Create Interior Visualization in V-Ray for SketchUp | Interior Rendering Tutorial. From Zero to Hero

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foreign [Music] I think that we are live and we can start thank you for joining this webinar my name is Monica and today we'll create together interior visualization in v-ray for SketchUp if you want to create interior project with me you can download all the material the link is in the description of the video as well as in the chat section on the right side so feel free to go to the link and download all the maps lights and models this is my library so if you go to the link here you have lights folder we have Maps folder with all the maps which we will use during the webinar and we have some models the most important one is starting model so just download the starting model this is my file here and we'll work together with this file as I said before the link to the material is in the description of the video below and on the right side in the chat section hello hello everyone so it's time to download all the materials and in the meantime I will say a few words about about myself so my name is Monica and I've been teaching SketchUp for many years and if you want to learn more about us and just go to our website edac.org this is a website with our very first SketchUp courses so if you want to become a SketchUp master and professional user just check our courses hello oh where are you from I'm from Poland so yeah today in English okay hello okay so I'm waiting for you to download all the materials and we can start I have all the materials in my folder so let me open all the maps so here I have all the materials so the most important one is starting model so you can open this file and here we have lights folder and Maps folder oh thank you very much I'm reading your comments it's very nice to hear that you like my channel okay I see that the materials are downloaded and we can start so this is my file starting model and as we can see this is a simple building on the right side we have tags and as you can see the building is divided into many tags and it's very important that if you are creating uh if you are creating building you should create many layers thanks to it you have more control over your project and you can create render faster they thank you for nice comments and this webinar will be available later so later you can watch it also okay so let's start this is our building and as I said before on the right side we have tax so you can change the visibility of many tags layers as we can see we have slab one slab 2 and inside the building there are some furniture this is Kitchen projects here we have kitchen island kitchen equipment handles floor and so on so remember about this tag they are very important when you are creating model and the first thing to do is to go and turn on v-ray icons to do this just right click somewhere here at the top bar right click and check all positions here very first SketchUp v-ray lights v-ray objects and v-ray utilities so I click v-ray for SketchUp is here I place it at the top then I turn on Blu-ray lights also they are very important then I have v-ray objects and v-ray utilities probably they are somewhere they are on the right side so I'll move them to the top and these icons are very important and it's very convenient to have them at the top the most important icon is asset editor as we know we can create lights material set up the scene using asset editor that's why I click on the v-ray asset editor and wait okay so as we can see we have v-ray asset editor window and the first tab is material tab here we can create many materials then we have lights Tab and also I will focus on settings tab because it's very important tap okay let's set the engine in my case I'm setting it to RTX engine and I click on these three dots free vertical dots and my graphic card is Nvidia GeForce RTX card that's why I choose RTX and then I'm turning on Progressive render when we are creating visualization when we are creating render firstly we are creating preview renders that's why I should turn on Progressive or interactive rendering modes in my case I will use mostly Progressive rendering modes then I set the quality at the beginning for my preview renders I'm choosing medium quality it will be enough remember to turn on denoiser so I enable this option and then I go to the camera settings here we have exposure value this is very important it sets 14 by default remember if you increase this value your scene will be darker and if you decrease this value so if you increase this value the scene will be darker and if you decrease this value it will be brighter mostly I set this value to 13 or 20. this time I will set it to 20 but remember that later you can change it so it depends on your scene there are some comments yeah I'm satisfied with my GPU card yeah like my renders are much faster when I was creating render using CPU like it took something about one hour and now the same scene is rendered in 10 minutes so I think that the difference is huge so I recommend my graphic cards okay so I said the exposure value to 20 and then I go to render output remember to enable save frame thanks to this you can notice some darker overlays this gray rectangles and these places will not be rendered here we can change the ratio for now it's 16 to 9 but I will change this ratio because in my case it's too horizontal that's why I change the preset to one one square aspect ratio okay I think it will be much better in my case I can increase the resolution for my preview render 800 by 800 pixels will be enough when you are creating final visualization you can increase this value to 2000 by 2000 or even 3 000 by 3000 pixels but at the beginning it's enough to set it 800 by 800 pixels and now it's time to set the view set the frame to do this I will use sections mostly when I'm creating visualizations I'm using section tool you can find this tool on the left side it's over here section plane and also I have section plane tool at the top you can turn on these these tools just right click at the top bar and choose section and you can turn it on or off I click on sections and here I have four tools in section toolbar okay so let's create the section plane I click on the tool and then place the section plane over here in this place then I click OK and I can move the section plane to the right onto the left side I want to create section cut that's why I place this section plane somewhere here and then it will be much easier to create the proper view using um scroll wheel I Come a Little Closer and then set devio remember to turn on slab 2 layer to have slap in the project and then I'm creating The View if you are creating the view you can go to the camera tab at the top here and choose two point perspective I click and choose two point perspective thanks to it I have vertical lines when my two point perspective is turned off then we can see that these vertical lines are not straight they're a little bit oblique that's why it's very important to choose two point perspective and I come a little bit close I Come a Little Closer yeah I think that this View looks fine and now I need to set the view correctly I need sometimes sometime okay almost done maybe something like this we can change the field of view that's why I go to the camera Tab and choose field of view if I click on this field of view option here on the button right bottom corner we can see field of view value for now it's 55 degrees I will change it to 40. mostly I set field of view to 35 40 45. okay I said the view it's very important to set the view correctly it depends on the Quality quality of the visualization okay I think that it looks fine that's why I will create a scene and I will create this scene I go to the right side to the scenes tab I expand this tab and then click on the plus icon this is my scene I create the scene and save it as a new style okay so my sin is visible it's over here and