Professional Blender Archvis Tutorial #2 | It's time for the next room! | iMeshh.com Guide

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hello and welcome to this image tutorial and today we have the second arc fizz tutorial and i'm super excited to get started um the first one has been so well received and i've seen other people making the same image um and i think it's cool i think the the final image is a cool image but it's very moody and i've definitely strayed strayed away from the mood board at the beginning the mood board did give me some really cool ideas for the actual for the actual scene itself but i do think that it came out a bit too booty and in general if you're going to do an image for a client then they're going to definitely tell you to make it a bit brighter so i thought i might do a bit more of a client friendly render so it'll be a bit brighter bit lighter and just more friendly in general um so i'm excited to get started i'll probably break it down into different sections um so probably from like cameras to lighting to composition and color palettes and stuff like this you have to note that if you are doing arc viz then your job is essentially a cameraman or a camera woman um to fill a scene to make it look nice so in general in if you're a interior photographer you probably have a set of nice furniture that you can bring to a scene and fill it and you have then the task to light it correctly and to photograph it correctly your job isn't to build the furniture and the same is here so you know you can get really good at modeling furniture or you can get really good at doing arc fizz and to do both takes a very long time so if you're looking to get into arc fizz i'd recommend you find some free model resources or find some places to buy some cheap models and i mean i don't i don't want this to be like a hundred percent an image promotional video but we do sell cheap blender 3d models of course that is what we do that is that is why we are here we make some 3d models for our quiz and at a at a good price so if you're looking for some check out image if not there are other resources online to find some some other good models for blender um but at the point at which i'm going to fill the scene with models i will be using eye mush models so um you know i'll tell you why i chose that particular furniture model and if you have a free resource or if you have other models you can then look at the criteria which i have for this particular sofa or table and then you can find one which you think is similar or has a similar kind of feeling to it or of course if you have a mesh exclusive then you can use the ones we're using in this scene um and i think that's that i will i will get started there i um [Music] okay so the first thing to do is obviously to make the walls a voice you don't really have a room and there are several different different methods one way is to actually use the archipack wall generator and then you can add a wall you can choose the length you can add another wall and then you can add length to this and so on but this is not the method i'm going to use in this tutorial but if you think that this one is the one that you prefer then of course you can find a tutorial online for making archipack walls and floors because the idea is that once you finish making the wall you can then add a ceiling and floor because it also has for example um a floor generator and these are all super helpful but it's just not the method which i will be oops sorry not the method i'll be going for so i'm just going to delete this there is another method of course if you have plans if you're lucky enough to get some plans then this one is really helpful so what you can do is it also depends on how good the plans are is that you can go over to here shift s cursor to selected and then you go to add a mesh and add a single vert if you turn on snapping to vertex if you go to vertex you can press e and you can just build the room like this and you're going to get really quick room of course these are actually curves so you can also let's just whatever i don't know how the room is actually meant to be and then you get like this and e and z and like i just said if um if this is curves you can go and do f3 convert to mesh and then you can also grab all of these and just do the same thing e and z so and then it's already to the right oops already to the right dimensions for you but i will just do um to show you for this method here so i've just made this really quick room and then how to add these windows so if you're using archipack that will actually allow you to very easily cut out the windows using a boolean method and there are other different methods as well such as you go into edit mode add a loop cut and then you can find the length you want oh and also if you want to get these measurements up in edit mode if you go over to here and you can click on edge length and then you can see how easily it is to do that so if you just bring this over to the windows and then you can get this and then extrude these out to here and then x and then f and then we have the window there and there is also as i said there's a boolean method which is also like if i grab these let's just grab this because these are the correct shapes for the windows and just do separate these and bring these up to the height of the window you should be able to see on the plans it should be written somewhere how high they are and then you go oh let's convert this to a mesh as well and then we go e a f oh sorry let's do merge by distance f there we go and then we go e and bring them up to the correct height and that should that should be perfectly fine and then we go to this object here and we do boolean and then we select this one here and hopefully it's right up against the wall uh let's try fast okay and then i think that should have worked so now if we're going to edit mode we have then have these faces here and we could just delete these let me go into this object delete