top of page
iluminacao.avif

The most comprehensive Chaos Corona course in the world.

Start learning now!
corona-006.avif

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.

terreo.png
first-floor.png
second-floor.png
third-floor.png
car.png
decor.png

+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.

060-golden-spiral-render.avif

+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.

tahiti-cam-9.avif

+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.

street-overcast.avif

+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.

tahiti-cam-10.avif

+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 Models

  • 001 - 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 & Upscale

  • 001 - Chaos Cosmos
    002 - Chaos Cosmos News
    003 - Chaos Cosmos - Asset Variations

  • 001 - new vfb
    002 - Node based Tone Mapping
    003 - Auto VFB Corrections

  • 001 - 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 - Part2

  • 001 - 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 types

  • 001 – 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 Sky

  • 001 - 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 object

  • 001 - 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 answered

  • 001 - 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 Environments

  • 001 - 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 advanced

  • 001 - 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 Materials

  • 001 – 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 Converter

  • 001 - 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 Material

  • 001 - 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 - CoronaUserProperty

  • 001 - 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 Instances

  • 001 - 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 Distribution

  • 001 - 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 Materials

  • 001 - 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 - Cryptomatte

  • 001 - 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 Tours

  • 001 - 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 Layers

  • 001 - 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 2

  • 001 - 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 Manager

  • 001 - 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

BioBannerPhoto.avif
  • Instagram
  • Facebook
  • X
  • LinkedIn
  • Youtube
  • TikTok

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.

View Portfolio

47

Prizes

5

Events

9

Publications

+12K

Students

The biggest companies trust us.

3dvizual.png
sphere.png
kaaza.png
blk.png
ideosphere.png
neorama.png
Bona.png
fill_creative_lab.png
bronxes.png
notriangle.png
fuel.png
whitehouse.png
cpvisual.png
fyr.png
daniel oliveira.jpg

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.jpg

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.jpg

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.

MartinKofoed.jpg

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.jpg

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.jpg

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.

RodrigoLosano.jpg

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.jpg

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.jpg

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.

TobiasAlmBueno.jpg

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!

Access for 1 user

Lifetime access to classes

1 year of support for questions (renewable)

Audio in Portuguese / subtitles in English

+ 500 lessons

+ 105 hours of content

From modeling to post-production

Community of 3D Companies and Artists

ou

Pay in Cash

in up to 12 installments

Select your payment method:

R$ 1897,00R$ 175,58
bottom of page