also on the right side so now I can rotate the view orbit zoom in zoom out but every time I can go back to the scene one okay let's move on I got the asset editor and let's check the render to do this I click on the teapot icon is over here render with v-ray or like or I can click over here at the top at the top bar and click render I wait a second and let's see that our visualization is very bright okay it's too bright because we need to fix some problems the first problem is section cut let's see that if I'm using section plane there is a section cut and the light goes through this section cut we need to fix it so remember if you are creating a section and you want to create visualization it's very important to go to the asset editor and then to the geometries let's see that we have new position here it's section plane I will expand this panel this right side and here in the options I will expand options remember to check camera arrays only and uncheck affect light so now the light will not go through this section cut everything will be realistic let's compare this visualization again okay and it looks much different it doesn't look good we need to fix it again but we need to focus on the material override option let's see that all the materials in the scene are SketchUp materials they are not very materials that's why it's very difficult to set the light correctly I go to the asset editor go to the settings and to the material override tab it's over here and remember if you are creating the scene and you want to set up the lights correctly you should go to the material override and enable this option I enable this option we can change the override color I will change it to a little bit brighter color and now each model in the scene is overridden by white v-ray material and it will be different render let's check the render again and it's much darker this is because all the materials in the scene are v-ray materials and now everything looks more realistic remember about this overwrite option okay I would like to turn on History let's see that on the left side I have history panel but it's empty we can turn on this option just go to the option tab in the v-ray frame buffer and choose v-ray frame buffer settings then I go to the history tab it's over here in the middle and enable history that's not all you need to check use project path and choose autosave all the previous render all the preview renders are visible in the history and it will be much easier to compare them during this webinar okay I save and close let's see that if we are using material override option here we have window so it's not realistic situation because my window is white we need to create transparent glass material so this will this will be my first material in the scene that's why I got the asset Editor to the materials Tab and create new material v-ray glass I go to the materials tab click on the create asset and go to the materials generic thank you for very nice comments I'm reading them so thank you okay I will rename this material to v-ray window or v-ray glass and let's create a glass to do this it's very easy in the diffuse tab I set the color to Black in the reflection color I set the value to 1. and in the refraction color I set the value to 1 and let's see that in the preview we have glass so it's very simple material diffuses black color reflection color is white reflection glossiness is one and refraction color is white and we have a glass okay I will apply this material to the window or to the glass panel to do this I go to the group double click on the window to select glass panel only I go to the materials tab it's on the right side and click on v-ray window material I click on it and apply it to the glass okay and it's done I go to the scene one and render again but let's see that nothing has changed this is because the material overwrite option is turned on so still our window glass is overridden by y by white material to fix it I go to the asset editor to v-ray window material and two options on the right side I go to the bottom and here at the bottom of each material I have option can be overridden I will uncheck this option thanks to this my material override will not will be not will not overwritten this transparent material so I uncheck can be overridden option and now the glass panel will be visible on the visualization yeah and looks much better other models are covered with v-ray white materials and except for the glass panel okay but I think that is lighting looks nice but it's not the best we can do it even better to do this I will use Dom light I use Dom light very often that's why I go to the lighting tab it's over here and let's see that our sunlight is turned on we can use sunlight if we want but mostly I turn it off but it depends on you if you want to use the sunlight or not in this webinar I will turn it off to do this I click on the sunlight position and we can turn it off over here or we can click on the sun icon on the left side the icon is grayed out and it's not visible okay and now I will create Dom light to do this I click on the Dom light icon it's over here and place it anywhere in the scene for example in the kitchen then I go to asset editor and let's see that the new position has appeared this is Dom light okay for Dom light we need HDR Mac I will show you a website which I use very often probably you know this website this is polyhaven.com I will copy this link and paste it to the chat section and you can check this website let's see that here we have hundreds of free hdri maps oh thank you thank you very much from there for very good comments it's very nice okay and here we have a lot of hundreds of high quality and free hdri maps and always I use hdri maps from this website I prepared the hdri map it's in the folder so if we go to the lights folder over here we can see Agri map skid spam 4K and I will use it I go to the dome light go to the right side and click on texture slot I will upload this map and then I click on the folder icon open file and choose from the lights folder I choose this map okay it's uploaded then I go to the previous asset and change the intensity if you are using vray5 or v-ray next or older version of v-ray you should change the shape from hemisphere to sphere in vray6 sphere is set by default and I change the intensity mostly I set it to 70 or 80 something around that remember that we can always change it last render settings please okay there is a question about settings so here are my settings I think that the most important is that's Progressive render is turned on quality is medium denoiser isn't enabled and my render output is 800 by 800 pixels say frame is turned on and exposure value is 12. I think that these are the most important settings for now okay let's go back I go back to the lights Tab and we can check the scene with this Dom light let's render okay let's see that the visualization looks different but so we can notice some burnouts they are next to the window the burnouts are this white spots we should get rid of them that's why I go to the right side click on the create layer and choose exposure thank you for your comments your tutorials helped me to get the job thank you it's very nice it's good to know thank you okay I click on the exposure and then I can brighten this in but I think that is not necessary we can darken the scene but I will set it to zero more important is highlight burn I will decrease this value and let's see that the burnout has disappeared they are not visible but it's very important not to set highlight burn to zero because if the Highlight burned zero is set to zero there are no contrast in the scene everything is grayed out so it's better to set it to 0.3 or 0.4 we can also increase the contrast a little bit for example to 0.05 like let's increase it slightly and looks better if you want to create even better render we can use another layer I click on the create layer and then choose filmic tone map okay let's choose a type