How to create REALISTIC Interior Scene in Blender CYCLES || Texturing and Lighting tutorial

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in this tutorial we're going to see how you can achieve this kind of results in blender cycles so as you can see we have textured uh uh almost all of the materials the world the ceiling and the floor and this carpet in this this velvet material and after that we have created some kind of lighting that that's coming from the outside and also from this spotless that you can see and also from this table lamp that's suspended from there above so we're going to create this the specific thing and you can find the project right in the description below so that you know it will be easier to follow along everything that almost 90 of the models that you see here are available on the on the project file so just go download them you can follow me along and i'll show you the mainly two things the texturing and the lighting we're going to cover only those two parts in this tutorial so when we start the tutorial this is the file that you will find if you have downloaded the project file or you can just see what i'm going to do and you can just learn it that way you don't have to follow it step by step if you're not uh if you're not a beginner so what you can do is just i'm going to get out of the camera mode like this and first we are going to texture that the the chair so i'm just going to select the shares you can hold down shift to select multiple objects and if i go to the edit mode as you can see uh everything is the chair the chairs are have similar properties so all i have to do is just adjust everything that you need on one of the chairs it will be applied it will be automatically applied on the rest of the chairs so i'm going to press slash in my keyboard to isolate the chair i mean that this is the fabric part so that you know i can texture it easily the first process in any texture in this uv unwrapping you need to have a uv maps in order to picture it properly so if i just change this one to uv editor in order to see the uv map of this object if i go to inside the edit mode as you can see we are not seeing anything in order to see the uv maps what you can do is just press a to let everything so as you can see these have a uv map and to select the icelands or the islands the uv islands are separately what you can do is just change this one to this uv selection mode and then if you press g as you can see you can select the the uv maps separately so this is uh already uv mapped i imported this texture this model from 3d where also it has a uv map already uh in it but in case if the material that you have downloaded from any kind of website does not have any uv map and if uh if placing any kind of as you can see if i try to place uv sims uh to try to uv and wrap this manually it will be kind of impossible or it will take a lot of time so what you can do is just press a and then press u and then select this smart uv project and change the origin micellar to 0.01 and if you press ok blender will automatically uv unwrap this based on the geometry so this is one way that you can use interrupt any object that you have not modeled yourself so after this what i can do is change this one to material shade director so that we will we will apply materials on this so press new as you can see we have a principle being stiff you can change this one you can also see the principle based diff right here let me change this one to uh just triple or double click the mod the name to change the material so i'm just going to make it share a material i'm going to name it this one so after this what we can do is just go to edit and then preferences go to the add-ons make sure that you have activated node wrangler just type uh no wrangler and this will come and then just activate it and then just auto save preferences then after this what you can do is just select this one and then press ctrl shift d to open this to open this folder and we are going to use texture from ambience.com for the fabric we are going to use this fabric so i have placed the link in the description you can download it and all i have to do is just go find the folder that you have downloaded it can be in my case i have already selected this one so just i'm going to select everything and i'm going to type principal texture so what this will give me is it's going to apply the the material uh on the texture so that's the function of this node wrangler it's it's going to make this things are a little bit easier so i can also press shift a and add a value note and then uh plug this one to the scale so i can control the scale by one value i don't have to you know insert every single value so after this what you can do is uh i'm just going to unplug the displacement so the kind of material that we are going for is kind of a velvet material so what you can do is i'm going to press shift t to duplicate this one and after that i'm going to press uh shift a and then again type a mix shader and then place the mixture in the middle right here let me change this one to cycle so that it won't compile the shaders and let me change this one to gpu and let me activate this uh and then press change this one to uh scene world to see you know so that you you won't need to add any hdr just change it one two scene wallet it will use its custom hdr and after this let me change this one to denoising and make it uh this one and i'm using blender uh psychosix so that you know i will preview things a lot faster let me change this one to 512 so that the texture will be visible clearly so after this what i can do is uh i'm going to plug this one to the bottom part so after this if i change this one to one as you can see and then if i change this one to zero as you can see it will if i change this one to zero it will consider the first one if i change this one to one it will consider the second one which is the second one which is white as you can see but this is not the mat the kind of effect that we are going for right so what you can do is i'm just going to select this one and drag it i'm going to add a mask grave texture musgrave type mask grape and you will have this and i'm going to drag this one to the i mean fix i mean plug this one to the factor so if i press ctrl shift click this mass grave texture to see to see its properties as you can see the texture is something like this so i'm just going to give it a detail of 16 and i'm just going to change the dimension to zero so when that we have a more detailed uh mass grave texture so what this will do is it's going to use uh as you can see a black and white picture so it's going to apply uh one of the materials on the white part and it's going to apply the other material on the black part so if i just ctrl shift click this one as you can see uh the black part is used for this for this stick for this part for this texture and the white part is used for this one so if i change this one for example to uh let's say red as you can see this is uh this is the the effect that's happening so in order to control the ground the gradient of this mass gravitation what you can do is first let's just press ctrl t to add a mapping node sorry uh as you can see press