb
002 - Node based Tone Mapping
003 - Auto VFB Corrections001 - Corona Camera
002 - Creation & Positioning
003 - Lenses
004 - Exhibition
005 - Linear vs. Non-Linear
006 - Tone Mapping
007 - LUTs, Bloom, Glare, Sharpening & Blurring
008 - New Bloom & Glare - Custom Aperture (6.0)
009 - Perspective Correction
010 - Miscellaneous & Lens Distortion
011 - Depth of Field - DOF
012 - VFB - Focus Picker
013 - Dof Highlights Solver
014 - Dof with Fisheye lens
015 - Bokeh
016 - Advanced Bokeh
017 - Motion Blur
018 - Motion Blur Shutter Curve
019 - Motion Blur & Light Streaks
020 - Clipping, fisheye & Orthographic for Humanized Floor Plans
021 - New Fisheye (4.0)001 - Perspectives
002 - Basic Rules of Architectural Photography
003 - Photographic Rules - Directing the Gaze
004 - Photographic Rules - Crop & Framing
005 - Photographic Rules - Extras
006 - Summary of Cameras, Lenses & Composition
007 - Color Theory
008 - Practical Application of Color Theory
009 - The Emotion of Colors & Storytelling
010 - Exposure & White Balance - Part1
011 - Exposure & White Balance - Part2001 - Corona Lights Intensity, Unit, Size & Shadows
002 - Corona Lights Color, Shapes & Directionality
003 - NonPhysical Properties
004 - IES & Directionals
005 - Corona Light x Light Mtl x Self Illumination - Theory
006 - Corona Light x Light Mtl x Self Illumination - Practice
007 - Adaptive Env Sampling - No Portals (6,0)
008 - Review - Corona lights
009 - Review - Optimizing techniques and light types001 – Sun & Sky - Creation & Intensity
002 – Sun Size, Sun Realistic Color & Turbidity
003 - Corona Sun, Rawa Fake Sky Model & Daylight System
004 - New Sun & Sky Model (6.0)
005 - New Corona PRG Clear SKY & Volume Effect
006 - Sky Clouds & Contrails
007 - New Corona Sky001 - HDRI Theory
002 - Lighting with HDRI in Corona Render
003 - Optimizing HDRI Maps
004 - Optimization using Scene Environment Overrides
005 - HDRI + Corona Sun & Sky
006 - Sun & Sky vs. Hdri - Which is better?
007 - Creating HDRI Presets & Render Settings
008 - HDRI Transform from object001 - 3 & 4 point lighting
002 – Applying 3 & 4 Point Lighting in Architectural Scenes - Part 1
003 – Applying 3 & 4 Point Lighting in Architectural Scenes - Part 2
004 - The Hierarchy of Lights
005 - Studio Lighting - Working with Reflective Objects
006 – How to get your lighting questions answered001 - Theory - Unique Lighting Method - Learning to observe references
002 - Practice - Observing a Reference & Applying the Technique with Sun & Sky
003 - Practice - Observing a Reference & Applying Technique with HDRI
004 - Practice - Applying the Technique with Late Afternoon Refs
005 - Practice - Applying Technique Late Afternoon Purple Sun & Sky x Hdri
006 - Practice - Applying technique in indoor 7 different lightings
007 - Practice - Brightening a Complex Scene - Filmic Highlights & Additional Corona Lights
008 - Practice - Clearing a Complex Scene - Curves & Corona RaySwitchMtl
009 - Practice - Applying various techniques in 5 daylight interiors
010 - Practice - Applying the technique on Daylight interiors with hdri
011 - Practice - Reproducing Cloudy Light with Sun&Sky x HDRI
012 - Theory - Cloudy lighting for interiors
013 - Practice - Reproducing Cloudy lighting in interiors
014 - Practice - Reproducing 5 Night Exterior Lighting moods
015 - Practice - Night exteriors with many lights
016 - Practice - How to lit a city at night & HDRI x SKY
017 - Theory & Practice - Dusk light for interiors
018 - Practice - Night Light for interiors
019 - Lightmix in detail
020 - Lightmix with Multiple Environments001 - Daytime Illuminations and Golden Hour Quickly
002 - Cloudy Lights in a quick burst
003 - Quick Dusk and Night Lighting
004 - Quickly apply daytime, golden, and cloudy interior lighting.