these faces too you know you get the idea and then you have the windows here and it's already cut out perfectly for you and then you can of course join the mesh as well just do shift end to make sure all the normals are facing the same way and then merge by distance and then it'll also merge these corners but if you're working inside a room you do want the normals to be the other way around so you just want to shift n and do inside but that's a real this is a really quick introduction to this kind of method but this is not the method i'm going to use in this tutorial so if you want to if you want me to show you a more in-depth example of how this works maybe with more realistic plans and do let me know and i'll try to do a tutorial for that but what i'm going to be doing for this tutorial is actually just making a cube because because it's my own room i want to kind of work with it and see which size i want and just try to work with the room as it goes and i don't really have any specific plans but i probably go about 2.84 for the height and do make sure your room heights are correct because i see that all the time that people's room heights they might be 1.7 meters tall and the normal person is about you know i think that's probably about average so they'll be hitting their head and of course if you have a scene where it's a very really low room then that's fine but you know if you have space to go go between 2.8 to 3 meters and then just you know do this and extrude the room out how you want it to be sorry there we go then you can of course use this is the method i'll probably using just for now because you can just do this and do this and let this face an e and then x and then you have a window or a door and this is a method which i really like only because uh if it's my own project because then i can kind of you know add loot cups where i like and just try to really grow and make the room how i want it to be but you can also if you do want to get rid of all these lines if you're kind of finished you just do x and limit dissolve and then what that does is that once you've kind of got the finished shape and you've cut out all the windows and then cleans up all the edges so there's no more loop cuts anywhere else then you can just grab any face and bring it to where you want it to be and you're not kind of limited anymore by having you know if you have loads of loot cuts you'll end up bringing you have to grab them all first so if you just do a x limited dissolve and then it also shows you the correct dimensions as well and then if you go to face orientation make sure that the room is facing the right way so that when you're inside the normals are facing the correct way so let me just quickly make a room and then i'll be back in a second okay so i have a room shape now which i quite like and what i've done over here is i've also extruded out a line which goes up and then this is where i will hide the curtain rail so the curtain will basically sit up here and i think that it's a bit smarter i think you don't really want to be seeing too much of that now is a good time let me just actually turn off the floor because i don't necessarily see in these lines um now is a good time to separate the floor so once the floor is kind of set and you're happy with it what you just do is just separate it you can keep it attached but i like to separate it just so that it's an individual part i think that it just kind of makes it easier to work with because you can do things like this that if you duplicate it you can just do f3 convert to curve then you have an exact copy and you can use this curve later on for making skirting boards so you can just extrude it out i mean it won't look like this but it'll be something something similar to like this but you can use a profile to give you a nice bevel that you'd like so i'm just going to delete that for now and then we just have this floor okay so there are different things you can kind of do at this step you could add some lighting you could add some models uh you could set up the camera but i think that just to start with i'm going to start adding the lighting because i usually get way too excited to add the lighting and i then i can then use the lighting as it goes on and keep doing preview renders throughout the whole time just to see that my model colors are working together and it's more easily to see how it's going but you can of course start adding models and start adding like lamps plants and and just try to block out how your room will look just to see if things feel too cluttered do areas feel too empty and in generally just block out your room that way then you can start adding the lighting and then start working on the materials so there's no real right or wrong way but like i said i always get way too excited so i just want to start adding the lighting straight away and then it kind of sets sets the route at which you want to go down later on anyway so like i said i'm just going to start working on the lighting and just show you several different methods so in a previous video i did show you that you could add a just a sunlight so you could add a light and then a sun and just do this and then set the angle to be something large like this let me just unplug here so this adds a sun size to 10 and then you can start to see the light coming into the room the lower the angle the more direct the sun will be so if you want stronger shadows then that works pretty please look at the previous tutorial if you want to use this method but there are different methods now too so there is now a sky texture with the nishita uh sunny sky i think this was actually available in the previous tutorial but i quite liked adding the sunlight because then you can choose the angle yourself more manually whereas this one it adds a sun but you don't really know where the sun is going to be wow that's a big sun anyway so let's go into here so a cool thing with adding this sunny sky texture you can make the light from the sky quite