to this one hable maybe I'm not sure if I pronounce it correctly but this this one cable and then we can change some settings I will increase the shoulder strength to have lighter a little bit lighter scene to 0.3 almost it can be 0.27 okay I will increase slightly linear strength to get rid of highlight Burns to get rid of burnouts okay I will decrease linear angle yeah to have more contrast in the scene so you should check some options and choose the best one I think that this one looks better and let's see that the render with filmic tone map looks better we have more contrast in the scene and the light is more realistic and the quality is higher okay we can move on so the next thing is to create artificial light we created natural light Dom light with hdri map and now we'll create artificial artificial lights using is light and rectangle lights firstly I will set is light to do this I click on the is icon it's over here at the top and I place it or I need to choose is light that's why I go to the lights folder and click on light is file and this is the same situation that you can download is files from the internet there are many free high quality is lights I open this file and place it under LED light it's very important not to place the slides like somewhere here in the ceiling or in the LED light it's better to place it a little bit below the light so I played it I move it lower oh something like this and then I copy this light three times to place it next to other LED lights I press left Ctrl and place it over here okay I move it a little bit lower and again I place it to the right side I copy it I click on the light choose move tool then press left Ctrl place it somewhere here the link to all the materials is in the description of the video below and also on the right side at the top of the chat I've sent a link to the materials to the light to the maps models so you can use it okay I think that it's fine and then I go to the asset Editor to the lights Tab and here I have new position is light I will change them some settings mostly I will change the intensity that's why I click I check this option intensity and change the value mostly I set this value to seven thousand eight thousand or even ten thousand so it's quite high value what is light needs this intensive effect s okay that's all let's see that we have two kinds of light and I would like to have more control over these lights that's why I got the render elements this is this icon render element I click on this and add light mix position so I add this position light mix and then render the scene okay I see that there are some some questions how to download download is light to download is light just give me a second just I will go this is different um okay if you want to download is light just right is light in the search engine and there are many free libraries mostly I use this Leo moon studios website I click on this and then you can download this files just click free downloads and that's all and if you want to apply this light to the scene click on the is light icon over here and select the light from the folder that's all how to select all the surfaces with the same materials to do this let's say that I would like to select this glass material I go to the asset editor and I click on the v-ray window material and to select all the materials all the models with this material just right click on the v-ray window and choose select objects in scene and let's see that this glass panel is selected okay I think that my render is done and we have is file turned on let's say that on the right side we have Soros light mix I click on this and here we have more control over our lights we can turn on Dom light or turned it off we can turn on or off is light one two three we can also change the intensity of the light and color for example I will change the color of is lights to do this I click on the color swatch and change the temperature to 400 to 4 500 kelvins I will copy this value I click ok and I go to is light so and paste this value to change the color of is light and I will do the same here is light free I will change the color again to four thousand five hundred something around that and let's see that our scene looks different we have yellow orange artificial lights we can turn it on or off and also we can change the intensity for example to two and they are more visible in the scene I can change the intensity of Dom light it depends on on us how we want to create the scene if you want if you wanna have for example night scene you can turn off Dom lights but if you want to have they seem just turned it on and set the value the intensity to one and looks different so you can play with this okay now I will create artificial lights using rectangle tool this will be led strips to do this I go to the rectangle light icon I click on this and then place it above the table top somewhere here I click on the rectangle tool on the rectangle light go to the light Tab and here I have some settings of rectangle lights I will change the width of the of the light this is your size for now it sets 2.7 if I increase the this value let's see that our rectangle is wider I will set it to zero point eight and this is narrow lights I will place it somewhere here a little bit below the cabinet yeah and again I will create second light second rectangle light over here okay and we can also scale this light if you want I will change the size the width using U size value I click on the rectangle light one the second rectangle light and change the yield size or change the V size value this time to 0.8 and it's more narrow and I will scale this light to place it correctly and I need some time to do this precisely so I scale it somewhere here I will move it to the left side it's almost done and I move it a little bit lower below the cabinets and I scale it again yeah something like this okay I can change the intensity of the lights for now it's set to 30 I will change it to 70. remember that you can also change it in the post-production in the light mix tap I can also change it here I will increase the intensity from 30 to 70. okay and then I will create additional lights over here next to the ceiling this will be rectangle light again I will place it somewhere here move it a little bit to the right yeah I think that looks fine maybe I will move it a little bit lower it's fine I go to the asset editor and change the intensity of a new light from 30 to 70. okay let's check the render I click on the render icon and wait a second yeah I can copy this light I think that the time will be the same because if I'm copying rectangle light I need to edit it so I think that's it will take the same amount of time but we can copy rectangle light if you want okay and we can see rectangle light over here I will change the color I go to the light mix and change the color let's see that my is light is again white I don't know why I will change it too I will change the color to yellow and again with rectangle light I will change the color to Yellow to have warmer artificial light yeah and looks much better okay I think that everything is done we can add a rectangle light the last rectangle light over here below the island below the kitchen island that's why I will do this very quickly I will place a LED strip over here I think that it will look interesting something like this I will move it a little bit down yeah and that's all okay and this place the space below the kitchen island will be lighter I have RTX graphic cards I will show you I go to the asset Editor to the settings and this is my card and video GeForce RTX that's a good card I recommend I think it's not very expensive but I think that it works very very good like the renders are are creating very fast something around 10 minutes of the Interior renders sometimes five minutes okay fine I go to the frame buffer and this is my render these are my lights now it's time to create materials first material will be wall so let's do this