005 - Interior Lighting for Dusk & Night, Quickly
006 - Optimizing scene lighting with curtains
007 - Good Practices for Artificial Lighting
008 - Light Conversion and Scaling
009 - Optimizing Lighting with Rayswitch Material
010 - Optimizing Lighting with Material Volume
011 - Summary of All Optimizations for Artificial Lights
012 - Summary of Lighting Theory from basic to advanced001 - Comparison of LegacyMtl (V6) x PhysicalMtl (V7) - PART 1
002 - Comparison of LegacyMtl (V6) x PhysicalMtl (V7) - PART 2
003 - Using Chaos Scans Materials
004 - Chaos Scanned Mtl - update
005 - Corona Material - Diffuse & Reflection - Color, Level & Glossiness
006 - Fresnel IOR, Anysotropy, Reflection & Reflection Gloss Mapped
007 - CoronaColor & Corona Improved Picker
008 - CoronaColorCorrect
009 - Multi Output Maps
010 - Materials Without Variation vs. Materials With Variation in Reflections
011 - Refraction Level, Color, IOR & Glossiness
012 - Dirty Glass, Caustics & Thin
013 - Opacity & Translucency
014 - Creating vegetation material with Translucency
015 - Theory of Materials with Volumetric Absorption & Scattering - SSS
016 - Creating Materials with Volumetric Absorption & Scattering - SSS
017 - Creating a Candle Material with Absorption & Scattering
018 - Bump & Normal Map Theory
019 - Bump & Normal map in practice
020 - The Importance of Albedo
021 - Working with the Albedo of Textures
022 - Theory of Materials PBR
023 - Standardizing the creation of Materials
024 - Applying PBR Material Standards in Corona Renderer
025 - Applying the PBR standard for real-world materials to Corona - Non-metals
026 - Applying the PBR standard for real-world materials to Corona - Metals & Mirrors
027 - Applying the PBR standard for real-world materials to Corona - Glass
028 - Applying the creation of fabric materials to Corona
029 - Applying the PBR standard for real-world materials to Corona - Translucent Materials
030 - 3 Types of Translucent Curtain Materials
031 - SSS mode (1,7)
032 - Performance - Displacement Theory
033 - Performance - Mastering Displacement in Corona Render
034 - Corona Displacement Mod Overrides (2.0)
035 - New 2.5D Displacement (5.0)
036 - Creating masks through reflections and refraction (6.0)
037 - Practical applications of Physical Mtl's Clear Coat
038 - Practical Applications of Sheen, Glass & Metallness
039 - Complex IOR for Metals
040 - Material Tail
041 - Thin layer film
042 - Corona 7 PBR Libraries Favorites
043 - Theoretical summary of PBR materials
044 - Remaking materials from ready-made models - Part 1
045 - Remaking materials from ready-made models - Part 2
046 - Remaking materials from ready-made models - Part 3
047 - Extra Tips for Optimizing Materials001 – UVWmap x UnwrapUVW
002 – Unwrap & Cylinder
003 – Unwrap Torus – Quick Peel, Pelt, Relax, Peelmode
004 – Unwrap – Cone, Sphere, SupportLoops & Turbo Smooth
005 – Unwrap – S road – Unfold Strip from loop & uvwXform
006 – Unwrap - UV Utilization vs. Texture Size
007 – Unwrap - Floor Generator, Curtains & Cushions
008 – Detailed Unwrap - Wardrobe & Desk
009 – Unwrap in Details - Tap
010 - Viewport Canvas
011 - Unwrap into Details - Office Chair
012 - Unwrap into Details - Sofa - Symmetry
013 - Intro to Corona Decal
014 - Corona Decal Practice - Parking
015 - Corona Decal Practice - Asphalt
016 - Corona Decal Practice - Extra Techniques
017 - Decals By Channel
018 - Curved decals
019 - Corona UVW Randomizer
020 - UVW Randomizer - Randomize Each Tile (6.0)
021 - Uvw Randomizer by Decals
022 - Intro to Corona TriplanarTex
023 - Using TriplanarTex
024 - Corona TriplanarTex - Complex Objects
025 - CoronaMultiMap - Modes
026 - CoronaMultiMap - Randomization Tools
027 - Randomize by poly
