Build A Realistic Interior Animation using Blender and Eevee

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hi guys in this tutorial we will create a photorealistic interior scene using blender and the Eevee rendering engine yep not cycles that we're going to try and pull off photo realism with Eevee and because we're using Eevee the animation that you see here is all in real-time so expect super quick render times compared to something like cycles which can take hours or even days to render a realistic one-minute animation if you're a beginner you should be able to follow along without much problems before I begin just wanted to quickly let you know about Skillshare it's an online learning community with over 25,000 classes covering dozens of creative and entrepreneurial skills still share classes tend to be bite-sized and quicker to finish allowing you to scale up really fast in whatever it is if you want to scale up in premier membership gives you unlimited access so you can join as many classes as you wish that are just right for you whether you want to fill your curiosity creativity or even Korea skill Shey is a perfect place to keep your learning and thriving one class I found super valuable is the simple character animation create a walk cycle with Dueck class although it doesn't use bender you can learn the process of creating awesome-looking walk cycle animations with this class Skillshare is also super affordable with an annual subscription going at less than ten bucks a month since school share is sponsoring this video you can serve with the link in the description and get a two month free trial so go ahead check out school share and sign up for the free offer using the link in the description back to the video so let's get right into it for this tutorial I'll be using the newly released blender version 2.81 any version equal to or above 2.81 will work well and the main reason I'm using 2.81 is due to the fact that Eevee bump mapping has drastically improved in 2.81 and it doesn't have those weird artifacts like it did in previous versions so first off open up in a 2.81 and we'll be making use of the ARCA PAC add-on that comes bundled with bender it may not be enabled on your end so to enable it all you need to do is go to edit preferences add-ons simply search for our key pack just go ahead and take our key pack it was already tick for me by default but for you it might not be so once you take that go ahead and close the Preferences window okay so the first thing we want to do is we want to design the floor plan for the for the interior so for the floor plan I'm going to use this one that I found from pixabay it's called I believe is called just floor plan so if you search up the word floorplan home you'll find this one over here go ahead and click free download and just save it somewhere wherever you want on your computer back in bender we need to go ahead and delete all these objects because we don't need to use that for this scene so I'm gonna go ahead and go select all and then object delete because we don't need that anymore so we should now have an empty blender scene now I want to load in our reference image but I want to load in our reference image from the top view so change your view point to the top view by going to view view point top or optionally you can hit the numpad 7 key on your keyboard so now we're in the top orthographic view so we can now load in our reference image so let's go to add image background go to the folder where your reference images and then just double click so now your reference image should come up another thing that you should note with blender is these squares over here represent one square meter in our blender so if you want to confirm that you can go over to the scene properties and then under units if you expand that out it's in the metric system so if you're from the part of the world that uses meters centimeters and so on you use metric if you from the part of the world that uses inches feet and so on you use imperial if you're not going to use any just go ahead and use none but generally I like to keep it at metric because I'm from the part of the world that uses meters and centimeters and so on so now I'm going to scale up this image so that it matches up a realistic size of this house now my floor pan doesn't have dimensions like how long and how wide a more professional floor plan would have that kind of information but I'm not using a professional one here I'm just using a free one that I found from the internet if you want to follow along with a more professional floor plan then you already have the dimensions there but for this case I'm just going to say just to make it easy this over here will be three meters because that's generally about the average length of a side of a room that I tend to find so three meters will be from here one meter two meters 3 meters so in order to see that clearly I'm just going to go ahead and select my image I'm going to go to the image tab over here I'm going to turn on use alpha so that it becomes transparent now I want to turn down the Alpha a little bit okay now I'm going to scale up so if I just go to scale and then click and drag I can scale up this image quite a lot and then I'll just move this image in place and then this is make put this on one of the end points over here and make sure that is exactly 3 meters yeah something around there now if you're using a more professional floor plan that has the dimensions you would obviously have different dimensions now some floor plans that can be quite vague there may tell you just one of the dimensions and they won't really show you the