I go to the material to the asset Editor to the materials Tab and create new materials v-ray wall I got the create assets materials and choose generic material I will rename this material to v-ray wall there is a question about frosted glass and tinted glass I've created tutorial about these types of glass so you can check it um just go to my channel and there are some tutorials and the one tutorial is about a few types of glass how to create them okay we have new material v-ray wall and I will set a color okay so I click on the color swatch and set that firstly I will change the range from 0 to 1 I will change it from 0 to 255 and now I can set the color of the wall I would like to have a light color but I will change this value to have a more warmer white color to do this I will set the exact values for r i set two four one B is 239 and G is 2 3 9 and B is 2 3 5. I use this color very often because thanks to it we can get warmer white color which looks very interesting so r two for one G two three nine and B two three five okay that's all for the color of the wall then I go to the reflections firstly I need to set reflection color I will set it somewhere in the middle so I click on the reflection color remember that reflection color is intensity of Reflections if it's set to Black there are no reflection in the material if I set to 1 I have very visible strong Reflections so I will set it somewhere in the middle don't have 50 percent of reflection so the values are 1 3 4 in RGB color mode okay this is my reflection color and for reflection glossiness I will set and I will upload the map I go to the folder I go to the maps folder and here I have Wall reflection glossiness as we can see this is a map where I have a white color gray color and black color so in places remember that reflection glossiness it's about sharpness of reflection if I set reflection glossiness value to zero my Reflections are very blurry and if I said reflection glossiness to one my reflection are very sharp I would like to get very realistic effect that's why I will upload this map in some places there the reflection will be sharper and in other places they will be more blurry that's why I will set this map okay I go to the reflection glossiness click on the texture slot and choose bitmap then I go to the maps folder and choose wall reflection glossiness let's see that my map looks different than this one from the folder in the folder I have darker map and here this map is lighter is brighter this is because now I'm using v-ray 6 and mostly transfer function should be set to rgbs to srgb sometimes it doesn't work so you need to do it manually I expand this tab and set it to S RGB and now my map looks fine mostly it's a it's set by default but in my case this map was set To None that's why I had to change it to S RGB to have better map okay I go to the previous asset and that's all I would like to change the mapping of this material on the wall to do this I will apply this material variable material I will apply this to the wall to the ceiling to the slab and so on but I would like to check check the mapping of this material to do this we can do it very quickly just go to The Binding tab it's at the bottom I will expand this binding tab and change the texture mode from Auto to custom I change texture mode to custom and here I can apply by myself bitmap I will choose a bitmap from reflection glossiness that's why I right click on the texture slot in the reflection glossiness and choose copy then I go to The Binding tab to the texture mode custom to the texture and here in the texture slot I right click and choose paste as copy so I copy this map and let's see that the mapping of the texture which I have uploaded before is visible on the wall and we can notice that this mapping is too small this pattern is to dance we need to enlarge this map we need to change the dimensions we can do this very quickly just go to the materials tab on the right side go to the edit tab it's over here and change the dimensions in my case it's set to 25.4 centimeters I will change it to 254. and let's say that the mapping looks correctly let's check the result of this visualization but remember that still in the settings our material override is enabled so if you want to check the wall material you need to go to the materials tab to view a wall and at the bottom we have can be overridden option and check this option and now my wall material will be visible let's take a look okay it's almost done I will compare this to visualization the preview the the previous one and the newest I click on a b horizontal and I will compare this to visualization a is the previous one and B is the newest one I see that something is wrong with the a let's do this again I don't know why it's black oh I will use another visualization and let's see that with white with a warmer white color the visualization I think that looks better it's warmer okay let's create another material material this time I will focus on fronts on cabinet fronts to do this I create new materials generic and rename it to v-ray Cabinet fronts v-ray cabinet white fronts puree cabinet viewer cabinet white fronts okay let's move on to diffuse tab I will not set the color over here I will do something different I go to the texture slot and choose that option dirt map is over here almost at the bottom and I choose that in the diffuse Tab and let's see that I can create something like gradients between two colors thanks to it it will be more realistic we'll have more contrast in this material and here in this position an occluded color I will set the color okay I click on the white color and change it this will be color of cabinet fronts I will set it to 237 it will be light great color Almost White and then I have uploaded color for now I will leave it as it is later I will change it for radius I set 10. and let's see the difference now we have something like gradient between white and black color okay I go to the previous asset and I apply this material to the front I applied this material to this upper fronts over here to this one the other fronts will be in green color okay and let's see the render but firstly I go to the v-ray cabinet white fronts and uncheck can be overridden and render okay and these are my fronts let's see that the contrast between white and great color is too intensive we need to change it I think that it it looks a little bit fake it's not realistic let's see it is black corners so we need to change it so do this I go to the asset Editor to the diffuse tab I click on the texture slots and I will change uploaded color for now it's set to black but I will brighten this color something around 200 and now I will have very realistic effect the gradient between whites and Light gray color and let's see the difference okay now it looks much more realistic there are no black Corners like we had previously it looks much better it looks realistic but remember that we need to set Reflections every time when you are creating materials you should set reflection mostly in 97 of materials you should set Reflections so I will do this okay I will set reflection color to the high value something around 230 to have visible strong reflections and then I will set reflection glossiness this is sharpness of reflection and this time I will I will upload the map let's take a look I go to the maps folder and here I have stains map it looks like this and if we apply this if we upload this map to the materials with fronts this material will be much will be more realistic in some places we'll have sharper The Sharper reflection in other places more blurry so I will apply upload this map in the reflection glossiness I select stains map and open again I need to change the transfer function to rgbs and it's done okay I uploaded this map it's done let's render the scene maybe the difference will not be will not be visible because the quality of the render is medium with low resolution so the difference between the cabinets