Create a Modern Bedroom in Blender in 35 Minutes

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okay so I have a fun video for you guys today and this one's gonna be on how to create a real time interior modern bedroom scene all with blender 2.8 and with the new render engine Eevee that allows you to render scenes like this in real time so let's take a look real quick this is the scene that will be creating from scratch in blender in about 30 to 35 minutes it's one of those slightly time-lapse videos at times to just show you guys all the tips and tricks and how to create something like this without all of the extra stuff in the middle so if you are stay at intermediate blender users it should be great for you if you've never used blender before you might want to check out one of my beginner video is first just to get a little bit more comfortable with blender but um I would say that this covers everything you need to know if you've been using blender for about a month or so I'm really excited to share with you guys all the tips and tricks that go into creating a scene like this and rendering it in real time within blender so stay tuned and let's get going before we get started I'd like to thank CG trader for sponsoring this video CG trader is one of the largest 3d content providers available on the web and offer a great online 3d model marketplace with tons of assets available to all 3d artists and designers to upload sell or share their work and offer helpful seller analystics to give historic real time data on the 3d miles available on the marketplace they also provide an online platform for freelance 3d projects where you can find tons of great opportunities for freelance jobs or post any job you need done you can check out cg trader with the link in the description below and one thing I want to quick mention before we get started is that it's always helpful to have a lot of reference images for the different types of scenes you might be creating before you start a project so what I did is I scoured the Google Images and found a few different designs similar to what I was looking for in my final scene and I threw them together in a program called pier ref it's a nice little program that was recommended to me for throwing together reference images and you can stack them and organize them however you like and yeah it's a nice little program that is easy to throw on a second monitor and throw all of your reference images on okay so starting off here in blender 2.8 we use in the beta but all versions of blender will work great we're just going to start off by creating a floor plane by adding in of course a plane with shift a and plane we're going to scale it up to about six units I found to be a good size for this building then I'm just going to switch to edit mode in the edge select option and extrude the walls up all three sides up again about four or five meters as you can see I hit that up in the top corner and now we're just gonna duplicate the floor by grabbing the floor plane shifting it and moving that up to the ceiling now the ceiling kind of has like a drop ceiling that I thought like pretty cool so I'm just gonna duplicate that ceiling piece and extrude it down a little bit so we have a little bit of depth there now I'm gonna set up a few shading options by choosing mat camp and a random color for the different objects it just makes it easier to see your different objects as well as shadow and cavity this just makes it a viewport and Eve you look really nice and is nice to work in for 3d modeling so here I'm just kind of placing my camera in the general area that I'm gonna be doing my scene so I'm just gonna add a cube here for that wall that you see kind of behind bed in this scene and we'll scale it up to reach the ceiling and then of course scale it along the X&Y to get the right rectangular shape this can always be changed later so you don't have to be too picky about now I'm just gonna go ahead and duplicate that wall piece and move it behind the scene just to block off any light that we don't want coming from the back there so if you were just go ahead and add some windows this is made by just grabbing your wall planes and hitting Y so it's a separate piece and then I can go ahead and go ctrl R put two loops in for the edges of my window and then ctrl R again for the edges of the window and then you can go ctrl R again for the top and bottom and this again can always be changed you can see here I'm just kind of grabbing that face now and extruding it out now you can delete the face and you're left with a nice little window sill this is the process for both the windows that I put into the scene as you can see here and now it's just a matter of kind of moving things around until you like the dimensions you're getting you could use a reference image I'm not gonna bother doing it here as you can see you can always grab things like the windows and stuff and slide them along just hit in G twice or just grabbing along the X or Y axis alright so here I'm going ahead and adding in the bed for the scene this is kind of the main subject of this scene I would say and again it's just a basic cube scaled into place and put down onto the floor now I'm just going ahead and adding a few edge loops to kind of tighten up those corners to make it look a little bit more like a mattress again you can slide these edge loops by double tapping G or just grabbing it and