other dimensions that's okay for us as long as we get one of the dimensions right we don't need to check any of the other dimensions we can assume that all the other dimensions are just correct so in this case if I count these boxes for instance we should have 12 meters so 1 2 3 what I'm just doing over here 1 2 3 4 5 6 7 8 9 10 11 12 yeah close enough it's almost told me this so we have a realistic scale for our interior room now scale is very very important when it comes to realism a lot of times newer artists tend to get the scale wrong and that's why the scenes don't look good sometimes their interiors can look way too big out of proportion or sometimes just way too small that's not like almost livable so in this case if you wanted to go for further realism it's important that you get everything looking realistic so that's why we it's very very important that we get our scale correct okay so now that our scale is good it's now time to start building that up in 3d so we're now gonna make use of the occupy CAD on so to start off I want to start to design the walls of this this house so to do that let's start off with adding a wall let's go to add mesh occupy wall okay so we have a wall set up for us I'm just going to position this wall by just hitting G on my keyboard and then just moving it in place somewhere around over here well actually over here I think this is an actual room itself so let's go over here okay and let's start to build out the outline of the house so I want to click on this white arrow over here click and drag and let it match up to the reference so the next thing we need to do is we need to add in another wall section over here but how do we keep adding the other side of the walls but I want to keep going add mesh wall Aki pack wall wall or the entire way through that'll be a complete waste of time so we're gonna we're gonna sort of speed up that process by first of working in on your keyboard to open up the toolbar panel at the side of the 3d viewport or you can this will already here you can click and drag it open then want to open up the architect head over here and then we want to add in another wall by just toggling this part of here called paths click that arrow and you have a second more but it's now pacing in the wrong direction so wait the widgets go out and if we can manipulate again so there we go it's facing the wrong direction we wanted to come this side so to do that I'm simply going to change this angle over here to be minus 90 degrees so I can either click and drag and try to figure it out or I can enter the exact value by clicking on this number over here and entering minus 90 and an enter so that does it for me so I guess move this down a little bit so we have a very non-destructive workflow let's now click and drag this bit over here to match the reference now simply just going to be doing that all the way through so I click this to add another part click and drag all this all the way through go ahead and add another part click and drag this all the way through and I'm just going to go ahead and do this for every side of the wall for this part I'm gonna leave it like this because I think this is a balcony then once that's done I can go ahead and add in another wall over here or I can just leave it like that and hit close and it will fill in the gaps for me so let's just make that a little bit more straight up something like that I think looks good and we now have the framework of the entire house now for the height of the house it's 2.7 meters that's generally about the height of a general room that's generally the height of a floor in in a house so if you're watching this from your bedroom right now and you just happen to have a tape measure lying around in your room go ahead and try and measure the height of your room it may be around about that 2.7 to 3 meter mark so I'm just going to leave it at 2.7 minutes because that is a realistic height of a floor in a house what we need to do next is we need to add in these little Wars as well but I want to add that as separate objects because I want to keep it a little bit separate from this main wall over here before I go ahead and add in those separate walls let's go ahead and give it a floor so to add a floor for our our house all ready to do is go to create the create tab expand out our key pack I know I have a key mission here as well but we're gonna be using just IQ packed and worried about a key mesh and then just go ahead and click this button over here called floor when I hit floor I don't see anything there so that that's a mistake so what we need to do is first of all I want to save my work real quick okay know what I want to do is I want to go to edit preferences and under the Occupy and on you see something called render preset dumps let's go ahead and just click that you may have to wait about a minute or two okay so now that it's done its generated all our windows and floors and things like that we can go ahead and minimize this screen over here and back in blender what we can do is go to the create tab and now we can add in the floor now if you go ahead an add floor it won't actually work if you go ahead and floor you get you see these options now come up but if I go ahead and click something it will create a separate floor but I want the floor to match the contours of our grammar we created I don't want to manually keep trying to fit everything in one one-piece so occupy actually lets us do that quite easily so what we can do is instead of hitting floor over here we can directly hit to wall and then we can select a floor type that we want so maybe I might just go with I don't know say boards