ctrl t up to add a mapping node and change the textured coordinate to an object so that it will be procedurally applied to the material i'm to the to the object and let me change this one to 0.5 so that we can see clearly you know and also the the size i think 0.5 will be good for now so this is the function of this factor it's going to uh it's going to use this black and white texture to apply to mix two different textures so after this what you can do is uh press shift a and add a color ramp and then i'm going to place this one in the middle right here so what this will do is if i just press ctrl shift click this color around to see the color rom clearly uh let me disable this this denoiser so as you can see uh i don't think anything is happening let me change this one to two to see to see the change of this as you can see so if i make them close to each other as you can see we don't have that kind of gradient between the white and the black so if i change this one to uh as you can see we have uh kind some kind of gradient that's that's between the white and the black if i just move this one as you can see the white part will increase and we don't have that kind of gradient so depending on on our ring we'll adjust this one later if i change this one to zero i don't think this will have that much effect it will have an effect but uh not that will be visible with with our eye from a distance so i'm just going to keep this as it is so i'm just going to press ctrl shift click this one so i think you have uh you have the basic concept of this this this factor so after this what you can do is press shifty add rgb curves so what this will uh help us do is we it will help us control the color of as you can see i can make it lighter or darker or i can you know go to the rear part and i can make it more red so it will help us to control the the color of our fabric so after this what i will do is i'm just going to plug this one to uh sorry i'm just going to plug this one to to the upper part so after this i'm going to press ctrl c and i'm going to press ctrl v and i'm going to move this one right here and place it in the middle so after this what i would lose just change this one a little um make the curve a little bit darker or a lot darker so what this will help us do is uh if i make this one a little bit blind writer so we can use a single texture to uh to to manipulate the the whole material and we can just go to the red for example and i can make it a red or some kind of green so i can control uh the texture some by uh by this method so we can also uh if i just press ctrl shift click we can also adjust the the scale of this must give if i press point one it will be a lot bigger 0.05 and a lot bigger i think there is almost no difference between between 0.05 and 0.01 but you get the point i'm just going to ctrl shift click this one so i think this is the material that we have got so after this what we can do is uh i'm going to plug the roughness also right here since they have the same kind of material everything and i'm going to delete this displacement i'm not going to need it and i'm going to plug the normal to the normal right here so i think it's a little bit complete the nodes are a little bit complicated but i'm going i'm just going to uh minimize this one so that you know so that we have a little bit clear image of the notes let me select this once and let me move them up right here so after this what you can do is just press shift a and add a bump node uh and place it right here and then hold shift and then left click and drag like this it will add a control node right here so i'm just going to plug this one uh to the normal and for the height part what we can use is we are going to use this mask graph texture so i'm just going to plug this mass graph texture to the height so after this i'm just going to plug this one to the normal and let us see the chain that the effect that we get so as you can see we have uh some kind of pump on the on the on the on the black part on the black portions of the the material to see everything clearly what we can do is just hold down shifting left click things like this and i'm just going to uh unplug this one and then also uh and i'm going to unplug everything like this so that we can see we will see the effect of this material so so if i just move drag it and move it or change this one to eb441 so that we can see clearly you know we won't have to deal with the noise and so the problem with evs we have to wait until the shaders are compiled so as you can see we have some kind of big detail right as you can see we have some kind of detail on the on the on the black portion of this this on the black portion of this uh this material or this mesh so that's the the loop that we were going for so you can we can adjust the strings of as you can see if i just change the string to 0.005 uh we can adjust uh you know that the strength when we do that you know the the the part or the material that's behind this will be visible or this normal part this normal map will be a lot visible so i'm just going to keep the strings as it is if i change this to one i don't think we have we will have that much change so after this just let us plug this one right here let us plug everything on their original places so i think you how you get the console for the console of this bump that we have applied extra on the on the material so let me plug this one to the normal also and let me plug the roughness i think uh let me plug the roughness to the roughness yup i think that's needed lets me change this one to cycle so that we don't have to wait every time that's you know yeah i think this one is a lot better so after this we can also uh we can also use this one you can also use this one for for the we can also use uh this mass grave to give extra bump also for for the for this the the whiter part so after this i'm going to give this whiter part a sheen or i've already given it a shin so if i change this one to zero you know if i make it as you can see we have some kind of a reflection on those parts and we can also manipulate that if i just uh expand this one we can also if i make it point zero two as you can see we can control uh we can control that that's the scale of also you can just uh change this one in the mapping node if i make this one to five as you can see it will be elongated in one part or anyways you can use uh any kinds of ways in order to to taste uh in order to test your your preference so i think this is looking great so after this what i can do is just select this one and i'm just going to drag and drop it right here and drag and drop it right here so for the like what we can do is just press new and just select it and press new and we will have some basic material that i'm going to rename it i'm going to make it layer name it a chaired leg meta metal lick since we're going to make this one metallic so after that i'm just going to make this one one so that it will be 100 mid league i'm going to decrease the roughness so that you know it will be a reflective so after this what i'm going to do is uh i'm going to use a surface imperfection map and before that let me change this one a little let me make it a little bit golden or