white turn off all the air make a nice even light coming into the scene and then you could add a a sun and then you can add another more stronger light coming in let me just turn this right down so you can get more stronger shadows in certain areas but the reason why i like to make such a white light is because i think that it looks a lot more realistic and if you look at a lot of my references they all have a similar sort of method to making a nice clean white light you can of course add a sunlight later on that's definitely not wrong but i think that it's easier to get better results if it's nice and clean i think the reason is because it's quite often in real life a cloudy day and it's almost like the world becomes its own light soft box and everyone knows what it looks like when it's pure white outside everyone knows how soft the lighting should be and it just looks more familiar especially if you live in places like england i think it's more often a white sky than it is a sunny sky and i think that it's also easier to control than adding other sunlights and stuff like this and also if you go into a studio setting so let's say ikea when they make their renders or when they photograph their furniture i know they also do a lot of renders themselves but if they were to photograph their furniture it will probably be in the controlled setting inside somewhere in a warehouse with with lights that emulate a skylight so people i think are more familiar with that sort of studio white lighting on an image in more professional settings than they are with suns but if you want to add a sunlight then absolutely go wild but i'm not going to do that in this tutorial maybe i'll do another one later on where they with the sunlight so i was thinking of doing a mediterranean style theme and adding a sunlight is nice but what i do like to do if there is a if there is a sunlight is to actually make make it feel like it's in the evening and add a nice evening a nice evening sun yeah something similar to like this but obviously not just like this but you get the idea so what i'm going to do is i'm just going to add a white light but instead of adding this sky texture i am just going to use a hdr because what i find that is you can add the sky texture you can find the right settings for you but what is always going to be the easiest is probably just going to be a hdr so i have a series a load of ones from here i think they're all from or mostly from hdr i haven't because they're free and i'm just going to use a walk but water book trail 2k also don't get confused 8k doesn't mean it's more realistic if i add this one here let me just replace the background this lighting here is going to look absolutely identical to this lighting here but the problem is as you can see here that it takes a lot longer to load but i guarantee that lighting is almost identical the only difference is so you see how quick that loads now so if i move around the scene or turn this off go into rendered view it renders straight away but if i was to add 8k you can see that it does take some time to load so if i go solid view then rendered view it needs to wait for the image to load and then it starts so always start off with a 2k especially if you're not going to look out the window because that's the only time you really need a higher resolution hdri you also do need a higher resolution hdri if for example you have an object which is reflective and you can actually see the hdr in there because this looks super horrible here and i think i'm just going to rotate this to about 180 degrees because then we do get a bit of a landscape out there that's what i like to do i like to add hdris because it's super quick and it is going to look really nice and then i'm probably just going to bump this uh lighting up to five or something just to light the scene nice and bright now i'm going to add a portal so if i go into edit mode for this object i'm going to select this face and do shift s cursor to selected and then i'm going to do a and light and add an area light if you're using ecycles this is really quick because all you need to do is you need to have a face you right click and then you click add portal but this is just the vanilla blender so i'm just going to add a portal right here so just make sure that this fits nice and snug into the window make sure it's facing inside and s z and just make sure that this fits to the size of the window and then you go over to here and hit portal and then what that will do is it makes the render much faster now if i go to this object here what i don't like having these lines and they're always so big and in eevee what you can do is you can go over to the light and then you can choose a custom distance and you can set this to like 0.05 and then it's really small and then if you go back to cycles the light is no longer that size of course if you want to render an eevee you don't want to be changing that but you know now i don't have a huge line all over my scene it would be nice if there was also that option in cycles and maybe there is but i haven't found it yet so anyway that is nice and now if i render the scene it should clean up a lot quicker than if there wasn't a portal there okay and i think that's probably going to be it for the lighting for now i might adjust it a little bit later or i might keep it like this but just to get the idea of how the room is going to feel how the colors are going to work together i'm just going to work with this for now [Music] okay so what i'm going to talk about now is actually the materials for the walls and the floors so i think i'm going to do this at this step here just so i can get an idea of how the room is going to start to feel because as soon as you add a wood floor the feeling for the room completely changes so you can get here there's a lot of light bouncing on the walls and the room starts to feel a lot more realistic as soon as you add a wood floor basically and i've already been adjusting some of these levels but ah