something like that so we have wooden wooden floor and it now fits the contours of our house perfectly so in just a few seconds we can model floors for our house easily if you have to do this manually it would take a lot more time so we now have the floor now done we can also go ahead and add in a little ceiling as well so I'm not going to add an actual ceiling because it's not going to we're not going to render the exterior part of the house it's just the interior so what I'm going to do is I'll go ahead and select the wall again and then hit a slab rather than a ceiling so what that will do is we'll add a slab right at the bottom but we don't want the slab according we want it at the top so go ahead and select them oops just the slab and let's move it to the top by hitting G Z so now if you go into our scene we have the complete interior of the house now completely set up so all we need to do is now add in the walls for our floor plan and because this whole slab thing is getting in the way what we can do is we can hide it so under reference we scroll slab what I can do is I'll just highlight by clicking the eye icon so you want to leave the slab we can always bring it back by turning on this eye icon we just want to just hide it like that so the next step now is to just add in the walls for the rooms and now I'm just gonna go in and add in the little walls to create the rooms for our interior so I can't really see what I'm what my plan looks like from this kind of view so for the floor itself I'm just gonna hide it by clicking on this little eye icon okay and I'm just going to pretty much the same thing like I did for the the outer ridge of the house I'm just going to go ahead and create a wall exactly the same way so I just took some where here and then I'll just go ahead and add a wall okay so make sure that's exactly on the ground okay so what I'm gonna do now is I'm just going to rotate it 90 let's go our mighty from the top of you oh sorry our 180 let's go from that direction and I'm just going to stick it there increase the length over here and pretty much do the same kind of thing I'll part you okay so for the most part the the walls for the inner part of the house is now complete so the next thing I want to do is we want to start adding windows to our house so windows are also quite easy and quite fun to make all we need to do is select the outer part of the house and then in our key pack go to create and then 4-ways window for window you can either click window over here and choose a window like so but doing so will just create a window outside over here so we don't want to do that we want the window to stick onto our wall so occupy actually makes this really easy for us I want it to be in all of this what we can do is we can just use this pencil tool next window so click the pencil tool and then we'll add in a window this way so I might I didn't window say something like this and then what we can do is once you click that you just literally point your hover your mouse over the part of where you want to add the window onto the house and then just click and let go that's it now once you're happy with the the window just hit escape to cancel out the reaction so from the top view what I want to do is I want a position I want to decide where I want to add the window so in this case I want to make a few modifications to this window so let's go back to the architect settings B I want the altitude to be a lot lower somewhere on here and the height to be a lot higher we want to let in more sunlight okay this is something like that would be good so we may as well go ahead and add this as a window preset we'll call this one hour I don't know just at some unique name and give you a window a name so I'll just say house my interior house will do something like that okay so we now have that preset done for us okay so I'm going to do now is we want to go around the house and just add in our window all the way through so go to create draw the window you'll not have the new preset my interior house go ahead and click that and then just simply add it wherever you want so this case all over here the great thing about this pencil tool is that it will literally cut a hole in our wall for us and it will stick the window right in place this will be a little bit tedious and will take a bit more time if you were to do it manually so Aki pack actually helps us save a lot of time okay so next thing I want to do is we want to start adding in doors so I will probably go ahead and add in another of that interior house window thing and then stick it over here but now I will just modify the settings of this one for the door I'm just going to make it like let's go to our key pack it's gonna be one of those big long window doors so the altitude will be pretty much a ground level somewhere around here let's quickly add enough flow just to make sure it lines up with the ground nicely it looks good - ah - dude give it up slightly hitch click shift and then drag if you want a bit more control somewhere around there looks good and for the high time I just increase it up a little bit higher okay and also might make it a bit more wider as well cool it along the x-axis okay for the actual doorway I think I accidentally this is the probably the main entrance of the house now that I think about it that's probably the entrance in the car parks here so I think this is the doorway or the doorways might be over here a little confused from dynamite more me the doorways over here cuz shooter over here so what I'll do is I may just remove this window over here so to remove a window Inaki pack go ahead and select it over here and