something like this so you will find this uh imperfection or a scratch on the on the description below so i'm just going to drag and drop it right here and i'm just going to place this one in the roughness so i'm just going to make this one and color data and i'm going to press ctrl t to have a mapping node and let me make this one to uv of course and then we are going to need also the normal map i mean the normal map of this so we are going to find two kinds of normal maps as you can see this one is inward and uh the gl and the dx is it's outward so what we need is something that's inwards so i'm going to use the g8 so i'm going to drag and drop it and i'm going to change the color space to non-color data and plug the this one to the normal as you can see we have something but this is not the proper way to do so press shift a and add a normal uh map and this is the proper way to do it and also uh i'm going to plug this one to the vector so after this just go to the edit mode by pressing tab and press 8 select everything and press u and then smart uv project we're not going to uv pro uv and wrap it manually so i'm going to use this easy method so for this as you can see we have something like this now our maps are being applied correctly and we can see them so to change the scale what you can do is press shift a and add a value note as we have done earlier and let me plug this one to the scale and let me make this one to five as you can see it will be uh something like this probably this won't be visible from a distance or just this can be just a learning curve in case if you are going to take a close-up shots or something and i'm going to select this one and drag and drop it to this part also so now we have everything that's in press select this one go to the edit mode press a and then you and the smart uv project as we have done for the previous one so let's say we want to control the the the amount of this uh this scratch as you can see they are kind of intense and they're a bit too much so what we can do is i'm going to press shift duplicate this one and we're going to use the previous method press shift a add a mass grave texture or we can use also a noise texture let me use a noise texture for this case noise texture and press shift a again add a mixing average mix shader and place this one in the middle and place this one on the bottom and then after this just uh connect the factor to the factor and then press ctrl t after i have selected this one just press ctrl t let me just move this one upward press ctrl t to have a mapping node and change this one to object or we can use also uv since this this is a uv map you can also use a uv so let us wait until the shaders are compiled so if i just ctrl shift click this one to see uh the the that must bring the mass grave as you can see uh let me change this one to uv as you can see i think uv's priming object is better than the the previous one let me make this to one and i'm going to need a color up so ctrl shift click this one press shift a and add a color [Music] to control the gradient and ctrl shift click this color up to see uh to see its effect let me change this this two cycles you know i think that's better yeah i think something like this will be uh will be good so i can also give it a detail for example if i give a 16 year i can give it a detail but i don't need the detail for this case and also if i increase the roughness of sequence it will give it some kind of detail but i don't also don't need that one so ctrl shift click this one so for example let us invert this as you can see when i have changed this one now if i just ctrl shift click this one uh the scratch will only appear on the white part as you can see if you just as you can see we only have the scratch on the white parts and we won't have the scratches on the black part so by using this method you can control up the amount of the scratch all you have to do just so go right here and you can increase the black portion as you can see or you can decrease it depending on your need and for the floor material all you have to do just select the floor and click slash number on your keyboard if you just click the slash number again you can uh and isolate the part that you have isolated so just keep this in mind so after this as you can see this is the floor so we are going to use a marble so to do that just press shift a i mean shift right click uh somewhere around here and the press shift a add a q and i'm going to scale it but before that let me give it a dimension right here give it 0.5 in x and y axis and in the z doctor let me give it 0.05 i think 0.005 would be good for this case and i'm going to uh activate this uh snap button and let me uh change this one to face and press g6 as you can see and this is where it it will snap it but i want this to snap press gz right here and then press g z and you want to be snapped on the bottom part so this what this will loose uh this one and this the one that's created will have will be on the same floor or on the same plane or we'll have the same elevation that's what i want so i'm just going to select this one and change this one to uh h and press g y and snap produce h press g x to snap back to this h so after this what you can do is uh give it uh but let us apply the skill as you can see the scale needs to be a play press ctrl a and then escape after this just click this one and let me give it an array modifier as you can see before that let me give it a bevel modifier since nothing is that sharp and when it comes to ceramics and marble they are not sharp so let me hide this one for now so select this one and let me decrease the amount of the bevel so hold down shift and drag it to the left it will decrease it slightly let me change this one manually let me make it one let me give it four number of subdivisions so that's one way you can affect things so after this i can also zero one i can give it just a little bit of gap uh zero five just a little bit since there's some kind of filler between that the the floor we need this kind of cup so after this just press alt h to unhide this and what i'm going to do is i'm going to give it a count until it it matches this one and then again i'm going to give it an array modifier again and in this case i'm going to make this one 2 in the y axis and minus 1 so that it will be inverted in the negative 4 axis and change this one to zero so after this what i will do is just make it minus 0 0 5 as as as as the horizon as the horizontal one after this let me increase the account uh all i have to do is just increase the account until it fits my scene i think somewhere around here will be good so after this what i would lose i need to give it behind this one i need to give to give it a texture so select this one press new and go to the material right here and i'm just going to triple click or double click it and let me name it floor marble so after this what i'm going to do is uh as i have done earlier press ctrl shift t it will open up the folder and select the marble that you are going to use you can find it in the in the link in the description i'm going to use this marble tip as you can see so i'm going to find marble 12 whereas it um yeah right here so i'm