Enscape - Beginner to Advanced (EASY!!!)

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if you are an enscape beginner you have come to the right place and that's because in this video I'm going to show every single option that landscape has which you need to utilize I myself have been using Escape for over 30 years and I've explored all the in and outs of this software so you're wondering why you should use enscape in the first place maybe you're not sure which software you have to use in order to achieve high quality looks for your rendering project let me just tell you that firms like Foster and partners and big use enscape and if L scheme fulfill all their needs in their project obviously enscape will fulfill your needs as well so Escape is totally free for students and if you just want to try out and Skip has a free 14-day trial that you can use alright so let's get into the system requirements for using enscape so this is pretty much what ascape has put up in their website in terms of the minimum requirements in order to use and skate I myself have a pretty medium setup as you can find in the description and Escape runs pretty smooth I've tried a lot of different software but believe me that enscape has the lowest threshold in order to use it and requires the least amount of computer power in order to achieve realistic results here I had a modeling of an office building that later on you will see how it will achieve a realistic look and unscape right now we're in the SketchUp tab but Escape can work with many different modeling software archicad Rhino vectorworks Revit 90 of the tools are applicable amongst all the other modeling software so to get started I want to introduce you to the Escape problem that it should show up in SketchUp if it has shown up you can go to views toolbars and then just turn on and Skip here and this ribbon will show up okay so the most important button here in order to start enscape is obviously the first one so once I click it you can see that it's gonna take a few seconds for escape to start up and now we can do a full screen mode for institute that in just a few seconds it should develop our screen with of the object that we have in SketchUp so this is what the ascape window shows without any assets without any other modeling just the role modeling that we had and with an hdri turned off you're gonna get into that later which is honestly pretty good for a quick setup this is why Escape is the best software in my opinion to use for for sexual work which you just need plus output and you can do that with enscape perfectly I would suggest if you have a chance to to use two monitors when you're using Escape that way you have the SketchUp window in one side and then you have the escape window in the other side I myself used to monitors but not working in my usual projects but because I'm still recording right now I will have to only use one monitor so in order for the best workflow for this to work you can either split uh the window into two like this or you can have the same aspect ratio and just keep it on the side here so this can work as well if you want the quick workflow in one monitor alright so we're gonna get into first is these two buttons that are next to the Escape ribbon now in order to navigate it will actually it's pretty easy if you've ever played any online games or anything like that you can move around the wasd and then you can just change your vision by folding down any Mouse button and looking around if you want to go faster you can use the ship key and if you want to go up even faster you can use the control key then weigh those so this is really easy in order to navigate some other useful tips to navigating in the ascape window is if you double click anywhere you can see that it will zoom in into that area this is to move faster obviously and other than that there's not much into it for navigation so the other two buttons here are pretty good because they make the whole workflow very easy it does real-time visualization so right here you have the live updates which basically if you change something in the model here in SketchUp let's say we remove this realm you will see that it will automatically update in the end step window as well then we can go back to it and this just shows real time rendering as you're making changes in SketchUp but if you don't have a powerful enough PC I would suggest you turn it off make all the changes that you would have to make in the model and then turn it on once again to make the updates that way it doesn't take as much computing power as if you leave it on all the time the other one is to synchronize these so whatever you're viewing in the SketchUp tab you will also view in the adscape window as well I usually don't use this because what I like to do is I like to set up my camera at work position in unscape and then if I want to do some other modeling here I can work around in the SketchUp window and still not change the composition all the images that I want to achieve in Escape so I usually turn the synchronized views option up alright so let's get into some more fun stuff this is based from some introduction and basic navigation now we're going to get into the material Library so this is wonderful if you're just starting out a rendering mix and you have almost 400 ready to use materials and antscape which makes your workflow and your life a lot easier believe me I used landscape people in this you didn't have them to your library and it was such a hassle to get some materials import the put the maps and all that but now Escape can't lose most of the materials by itself right here you can find many different categories that you can explore and what you can also do if you like a material that you're going to use often you can basically click the star icon and it will put in a separate category which has all your favorite materials in it so let's say I want to change this brick material so I'm going to go to the brake material section which I already added that I'm going to choose let's say this brick and I'm going to import it so once the tick here shows up it means that the material has been imported in SketchUp you can close the door that we're gonna go to the in model materials and we can find the brake material that we imported so that's this one another we have selected it we can go here and select the ones that we want to use this brick