first note because this is an 8k texture then your viewport is going to lag every single time you want to make a change because for some reason blender insists on updating this preview even though you're not looking at it so if i change that there we go it's crashed again so very quick and easy fix just go to another tab and there we go so you can then adjust it here you can also go and go to render settings and change the to simplify or you could just use a 4k texture but this is an 8k texture we do have some free ones on imesh it could be 8k but we also offer 16k and that is because we want to allow people to have the ability to also go really close to the floors if they do want to and still get a really high quality wood floor and it's also like a five meter texture or something or four and a half so it should fill your room quite nicely without seeing too much repetition so one thing i do like to do is is to adjust the dirt level first because i think it's a bit hard to see the dirt too much when there is roughness on but if you turn roughness all the way down maybe rough from this contrast down and we the only difference we'll start to see now like these patches appearing here this will only be the dirt so you can then adjust the dirt to be the right level and then we can add the roughness for the from the ground later so i think honestly i think that's fine dirt fall off i recommend you check out my wood floor video and that explains what this does but it's basically the closer you get to the to the floor the more dirt you'll see and the higher up you get the less dirt you'll see so you'll start to see it mostly at the edges than anywhere else and then i just want to add some some roughness from the floor and then maybe a little bit more contrast because i always think that when there's a bit more contrast to the actual wood grain so you can start to see a lot more the wood grain appearing i think that looks a lot more realistic and just quite nice i did choose this wood floor because i thought that my reference is that the scenes are quite bright and quite light that these wood floors be too dark these ones will be maybe too bright so this one is kind of a nice mix between it's a really pale wood but i think that it it looks nice and i think it will fit to what i'm aiming for a little bit later now for the actual walls let's just go have a look at the walls what i want to do is actually find a texture and there is actually one by i think his name is alex bowen and he has released a free one which is amazing and also another one which is paid and i highly recommend you buy this from this guy it's a really high quality texture and i think i'll probably be using this one in this scene because it always looks nice i know that this looks like it's more for an outdoor stucco kind of style but if you add it to the interior just really lightly and it will still look quite nice so i'm going to add that in but first of all we do need to unwrap this scene now there are many different ways to unwrap the scene people did say that my way last time was incorrect but it really doesn't matter so what i basically did was i basically unwrapped it properly so i try to unwrap it because every single model that i make the unwrapping needs to be correct so i like to make sure that there is as much as much continuity as possible running between uh the walls so if i just go to here add a new and just add a checker texture and shift t and go here so now if we go like this we can see that there is some an absolute mess but this will what we'll be able to use to actually find out the unwrapping so what i could do here is just select these faces and then you and then unwrap and then what we can see here is that this you can see that this does continue on and go around and you can of course just do a u and then smart uv unwrap and that does work too but you can see that these no longer line up and the thing is when there is a stucco wall wall texture the texture is so subtle that you will never really be able to tell that it doesn't actually fully line up so it's not the end of the world if that isn't the case i i do automatically like i did in my last tutorial i did try to unwrap it so there is as much continuity as possible um but you know it doesn't really matter too much and also you have to make sure that the uv the uvs are the correct size so this should be something like something similar to this anyway okay so there is also another method to unwrapping some walls and in 3d studio max there is a method called box uv unwrap and that allows you to create a box and project onto the object with a box and you can do that the same in blender like this you can set it to generate it and set it to box and then that creates this this here and then you can adjust you can adjust the the scale like this and just try to get it to fit how you want it to be and you can also move move it around to make sure that it fits the continuity of the scene like something like that and you know this also this is also fine you know there's no one wrong way or right way and someone in a previous video said that i should use this way and you know i don't personally like this this method i just prefer to just quickly unwrap the scene you know you could just do smart uv unwrap and that also works fine let me just actually uh do uv and set this back to flat okay and just for speed just for this tutorial i'm just going to do smart uv unwrap and then that that will be fine and then that also that also means that all the sides are going to be the correct dimensions and then all i need to do here is then just make sure i just turn this up or maybe not that high and this is also the uh the plaster one that i told you about but i'm just going to set this to diffuse and just plug that into here and just see how this looks okay and then go over here but i might actually change this let me just add another one and set this to uh glossiness non-color data and because it's glossiness going into roughness