moving along the axis I'm gonna go ahead here and smooth it by just hitting f3 and typing shade smooth and I went up to three subdivisions on this mesh so now I'm just gonna duplicate it and use it for the top mattress so that was kind of the bed frame this is going to be more of the mattress there's slightly smaller and a little bit different in the proportions I'm gonna jump into edit mode here then and kind of add a few more edge loops to the mattress and to the bed frame just to kind of get the shape I'm looking for if it's too sharp you can always come back and move them a little bit later so now for the more exciting part we're gonna add in a plane pull it above our bed frame mattress here and kind of position it right over it scale it up a bit and then I'm gonna go ahead and hit control R and a bunch of edge loops using the mouse wheel to add more and this is going to be the blanket if you couldn't guess already so I'm just switching on proportional they're on top and pulling the blanket up in a round because when I simulate this using a cloth simulation I want it to fall naturally and look like it has all kinds of natural wrinkles so by doing this you can kind of create your mesh in mid air as you see I'm doing here and then you can simulate it with the blended cloth simulation so just going ahead and kind of creating that flap there and then adding a few more edge loops so now I'm going to set up the cloth simulation so we're gonna go to our physics tab on the bottom there in blender and add in a cloth stimulation now I really didn't have to change much of the default settings for the cloth simulation mostly you just want to go down to collision and make sure you turn on self collision so when the fabric falls it's falling onto itself and colliding with itself and it looks a lot more realistic so you can see when I play it here it falls right through the mattress and that's because we need to go to the physics tab again and add a collision object for our mattress so go ahead and do that the only setting I change here is the friction on the collision physics setting and that just makes it so the fabric doesn't slide on the mattress too much so I'm just gonna go ahead and tweak this a little bit more giving ourselves a little bit more fabric to work with the more you have falling down on itself the cool it's gonna look once it's all simulated with the cloth simulator so here you can see with our first pass is looking pretty cool but there wasn't enough wrinkles for my liking so I go through here and adding a few more edge loops and just make our mesh a little bit more wacky so when it does simulate and fall there's more wrinkles throughout the the cloth so you can see here in a moment when I stimulate it again we have a much more wrinkled looking simulation and it's looking a lot better so now I'm just gonna go ahead and shade that smooth and then add in a solidify modifier and this is to give our cloth a little bit of thickness to make it look a little bit more like a quilt I kept these settings pretty low as you can see it got really messy if you go too high but staying with a very low value and playing around with the offset until you get a nice looking mesh is all you have to do and there we have it and very nice looking quilt so up next we're going to go ahead and pick a frame that looks best in a simulation apply the subsurf and then apply the cloth simulator once those are applied we can go ahead and add a multi resolution modifier this is going to allow us to do a little bit of sculpting on our fabric here to take it a lot further and add a few wrinkles that we couldn't really get in the class simulator so I do a bit of quick sculpting here just using the basic sculpt brush nothing too fancy I'm not great at sculpting myself but as long as you go ahead and add some wrinkles it's always gonna look better I think and then I'm just going to grab the smooth brush here and smooth those wrinkles out until they look a bit more natural and yeah if you're not happy with that wrinkle you can always just kind of smooth it out until it looks more natural something like that just gives it a little bit more detail that I thought looked pretty good so that's gonna do it for the cloth now it's time for some pillows but these are just used a basic cube scale down to approximately the right size of a pillow and we're gonna go ahead and throw a few more subdivisions into here let's have an edit mode here and add some edge loops on every axis so we have something to work with and then I'm gonna grab the corners and just scale them out a little bit so we have a little bit more of a pillow shape again doing some quick sculpting over on sculpt mode just using the sculpt brush in a smooth tool again I am NOT great at sculpting as you can see but it doesn't take an expert sculptor to do a pillow and all you have to do is just keep kind of playing around with it until you get something that looks something like a pillow and as you can see I end up with something that looks pretty decent here and then again a few wrinkles with the sculpt brush and then you smooth them out until they look decent nothing too fancy but it got the job done and it's not even that visible in the camera so you don't have to worry too much now once you have one object you don't have to bother sculpting all other four you can just duplicate them changing the rotation and position and get by with just basically