just going to select everything and select this principle based diff this will the the the node wrangler that we have activated earlier will do the job for me so that i won't do any everything so after this what i would lose just let me change this one to the material preview mode so as you can see we have our material right here after this we need to uv unwrap it so that the texture will be applied correctly so just select this go to the edit mode and then go to this edge selection mode and go to select select sharp edge since with every age and this uh or every age in a cube is a sharp everything will be selected so just right click after that and then select marxi so after this just press a already everything is selected but just in case press a and then u and then unwrap so when we do that the texture the texturing or the tiling is a little bit changed so this is the proper the proper one so make sure that the scale is also update before you have uv unwrapped it but since we have done this previously you don't have to worry about that so after this you can see there is there is some kind of repetition right so in order to change that what you can do is just go to this modifier properties and in the array you will see this uv uvs so this the function of this is it will offset the the the uv map along the x and the y axis so if i just as you can see uh you can hold down shift to to to change it slightly and i can also decrease it as you can see so this is one way to do it and also again in the bottom eye and change this one somewhere around here so you can see it like this and try to see uh touching that you can make and also if you press shift a in rrgb curves and place it in the color and now we can control the amount of i mean in the darkness the lightness we can control that inners we can also give it a little bit of you know uh think or make it a little bit uh warmer and you can just you know control depending on your need so i think somewhere i want this to be a little bit warm so i gave it something like this of course you can just make this one to zero and uh make it as a default one so this is one way to manipulate it and to texture the wall or what you have to do is just select the wall and press slash number in order to isolate it so that we can see what we're doing clearly so after this uh we need to uv unwrap this one first as you can see it's a little bit complex there are a lot of h so what you can do is just first go to select and select sharp bits so this will automatically select those sharp edges so after just right click and then mark c but before that make sure that the scale is applied so press ctrl a and apply the scale now the scale is applied and we have already selected the sharp edge so just press a u and then unwrap so this is the if i go to uv editor this is my uv map for this for the walls switching this one to shader editor and press new what i would lose uh go to the monitor double click this one and change this one to uh wall uh plaster so after this just as i have done earlier press ctrl shift t to select uh and to pop out this folder menu and go select the the placer that you are going to use i have linked in the description below so i think it's plaster001 i'm going to select everything and i'm going to select this principally piece texture setup and it will do the job for me so after this what i will do is i will drag this one to right here as you can see this is this is the material but this one is a little bit too big right so what you can do is press shift a and i'm going to type value so that we can control the scale and let me make this round to ten so if i make this one to 10 i think i think this one is or i can make this one to 20. i can change this one to cycles so that we can see it better with with shadows and everything uh go to ev again as you can see the the the the things that we see in even cycles are so much different i think it's because of this displacement so let me disable this displacement for now now yeah so if i have after i have disabled the displacement now even cycles are almost the same so so this is the result that we are getting but i don't want this this this game to be visible all over the world so we are going to use the same technique that i mean the same technique that we have used before so what i will do is press shift p and uh move it right here and i'm going to press shift a and uh i'm going to give it uh let me give it a noise texture i'm sorry noise and noise texture and i'm going to press ctrl t and i'm going to change this one to uh like this and i'm going to change this one press shift a add a bump node so that we will have some kind of bump and connect the factor to the factor i mean uh the factor to the height so if i just ctrl shift click this one uh we can see something right no we are not seeing anything until the shaders are compiled but this one is a little bit too big right so what i would do is let me make this one to 20 or 35 or 100 i can give it something like this and we can also uh select one press shift d sorry uh shifty yeah just place it right here let me let us wait until until the the shaders are compiled when it comes to let me make this one to a two or five we can change this one depending on our need so after this what i would lose i'm going to uh decrease the the distance as you can see this is a little bit too intense so change down to 0.005 0.005 yup and and also let me let me decrease the distance also i think somewhere around here will be good so after this what i will do is uh uh i'm going to isolate this one by by holding pressing down uh the slash numpad and i'm going to hide this one again what i will do select this one i'm going to or uh or also i can select this one easily i'm going to select this the setup so that i won't do it again and go to the wall part and then hit slash number to isolate it let me let me come right here and press ctrl v let me uh let me move things around so that you know things won't overlap yep i think something like this will be good so after this what i would do is move i mean plug this one on the bottom plug this one on the top and plug this one right here as you can see we are only having uh uh this kind of things on on if i just control shift click this one to see everything clearly as you can see we're only seeing those on the if i'm not mistaken where am i seeing them i'm only seeing them on the white parts so the white parts are basically the ones that are going to be visible so ctrl shift click this one uh so this is the way that you can control those those those things on the wall and also if i just ctrl shift click this one as you can see this does not have detail so what i can do is i'm going to give it a detail of 60 so this will have a lot detail and if i increase the roughness as you can see it will also have a lot better detail than the previous one so if i just control click this one as you can see things are a lot better than the previous one so let's say if the intents of those imperfections are a little bit too much what you can do is just we have this color ramp just select this white part and if you just make this one a little bit black as you can see we won't have that imperfection anymore if you