028 - Randomizing materials quickly
029 - Creating Seamless Textures
030 - Advanced Seamless textures - Diffuse x Albedo
031 - Creating textures to floor generator
032 - Creating Basic Texture maps - Reflection Glossiness & Displacement
033 - Creating advanced textures - House - PART 1 - Theory, Unwrap & Brushes
034 - Creating advanced textures - House - PART 2 - Diffuse, Gloss & Bump
035 - Creating advanced textures - Crossroads - PART 1
036 - Creating advanced textures - Crossroads - PART 2 - Gloss, Bump & Displacement
037 - Tile x Real World Scale x TriplanarTex
038 - Bitmaps vs. Procedural
039 - Corona Bump Converter001 - Mask, Mix & Corona Mix - EN
002 - Composite - EN
003 - Corona Layered Material - EN
004 - Bitmap and UV Channels - EN
005 - Composite & Layered in Practice - Part 1 - EN
006 - Composite & Layered in Practice - Part 2 - EN
007 - Composite & Layered in Practice - Part 3 - EN
008 - Intro to CoronaAO - EN
009 - Advanced materials with CoronaAO - EN
010 - Intro to CoronaDistanceTex - EN
011 - Applications with Corona Distance Tex - Part 1
012 - Applications with Corona Distance Tex - Part 2
013 - Intro to CoronaRoundedEdges
014 - Applications with CoronaRoundedEdges
015 - Curvature Map
016 - Corona Edge Map
017 - Corona Tile Map - Intro
018 - Corona Tile Map - Textures
019 - Corona Tile Map - Advanced
020 - Corona Tile Map - Extras
021 - Advanced Materials - Aged Bronze
022 - Complex Materials - Corten Steel
023 - Complex Materials - Silk
024 - Advanced Materials - Stovetop & Fireplace Flame
025 - Advanced Materials - Translucent Marble
026 - Complex Materials - Car Painting
027 - Complex Materials - Dirty Wooden Floor
028 - Complex Materials - Beach Sand
029 - Complex Materials - Snow - Part 1 - Modeling & Accumulation
030 - Advanced Materials - Snow - Part 2 - Modeling: Paint Deform, Object Paint, Scatter & Blobmesh
031 - Advanced Materials - Snow - Part 3 - Blobmesh Modeling for Vegetation & Procedural Techniques
032 - Advanced Materials - Snow - Part 4 - Particle Modeling & Plugins
033 - Advanced Materials - Snow - Part 5 - Snow Materials
034 - Application of snow materials in a complete scene
035 - Advanced Materials - Metal Chest
036 - Complex Materials - Asphalt
037 - Complex Materials - Asphalt - Puddles of Water
038 - Complex Materials - Boolean Material with CoronaDistance
039 - Slicer Material001 - Corona TonemapControl
002 - Toon & Outline Mtl
003 - Corona FrontBack
004 - CoronaWire
005 - CoronaRaySwitchMtl & RaySwitchMap
006 - Intro to CoronaShadowCatcher
007 - CoronaShadowCatcher Applications - Part 1
008 - CoronaShadowCatcher Applications - Part 2
009 - CoronaBitmap & CoronaShadowCatcher
010 - Intro to Corona Select Mtl & Corona Select Map
011 - Practical Application of Corona Select Mtl & Corona Select Map - Part 1
012 - Practical Application of Corona Select Mtl & Corona Select Map - Part 2
013 - Intro to Corona Pattern
014 - Corona Pattern - Practical Applications - Part 1
015 - Corona Pattern - Practical Applications - Part 2
016 - Corona Pattern - cropbox
017 - Intro to Caustics
018 - Practical Application of Caustics (4.0)
019 - Caustics Include and Exclude
020 - Caustics Auto Resolution
021 - Dispersion (1.7)
022 - CoronaVolumeMtl - Part 1 - Distance, Winter & Night Fog
023 - CoronaVolumeMtl - Part 2 - Godrays, Interiors, Scenography & Fake Caustics
024 - CoronaVolumeMtl - Part 3 - Inside Volume, Distance & Clouds
025 - Camera inside volume
026 - CoronaVolumeMtl - Part 4 - Denoise, Render Elements & Post-Production
027 - OpenVDB & CoronaVolumeGrid
028 - Intro to Hair and Fur
029 - Hair and Fur - Styling, Recomb & Dynamics
030 - Practical Applications of Hair & Fur
031 - Hair and Fur - Intro to Materials without texture vs. with texture
032 - CoronaHairMtl