doing the sculpting on a single pillow so just scaling and positioning these pillows and place until we have a scene that looks somewhat natural like this sitting on top of the mattress there and now we're ready to move on so now we have our main subject I'm going to go over to our environment settings and start setting up some environment lighting so I changed it to environment texture there and the environment settings and then just opening up a new window here and switching to the shader editor and then switching to the world settings up on top there we can go ahead and open up an HDR for our environment lighting now I'm going to go ahead and quickly drop in a mapping and an input texture coordinate node this is gonna allow me to change the rotation of our HDR so we can have whatever we want positioned behind our scene in the window there then you can just rotate it along these n access until you find some nice trees for the background then I think I settled on a 18 rotation so now we're gonna go ahead and enable a few Eevee features starting with ambient occlusion this is just to kind of set up the scene a little bit so it's a little prettier to work in I find as long as you're working in real time you might as well make it look good while you do it so choosing ambient occlusion and making sure that bench normals and bounces approximation are both enabled as they both improve the ambient inclusion and then go ahead and enable screen space reflections this is going to add some reflections to our scene and help objects to interact with each other going down we have the indirect lighting so to use indirect lighting in Eevee we need to first add in a light probe in an in radiance volume at the bottom there we're gonna add that and and we're gonna scale it up so it is consuming the entire scene you want it to be just a bit bigger than your walls so it's completely consuming the entire scene everything that's visible to the camera essentially and we're just gonna scale it along x y&z access until it's fitting our our little modern room here nice sleep and what this is gonna do is essentially bake some indirect lighting into our scene making the HDR interact with our scenes so just clicking bake interact lighting there in the Eevee settings you can see we get all kinds of shadows and stuff coming from that HDR now interacting with our objects if you do end up with a little bit of the light bleed that you see up in the corners sometimes just adding a little bit of thickness to your walls will fix that or upping the resolution of the irradiance volume in the settings there can also improve the light bleed effect you sometimes get alright so moving on we're gonna go ahead and add some lights to our scene we're starting with a area lamp and this is going to be sort of the edge lighting that you have around that drop ceiling so this is really cool in real life it's probably done with like LEDs or something but what we're gonna be using is an area lamp and we're just scaling it down so it fits right along the edge of that drop ceiling that we put in there placing it right on that edge you can see you get that light kind of streaming down on the wall and it gets a really cool modern effect I'm just gonna go to the settings here on that area lamp and take the strengths down to 1.5 and give it a little bit of a reddish hue and you're gonna want to enable contact shadows as well in the shadow settings you can also customize how far the light travels using the custom distance feature there which can be handy if a light is hitting something that you don't really want you can adjust it there so here I'm just gonna go through and duplicate these for all three sides of our room here so it looks like it's kind of surrounding the interior and if I take a look inside here you can see that we have some nice lighting throughout our room so that's the start of it so next up we're going to go shift s and now the cursor to the center of our scene where we can add a plane and scale that up to be the bottom sort of rug that goes underneath the bed here so I'm just scaling it up right above the floor here and then I'm gonna go ahead and turn off our rendered view so we can work just in the OpenGL port here now scrolling down to the particle settings we can go ahead and add a new particle system we want to change this particle system over to hair and choose advanced and we're gonna give ourselves a very short hair length so I'm going to take it way down to about a point zero two all the way down to about a point zero two and then you can go ahead and increase the hair amount to ten thousand I actually ended up going to about four thousand in the end but you can create as many as you want depending what your system can handle so now down into the physics settings we're gonna give it a little bit of a Brownian motion that just helps to give it a little bit of a random look now I want to go down to our children settings to simple and when I take away the radius amount I'm gonna give it a length of one I'm gonna give it a round this setting of zero and then a little bit of radius so the hair is kind of separate from that master particle the child come up surrounds the master particles there now you can play around with hair lengths to find out what works exactly for your scene as it always will be a little bit different for you but I found a point zero five is where I settled on now I'm gonna go up to your