make it 100 black so by adjusting this uh dainties of this whiteness you can you can adjust the intensity of those imperfections so that's one way to do it and also we can change let's say let's change the scenery textures to a must graph press shift a and type must grave and let me make this one as one since the scale of this noise is also one let me change this one to zero and let me make the detail to sixty if i just ctrl shift click this one to see everything if i drag it right here and let me connect this to the vector so that it will have the same mapping node as you can see uh the mass grave they are kind of similar but the musgrave have uh more detail than the noise so i think that's the difference i don't know but that's the difference that i see and if i use the smart grave i think it will give me a much more uh better result than the noise as you can see uh i think it's a lot better i'm just going to delete this noise or also you can just skip it and you can we can also exchange it based on the lighting that we are going to uh we are going to adjust later and for the ceiling material what i'm going to do is uh just select this one i'm going to copy all the notes from here press a and then ctrl c and select this the ceiling and i mean click this slash number to isolate it so after this what i'm going to do is go to the edit mode and after this just change this one to solid view press c and scroll your middle mouse to to increase the selection see it's just a circle selection so after this circle select everything and then press h now we have hidden everything so as you can see this is the second design that i have done so what i would do is just press plus right here and then press new i'm just going to double click this one press and type ceiling plaster and then again i'm going to uh click i mean hit plus and create another material and uh hit new and i'm going to change this one to a led light so after i have done it what i'm going to do is i'm going to change this one to uh emission since i want this to be an emission make this one to two and let me give it just a little bit more uh saturation and let me change the value i'm in the hue somewhere around here yeah i think somewhere around here will be good press alt h to unhide everything and go to select select sharp h to select every sharp pitch that's visible and right click and then mark c so after we have done that what we can do is press a u and then unwrap and press n in your keyboard to slide out this top and as you can see the scale is not correct so what you can do is press ctrl a and then scale and then after we have done that go to the edit mode and press au and unwrap it again this will give us a proper uv map so after this uh this is the ceiling cluster and then press a and then x to delete everything and press ctrl v to paste it so this is the material so the reason what that i have done uh this is i want a separate material for the ceiling aim for the wall so that we can control them differently so this is the ceiling material if i just type a slash numpad in my keyboard and get out of the edit mode and deactivate the show release now you can see we have the ceiling uh with with the material so after this uh select this spotlight something like that and type slash number to isolate it if we go to the edit mode we have something like this so we're going to give us three kind of material so uh let me give it plus and press new what i'm i'm going to type uh just white material and i'm going to make it i'm going to keep it as it is and after this press new and and then again new and i'm going to type it black spotlight so what i'm going to do is make this one black uh and then i'm going to make it a lot reflective so after this what i'm going to do is uh select this one select this uh hold on shift and select this one also this parts are going to be black i'm going to assign them as you can see they're going to be black and then again control i mean alt click this edge but make sure that you're on on face selection mode and then again shift alt click this h and then again assign so this part will be black and then after this i'm going to hit plus again i'm going to uh plus again i'm going to type uh double click this one spotlight spot light emission i'm going to name it like this and change this one to emission and let me make this one minus 5 somewhere around here and let me give it a saturation like this and let me give it a heal i think somewhere around here after this what i'm going to do is select this one uh alt shift click this edge to select this edge loop and shift click this one after this just select this one and hit assign so now we have something like this so if i fit slash in my keyboard as you can see since every spotlight has the same property everything will be applied as one and i'm going to select this one and repeat the same process and press new and then i'm going to white i'm going to select this white material since we have already created the material and then hit plus again i'm going to type a sport spotlight emission and this one is already selected the emission part or you can just select it yourself and select this one and hit the sign so now we have the material that's uh applied on every spotlight and so if i press zero in my empire as you can see almost everything is coming to life so after this let me give this this uh the mattress on material and i have already a mattress material that i have placed right here so just this is just for populating the scene so i'm just going to select this one i'm going to uh sorry drag and drop it right here so this is my material if i just go to the edit mode as you can see i have something like this if i go to the modifier properties this is just this is a beveled ammo a solidifier so i'm just going to play the solidify modifier as you can see and then what i'm going to do is i'm going to use also the same process that i have used before so i'm just going to select this this lake and i'm going to select this this nodes8 app and i'm going to press ctrl c go to this curtain and then again press ctrl v and i'm going to move it right here yep i think i'm going to use something like this press this one i mean uh plug this one on the first one and then i'm going to select everything press shift d and i'm going to move this one a little bit upward and plug this one to the bottom so we have uh let us see what we will have i'm going to type i mean the slash number to see our our uh our things very i mean our picture very clearly so after this what we can do is let me give it a 16 so that we will have a lot of detail i can also change this one to uh press shift a uh type mass grave i think mass grave is a lot better in terms of giving us a lot of detail so let me give let me change this one to one and to this to zero and plug this one right here the height to the factor and i'm going to delete this one and i'm going to connect the vector to the vector so if i just control click this one so this is what we are having and i'm going to give the detail of 60 1 6 i think that's the maximum value you have something like this and if i just ctrl shift click this one again let's make sure there to see uh things a lot clearer i think