material in so this is just a quick example and if we go up close you can see that this material is quite high quality and it has a really some depth in it so it's very realistic these are PBR materials that already have all the maps set up in but if you still wish you want to make changes in the materials that ascape offers you can do that pretty easily so let's just go back and change the brake material the way it was before and let's try to make some changes and the bring material that is already existing alright so we can just use another brick material that the Escape Library offers in order to really capture what I want to achieve here so I'm going to import this one we're going to find it in the model section of the SketchUp materials we're going to select it and we can just apply all the walls in SketchUp so this wall this wall as well here and here as well so this pretty much every wall that had break before now has the different type of brake material that we imported from SD let's say we want to make changes to this material so I'm going to open the enscape material editor I'm going to select the ALT key this brick as you can see the material editor is divided into three main sections which is the materials list with all the materials that are in the model right now this is the material presets that you can find corporate preset which automatically opens up all the settings that you can use for carpet for a clear coat for Foliage for grass for salt illuminated materials and for water these are very useful for these specific material but in this case we don't need any of them and we can just leave it at generic here is the section where we have all the material parameters in the Albedo section this is basically the color or the main texture that we're going to use throughout our material if I open this up you can see how our break material looks like that in a flat PNG or whatever format you're using for your materials and then you have some options you can change the brightness of it make it darker or you can leave it at 100 as it is if you want to change the color and give it a fade or a tint you can just click here and let's say in my case I want to make it a bit darker I can go use some orange type of tint here and I can select what color I want to go over it with so as you can see this looks much better than the previous color and I can quickly change the color of my material right here now the displacement map is what gives the material depth and kind of has it a 3D look as you can notice if we turn the display strength into zero the material looks very bad and it basically looks flat but if you leave it at one as it was before it has depth and it looks way more realistic than if it was a zero so this height map part is crucial into gaining a realistic look into your materials so keep in mind always be aware of this section we can change the brick material if we go if we go more to the right you can see that it's getting deeper and sometimes it makes it look better but at this instance it's way too extreme and we wouldn't need to add this much displacement you can also use a displacement map in a magnitude displaced on mode which basically wouldn't work and assist us either but in case you need to do that in other case in case you need to do that ad for other materials you can use that in a different type of way to achieve a certain look the reflections section also has another texture that basically shows which areas need to reflect more and which areas need to reflect less it makes the whole material look way more realistic and you can just play with a specular option which is basically how much you want the materials to shine but in this case I'm going to leave it at default because it looks just fine this is pretty much all the options that you would have and all things you can go through with a breaking material obviously if you want to change the dimensions of it you can do that either in the SketchUp tab so let's see I want to make it bigger something like 140 as you can see it's bigger maybe it looks even more realistic so we're going to leave it like this but you could also make changes here and the Albedo map that I showed you earlier alright so we have tried out using material from the enscape library but what if you need some specific material that landscape doesn't offer so if you need a specific kind of material that enscape doesn't offer you wouldn't basically need to download it online in some websites the one that I like is indiancg.com I'm not sponsored by them they're not paying me to say this but I really find their materials quite useful for my workflow let's say you want to use a pavement material in order to change the paper so we can just type in paper and you have a lot of high quality PBR materials that you can use for your project so I want to download this one and I'm going to download it as a 2K quality PNG I'm just going to click it and the download is going to start once the download finishes you'll have to open up a zip file which has all the different maps that you will need for the payment so you're gonna need to copy all of these and put them in a new folder so here I have all the maps for my payment that I'm going to use in my project so I'm going to go back to our tab here in order to change the existing payment I'm going to select it and I'm going to click this icon right here so once I click that I'm gonna find where I save the payment that we downloaded and I'm going to choose the picture which has color written in it so as you can see all the payment that we had previously is now replaced with the new pavement but there's still some things that we have to change so firstly I need the payment to be bigger than it is right now I'm gonna make it 300 centimeters by 300 centimeters this looks more like a real life size but now the displacement that we had with the previous pavement as you can see is applied for the payment that we have now in order to change that we're going to open the material editor once again and we're going to take off all the maps that this has so now it looks flat it has almost no reflection and is basically at a default look so what we need to do is we need to go to the height map we're going to click this file at the texture section and we're going to upload the displacement map so once we upload the displacement map we're gonna click at the type option I'm going