then you'll see highlighted in the outliner window over here so just expand that out and then hold down Shift key and delete all its children as well so you'll select all these children then just right-click and hit delete so that should remove the window and also all its children like its individual windows because this is all parented under one kind of one kind of object so these are all individual objects on its own so we need to make sure that we delete the parent and children that make sense okay so for this one I want to go ahead and add in a door so let's go to occupants like the wall occupied create I'm gonna draw in the door by using this pencil tool and it will just be an average door I need a double door one single door would be fine and it's just clicking in over here and we have ourself a door this is the style of the door that you want you can play around with type of door that you want to play that you want maybe I'll keep it to something like this something like that looks pretty cool might as well just go in and add in doors for each of the rooms as well I'll just keep the default door but it's gonna play wrong with the door settings you can play around and well after you set up the door you can also go ahead and for example I just select this door and draw it in over here and then I'll hit escape just to cancel out of that you can select the door go to the our key pack settings play around with all this stuff and even change the model type in whatever you want and you can even save that as a door preset and then you just simply draw that door around the entire throughout the entire house so I might also go in and put in a door over here you so now our house is filled with windows and doors the overall base of the house is now complete so I can bring back the floor and the overall plan of the house is now complete so that was done relatively quickly in my opinion so as you can see we can use our keypad to very quickly create a realistic interior scene in bender 2.81 okay this wall you can fix this one up a little bit let me just go to manipulate actually that could be a feature of the wall so anyway so just go to our keypad manipulate it may move this one in a tad this one so we have this interesting feature it's interesting that will bend in the wall over here so in terms of the modeling aspect of this tutorial we're pretty much done now next to us look at the texturing and lighting part alright so now that we have our scene set up it's time to start texturing our scene so that it looks realistic when rendered so let's first start off with the floor for the floor I'm gonna use a texture that I got from free PB accom it's called the mahogany PBR floorboards one so just go ahead and go to this link and download any one of these ones I actually ended up downloading the Unreal Engine version but you can use unity as well there's no there's not really much difference when you load it in blender they're just image textures so we're going to use PBR because PPI images tend to look really realistic when we add it to our when we add this texture to our objects because it comes with all these textures like diffuse bump roughness and all that kind of stuff so let's go ahead and bring that into blender so in blender what I'm going to do is I'm going to first of all go to the UV editing and then I'm gonna unwrap all of this so just go to the top view and hit a to select all and right now we have it that which is not really what I would like so what I want to do is I'm going to go ahead and let's go a and then you project from view and then just scale it up and I'm going to do is we'll go to the shading tab and then we have all these materials for the floor so what if I like just a mutated murder again what that means is if and if I deselect everything select mom I can go ahead and select this floor select these parts of the floors have the material floor all to one they forgot this one select these have floor all to select and so on until every single floor board is covered but I think for this case what I want to do is I want to sort of break the rule and just remove sorry just to get out of edit mode remove all the floor materials and then just create one generic one called floor okay and now we have the principal be SDF let's go into the directory where we have our floor textures control see okay I'm just gonna drag in the diffuse the base color I'm gonna drag in sorry this which is the height actually I don't need the height I'll just use the bump map yeah the normal map height maps are generally good if you if you work with cycles they don't take the work that will in evie because we don't have we can't really use adaptive subdivision or any advanced kind of stuff like that so it's gonna make use of this make use of the roughness and a I don't think we need a or that should be fine okay so these three textures are good enough what we'll do is we'll also go to the rendered mode so I can sort of see what we're doing not this mer sorry the material mode yes something like that would be good Stockholm to the word sorry is called the material preview yeah sorry it's called the material preview mode okay connect the color to the base color so we have something like that and then what I'm going to do is I'm going to go back to the UV editing and also change to the material mode and I'm just going to select all the vertices real quick and just see if I can line it up with the with the reference image so these lines are matching up to the wooden textures a little better that's the wrong texture so nobody's roughness I'm going to use a base color okay and then just try and line it up doesn't