this is what we are having let me make this one yep i can make this one a little bit more yeah i think something like this for the table i'm going to use this marble so i'm just going to select this one and uh as i've done earlier press a and then press ctrl c to select everything and i'm going to select this one go to the edit mode and press a and then u and r up i have already uv unwrapped this one and press new to give it a new material and new again right here and i'm going to change this one to marvel uh i think table marble table marble i'm going to give it this material and press a selective rating in x to delete it and press ctrl v so this is the marble that's applied and i'm just going to make this the the factor 0 for now and press 50 add a value sorry press shift a and add a value and plug the value right here and i can make this one to two so that and i have something that's accurate and i'm going to select this one part let me select everything like this and also the chair leg i'm going to use this similar material for the for the leg of the table so the heat slash number in your keyboard shop as you can see i've given it a material method a marble table in marble golden so i'm just going to change this one to a table marble i have already the the material so i'm just going to give this one so after this uh format the metal golden what i'm going to do is and i'm going to select this material as you can see share like metallic so i'm just going to click this one and change this one to chair leg metallic so next let us adjust if i just select the ceiling and press h let's adjust this this curtain as you can see this the transfer the the translucent part so press new and i'm going to tile change this one to uh translucent translucent occur curtain so after this i'm going to delete this one press shift a and add a transparent transparent and also press shift a translucent and press shift a and add a mix uh mix shader and i'm going to mix this transparent and translucent oh both of them are transparent sorry press 50 and click this one trans translucent and i'm going to plug them like this and make this one right here so if i just make this to one it will be 100 percent transparent so just place it somewhere around here so after this what i'll do is just select the parts that are going to be transparent and click this one press ctrl l and then link materials so now these are the transparent materials press 0 and press alt h to hide everything so i think we have the most of the material part so let us uh dig into the lighting and based on that we will adjust the materials that we have done depending on this camera view and depending on the lighting that we are going to use what we can do next is to go to this easy hdr as you can see it's an add-on that will help you manage your uh hdris so i'm going to uh click the script where the notes it will it will give create a wordline note so if i just go to the render view uh make sure that you are in cycles in chain just want to activate the scene wallet we have deactivated it earlier for the preview mode so i'm just going to change this one like this and give this one to a evening root sorry uh i think something is wrong change this one to warlet and just click this folder and select i'm going to select this one yep this i'm going to select the the folder that has the hdrs and i'm just going to select this evening hdri i'm going to change the strings to 5 or 10 somehow and let me make this end to 2 not that it will have an effect but i'm going to make it to 2 and let me activate this viewport viewport denoiser so that i would have a better view as you can see everything is looking a lot great right so i'm just going to change go to the color management change this one to filmic if you don't have this filmic just blender guru has a tutorial on how to uh how to install this filmic filmic color management it's it's really good it will give you a really good results and as you can see we don't have that we're not having that ceiling uh led light so what we can do is just go to this uh the solid view and uh i'm going to select the ceiling let us activate this shorter list after i've selected this is the ceiling go to the you know uh the ah just click this slash numpad in your uh keyword and go to the top view go to the edit mode after this just press c and scroll your middle mouse end i mean scroll your middle nose upward and downward to increase or decrease the influence area of the circuit select so just click this one it will select the top the the part that's only visible and i'm going to press h so after this we there's the ceiling of two materials the first one is ceiling cluster and a led light as you can see this led light is not applied on the specific part so i'm just going to control click control click the h the edge faces and click this one and assign and then also click this one control click ctrl click it will select the consecutive edge so just just do that and assign the led light so after you have assigned it press alt it to unhide everything and slash numpad also to isolate everything that you have isolated and press 0 to go to the camera mode and also i'm just going to select this this this one it doesn't have any material so i'm just going to give it black smooth black and also i'm just going to select this one since they are the same materials i mean the same they have the same object data uh everything that's applied will be also applied to this one so if i just go to the render view to see what i've got so as you can see i have something that's looking a really i have something that's looking really good i can also select this the skirting and i can adjust it right here just make it a little bit more uh translucent you see yeah i think somewhere around here will be good we're not going to need any windows since we are this this one will cover it so for the other parts of just go to the solid v for the other part of just let me hide this one for this part what i'm going to do is uh change this one to uh object it doesn't have any material press new i'm just going to type curtain i'm going to press x and i'm going to uh let me select this this velvet material and i'm going to select the setup right here press ctrl c and press ctrl v and after this press shift d principal i wish i have not deleted that one and uh material output and then click this one right here and as as usual i'm just going to plug them on the consecutive parts the normal and the normal and the roughness on the roughness press the slash on your keyboard to isolate it and let me go to the this material preview so what i can do is press go to the edit mode press u and then smart uv project and this will smart uv project your your mesh i mean your object or also mesh i think this the scale is a little bit too much so what i'm going to do is i'm going to give it a 5 and maybe a 8 somewhere like this will be good yup yeah we can also mix this one with a transparent node so press shift a and then uh trans uh transparent and then press shift a again add a mix node next shader place it right here and place this one on the bottom so if i just as you can see uh if i make it uh if i make it one it will be 100 uh transparent and if