to choose displacement now as you can see we're gonna lower it down a bit we're gonna put the displacement at 0.4 and now we're going to add the reflection map from the same same file that we downloaded it so basically the reflection map is named as roughness and as you can see we have a material a realistic material that we imported ourselves now we imported our own material with all the realistic parameters okay so once your materials are set up in your project now we're going to take a look at the asset Library so the asset library is another very useful tool that ascape has in the asset Library there are over 3 000 objects during the red cues in your project and all of that what this picture is missing right now is some vegetation as you can see there's different categories and you can use the favorite icon just like in the materials you're gonna go to the vegetation category then you can either find tags for different type of vegetation let's say we need some trees we can just click trees and you have a list of all the trees that mscape offer but you can access the enscape library in three different ways you can access it from the SketchUp window and you can access it from the enscape window so let's take a look at the options that the assets library from the ascape window offer so I'm going to open it up and it has all the adjustive assets just like before we're gonna go back to vegetation and we're going to click the tabs on trees let's say we want to place a tree onto our object you can do that quite easily by just clicking in it and let's selecting the place that we want it to be as you can see the tree is showing up as a very simple modeling that's because we haven't clicked the apply changes button yet and once we click that you will see that the tree shows up very high quality very easy to use and we can do that with any other of the assets but there's a really cool option to place vegetation that escape offers as well so there is the multi-asset placement which basically does automatic placement for you if you have a larger area so let's try this with trees we're going to use the bucket selection and we're going to select the area that we have right here once you're selected we're gonna choose some trees that we would like to use I'm going to select that one I'm going to select another one let's say three types of trees once you select that we have the option to choose how does we want them to be so how many trees you want this area to have and you can also change the rotation of the trees so you can have them rotated of the same direction or you can do random rotation which will be very useful for trees that way they don't look very identical let's see this is how we want our trees to look and the area to be now in order to see that we can just click preview select the area have the assets will be placed onto the zone that we selected will escape and as you can see we already have automatic placement of all the trees be selected in and skate if you want to confirm this and leave it as it is we can just select confirm placement now the other option that we have in order to use the multi-asset placement is the circular selection so the circular selection would be a great tool to use for something like leaves so I'm going to type the leaves I'm going to take off the tags and I'm gonna use these leaves I'm going to select the circular selection so there will be one click for the center of the circle and another click for the radius of the circle so I'm going to select this and as you can see there are we can change the desk D on how many leaves we want to place there and we can chain rotation we can leave three or fourth or random so let's preview the selected area and as you can see we have leaves only in the circular uh selection that we did another very useful option is using the rectangular selection so the rectangular selection is useful for things that are more uniform and more regular I guess at least that's what I use it for and we can use that for example for street lights so I'm going to select a street light something like this I'm going to select the starting point from here up to here now we're going to change the width of it because we don't need this much trees I'm gonna turn off the render rotation and we're gonna turn off the test Steve to let's say something by four cheat lights now the rotation is not headed to the correct way which should be on the street but we can change that after um it's not a big deal so we're just gonna press preview selected area and then we can just use the rotation we can apply changes and then we can click the rotation tool we're going to click each one of them and Rotator either in enscape or what would be even more useful and easier to use but which is why I'm usually do my projects is to rotate them and SketchUp so I'm just going to select this this this and this so I'm just going to select them one by one and rotate so this is what the scene looks like after placing all the assets I placed some cars as you can see bicycles as well as people and characters ascape has some of the highest quality characters of all other ranging engines that I've tried out so you can always count on the characters from Escape to localistic and you won't really need post-production for people and just wasting your time with the shadows and all that if you're finding this video useful believe me this is just a fraction of what I show in the enscape X recorders which you can find in the link in the description and it has a limited time offered and just go straight to the advanced level very quick just like that so now that we have placed the assets and made some changes to the machine materials off the building we could start looking at the composition and the angles that we want to take from the composition we are going to have to open the visual settings which is in the top right corner of ascape right here so the first two most important options for composition are pretty close to each other and which is the projection which is basically the perspective as well as the field of view so what I would suggest you is to 90 of the time use the two point perspective only use the three-point perspective if you're making aerial shots to something like this because it's way more suitable if I choose a two point perspective for aerial shots you will see that the whole building is distorted and not very realist