033 - CoronaHairMtl, Textures & Render Optimization
034 - CoronaFractal
035 - Phoenix FD Foam Material (6.0)
036 - Intro to CoronaSkinMtl
037 - Realistic Skins with CoronaSkinMtl
038 - CoronaUserProperty001 - Intro to Corona Scatter - Part 1 Objects, Random & Mapped Distribution
002 - Intro to Corona Scatter - Part 2 Regular UVmap Distribution & Patterns
003 - Intro to Corona Scatter - Part 3 1D, 2D & 3D Scattering, Max limit & Temporal Consistency
004 - Intro to Corona Scatter - Part 4 Avoid Collisions, Convert to Max Geometry & Scatter Lister
005 - Intro to Corona Scatter - Part 5 Transformations, stepping, maps & Viewport Display
006 - Corona Scatter vs. Forest Pro - Interface & Functionalities
007 - Corona Scatter vs. Forest Pro - Library
008 - Corona Scatter vs. Forest Pro - Limit to Camera Visibility
009 - Corona Scatter vs. Forest Pro - Edge Mode & Corona Distance
010 - Corona Scatter vs. Forest Pro - Density & Scale
011 - Corona Scatter vs. Forest Pro - Altitude & Slope Range
012 - Corona Scatter vs. Forest Pro - Clusters & Multiple Scatters
013 - Corona Scatter vs. Forest Pro - Distribution by Brushes - Part 1 - Forest
014 - Corona Scatter vs. Forest Pro - Distribution by Brushes - Part 2 - Corona Scatter
015 - Corona Scatter vs. Forest Pro - LODs
016 - Corona Scatter vs. Forest Pro - Additional Tips
017 - Corona Scatter vs. Forest Pro - Forest Color
018 - Corona Scatter vs. Forest Pro - Corona Multimap
019 - Intro and Presets for Chaos Scatter
020 - Scatter Presets
021 - Chaos Scatter - Slope Limitation
022 - Chaos Scatter - Follow Spline
023 - Chaos Scatter - Edit Instances
024 - Chaos Scatter - Areas
025 - Chaos Scatter - Camera Clipping
026 - Chaos Scatter - Surface Color
027 - Chaos Scatter Edge Trimming
028 - Scatter - Groups & Hierarchies
029 - Scatter - Look At
030 - Scatter - Altitude
031 - Scatter brush
032 - Scatter Clusters
033 - Scatter Clusters - Instance Color to Map
034 - Scatter Clusters - Paint with Instances001 - Wall Coverings
002 - Porcelain Tiles
003 - Brick Walls
004 - Stone Wall
005 - Grass Pavers
006 - People Distribution
007 - Track with Lanes and Cars
008 - Cinema Seats
009 - Parking Lot
010 - City Distribution001 - Optimizing Forest Pack Model Materials
002 - Choosing the best vegetation models - Form vs. Quality vs. Time vs. RAM
003 - Organization & Optimization of vegetation models
004 - Theory of vegetation materials and color application
005 - Theory and Practice of vegetation materials with textures
006 - Theory and Practice of vegetation materials with textures - Translucency
007 - Applying materials to Grass & Clovers
008 - Converting Materials from Ready-made Vegetation Models
009 - Realistic Distributions - Lawns
010 - Realistic Distributions - Trimming Lawn Edges
011 - Realistic Distributions - Tall Grass
012 - Realistic Distributions - Hedges
013 - Realistic Distributions - Trees
014 - Realistic Distributions - Creepers & Green Walls
015 - Realistic Distributions - Foreground Vegetation & Sky Application
016 - Optimizing Corona Scatter distributions
017 - Fruit Materials001 - General Overview - Understanding Render Element Groups
002 - Creating Ambient Occlusion (AO) & WireFrame Render using the CTexmap Render Element
003 - Additive Post-Production - Non-Linear
004 - Complementary Post-Production - Generating the Beauty Pass from CEssential elements
005 - Blurring in Post-Production using the ZDepth Render Element
006 - Cryptomatte001 - Camera Match - Interiors
002 - Camera Match - Exteriors
003 - Rendering scenes with Multiple Cameras
004 - Installing Pulze
005 - Preparing the scene with Pulze
006 - Batch Render with Pulze
007 - Best practices for Discovering and Solving Render problems
008 - Simple Settings for Fast Renders