i make it one it will be 100 percent uh this the the texture the pbr texture so if i just let me uh go to the camera view in heat slash numpad when i hit everything or to isolate everything go to the camera if you press alt h just if everything is hidden so just deactivate the show relays and let us see our material yeah this is our material so just select this curtain and let us let us see what this transparent will do as you can see it's making it a lot as you can see so if i make it like this it will be a lot transparent so i don't need that so i think i think somewhere around he'll be good 0.25 will be good yeah so after this what i will do is uh go to the material preview i'm going to select this one and then drag and drop it to this part as you can see since they have the same material it will be applied automatically press 0 on your bandpath press alt d to ride everything and go to the camera view and voila this is the result so i think we have done almost 80 or 75 percent of the work so what we will do is just yes we are going to tweak some material so that the color the color scheme of the uh the color scheme of everything would be you know similar with each other as if you have noticed the floor is not kind of similar with the the the chairs and the the carpet it's a little bit off so we're going to match those colors and also if you have seen uh the intensity of this uh imperfection on the ceiling is a little bit too much right so what you can do is just press ctrl b to give it a border and i'm going to give it something like this so that you know we won't have to render everything so i'm just going to drag it like this i'm going to select this part the the ceiling so we have the ceiling cluster so what i'm going to do is uh i am going to select this this white part just go to the ev just to see clearly for now go select this white part and if i make it more black as you can see we will not see those effect yep i think something like this will be good i can make it just a little bit more white to see those those imperfections yeah i think this one is good you can adjust this one based on your taste as i have said earlier press ctrl b again i'm just going to select everything like this yeah i think i think the ceiling has a really good material so the next thing that we are going to do is we are going to give it some artificial lights so i'm going to go to this easy hdr and i'm going to change the style sky strings to 5. and after this just go to this uh solid i mean the solid view what i'm going to do is uh just go to select this one and go to the elite mode as you can see we have three materials and chain this one too the first one is as you can see it has some kind of image texture i'm just going to delete this one and what i'm going to do is make this one metallic and change the roughness just decrease the roughness somewhere around here just go to uh press uh slash in your numpad to isolate it for better preview and just select this one if you go to the render view we have this material i can change it just to to for for it to be a little bit more golden so after this what i'm going to do is and press a and i can just press p and then type by loose parts what this will do is it's going to make it separate material depending on its geometry or depending on the loose parts as you can see these materials are supplied materials so what i'm going to do after this is i'm going to hide or i'm not going to just select this one right click and then set origin to geometry right click again just snap cursor to selected uh sorry snap a selection to cursor sorry right click and cursor to select it after the cursor is in the middle what i'm going to do is just press shift a and add a light and then a point light and i'm going to decrease the radius i think like this so after this just i can just press h and select the slide and i can adjust the intensity let me make it one for now and let me decrease the size yup something like this and press alt h again to select this one and what i'm going to do is i'm just going to delete everything and press new and i'm going to press new again uh new again i'm going to name it uh lamp lamp translucent since it's going to be translucent so let's see i'm just going to delete this one press shift a trans translucent ah let me mix it between translucent and transparent sorry press shift a trans yep transparent and then again press shift a add a mix node type mix shader and then i'm just plug the things like this and i'm just going to make it more transparent if you just make this one what it will consider the the bottom part so just if you are making it higher and or closer to one it will this will be uh used more more uh intensively than this one than the first one so i'm just going to change this one like this and press h and yeah and then press alt h up let us see the our latest c that you are going to get see if i go to the render view change this one to uh zero for now yep and also this one to zero i think i think this one looks good if i just click this one again make it like this it will be uh it will be 100 transparent it doesn't look good at all if i just make this one to one it will be 100 translucent so in the translucent i'm going to make just a little bit more uh you know i'm just going to give it some kind of saturation so after this just go to right here and then uh select this one i'm just going to select everything but before that i'm going to delete everything as you can see we have a material from the previous ones before we have separated it so just select everything and delete the materials select this one and then delete the materials so what i'm going to do is just select everything like this and after that just select the last the material that has the material and then press ctrl l and then link materials so after this as you can see everything has the same material right now so what i'm going to do is just select this one right click snap our cursor to select it uh sorry just first just set origin to geometry we have to say that the origins to geometry so just select everything at once right click set origin to geometry so now everything the origin is on the geometries just right click and then snap cursor to select selected so after this i'm going to hide this one press shift d or i'm going to press l3 so that they will have the same property and just right click snap uh selection to cursor so if i hide this one as you can see the the lamp is right here so i'm just going to repeat the same process for this for all the other lamps also just right click because i've selected i'm going to hide this one just press l3 right click selection to cursor as you can see that's the way that you can you can place those slates easily so just do this process so i have placed those lights as you can see [Music] these are the the ways of showing there is a point light right here so i have placed those point lights in the proper place so what i would do is if i just hide this one and select this one let me hide everything for once so if i just let me change the intensity to 31.8 as you can see every of this point light will have the same property so that's the function of duplicating it with alt d they will have