settings and choose particle edits and in the comb settings here you can change your strength and your brush size but I'm just gonna go ahead and comb this carpet because no carpet has it's hair sticking straight up even if it's a really fluffy carpet the hairs on that carpet usually kind of flap down as they walk down and stuff so humours going around and kind of combing those hairs down to look like they've been stepped on and kind of brushed around and stuff nothing nope hair ever stands straight up so this is a way to give it kind of that natural brushed look I'm just gonna give it a basic principal shader material and to render it well and cycles we'll go back to our Eevee settings down to hair and you watch the hair shape type to strip this gives you the best results when rendering within evey as you can see here and with that set to strip you can give it a subdivision of one as well we're going to go back to our hair settings in our particle tab and we're gonna give those a bit of shape so scrolling all the way down to hair shape you can change the hair shape settings so it looks a little bit more like rug fur and so what I found looks the best is taking the Strand shape down to a negative one and taking the radius root to about a point one with the tip being a point zero one so even smaller than the radius and I'm really a scaling down to a point zero one as well I thought it gave it the best sort of hairier broad look now switching over to rendered view you can see that the particles are rendering when we're rendering it with an Eevee so with our material settings here let me give it a roughness value of about a point eight as it shouldn't be too shiny and I'm going to go over to our particle settings and make sure that is using the right material in the render settings and you can choose it to show the emitter or not there if you want but you can see that I have it set up to use material one and it is using that material you can give it a little bit of Sheen as a little bit of overall shininess on the hair strands or okay and give it the brightest base color possible here you can see that it looks a little bit better with Alan T close tip so you can go ahead and turn that off so the next step for me was to start adding in some materials so we can kind of see how it's gonna look in our lighting here first off I always enable node regular in the user preferences here as it makes working with materials even evie way faster so using our principal shader here I'm going to add the floor first and you have to make sure it's unwrapped by grabbing the mesh and just hitting you and unwrap it's a very basic plane so it under wraps very easily now we're just gonna add in an image texture and I'm using a wood floor texture from textures calm I believe and I will include links to all these textures in the description here in just rotating the UV map so the wood is going in the direction I want for my floor and then scaling it up so it looks about a nice scale for the scene watching the corner so you don't have any of those real thin pieces of wood hit in the corners okay and now I'm gonna go ahead and assign a blank principal shader to the walls for now so I'm gonna go through the process now of setting up a basic PBR material using the textures like I said from textured komm a link to it in the description and just going ahead and opening the roughness and normal image textures here for the normal you're gonna go ahead and add a vector normal map connect that to the color and then a vector bump node and you can connect the normal to the normal and then the bump to the normal and your principal shader and then take the strengths down a bit as by default I thought it was way too strong so I took it down to about a point one as you don't want too much bump on your floor adding it one more texture we can use the displaced texture right into the height socket on the bump node and again take that way down I went to a point zero three so what I like to also do here is add in a color mix node and put that on the roughness material or a texture I should say and this way I can kind of control how much roughness there is and how much glossiness you end up in your material for this I'm just mixing it with a gray material and then you can choose how much you want of the roughness by changing the factor there to finish off this texture then I'm just gonna go ahead and add in the AO image that came along with this PBR material from Texas calm and to do this is basically just going to use a color mix RGB you know switch it to multiply and multiply the AO into the bottom socket and then change the factor all the way up to one if you want full AO you can see here that it's a slight difference but it does improve the material a little bit so you might as well add it in so now for that marble wall behind the bed we're just gonna scale up the UV map a bit so we have it tiled nicely across our texture and then you can go ahead and tweak the UV map here so you don't have any stretching textures due to it being a rectangle as you can see here now I didn't bother showing how to set up the PBR material a second time for the marble as it's basically the same thing as the wood floor maybe just a little bit more shiny and a little bit more bump but besides that is basically the exact same PBR material I just set up for the wood but what I do want to show you here is how I added that overlaying bump