really have to be overly perfect but it should be good enough okay so something like that is looking good for the floor let's go back to the shading tab what I want to do next is we want to bring in the roughness so connect this color to the roughness okay so it looks really really smooth will obviously need to go and fix that and finally we need to add in the normal map to add it a bit of that bump so I'm sort of go ahead and hit shift a and Viktor and with Evie it's always better to use a normal map over a bump map if you have used blender before and you've mostly used cycles you may have used the bump node it doesn't really work that well in Evie that I found even in blender 2.81 the normal map tends to work really really well with villa two four eight one it's actually there in the blender documentation somewhere it actually says that use an or map when you whenever you want to add realistically bumping to your scene if you try if you use another bumping in your active area for example if I use button node and then connect say to the height and this one to the normal it looks very artifacting and very fake so I don't know why but Evie has an issue with both modes and other types of so just stick to normal map and that's about it it'll always look good if you use a normal map nerd so that's pretty much all you need to do so they go we have a really awesome looking wooden floor set up for us in Eevee so the next thing we need to do is we need to tone down that roughness a lot so I'm just going to go ahead and go to effect also a converter color app and I'm going to just drag this bit down to make it less smooth maybe bring this up for the black one maybe we'll just bring it up our black makes it really really shiny somebody might give it a bit more white there we go it becomes a less shiny so that's it the texturing and shading for the floor is now done okay so the next thing is the walls the walls I'm going to get from 3d textures not me I found this one called plaster rough or one we're just gonna give it a simple plaster texture so just go to download all the maps and yeah just do pretty much the same thing so select the wall and I'm just going to type into edit mode real quick and what I'll do is I'll actually go ahead and apply so let's just save a copy of this one save as I'll hit the plus button to make it interior 1 and then I'll just apply these modifiers so now if I tell you the edit mode it's a standalone mesh so if I move this around you can see that the holes in the windows in the door area have been cut out for us perfect it seems to cut it out quite nicely as well there's a lot n guns in our model yeah I know in 3d modeling it's always good to have quads but the only time that n guns tend to do really really well is in architectural models or old models where you don't need to deform the mesh as much what doesn't need as much texturing information so that's why M guns are perfect for walls and architectural types of models that are very static okay so let's tell me to edit mode and let's just see what that looks like a newbie editing mode I would set up like this so what I would do is maybe I will select all you smart UV project we can try something like that and then just scale it up a lot if that doesn't work out you can always go wall by wall and unwrap them one by one that go ahead and size these two finger you project from view and then that comes up like that and then you match that to the image good try that but I'm gonna start off with smart project for now okay so what I'm gonna do is yeah pretty much the same thing go to the shading tab and save my work and go ahead and apply all of this to our wall material so I don't need to worry about this one all you need to worry about is the wall outside which is actually wrong totally wrong inside whatever I think it's the way I've rotated my IQ measurement but anyways it's war outside maybe I want to do a you smart smart UV project again and then let's took it that in the UV editing yeah that looks more better that looks even better perfect and now let's go to the shading tab and give it a material so we're just going to go to war to outside once I use nodes you can also press user nodes over here and we use the same principle BST of shader but this time I'm going to bring in the plaster material you okay and next we want to go to the UV editing select all our walls sorry let's let's do all these ones over here and then the s10 just scale it up by 10 will that look better yeah that looks a girl I don't want as much bumping on the wall as well so just go back to shading real quick and let's turn down this strength 2.5 let's make it a bit more subtle and finally what I do is the door for the door I just use this texture over here from free PBR again the antique wood veneer I'm pretty much gonna do the same thing like I've been doing with the floor and the wall so I'll just show this in time-lapse you now just go ahead and repeat that to the door outside will so remove this one ctrl-c ctrl-v and plug that in there and it should automatically apply to every single door in the house and what I'm going to do them also going to open up each of these doors just to appear inviting okay and for each of these handles I'm just going to give it a basic glossy shader it's going to use nodes and just say roughness is quite low spec you like quite high and I think also maybe were just to another metallic as well and the base color can be a bit more gray the final texturing that's left are the windows so I'm not going to really focus on the window frames I think I'll I'll leave that to you what I will do is I'll focus on the glass itself