between the previous and the newest material will not be very visible but later in the final visualization we will see the difference okay it looks fine and now I will create similar fronts but in different colors that's why I will duplicate the existing material I right click and choose duplicate and this time I will create green fronts so I will change the name of this material to green one green fronds and here I will change color only I click on v-ray cabinet green fronts then I click on the texture slot and I change an occluded color to the green one I prepared this color previously so I click on the color swatch and change the values R is 84. then we have G 87 and then be 85. okay and we have something like that a green color later probably I will change it in post production and in occluded color I will set it to black as it was before because now this contrast between the green and black color this gradient between the green and black color will be visible and it will look correctly so unincluded color is something about something about green and gray color and occluded color is black yeah and this is my front material I will apply this material to the front somewhere here once okay I need to fix this I see that there is a gap I will move this I will move this plane it looks better and I apply this material to the front okay I think that it's done and let's see the render I go to the asset editor and let's see that we have created three new materials free viewing materials so I think it's not necessary to have material override enable I will disable this option it's not necessary for now because we have created three materials freeviewing materials and the scene will look correctly even without material override option okay it's done let's move on this time I will create a floor I will speed up a little bit I go to the create assets materials and create generic material I will rename it so v-ray floor thank you for floor I will use PBR Maps so you can for example visit a website with many free materials and textures polygon.com I will copy this link to the chat okay and you can use many free assets and these are PBR Maps I've prepared these Maps I downloaded it before and these are my maps fleur-de fuels glossiness normal reflection and AO sometimes it can be confusing how to use this floor ambient occlusion map so I will show you how to do this how to do this precisely I go to the asset Editor to view a floor and firstly I will upload bitmap which is diffuse floor diffuse map I'll upload this I open this map let's see that my transfer function now is our srgb it's fine okay and this is my map in the diffuse tab I will apply the material to the floor I click on the material and apply it to the floor let's see that my material is too small we need to change it that's why I go to the texture and change the dimensions so I think that it's still too small so I will change the dimensions to 700 remember that we can always measure the panels just go to the tape measure tool and here you can measure the panels it's something around 11 12 centimeters and it's fine for me okay let's change the direction I would like to change the direction of this texture to do this I double click on the floor and again I apply this material to the single face let's see that for now the material is applied to the group that's why if I go to them at to the floor editing mode and right click there is no texture option there should be texture option over here it's not visible because the material is applied to the group if I apply the material again to the one face so let's see that the face is selected I apply it to the one face we can say that nothing has changed but if I right click on the surface I have new position texture so remember that if you want to change if you want to scale the texture manually or rotate it you should apply material to one face to one surface and then you will be able to go to the texture option to the position and then you can change the position of the map or rotate it right click rotate and choose 90 degrees yes this tutorial will be recorded okay I rotate it by 90 degrees and I press enter it's done the texture is rotated so remember about this too sometimes we should apply material to one surface okay I close the group I go a little I come a little bit closer because I would like to show you the difference firstly I will render the scene to show you the floor I think that it's too yellow but we'll fix it later okay it's done and now I will I will try to create more realistic material to do this I will use ambend occlusion map when we are downloading PBR Maps sometimes this ambient occlusion map is in the folder and we will use it right now I go to the asset editor and I right click on the texture slot in the diffuse tab and choose wrapping and then mix operator right click on the texture slot rub in mix operator and now I can mix two maps texture R here I have texture a and this is my map from the diffuse Tab and in texture B I will upload ambient occlusion map I click on the texture slot bitmap and choose floor ambient occlusion I open this file I go to the previous asset and I would like to mix these Maps together to do this we need to change the operator so I expand this at a plus b and choose multiply and my material my maps are mixed together I go to the previous assets and let's check the difference I render again and we will compare these two results then it's wait a second to complete the render it's almost done okay fine and I will compare these renders I click on the a b horizontal on the left side there will be previous surrender and on the right side the newest one and let's see the difference on the left side there is a diffuse map and on the right side this is mixed diffuse and ambient occlusion map we can see the difference that with ambient occlusion when the ambient occlusion is mixed with diffuse tab we can notice more contrast in the material that's why we can use ambient occlusion map okay I think that this floor is too yellow it looks a little bit weird so I will change the saturation of the material of the map I go to the diffuse map to the diffuse tab right click on the texture slot rubbing and choose color correction over here and here I can change the saturation I will decrease this value to minus zero for minus 0 4. and let's see that the color looks much better it's not so yellowish as it was before okay now I go to the reflection tab let's see that in the folder I have floor glossiness and floor reflection I will upload these Maps I go to the reflection color and then I choose floor reflection over here and in the reflection glossiness I upload the texture slot I upload a bitmap reflection glossiness okay it's done I will change the reflection color map because for me it's too dark let's take a look it's too dark so if you want to change the brightness of the map very quickly you should go to the map so I click on the texture slot in the reflection color and change the transfer function to custom gamma curve using custom gamma curve we can brighten them up or make it darker I will set gamma value to 0.8 and I go to the previous asset and let's see that the reflections on the sample are more visible then I go to the bump tab and I will upload the bitmap floor normal okay I'm not changing anything in transfer function if you are using previous v-ray versions like the ray5 or v-ray next you should change this value to custom gamma curve not to I don't remember because it was in Fury 5 but if you are using previous version older version you should change the position here yeah now I'm using very six so so now I'm not changing anything okay and I change the mode map to normal map because I've uploaded purple map and I set the amount the intensity to zero point something around 0.1 to 0.2 remember not to set this value to one or two it will be too intensive and it will not be realistic yeah on the webinars I'm not using v-ray ready materials because I want to teach you how to