texture to the marble walls there that was done using a input texture brick texture so just go ahead and in the brick texture node there and this is actually a really powerful note that I haven't really played with that much but it's really cool I can go ahead and quickly add in the texture coordinate and mapping node again for this texture so we can control the vector mapping on it but you can see here we end up with a brick texture so you can see by changing the scale factor here you can really play around with the size of the bricks I think I settled on about a point four there and then going down to the mortar size you want to go for a pretty small value on this as this is gonna be really what is adding the bump to the scene and then with the bias setting you want to set that to one so we don't have any color variation as we want the bump to be consistent across our whole object now you can see you can also play with the row height and width I think I pretty much went with the default settings and then you want to tweak the location on your mapping node to make sure that the bricks are kind of fitting the scene nicely and with that done all we have to do is take that and connect it to the height output on our bump node and because do we have the brick overlay there controlling the bump of course I have to make the mortar size a bit smaller I went with 8.08 and then you can boost the strength up a bit on your bump node and you end up with that nice brick overlay that I thought looked pretty cool so now instead of modeling every individual asset to kind of fill out the scene I decided that I would check out to see if CG trader had any assets that would work well for this site it turns out they have a large selection of 3d models that you can use in your scenes and if you want to just try it out you can even just search by free and they have tons of free options so if you guys want to follow along exactly with this tutorial you can go ahead and download the chair model that I used right there so when you're working on a modern interior or any interior for that matter using a few pre-made assets can really speed up your workflow and fill out a scene to make it look a lot more realistic so I'm just going ahead and downloading this chair that you see here and then jumping over to blender you can just go up to your file import and you're gonna choose wavefront obj depending on the object you download it in the format you'll want to choose whatever format you downloaded and and then I'm just killing down this pre-made asset that is our chair and rotating it around into our corner getting about the scale that looks right and the angle that I think will look well for the camera so now I'm going to go ahead here and drop in a few materials on that pre-made asset just switching to rendered view so I can can see how it's going here and adding in a new material for the legs I give it kind of a shiny black metal material basically it's just using the principal shader with a little bit of roughness added and then I'm going to add in a second material for the chair seat just grab it and assign it to that new white material and that's basically it a little bit of details that I found looked cool is to go ahead and select some of those nuts and bolts on the chair asset and then assign sort of a silver material to that and that just gives it even more detail and makes it look even more realistic in my opinion but at this point you might be noticing when you bake your indirect lighting that is too blue and that's because we need to kind of tweak or HDR so here just dropped in in RGB curves on our environment texture and you can kind of bring down the light intensity and then also take down the blue values a little bit as well as the Green Valley News live in it with a little bit more of a red hue so now if I jump back to our Eevee settings and freeze the lighting cache you can see that it looks like a much more natural color and if I go ahead and turn off that RGB curves node you can see it gets back to being blue so it looks much better so now to be able to control the shadows a little bit more in our scene I went ahead and added an area lamp on the outside of our window sort of shining in so I can control some of these shadows and lighting highlights on our scene so jumping over to our area lamp settings I'm just gonna play around with the energy and the color a little bit going with a reddish hue I think I've found three or four to work well for the light intensity so this lamp is just meant mainly to add some more shadows and highlights to the scene you don't want to go ahead and get their rotations set up for your liking and then of course enable contact shadows in the area lamp settings and I'll go ahead and duplicate this area lamp then for our other window just making a few changes making the light intensity a little bit less and giving it a light blue hue so you can see with that lamp added in we're getting some nice highlights and shadows added into our scene if you want to have them baked the indirect lighting again you would see some of that in effect so now it's time for a few more assets in our scene again I got that plant that you saw in the finished render from CG trader along with a few other things like the lamp for example and they have tons of options paid and free depending on what you're looking for so go ahead and find some assets that you like if you don't feel like