so if we go to the glass and I select window glass it selects just a glass okay so for the glass material I Eva can be a little bit tricky with glass it can be a little bit challenging to get it right so I'll just show you exactly how to set up realistic glass with Eevee all you need to do is first of all we'll go ahead and hit use nodes to create a very basic glass material so for glass material we'll also use the principle psdf you tend to use the principle psdf for almost any kind of material in DV and then for transmission just bump it up all the way to one so it still doesn't work travel glass that's fine turn the roughness all the way down really really lovely Oh point zero one eight would be quite good and it still doesn't look like glass it's reflecting quite really so the next thing we need to do of course is the next thing we need to do for still it doesn't look like proper glass so what we need to do is we need to go to the render properties and then screen space reflections go ahead and take that so we have screen reflections and then expand this one turn on refraction as well and for the actual refraction and then back to the material for the refraction depth we may have before we have to because the trees are so far away we probably increase the refraction depth to really really far so that it's sort of matches from the outside it a little bit right then all the way to zero oh sorry I got turn on screen space refraction so that we can see through the window and then you fight go close to zero from outside we can see what's inside like so but I think from the outside we'll probably people like that yeah for people like that later on we can be highly with curtains or just adding a very basic seam over here that should be fine so that's how you create windows okay so finally if I go ahead and add in the top part of the house so that's I believe was called it was under reference and slab we have something that looks like that but now the lighting doesn't look quite right [Music] that's because we're still in this material view so if you go to evey rendered mode that should give you a more realistic look with realistic lighting and everything so right now keep very in mind we're still not in the Eevee rendered mode we're still only in the viewport shading mode the actual rendered mode exactly how it will look like in Eevee is in this button over here so right now we can really see much on what's going on mainly because we don't have any lighting you know scene so for the actual lighting what I'm going to do and what's gonna go over to HDR Haven I'll probably go for this one the noon grass in the world settings I'm going to go ahead and change this one from color to use a environment texture and then load in that new image so it looks sort of like that so cover this go over to the render settings and then go to ambient occlusion take that and just increase the distance so it looks a little bit more realistic and also under shadows got a high bit depth okay so that's it another thing that we can do to make our scene look even better is we can start to add in furniture so we want to go ahead and remove this slab once more and then let's just bring in a bunch of furniture for the furniture I want to go ahead and download some furniture that's available on 3d modeling tools a YouTube channel it's basically a YouTube channel where you get to see how models are created and you get to download them as well that are royalty-free so go ahead and subscribe to this channel because it's a pretty awesome channel and he let me use these furniture for my tutorials as well which is pretty cool so go ahead and find all these kinds of furniture that you'd like and download them so all you need to do is literally just go to one of these videos like this one there's brown sofa go to show more and just download from that link right there I'll just do some basic modifications to this one so I'll just apply all these modifiers select um I'll just hide all of this stuff and select all this one ctrl J sorry this one ctrl J so making it a one and then I'll save this as another file around so far and I'll pretty much do the same to all the other ones as well cool so now it's just a matter of once you have your assets ready and then just bring that into your main scene so to do that I don't want to do is go to file append and then go to the scene so in this case I might go to brown surfer go to object and find the object that you want so in this case it's sofa and now I should have that scene so a G Y and then I can start to arrange my cgx1 ad and we can literally start to build out and very simple scene this way the OD x RZ cars at 90 G why something that looks like that this model looks amazing by the way even after its converted to Eevee that's cool while I'm here I might also bring in a bed it's a file a pinned let's go back up find the bed and also go to an object bed so the bed over here and then I'll just go G X Y somewhere like this man G Y G X question here I'd also go old d x GX Gy it's a very big bet for a very small bedroom I think you should look look okay so that's what it looks like from the doorway pretty cool okay so we can start to fill in our interior scene very very quickly by doing something like this so it's always very good to have a lot of assets so if you have a lot of furniture if you have a lot of them I said saved up in your folder somewhere building ups interior scenes like this can be really cool tree really fun as well okay so finally I might also bring in my dining room set let's go ahead and pin that and then move this G X Gy [Music] okay so we can see very very quickly how