two point perspective is always used in architectural photography and all of that obviously in real life we see with three points perspective the two points perspective is just way better for architectural renderings and the difference between the two are that the two point perspective will keep the vertical lines always straight so right now you can see the vertical lines right here and if we choose the three-point perspective you can see that the lines now are not as uh straight then it just doesn't have a good look in terms of composition so I'm going to go back so I could change the perspective even here in this section and I can use two point as as you can see the building now is way better composed now the field of view is usually set at 90 degrees in landscape as default which works fine in some images but I usually like to leave it lower at something like 60 65 but a higher field of view is always used in interior images for Real Estate but if that's your target with renders you should probably keep a higher field of view because it always has the illusion that the root is bigger than it actually is but for this shot I'm gonna keep it at 65 degrees so now that you have set up the perspective as well as the field review you want to make sure you find a good camera edible so once you find the camera angle you want to make sure that you are saving that angle for later so for example if I go here and I like this angle I'm gonna go at the views management option in the top left corner and press the app so once I press the app key I can click create new and click create once again now even if I move around and I want to go back to the view that I previously was I can just click this icon and go to the enscape C set almost like click that it takes me back there this saves a lot of time believe me to set this up correctly you won't have to find the animals that you've once had and now you try and go back to it you can just do it with wall click so this is pretty basic this is just something that makes your workflow a lot easier so something else you can do with the composition is use the save frame tool so this is very very useful in case you have changed the aspect ratio here at the output so I chose 2000 by 2v250 and it has a 0.9 aspect ratio but as you can see the unscape window isn't showing that that it has a full screen view which is not very useful if I'm trying to get a look at how my angle looks like so in order to do that I can just click the same frame option now as you see the string in Escape is showing the aspect ratio that I want okay so now we have gone in the composition we have gone all the materials and we have gotten the assets that we want to use in our project so I'm going to take a look at the visual settings which is usually the final part uh when I want to create renders once I plug this you can see that there are five different sections of the visual settings here you can find the style that you want to use for your renders so we have the mode which is not right now but you can also do the white mode which basically takes off all the materials and makes foreign the camera projection we worked over that is basically uh the perspective and then we have the exposure we can either use Auto exposure or we can choose the exposure ourselves and then tune it up and post production but for this image I'm just going to leave it at Auto exposure because it works fine for me the fully V went over that in the composition and then I soak we have the depth of field so depth of field is kind of the Blurred effect on render so in order to use the deploy field I'm going to make it a bit higher you can either do autofocus just basically let's landscape choose your focus points like you don't want to blur but I never use the autofocus mode or you can do the focal point yourself so as you can see in the Escape tab there is a white line moving and this is basically showing you where the camera is focusing at so if I go here everything else is blurry shot except to say right here so you can see the people are blurred the bikes are blurred and all that but I'm going to deliver you to be closer I can just go back a bit and as you can see person right here is less blurred and the end of the building is more blur we can also tone down the depth of field to have less blur and as you can see it's blurring the back of the building and focusing us on the front of the building for this render we're now going to use this option and we also have branding bolt so this is very useful in case your computer cannot run and Skip properly I leave mine my rendering quality at Ultra but in case you can't handle that while working while you're creating a project you can leave it at draft which lowers down the quality of your project but also lowers the computer power that it needs to be rendered so while you're working you can leave this adapt and then when you're actually ready to make the render you can turn up the running quality of the highest that your computer can handle so I'm just gonna go back to ultra next up we have the image section so the first thing that you can notice in the image section is the contrast we can either leave it at all the contrast or we can change the highlights and shadows option ourselves if you're a beginner I would suggest you to leave this on uh I myself have made some a little bit of changes in this but uh not too much so I'm going to trim the highlights a bit more on which makes the wider cards of the image brighter entering the Shadows a bit down that way this area here is better lit up and then for the saturation I would always suggest you to make it a little bit higher than the default enscape setting and that's just because the default as Heap setting I believe has very low saturation I like to believe mine anywhere between 305 210 or the same as I can just leave it at 108 and it looks quite good and the color temperature is basically a thin that you can add onto your render this makes it warmer and this makes it cooler but I'm just gonna go back to default and you can do that with any of these settings just by clicking this uh right here so now it has gone back to the default and Skip settings the pizza places are something that I rarely ever use and I don't find useful at all but if you want to create kind of a more different and interesting look you can kind of use this but make sure to not overuse them because