i'm just gonna invert this and then i want to add a normal and the normal is going to be the most important for adding bump to the wall because you know when you paint a wall there isn't going to be much texture okay there we go so this is looking really bumpy and quite messy so i'm probably going to detach the diffuse just so i have a nice white room and i know i think i'm also going to mix in this one because i don't want it to be too varied in there actually is that coming from the normal map okay i think the glossiness is that glossiness level is actually fine i think it just has a nice bit of variation quite subtly but i think the normal map might be a bit too strong so let's just put this to point one because i just want to see like the suggestion that there is not a completely smooth wall so i'm just zooming in now i'm just going to do a quick preview just to see how the bump is coming out but when we come to the final renders i might also adjust this a little bit later but you can kind of see the effect here so i think that is now a nice um setting for us moving forwards i think actually one thing we might need to do is add a bevel to the walls okay so now i'm going to add some beveling and in a previous video i talked about several different different methods so you can just add a bevel like this and then if you want to shade smooth then you get some weird shading artifacts so what you can just go do is go to here harden normals and then click on to under here and then that fixes this uh weird shading that's going on but i do like i do prefer my own method it's probably completely unnecessary at this point but i don't mind i'm just going to add a bevel i'm going to set the profile to one and i guess add another one here and so that's basically doing no beveling at all all that it's doing is it's adding some supporting edges um like this and then what we're going to do is add a bevel in between so then when we add a smooth shading later i think that it adds a bit more of a realistic result but um yeah find whichever method you prefer look at my previous video and see why i do this method but you know add whichever one you prefer i'm going to actually set this to percent and uh to just turn it up to something like this and then we're gonna add some bevel in between and then i can shade smooth and then that'll be a nice smooth edge without needing to do any auto smooth and that is kind of the maybe add a little bit more maybe to 0.004 and yeah so that is kind of all the beveling you kind of really need you can of course add some more so let's see how this looks there will be some gaps now at the bottom by the by the by the wood floors but what we can actually do is add a skirting board a little bit later anyway which will cover that so i wouldn't worry about that too much so now we have some nice new edges we have some nice um walls and we have some floors [Music] okay so i'm probably gonna start talking about the camera for now i think that i'm gonna talk about the camera just so that we have something to work off of and just to find how the room will look you can of course like i said at the beginning you can find furniture start blocking out the whole room if you do have the whole room but just for this shot i'm only really going to be making one shot anyway and i know it's probably going to be looking in this kind of direction because it has something in my head anyway so i thought i'll set up the camera and then we can start building furniture into the shot rather than the other way around so one thing to note is that you can see here is that the camera is not straight the line here is going down like this whereas the edge of the line is going straight and that is because the camera is not straight so i want to straighten it and someone in the previous video they said that 90 degrees is um not very creative so the fact is that if you look at every single professional render i guarantee that 99 of them are going to have a square parallel lines going down for every single shot that they have they might do have some there is of course more creative things too you could do a top-down shot like this you could do a a close-up shot where you're looking down at something close to the floor or on a table or something like this but if you want to have a full shot the idea is you you really want to have it 90 degrees because if you have it up like this your room is going to start feel like feel like it's wonky it feels like the room is falling it's going to be very subtle sometimes maybe even like this but it might just feel a little bit off but if you just want to go with something be safe go over here and make sure that the camera is 90 degrees now the next thing i want to talk about is actually the field of view the sorry depth field or the f-stop here i've got it set to 5.6 and what i'm going to do is i'm going to actually choose the focal distance a little bit later but while we're talking about camera settings i'll just discuss the f-stop and i chose f 5.6 because a lot of professional cameras have lenses which would have an f-stop of like 3.5 to 5.6 that is a very standard lens so if you set an f-stop to 5.6 what that does is that it is a f-stop which people are familiar with so the things which are closer to the camera will be blurry things which are in focus will of course be in focus and things further away will be out of focus and i think that if you use a f-stop which is probably going to be used more likely in photographs it might actually add to the realism and trick people into thinking this looks familiar i can't tell you why but i think that it looks realistic so that is probably fine for that i did as i at the beginning i did add a passport to uh just to add this to the to the frame so you can actually get an idea of the what you're working with okay so now i'm going to talk about camera dimensions or the or the image resolution and the fact is is that and it really depends on where the image is going to be used in the end so