we can generate these kind of cool-looking scenes all within all within Eevee so this dining room by the way is a result from the tutorial series that I created on my youtube channel so go ahead and look for the dining room series where you'll learn how to create all of this from scratch so if I add in the slab now here and I throw in a little camera somewhere over here shift a camera control 0 to go into camera view save the work by the way just in case something crashes geez heads in we hit compose a very very basic scene I might increase the total link to 35 downwards so now what I want to do is I want to I want to go ahead and set up the lighting now for lighting I tend to find especially with a V that lighting my time scenes are much more easier than lighting daytime scenes once that in both sunlight I I'll probably do a separate video regarding daylight type of lighting but for this scene I'm gonna do like a night lighting okay so we just use the HDRI image just so that we can see what's going on but now I want to convert that HDRI image into night lighting so to do that let's go to the ruler properties and turn down the strength to something like 2.1 or even darker than that point oh one yeah something like that to make it really really dark okay so it looks like a nighttime scene next thing I want to do is I want to click on some run on the ceiling over here now we're gonna shift a or you can go add light and I'm just gonna add in a point light okay let's move that down just a tad and I'm gonna give this pretty much any kind of light color that you like one of the coif was that sort of halogen kind of color so a little bit of that orange a yellow it kind of look more towards the orange I guess something like that and something like that and then turn this up to about 50 watts okay so that's looking good and now I'm till about at the top view change the viewport shading mode to the solid mode and then turn this x-ray to on now I want you to hit OD to duplicate the light I'm gonna put somewhere over here and then over here as well all T and then ot over here as well then go in and select each of the lamps so hold down shift and then select each of those ctrl Z or downshift and not that one I might have to turn off the x-ray now hold our shift and select each of these lamps cool and now go back to the top view again turn on the x-ray then go empty and duplicate it pretty much everywhere so add some over here add some of you here okay so let's have a look at what that looks like in EB so we have something that looks like that which looks good so skies look like that photorealistic look now that we'd usually get out of something like cycles okay so as I spell the lighting I think that's that's good enough we don't really need to do anything else beautifully okay so one thing I might do is maybe just introduce a little bit of that um what do you call it indirect lighting global illumination sounds really advanced but it's really just all about light bounces so that it looks realistic with into your scenes we don't need to have too much light bounces going on so I'll just stick to this default one over here so what you want to do is you just go to sorry I didn't explain add light probe your radiance volume and then you just scale up by hitting SZ to scale on the z-axis and this x2 scale on the x-axis and from the y-axis sy and just scale it up so that it pretty much engulfs your entire interior something like that next thing you'll do once you've done that just go to the render properties and then under indirect lighting so just expand that out just go back indirect lighting and then just wait until this over here turns to 100% perfect so this is what I've seen looks like so I think that's looking nice so the final thing we need to do is add in a little bit of animation to our camera so that it flies through our scene quite nicely so to do basic animation switch over to the animation workspace and then you have a timeline window over here turn on this button over here automatic keyframe and then from the first frame you can just move your camera so we can make use of this tool service drag this bit out over here go ahead and select the grab tool and move somewhere over here so you can see all that auto King is on so let's see let go you'll have a keyframe over there then go to another frame like 100 and then maybe go move it a little bit over here maybe we might move it on the that we might zoom in maybe so good she said said two times come in over here she is said to go up on the z-axis and then our Z to rotate around maybe something like that and then she said said to move out of the scene something like that now playback the animation we have something that looks like that oops there's something is this a bit of a collision going on over here let's build that in shrine we wrote it a little bit so that we can see a bit more about so far and that looks really good so for a very basic animation of the interior that's looking good I might just slow down this animation a bit more to slow down the animation hover your mouse in the in the timeline go to the first keyframe I did guess and then just scale it up by just double double it all the way to 200 frames something like that maybe we were adding another camera so I'll just go ahead and press M over here to add a marker so this is generally how this is generally what you do when you make movies you tend to add markers over here and then you bind this camera to the marker so you got control B so now this camera is binded to this marker so I can go to another frame over here go M add another marker and then maybe somewhere over here in the