Making of Nasir al Molk Mosque by Farrokh Tabande

I’m glad to share this wonderful work of Farrokh Tabande from Iran. He just wants to tell us that how he make the interior short of this beautiful Iranian mosque. This mosque is 200 years old and located in his native town, Shiraz. He goes there to collect data for modeling and texturing process. To understand every aspect of shapes, he started to read a book about Iranian architectural geometry. 


By using loft with 2 shapes and the scale parameter of loft, he did the modeling of the stone columns. For the twists of the columns to model he used a helix. He used a spline for the lower detail and added lathe modifier. Through texture, upper detailing is completed.

The lines hold the weight of the domes, you could see in the ceiling. (They are called “kar Bandy” in the Iranian architecture).

To create center of domes, he used a spline and array around them.

He used 2D autocad ELEVATION for modeling all 3 types of windows and extrude it.


He started to unwrap the geometries after the modeling. To make UV’s similar to the original polygons, he used the pelt tool and after that he used the relax tool in some cases. After that he renders them to texture and use in the Photoshop.


For the texturing, all pictures of the mosque were very noisy due to high ISO value of photographs, so he paints all the textures through his tablet and also paint the reflection layer for them. After that he made the normal bumps (using software Crazy Bump).

Some Test Renders


He just used Vray sky light with a white plane that would reflect the skylight and the directional light for sunlight.


He used the reinhard for color mapping here, noting special.

GI, IR & light cache.

He turned on some render elements for post production (render ID – reflection – refraction – lighting – shadows – sample rate).

In his render, he had some problems with colors. To make the color and lightening more real, he started to paint the window glasses based on their original color existing in mosque.


He used the Photoshop again for the post production and used: color balance – Level – hue saturation.

He tested many plug-ins to create lens flares but they didn’t work, so he started to make his own plug-ins. He used the “vray lighting” render element and deleted the black pixels and give it a motion blur filter and radial blur filter and for the color blending of this layer he used the liner dodge.

He used “sample rate” render element to paint some dirt on the bricks and turn it into black and white, and used custom brush to paint out the unnecessary parts.

He also painted some textures on the stone columns.

He used the “vray refraction” to make a border for the window glasses and select black pixels and inverse the selection (ctrl+shift+i) and expand the selection to 1 pixel.

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