modeling everything yourself if you want to use the exact models that I used I'll link to them in the description below they're free to download and you can go ahead and get those the curtains as well what's from CG trader of course you could simulate these with a cloth stimulator and blender as well but it saves a little bit of time to grab a premade asset to import a blender asset you can just go append you find the blend file that the asset is in you go object and then you just select that mesh object and voila you have the curtains in your scene here just gonna grab them and scale them into position a bit scaling them up along the Zed for a little bit of a narrower curtain is what I went for and then switching into edit mode and scaling them up along these dead access so they fit nicely along the wall I then jumped into edit mode and kind of separated them apart a bit you do want it covering the window somewhat but you also want to be able to let some of the light in so I found something like that looked pretty nice for the current material is just a basic principle shader made a bit darker in the based color and then turning down these specularity quite a bit giving it a little bit of Sheen if you feel like it and then you can go ahead and drop in a mix shader and I'm gonna add in a translucent shader now for whatever reason when you hit shift a the translucent shader was not showing up but if you go over to your materials on the right here you can go ahead and change the surface to translucent and as you can see it changes that then over in our node editor of course and now you can just use that translucent shader with a mix shader' it might be a bug right now I don't know but if you want to get the translucent that seemed to be the only option right now so using a mix shader' with the principles in the top in the translucent in the bottom you can see that we let some light through on our currents and it makes it look a lot more realistic you don't want to turn the factor on the mix shader' down to about 0.15 to give it just a little bit of that effect but I thought it looked pretty nice so now we're gonna add a little bit of bump to our currents just to give it sort of that fabric look so do that it's just a basic noise texture and when we take the scale way up to about a value of 400 and we're also gonna give us some detail like a 6 or something will work nice then we go ahead and drop in a color ramp node and this is gonna be to kind of control the amount of bump that we want in our scenes to go ahead and connect the color of the noise texture to our color ramp and if you take a look at what that color ramp looks like now you can see we have that texture across our model so I'm just pulling in the black families here a little bit to give ourselves a more contrast II sort of noise texture and I'm gonna take the values to be a little less black to turn the intensity down a little so now I just added in a bump node dropping this in to the normal socket on our principal shader and then connecting the color ramp to the height and if you take a look at what I have here you can see we have a very strong bump overlay on our curtains and that's exactly what I'm looking for once you take the strengths down to about a point two or even less and I found it looked a little bit better inverted as well but you can play around the strength and the color settings here until you get a bump that is desired but I gave Annie much more realistic look to the curtains in my opinion it's sort of one of those subtle effects but it definitely improved the overall scene and now for the blanket on the bed is basically the same material as the curtains - the translucency and then I just took the color to be more of a dark blue and gave it even more roughness so you don't have any reflections on this quilt using the same bump node though to kind of give it that texture and yeah taking down the reflections just a little bit so it's a nice flat material the one thing I'm going to do here now though is add in a image texture and this is actually a normal map again it'll be linked to in the description but this is a normal map that contains some wrinkles my wrists from textures calm and using this and as a normal map to our quilt give it some more of that fine wrinkle detail so open up that normal map and then plugging it in to again a converter normal map node using it as the color this gave us even more wrinkles fine detail I would say in the wrinkles that made it look even more realistic and a little bit of detail through the texture always helps so you can see here that we have some extra wrinkles now across our scene so adding in a texture and a mapping node you can go ahead and crank the values up on the X&Y on the scale and kind of tile that even more I think I went with a two and this just gives you even more of those fine wrinkles spread across your quilts I thought it looked pretty cool you can see the normal map has a few little issues on it so we had to turn the strength down a little bit something like a point six I think looked pretty good and for the pillows it was basically the same material just a few more noise textures plugging the color ramps to add some of that fine little bump that you get on a fabric to kind of fake a fabric look and I thought look pretty well so now I go ahead and set up some of those hanging lamps I think looked really cool and add a lot to the scene I just