009 - Summary - Noise Lvl Limit vs. Denoise Amount
010 - Render Settings, Lightmix & Render Elements
011 - Model vs. Corona Scatter vs. Proxy
012 - Chamfer vs. Round Edges & Quality of Ready-made Models
013 - Fireflies removal
014 - Print Size Assistant
015 - Automated Out of Core Textures
016 - Chaos Collab
017 - Chaos Collab - Virtual Tours001 - Critical Eye vs. Technique
002 - Color Correction vs. Color Grading
003 - Non-Destructive Post-Production
004 - Groups & Organization
005 - Mastering Curves
006 - Practice - Color Correction
007 - Creating your own LUTs
008 - Adjusting White Balance in Photoshop
009 - Adjusting Vertical Lines in Photoshop
010 - Practice - Color Grading
011 - Essential Layer Blends
012 - Changing Colors of Objects, Reflections & GI realistically
013 - Additive Post-Production - Part 1 - Preparing and Understanding Render Elements
014 - Additive Post-Production - Part 2 - Post-Production with Render Elements
015 - Adding Backgrounds in post-production
016 - Adding Backgrounds in Reflections and Refractions
017 - Regular Selections
018 - Selections with Solid BGs
019 - Selections based on Color and Contrast
020 - Selections advanced with Pen Tool
021 - Check Layers001 - Photo Composition of Multiple Backgrounds
002 - Matte Painting - Part 1 - Blocking
003 - Matte Painting - Part 2 - Textures & Vegetation
004 - Matte Painting - Part 3 - Adjusting Shadows, DOF & Colors
005 - Theory - Application of People & Animals
006 - Practice - Application of People - Part 1 - Scale & Lighting
007 - Practice - Application of People - Part 2 - Shadows & Reflections
008 - Practice - Application of People - Part 3 - Shaded Areas, Motion Blur & 3D People
009 - Creating Lights, Glow & Volume Light in post-production - Part 1
010 - Creating Lights, Glow & Volume Light in post-production - Part 2
011 - Car Light Streaks
012 - Caustics in Post-Production
013 - Creating Godrays in Post-Production
014 - 32-Bit Post-Production
015 - 32-Bit Post-Production with LightMix - Part 1
016 - 32-Bit Post-Production with LightMix - Part 2
017 - Photoshop AI - Part 1
018 - Photoshop AI - Part 2001 - Base Light, Textures & Materials
002 - Importing furniture & appliances with Connecter
003 - Wall and Floor Coverings for Garden Apartments
004 - Lighting Design & Decoration
005 - Landscaping & Corona Scatter
006 - Modeling Summary and Intro to final Modules
007 - Contrasted Cloudy Lighting
008 - Lighting environments with dark coverings
009 - Creating Golden Hour without yellowing the environment
010 - Creating materials from scratch - Part 1
011 - Creating materials from scratch - Part 2
012 - Creating materials from scratch - Part 3
013 - Internal and external exposure at the same time
014 - 3 Night moods with multiple lights
015 - Advanced parking lot material
016 - Emotion applied to lighting
017 - Creating low poly buildings for the surroundings
018 - Creating realistic 3D mountains
019 - Creating customizable fog for HDRI lighting
020 - Camera clipping for small environments
021 - Creating smoke for the Sauna
022 - Creating smoke for the heated pool
023 - Semi-submerged render
024 - Maintaining the same exposure with and without blinds
025 - Creating wet materials for a post-rain mood
026 - Camera Match in Drone photography
027 - Post-Production of Camera Match in Drone photography
028 - Camera Match and Composition of street view photography
029 - Optimizing polygon count
030 - Optimizing with Proxy and Xrefs
031 - Rendering all project images with Pulze Scene Manager001 - What is Chaos Vantage
002 - Vantage - Interface
003 - Exporting from Corona to Vantage
004 - Lighting, Materials and Cosmos in Vantage
005 - Rendering Stills and Animations in Vantage
006 - Vantage - Live Link