the same object data this will be easier when in lighting so that you won't have to change everything separately but this will be dependent on the the lighting type that you are going for in this case this probably this lamps will have the same intensity of the same amount and probably they will be turning on on the same time so that's why i have used the same object data so just press zero and then uh type slash namepad and then again press number zero to go to the camera mode and just let us see what uh effect that we had select this one i'm just going to select the slab and press alt h so that we can control the the point lamp and i'm just going to make this one to 5 for now and let us change let us see what we have just go to the render view so this is the effect that we are getting i think this one looks good but i'm going to make the sky strings to 5 and this one to one and i think the point lamp is a little bit too much powerful so let me make this one one in order to see uh the effect all i have to do is just change this one to zero and uh to select it what i will do is just hide it to activate the show really after i've selected just press alt h this will be selected and then again go to the rendered view so by this we can see the intensity of or the amount of this this the amount of this point lamp let me make it to two i think it looks good so after this i'm just going to select this uh uh solid view and then i'm going to hide everything i am going to add the ceiling then after this just press shift right click right here press shift a and add a light and i'm going to change this one to an area light and i'm just going to change this one to disk so after this i'm just going to scale it or i can just scale the size right here i think somewhere around here will be good yep so after this what i'm going to do is just place them on the proper place press uh just navigate press gzip i think right around he'll be good so after this i think point five will be good we can adjust this one later so after this uh let us deactivate this extreme mode press alt t and then x gx i think right here will be good and then alt d x i mean y since it's going to be uh moved in the y axis press g y i think right here will be good and then alt d x again and place it in the proper place yep after this what i'm going to do is we have some kind of also spotlight right here right so let's just activate this uh x uh this wire framework and for this one i'm going to press shift d since i want this to have a duplicate uh property then after this i'm just going to place it in the middle and i'm just going to letting the skillet using this size and i'm going to press g yep so after this let me make sure that the height is on the proper place as you can see it's inside so i'm just going to move it a little bit outward yep after this just go to the top view activate this x-ray mode and i'm going to press alt t and then y and place it right here and i'm going to select the slate also and just duplicate it on the on the necessary places just i'm just going to do that so as you can see i've placed those slides on the necessary places so if i just go to the render view again to see to see to see the change of the slides so this is what i'm getting so i can control uh since i have duplicated since all of this have the same materials if i make them to zero as you can see they will have zero and let me make them point one i can give them something just a little bit more you know a warm feeling yup something like this i think they look good so after this what i can do is just make this one two two and change this one to f5 [Music] so that we will have the effect that we are looking for and we can also change this one somewhere 0.7.5 you know you can also change the the hdr that we are going to use but i think for this case let me change this one just just in case just in case it gives us i think yeah this gives us a little bit more better result and also this one so as you can see depending on the hdri that you use you will have a different mood or a different result i can just select this one and let me make this one to uh 1.5 maybe and let me give it a little bit more warm feeling yup something like this press ctrl s so i think everything is looking good so you can adjust the strings of the materials for example when we see this velvet we have almost covered everything that's there is to cover for this material so you can just change the hue i mean uh the color the intensity of the darkness everything you can change just change that and also for example i will just select this one let me make let me make it just a little bit uh more you know warmer so what i can do is just select this one and i'm going to give it a saturation as you can see and after i have given it saturation i'm just going to change the hue just a little bit somewhere around here and also i can also change the saturation pack again like this so i think something like this will be good so this is just the way of showing you uh how you can just create variation or control the or change the color of everything depending on on your preferences so after we have finished the lighting the next thing that we need to do is we need to uh we need to give it uh more details for example we need to place some things on the table we need to place some lamps so those are the things that would give your scene a more realism so for the final render we are going to use cycles since this is going this is going to be still image we are going to use cycles and i have made the sample to be 2000 since i want it to have a really good quality i want all the details as much as possible and i'm going to activate this adaptive sampling so that it will be faster you know and in the denoising i will activate this render and i will use the cycles uh native denoiser it will give me a good result and then after this go to the performance in in the tiles as you can see i have made the tide to be 256. if you have a gpu this would be useful in the color management as i have said earlier i have used filmic login calling base and i have made the look to be 0.5 i'm in a base contrast you can change the contrast right here and then i have made the exposure to be uh by default it's zero but i have made it uh 0.5 i want since i want my image to be a little bit more brighter so this is uh uh the render uh setting so after this all you have to do is just hit render and render image so guys this is all for today i hope this was a really good tutorial in terms of lighting and texturing in cycles and if you want me to do the specification in blender av i will do it if there are enough suggestions but there are a lot of uh there are a lot of tutorials that i have done you know how you can light up a scene inside uh eevee you can watch those so guys uh don't forget to like and subscribe see you in the next video
Info
Channel: Noel-3D
Views: 4,998
Rating: undefined out of 5
Keywords: Blender, Blender Cycles, Cycles-x, Realistic renders, Blender Interior, Blender ArchViz, Blender Architecture, Blender realistic renders
Id: P-ZRjXFmELE
Channel Id: undefined
Length: 70min 3sec (4203 seconds)
Published: Sat Oct 02 2021
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