bedroom let's say let's add another camera shift a camera and then hit control 0 on your numpad geez ed will move it up like this look at go into the bedroom now and then for this one we select this marker control V and bind this camera to this marker so we can see that once this animation is done with the first camera it the other camera switches and we now look at the bedroom view so for this one I'll just zoom in geez ed said just go into the bedroom I would also change this focal length to be 35 okay so we have something that looks like this also might slow down this animation a little bit okay so the entire animation is now like this so we get to see where the surfer and the dining and also we have a look at the bedroom I know it's a very empty looking house at the moment but if you have a lot more furniture and a lot more things going on you can obviously make it look a lot more lively but yeah for the sake of the length of this tutorial I'm not going to do that okay so let's go back to the scene and let's do some light compositing post-processing to make the scene just pop a little bit more so go to one of these random frames over here in f12 alternatively you can just go to in the blender sorry alternatively you can go to render and then render image just doing the same thing as f12 so you will have an image that looks like this which looks good I guess we can make it pop a little bit more and make it look a little bit more realistic so to do that go to the compositing tab hit use nodes then let's select this node sorry just select this node move it out of the way it's like this node moving out of the way let's go ahead and add a output viewer node so we can see what we're doing and then we will first start off with a distort no lens distortion plug that in there and plug that in here and Google Scholar point zero two for this door so we try to imitate chromatic aberration and we'll also add in a bit of that dispersion as well and then hit fit so that it covers the entire scene so the corners look a little bit a little bit blurred out like you'd see on a TV screen so it just helps to add it a tad bit more realism next what we'll do is we'll also go in and change the color scheme a little bit so let's go to a color balance and then let's just maybe go little not to orangey this one can be blue so something like that you can play around with this this are missing the color balance can help to change the mood if you want to make it look like dark and sinister you'd go something like dark blue something like that looks a little bit dark sinister top of Hollywood movie look where it's all greeny and bluie but if you want a more like realistic like you take them out of a photo then something like we of course go ahead and play with it to try and get the look that you like maybe something like that books looks good you want to add in a little bit of that depth of field as well depth of field can make a scene look a bit more realistic so go into the camera view I mean animation go to this camera select this camera which I didn't depth of field or all we need to do is go to the camera view turn on depth of field here and what else doing to do viewport display under viewport display turn on limits so that we can see what we're camera is focusing on and for the focus distance that's the that's the object that you want to see in focus I'll just drag that and maybe we would put it around the surface so it was a surfer to be very very sharp in focus and everything else to be relatively blurry or you can choose your object directly so that it will stick to that are just using meters to make it a bit more interesting okay and also for this one maybe I might just use the bed directly so select that one it's called bed so I like the camera turn on depth of field and I'll just select the bed directly so I don't need to worry about the depth of field meter setting we'll just keep it like that so if I have a look at it now just turn on this mode we can see that this part looks a little bit more blurry which is good over here yeah the part is closer to the camera it's bit blurry so that the field is coming through nicely some other effects that we can play with in a V is if I go to the render properties you can add version below so that when the camera is moving you get that motion blur II kind of look and also you can also play around blue to make the scene look it's them to make the same look up quite glowy I don't go too overboard with it so if you turn the threshold down it gets really really blue me you don't want that unless you're going for a sort of heavenly kind of look but I just tend to make that really subtle something like that should be good enough so that's why it looks like the depth of field and the motion blur looks quite cool like for a movie and I think that's pretty much good to go to render animation so that's pretty much the end of the tutorial so again if you want to download any of these models go ahead and check out the links in the description also go subscribe to 3d modeling tools YouTube channel because he makes amazing models so that's it I hope this tutorial has been useful to you and I hope to see you in the next video thanks for watching
Info
Channel: Thilakanathan Studios
Views: 5,399
Rating: undefined out of 5
Keywords: interior blender 2.8, interior blender tutorial, realistic interior blender, lighting interior blender, blender eevee interior, blender 2.8 tutorial, blender 2.8 tutorial beginner, blender lighting tutorial
Id: p_Z0HPfE-rY
Channel Id: undefined
Length: 59min 34sec (3574 seconds)
Published: Tue Dec 03 2019
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