do this by adding a circle turning the versi count down to about 12 extruding it and pulling it down towards the bed and then grabbing the whole mesh and scaling it along the shift-z access to only scale it along the shift instead making it nice and thin there then I just grab that edge loop and scale it up a bit bigger extruding it down to give ourselves a sort of light bulb effect this doesn't really have to be too detailed I just went ahead and scale it up a little bit above it then edit in a few materials starting with another black glossy material like I did earlier for the chair making it nice and shiny by turning the roughness value down a little bit and then going ahead and shading it smooth and here I adding another material and this is going to be the emissive material for that light bulb so going ahead and selecting the entire light bulb thereby enabling the limit selection option and then assigning a emission shader to that material I think I crank this up to about a strength of 15 and give it a nice warm look then I just add an eco sphere over the entire light bulb socket putting it right over it and then adding a new material to the anko sphere so for this I Chris fear material we're going to create a very simple glass shader so I'm going to delete the principal shader and add in a glass shader a mik shader and a transparent shader the transparent shader is just connected to the bottom while the glass to the top and then as controlled with a factor of the Fernando so very simple glass shader here and the real magic comes now when you go over to the material settings on the right here and choose multiply as the blend mode and then enabling screen space reflection on that as well so this really gives you some cool light effects with the screenplay space reflections now I'm just adding in a light lamp and making it a point lamp you can see these strength is way too strong right now just taking down the energy settings and your radius as well a bit now we'll just go ahead here and give that lamp a bit of a nice warm material so we have a nice sort of incandescent looking bulb hanging right there above our bed and I thought that looks pretty cool so now I just grab the bulb and the lamp and go ahead and duplicate this across the scene I think I added a total of six of these bulbs in just kind of on both sides of the bed these hanging bulbs really gave it that modern look that thought looked really cool and now you can see that they don't really pop until you go to your Eevee settings and choose bloom and this is where the bloom setting really looks cool in Eevee of course you're gonna have to take the threshold down until you're not getting any of the glow on the pillows or anything but only on the light bulbs and it can give it a little bit of color as well so here I wanted to show you how I set up the lighting for that little lamp that I showed you guys on CD trader to do this it was just again a simple point lamp and you place it right at the end of the light bulb I'm gonna take the strength down to about a point eight or so again giving it a little bit of it you warm hue and then what are you gonna do to really make these shadows come out though is take the radius down a bit and you can see we're getting some more shadows once that's turned down of course you also have to remember to enable contact shadows that makes it look even cooler and just like before you can also use custom distance if you don't want the light to travel too far you can take it down to something like a four or five I found this nice to kind of control what was lit and what was it now to really give the shadow behind the lamp you have to turn the clip start down on the shadow so turning this way down to like eight point zero four gives you a nice shadow behind the wall being cast by the shade on the lamp and it just gave it a nicer looking effect as you can see here so this is a way to kind of control the shadows and get the lighting that you're looking for within evey so you can go ahead and finish off you see now with some trim around the bottom of the walls it was a nice little detail as well as some trim around the windows will look nice but here I want to show you guys how to add that mirror that was in the back of the scene as this kind of uses some of the different Eevee features that allows you to add reflections to your scene like this so I'm just using a basic cube scaled up as a rectangular sort of as a stand-up mirror and then tapping into edit mode I grabbed the edges of the mirror just extruding a mount and scaling them along these Zed and the x-axis giving myself sort of a frame to this mirror that I could give a different material to let me grab that Center face and jump to wireframe and delete the face behind it as I only want one pane on this mirror and you can just jump - the look dev here and move um your up until it's sitting nicely on the floor now I'm just gonna select the whole mesh and do a quick smart UV project so I can grab that wood material that we actually made for the floor and just use that same material as the wood framing on this mirror nothing crazy you can tweak it a little bit if you wanted to but um it's just a simple wood material I'm going to add another material here though and this is for the glass pane on the mirror so just creating a new material for that mirror face grabbing that Center face and assigning the new material to it now I'm gonna