create materials from scratch if you know how to use materials how to create materials from scratch then you can edit ready materials from v-ray library sometimes I'm using viewing materials from the library but on this webinar I'm creating materials from scratch to show you how to do this correctly okay it's done let's move on now I will create marble material so I go to the asset editor create new material and I will rename it to v-ray Marble I've prepared a map for this material this is marble map so I will upload this map to the diffuse tab that's all I go to the previous asset and then I go to the reflection when I'm creating marble material I would like to have highly reflective material to do this firstly I will set reflection color I will set it to dark gray color so it's um quite low value something around 90 in RGB color modes I would like to have sharp Reflections that's why I will set it to 0.9 or 1 so the reflection will be sharp but I would like to get um more visible Reflections to do this I will change reflection ior it said 1.6 by default but remember that you can always change it to do this just check this position and let's increase it to 25. I think that now my material is highly reflective that their Reflections are too intense that's why I will set it to free Reflections will reflection will be more will be more visible but will not be too intense so if you are creating highly reflective material sometimes you can increase ior value okay that's all now I apply this material to the table top to this wall next to the table tops to this planes and to the kitchen island let's see that this material the mapping is too dense too small that's why I will change the dimensions of this material to 254. okay I will render this scene to show you one very important thing okay the material looks very nice but let's see that our edges are straight they are not rounded of course we can use some plugins like Fredo corner or round corner to run the edges but well if we are using v-ray we can do it even faster to do this I go to the asset editor and to the bump tap it's over here in vray6 you have bump map over here you have modes bump map normal map and local space bump if you are using older versions like very 5 or vray next you need to create additional Maps because probably you have only bump map here and normal map if you are using Fury 5 or next you should go to the add attributes and add additional bump in my case if you are using vray6 is enough to go to the bump Tab and change the mode to local space bump then I go to the texture slot and choose edges because I would like to run the edges I choose edges and the only thing to do is to set the width for now it's set to 0.1 if it's set to 0.1 the edges will be rounded slightly if I increase this value the edges like that they will be rounded it will be more visible that the edges are rounded I will set it to 0.5 the width 0.5 okay and let's see the results okay now the render is okay it's done okay the edges are rounded we will compare this okay I will stop this render and compare it with the previous one and let's see on the left side we have straight edges they are not rounded and on the right side they are rounded and thanks to this these edges are not very strong and the light works better with rounded edges so it's very important if you are creating models like tables coffee tables chairs table tops cabinets is very important to round edges thanks to this it will be more realistic so remember about this to round the edges okay it's time to create next material it will be lamps so firstly I will create white white highly reflective material with coating to do this I create new material v-ray lamp okay and firstly I will set the color of the lamp something light gray color 210 in RGB color mode in the diffuse tab I will set reflection color something around 100 not very intensive reflections and I will set reflection glossiness to 0.8 so it's very um like popular volume I mean if we are creating a floor Woods plastic materials mostly I said reflection glossiness to 0.8 okay but I would like to add additional coating I will do this using Code tap it's over here and if you want if we want to add additional coating I will increase this value let's see on the preview that I can create more reflective material so instead of changing reflection ior we can also use code tab I will set it to 0.15 to have visible coding but I don't want to have too intense effect and that's all remember that you can always change the code color for example to red one and the material will look different I will leave white color in my case it works properly but remember about code stop code amount called color okay that's all and I will apply this material to the lamp first lamp and two second lamp okay and now we'll create metal material only free materials has left so we are almost done where I create metal material this metal material will not be like the Reflections in this material will be blurry not very sharp let's take a look I create new material v-ray metal okay firstly I will set the color of the metal I think that this one dark gray color is fine then I go to the reflection color to the reflection tab I said reflection color to one reflection glossiness to one and I will change metalness remember about this parameter if you want to change your material to the metal just change metalness metalness position and let's see it looks like a metal we can change reflection ior value for Metals it's mostly 0.05 something around that sometimes it's 0.03 it depends on the material okay it's very important to know that each material has different reflection IR let's take a look here I have reflection iors and if I go to images we can see that that each material has different reflection ior so if you want to get specific material and you don't know which ior to choose which are your value to set you can check it for example it depends on reflection glossiness and Fresno ior if you set this value these are the effects of the material I think that is very helpful and convenient to check reflection IRS I think that it's done so I will apply this material I will apply this material to the handles Unfortunately they are not components so I need to apply this material separately I should create them as components but forgot about that so I need to apply this material many times okay I think it's done and then I go to the to the lamp I select these vertical wires and again apply this material then I go to that bar stools and apply this material to the legs okay it's done let's render the scene okay and looks very nice this metal material is very attractive and realistic like the scene looks better and better we have new lamp materials it's highly reflective we can note the coding on the lamp material it looks fine okay let's move on I got the bar stools and I need to create material for the settings let's do this I create new material generic it will be very wood material then I apply upload material and upload map this is my file wood bar stools so I applied the material this bitmap wood bar stools okay it's done then I go to the reflection tab I don't have additional maps for this materials so I will use only one map we can do it very easily firstly I need to set reflection color I will set it's to 180 200 something around that let's see that my Reflections are visible but they are too sharp then I will set reflection glossiness we can set it to 0.8 and it will be fine or to 0.70 0.7 but I can also upload the map let's see that in the folder I have only one map for wood so I will copy this map from the diffuse tab right click copy and I paste it to reflection glossiness tab right click and paste this copy okay then I will change the color remember that reflection glossiness we need gray Maps that's why I right click on the texture slot choose wrap in and then color correction I will desaturate the material so I set saturation to -1 I can change the brightness a little bit I can brighten