Thi Lima
*Teacher
Graphic Designer and Generalist 3D Artist with 20+ years of experience, especially in photorealistic 3D rendering.
He has worked as a Graphic Designer, Web Designer, Art Director, and 3D Finisher for advertising, product design, and animation. He is the only professor and the first Brazilian to win the 3D AWARDS , the most prestigious Archviz award in the world.
Their methodology aims to train truly self-sufficient professionals, combining theory and practice so that they can work in any area of 3D, especially in archviz.
47
Prizes
5
Events
9
Publications
+12K
Students
The biggest companies trust us.

Daniel Oliveira
unadesign.com.br
This course changed the way I see 3D. More than teaching techniques, it teaches us to see reality in a different way, making the process of reproducing it easier.

Thassio Freire
Freelancer
Impeccable teaching methods. The only course where I don't need to worry about having more than one teacher; I just need to keep myself updated every year through this platform.

Kiet Lam
3ti-asia.com
Thank you to Thi Lima for this incredible Corona Render course. Everything was explained in a super detailed and practical way. You are a very dedicated teacher. I'm glad I made the right decision in participating in this course.

Martin Kofoed
3d-visual.dk
This course is, to date, the most comprehensive immersion into Corona Render and all its features. I highly recommend it to anyone who wants to become a master of Corona and rendering in general.

Amanda Gonçalves
Freelancer
It far exceeded my expectations! The course is excellent, Thi's teaching style is amazing! The support is also an incredible way to continue studying and continuously improving your work. I recommend it 200%.

Fernando Bandeira
Freelancer
Not a course, a COLLEGE!
Courses teach what's in the curriculum, universities train thinkers, people capable of meeting market needs. Thank you for the opportunity to be part of this great content.

Rodrigo Losano
Freelancer
The course is AMAZING! It far exceeded my expectations, all the techniques and content covered are excellent, the teaching method is very good/practical, and the support that Thi Lima offers is fantastic! The best course focused on Archviz!

Carlos Eduardo
whitehousecgistudios.com
It far exceeded my expectations! The course is excellent, Thi's teaching style is amazing! The support is also an incredible way to continuously improve your work. I recommend it 200%.

José Arturo
Freelancer
He's by far the best. The way Thi Lima teaches is simply incredible; he has the ability to show many things that, whether you're a beginner or have years of experience in Archviz, you might ignore or never pay attention to.

Tobias Bueno
Freelancer
The course is really very good, it greatly improved the level of my work. Best of all, you understand the parameters, you understand how materials and lighting work in real life to reproduce them in 3D. I highly recommend it!