jump over to the note editor here guys and I'm using just a basic glass shader just like we did before except now I'm adding in another mixed shader and making it glossy and changing it to sharp this is gonna give us some of that sharp reflections taking the roughness way down to about a point zero seven plugging that glossy shader into the bottom of the mix shader' you can see we get a nice sharp reflection in our mirror and you can change the color by making a little bit darker jumping over to our settings then on the right we're gonna go ahead and choose the blend mode to be alpha blend and this really gets the transparency working on that material as you can see now it looks a lot more transparent then we're gonna choose screen-space reflection you want to uncheck show back faces it's not necessary so the materials set up but now it's time to add those reflections so I'm going to add a light probe and this time it's gonna be a reflection plane we're gonna rotate this along these that axis along the x-axis scaling it down to fit right within that mirror glass that we created and then you don't want to move it just behind the mirror glass so grabbing it and pushing it back so it's just behind that glass material and if we switched over to a rendered view you can see what the reflection plane is doing if I was to move my camera around here you can see that we get the reflections of the scene in that mirror and it's looking really cool so now if we grab that mirror along with the reflection plane and just kind of move it around our scene you can see that in real time is reflecting this scene within that mirror this was my first time using the reflection planes in EB and I thought it was pretty cool but the one thing is the reflection mirror is just showing you what it's seeing but not actually what it's rendering so you can see here if I change the overlays to be off we really don't have anywhere and that would be our final render so what we have to do to fix that is grab our reflection plan and change a few of the settings on it so going over to our right sidebar there down to our reflection plane settings you want to increase the distance to be much higher and now you can see that we actually have our scene reflecting even with those overlays turned off you can play around the fall-off settings a little bit if you want I found just leaving them at 0.5 was all you really had to do and that's about it so we had a cool looking mirror in our scene using a reflection plane so what I'm gonna do now is I'm gonna add some volume to our scene so you want to make sure that in your EB settings you have volumetric enabled volumetric lighting and volumetric shadows with those enabled we can go ahead and open up a node editor here and bring up our world settings what I'm gonna do is I'm gonna add in a new shader here and this is going to be the principal volume shader so this is a pretty new shader to blender and it's really cool it's a all-in-one shader basically for smoke and volumetric settings so you can see what the default settings is way too strong but if I take this density down to about a point one it adds some of that nice ambient fog to the air which makes it look a little bit more realistic as it's sort of like dust or something in the air and then I like to take the an astrov a down to about a negative 0.5 as I found that looked the best the black body intensity could go all the way up as I thought that looks the best with it all the way up as well and then the color needs to be a little bit darker and slightly blue as I thought that looked pretty cool for this scene but you can play around with the colors of course and now to turn down the intensity of that volumetric lighting on your HDR environment you can go over to your Eevee settings into your volumetric settings and change the end point to that volumetric you can see when it's really high the windows like blocked out by that volumetric lighting but if you take it down to something like a 15 or 20 you have much more detail outside that window now as the volumetric lighting is a lot less strong so the last thing I want to mention here now was if your scene is looking kind of dark you might have to up the exposure a bit over in your color management settings I think I left mine around an exposure of a 1.5 to a 2 as this just brings up the light a little bit and then you can also give yourself a little bit of a medium-high contra look of course using these filmic presets in our render settings there and that just gave me the best looking results I thought so that's going to do it guys for our modern interior tutorial done in Eevee I hope you guys have had fun following along with this tutorial and learn some new things about Eevee as you can see it's super cool as this is all being done in real time and I had a lot of fun making this video hope you guys enjoyed it I like to again thank cg trader for sponsoring this video definitely check them out with link in the description I'll see you in my next video guys bye
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Channel: CG Geek
Views: 1,480,096
Rating: undefined out of 5
Keywords: eevee, Blender, realtime, tutorial, modern, architectural, visualization, how to, render, model, 3d, realistic, easy, quick, beginners
Id: eUf9VltV4Cc
Channel Id: undefined
Length: 37min 10sec (2230 seconds)
Published: Fri Jan 04 2019
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