the map but slightly and we have gray map for reflection glossiness I go to the previous assets it's done okay and maybe I will increase reflection color a little bit to have more visible reflections and then I go to the bump tab again I will copy the map this map from reflection glossiness right click copy and I paste it to bump tap right click paste this copy foreign settings in the map in the bump tab I click on the texture slot and that will increase contrast remember that for bump we need more contrast in the map that's why I increase it to 1.4 or something around that so the effect in the bump will be better okay I can decrease brightness a little bit okay it looks fine and let's see that in the preview the bump is very visible so I need to decrease amount the intensity of the map of the bump to 1 to 0.1 something around something around that 0.1 or 0.2 okay and then I apply this material number the bar stools double click and I apply it here let's see that the mapping is not corre is not correct we'll fix it but firstly I will apply the material yeah it looks very bad we can fix it very quickly okay I need to let's see that my legs are wooden I need to change it just give me a second if you want to copy this material this metal material just click on the Paint Bucket press left Alt click on the metal material and now in the materials tab in the materials window on the right side we can apply smarterial to the legs again okay and now I need to fix this bar stools I will select the planes okay wrong yeah firstly I will select the group let's try with the group I select the group and then and then click on the icon on the tool which is three planner projection words it's over here if you right click there is it's v-ray utilities toolbar in v-ray utilities toolbar you have two very important tools three planner projection word and three planner projection fit I click on the group I select the group and choose three planner projection word okay I think that it's done maybe not um it's it's done correctly but I will try something different I will try with three planner projection fit maybe it's not better so okay I will select one plane and choose three planner projection fit words okay maybe I will try something different hey from this view it looks fine but I would like to fix it okay let's take a look over here okay if these tools doesn't work properly sometimes it happens we can use sketch UV mapping tools so I will send you a link to this plugin this is free plugin it's over here you can go to um sketch location plugin star okay I'll send you a link remember that you you need to log in to get this plugin yeah I see your comments but I think that these places they are not mapped correctly like there are many triangles okay and I will use this plugin you can install it later or now so I send you a link schedule plugin store so I will use this plugin I will show you how to do this firstly I will set this in scene one I will come a little closer I select the face which I want to map correctly then I click on the schedule V mapping tool these tools are over here schedule V tools then I right click on the face and choose planner map and let's see that it's fixed I will do the same over here double click select the face then I choose schedule the mapping tools right click and I choose planner map okay it looks fine yeah we can fix another plane sometimes it take times remember that your camera should be in front of the place it should be placed in front of the face which you want to change and again plan our map it's done I think that is enough for my visualization it looks correctly and let's take a look so remember about schedule V plugin sometimes like mostly this tree planner projection word and free planner projection fit work very well but in this this time it doesn't work in 100 correctly so I I had to choose and use schedule V plugin [Music] okay and it looks fine okay only one thing has left curtains let's see that's my window looks fine but I think that's we can do it even better using curtains so I prepare this model if we go to the folder there is a curtain model so I will import it or simply drag this model to the project and wait a second okay it's in the scene and let's place it correctly I need to move it and rotate it by 100 8 degrees the skeleton model is in the folder with material and I place it correctly somewhere here okay I need to place it the right place okay it looks fine and then I got the asset editor okay I create asset material and I will create the last but not least material for transparent curtain it's very important material so let's take a look okay this is my material I'll rename it v-ray curtain and firstly let's set a color it will be white color something around 240 230 215 RGB color modes and I will change the preview of the sample for now it's a fear I will change it from generic to the fabric one to do this just click on these three dots free vertical dots in the corner over here and choose um fabric so it's different preview and then I will skip reflection for for transparent curtains reflection are not necessary the most important is opacity let's take a look if the opacity is set to 1 my material is not transparent if I set it to 0 material is in 100 transparent if I set it in the middle I have 50 percent of transparency okay but I would like to obtain more realistic effects and I would like to have in some places I want to have more transparent material and in other places less transparent material thanks to it it will be more realistic to do this I will upload the texture slots I will upload a bitmap in texture slot fall off when we are creating fabric we are using falloff map very often I left click and choose fall off it's almost at the bottom okay and I can mix two colors together for color a I said something in the middle 130 140 to have gray color and the color B will be white thanks to it this material will be realistic more or less transparent depending on the place in the curtain I go to the previous asset and let's take a look some places are more transparent and another less transparent and it looks realistic I will apply this material it's not all will will work with this mat on this material but first I will apply my material to the curtain I need to move it a little bit over here yeah so I apply v-ray curtain material let's see that the mapping is is not correct we see that the mapping looks bad we need to change it I will try with three planner projection word so I click on this icon tree planner projection word and wait a second sometimes when we have complex models with a lot of faces edges we need to wait so we are waiting yeah it's done let's see that now this tool works correctly and the mapping is done okay let's take a look I will render the scene and let's see let's check the curtain material it will look fine realistic but we will work with this material okay away the second yeah now when I have a lot of materials in the scene the scene is more con complicated and it takes more time to render this in okay it looks fine but if you want to have more realistic effect than this on the curtain we can use two-sided material so I go to the asset editor create assets materials and this time I will choose two-sided material okay that's all and in front material I will choose my v-ray curtain material so I expand this position and choose v-ray curtain front material is set to v-ray curtain and now I will apply this two-sided material to the curtain but if I apply this material to the curtain this mapping will be we will have to fix this mapping so it's better to do this differently I click on the v-ray curtain right click and choose select objects in scene and now the curtain is selected and I would like to replace this v-ray curtain material with two-sided material that's why I click on two-sided material right click and apply to selection and thanks to this I will replace the older material with the newest one again we need to wait but thanks to it