I see that very often in renders I dreamed of the vignette for this because I wanted to make it more dramatic but I still believe that it looks good and is not too overused in this image another chromatic aberration I never use this it basically makes the image sharpness a lot slower now we can move on to the atmosphere settings and the atmosphere settings are usable if you're not using the hdri but I'm using azori in this image but we're going to go over that later so for now I'm just gonna take that off so now we have the default enscape sky so for the default ascapes guide we can change our sun brightness and all that so first off we have the fog option we can change the faulting test here we can make the image more foggy or we can turn it down not too clunky at all I had it at around 20 for mine which is I guess fine you can throw it all anyway so I'm just gonna leave it at that the hype basically shows where you want the fog to be you can leave it at higher area or you can bring it back down but uh not much to play with that anyway we're gonna go to the illumination these are some of the lighting settings that enscape offers the sun brightness is pretty self-explanatory but please never leave the sun brightness at the default landscape settings because it just wait too high so names like this is not something that you want it's way too bright and it just doesn't look realistic I like to leave my sun brightness anywhere between five percent to 15 so I'm gonna leave it at 10 for this one which I believe looks okay the nice time brightness obviously we don't need this at our data renders the shadow sharpeners I always leave it low because the less sharpness the Shadows have the softer the lighting appears so for this one I'm just going to leave it at zero percent for the artificial light brightness this basically changes the artificial lights that we have put in we can take a look at this exterior light and how it affects exit so if you're turning down there is no light and then while you go up you can see the light appear right here the invent brightness is brightness that is in interior shots mostly this affects interior shots right here there's not much effect so we can just leave it that whatever the weight option is very useful in case you're doing animations but we're not going to do that for this video so we're just gonna leave that at zero so now we're gonna go to this guide option so at the sky option we can choose clear for now but we can also do white background in case you're trying to do something different like actions or xnometry looks but in this render that's not useful at all and then the options that we have in the source of the Horizon is the clear option desert option because you see the background is a desert now up for us we also have the mountains construction site and all that which are not going to go through all of them they're pretty solid explanatory but what I always did to get the highest quality results with lighting is import my own acri so acris are basically images overtaking in real life and you can import them in here to have the most realistic the closest to real life Lighting in your renders so I'm going to load Sky balls for a while I'm gonna open up this midday hdri so as you can see the lighting and the sky looks way more natural than before you can see even the background looks way more natural because it will stay good in real life this is why I always suggest use Azure eyes instead of the default Escape if you're using a laser eye as well beat up the brightest point at some direction which basically uh makes the brightest point and the Easy Ride which is right there and ascape identifies it as sun and Maze all the white clone from there so I'm going to choose that because it makes it more realistic and here you can change the brightness of the ezri which works in contrast to the sun brightness actually so if you lower it as you can see the sun brightness goes up but the sky brightness goes down so I'm gonna turn that back to default because it looks alright in the default format house and I'll finally add the output you have the resolution which you want to choose for this I'm going to keep an vertical aspect ratio but there's some default presets some most useful ones I would suggest you to use either full HD or Ultra HD and then you can also use the viewport aspect ratio which I wouldn't recommend either is either is much better if you set your own a resolution and many of the options to use the export object IDs and all of that in case you want to do Post production in Photoshop and all that you can choose a file format and also there's some other options if you're doing panoramic views or video now to render this image we have set up everything the materials the lining the visual settings the assets now the only thing we need to do is render it so in order to render it we have this option in the top left corner which is types and screenshot we can either click that or use the shift and f11 shortcut I'm going to click it and I'm going to choose my destination and I'm just going to click save so once that is done you can see that as cheapest floor to support our image and basically these are the results alright so this is the end of the video These are the results we have gotten from these renders if you've learned anything please make sure to click the like button and subscribe to the channel as well as make sure to enroll in the course in the link in the description there's a limited time offer believe me it is worth all the money because it will get you so many shortcuts to becoming an advanced user and an enscape expert see in the next time
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Channel: Melos Azemi
Views: 39,228
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Keywords: enscape, enscape 3d, enscape lighting, enscape tutorial, enscape tips and tricks, enscape realistic render, enscape3d, enscape sketchup, enscape lesson, enscape lighting lesson, enscape full tutorial, enscape materials, enscape materials tutorial, enscape exterior, enscape exterior render, enscape exterior realistic, enscape exterior render tutorial, enscape for sketchup, enscape rendering, enscape for beginners, enscape guide, enscape beginner tutorial
Id: BPJgdbu6G4o
Channel Id: undefined
Length: 29min 0sec (1740 seconds)
Published: Mon Jan 23 2023
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