the mapping on the curtain will be done correctly so if you want to replace fabric materials like more complicated materials uh on the pillows armatures sofas it's better to select material and replace it with the newer one thanks to it the mapping will not be changed yeah and as we can see it looks correctly so it's very important and let's take a look let's render and we will compare this to visualization with a curtain material and two sided material we will see the translucency because when we are creating two-sided material we have translucency um more visible yeah we will see okay we need to wait a second okay and we can compare I will stop the render and let's compare it A and B and let's see on the left side we have curtain material and on the right side it's two-sided material I know that the quality is not very high but we can see the difference I think that when our curtain material is two-sided it's two-sided material it looks matte it looks better on the visualization so I think that you should use two-sided material for transparent curtains okay I will copy this curtain I would like to have two cartons in the scene I'll copy it I move it okay and it's fine if you want you can add some accessories to the scene this is this file I will skip it because I don't want to waste your time but you can always add this accessories like um some plates uh I know kitchen accessories and so on I will skip it for now because it's not necessary and let's check the render maybe I will create this render I will create another scene something like this okay I right click on the scene one and add another one maybe something like this just give me a second to set the correct scene okay it looks fine and then I go to the asset editor and I will add another render element it will be cryptomat cryptomat it's very important because thanks to it I can change the color intensity saturation of each model in post-production that's why I click on create assets render element and I choose cryptomat okay and let's render this time I will wait one minute to create this render in 100 percent and we will move on to post-production remember that when you are creating fun final visualization you should change some settings now I'm not changing these settings because we don't have a lot of time but remember that if you are creating final visualization you should turn off Progressive render and turned off interactive render you should set the quality to medium Plus or even high quality remember about denoiser turned on and change the resolution now I have 800 by 800 pixels but for final visualization it's better to have 2 000 by 2000 pixels or something around that and the quality will be much better okay this is my render it's almost done I was to wait a second I think that it looks very nice it's a little bit empty because there is no accessories in the kitchen but with glass tables carbs and others um it will be very nice visualization okay it's done so create post-production remember that you can always change some settings for entire render to do this you click on create layer icon and for example change white balance I click on white balance and change the temperature of the scene this 10 this scene can be a little bit warmer okay and later we can change for example maybe Hue saturation if you want to have more saturated scene or less saturated scene it depends on us but if you want to create the specific model for example France we can do it using a composite um using composite okay let's let's see how to do this I go to the source light mix over here and for now light mix position is checked it's selected I will change it to composite I can click here on compost side or here to composite mostly I use two composite because later it will be easier to change the lights in the scene that's why I click composite but you can use these two options here or here I will choose to composite and let's see that I have all the materials are separately okay now when the source is set to composite I can go to the create layer and render element if the source is set to light mix it's impossible to choose render elements but remember that if you go to light mix with the seconds because I see that's render elements it's still grayed out I know why it's grayed out because just give me a oh I think that it's possible okay let's move on let's move on I click on the create layer firstly I will select Hue saturation somewhere here I click on the create layer and choose for example color correction or write balance I choose white balance then I click on this Arrow over here and choose cryptomat mask okay now I click on the pick icon and choose groups which I would like to change this time I will change green fronts okay they are selected we can see that we have new groups in the list and we can also Show preview when selected we can notice that the green fronts are selected and then I go to the properties let's see that I can change the temperature of the fronts so it's the same like changing the color of the fronts so it's very important to change the color of specific models and for example this one I think that this green front looks better I will do the same with the floor I click on the create layer then I choose for example Hue saturation something different again click on the Arrow over here crypto matte mask and then I pick front one group a floor sorry floor and the group is selected then I go to properties and change saturation I can or I can also change the heel it depends what you want to get maybe I will not change the lightness okay it will be less saturated and in this way we can change each color material and model so I think that this is very helpful to change this render using cryptomat option yeah and that's all this is our visualization remember that you can always create different view let's play with it try to add accessories to the scene try to change the colors try to change materials and thanks to it you will get very interesting effect of the render okay that's all for today remember that if you want to learn more about SketchUp and v-ray visit my website edac.org there are many full v-ray for SketchUp courses we have SketchUp very visualization course in this course we are creating render from start to finish of the living room and and bathroom so in the description of the video there is a link to these courses and I think that's these courses are very helpful if you want to be become SketchUp professional and also we have kitchen visualization course something different and on today's webinar we are creating the different kitchen different materials so I think that this course is also very interesting we have also SketchUp basic for new users new SketchUp users and SketchUp interior in which we are creating a living room kitchen dining room and later we are creating renders using enscape renderer uh thank you for your comments the next webinar maybe in two weeks or in three weeks so remember to subscribe to the channel and click on the ring icon something like that like to get notifications about new webinars so remember to subscribe and leave a like okay thank you very much for your comments it's very nice to read very nice and please and comments thank you okay so if you want to learn more about SketchUp just visit my website but remember about my YouTube channel subscribe to the channel leave a like and soon there will be more webinars and also webinars about exteriors so stay tuned thank you for today have a good day or have a good night so thank you very much yeah thank you yeah have a good day or night in my case it's night bye bye foreign
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Channel: Educk
Views: 11,528
Rating: undefined out of 5
Keywords: Sketchup, v-ray, tutorial, modelling, visualisation, webinar, rendering, interiorrender, model, learn, architecture
Id: rC0x700AIxQ
Channel Id: undefined
Length: 121min 25sec (7285 seconds)
Published: Tue Jun 27 2023
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