does your client want it to be for social media then if so it's probably going to be square or they're probably going to have a higher taller frame or is it going to be used on a website you know where is this image going to be used in the end now in a previous tutorial i i did say that it's good to render it in um in a square frame and that is true i think the good thing with that is that you can render in a full frame and then you can just do crops into certain areas if you like um if you prefer what it's gonna look like over here then you can do a crop and you have a lot more place to you've got a lot more space to work with and crop it later on now that does have the disadvantage that if you were to work with it in a square frame and when in the end result it's probably not going to be a square frame then it does make it harder for you to then work on the correct composition so for example if it's going to be like this in the end and you add a chair i said uh just a really basic chair and this is going to be slightly off of the frame here then you might think yeah that looks good but then as soon as you go to uh the full frame it's going to look completely different so you might be working like this being like well i think it's gonna look good here when you know in the end it might look good you might go with a frame like this and then you think that it looks better here it's just harder to work with so it might be easier to work with the frame you think is to look good in the end and then when you do render do render it with a full square image and then you can crop it then again anyway so what i'm going to do now is just find a frame which i think looks nice but what frame size do you use it really doesn't matter i think that if if you find a frame which you think looks good then it works um you could also go with the correct dimensions for like an actual camera so for a canon for example my camera i think it actually renders in it takes photographs in frame sizes like this but you can of course make it bigger i think the advantage with doing it with a frame which is similar to actually i think this is my pixel phone dimensions the advantage of that is that people are also familiar with those camera sizes so it makes it look more like it's taken from a photograph than if it was like a weird frame like this for example so but yeah anyway i'm probably going to do something like this because i think that it looks nice if you want to go with a real life camera frame size then go for that if not then whatever you choose to go with so that is the camera frame i'm probably going to change the angle of this camera as time goes on but this gives us a good base to work with and then i can work on start filling the scene i might think that the camera might need to move more to the right or more to the left or look more out the window [Music] okay so the next thing i'm going to start talking about and that is color palette and a color palette is basically the selection of colors which work together in a scene to make sure that the scene looks nice so if we if for example in this scene if we suddenly add a i know a bright blue wall that suddenly won't fit so if the idea is to find a nice color palette to then go forward so that if you if you're working and you start adding some furniture and all of the furniture all different colors it allows you to more focus on making sure that you can change the colors after you upload and make sure that they fit together and there is this website here which is incredible so you find an image which you like on pinterest for example and you upload in it gives you a selection of of colors now this one i think that this color here is a lot more dominant than it is saying here so it would be nice if this color was on here as well but it does give you some ideas so what i'm going to do is i'm just going to screenshot it i'm just going to drop it into my scene and then i have this to work with so we already have the white walls and the light color floor and we can kind of um then start adding in some furniture and making sure that they also fit to the same color palette if you did particularly like certain colors from this image and it's not actually showing in that color palette what you can actually do is that you can use photoshop and you can make maybe this color here and just do ctrl c ctrl v and just hold down control select this i think you can actually do this in affinity photo as well but for now we'll just do it in photoshop you go to blur and click average then that selects that color and now that is basically the color of that curtain and you can also do it to here so i quite like this these greens so i'm just going to copy paste select this and do filter blur average and then we can kind of get a a rough color for the green if we're going to start adding some plants um and that green also seems to fit quite nicely with everything else so that's so that's really nice so what i'm going to do is i'm actually going to edit this color palette just so that i also include these colors here so let's just grab these two and drag them into this file here and just bring this one here and do something like this okay that's nice i think i'm just trying to find somewhere where it fits okay that is cool so what i'm going to do is i'm just going to clap these and save this file and then in blender if i just reopen this image and then it will also show these two so now we have something to work with so this is really cool i think that adding a color palette to the scene keeps you focused throughout the whole project and um and if it's always here in the corner it's just always easy to reference so there's also more things you can do with a color palette and that is if you go to here and oops let me just go over here press i select this color let's copy that and we just paste that into here and it will tell me it is a hex color and that is true and it will also tell me if there are any other kind of complementary colors such as a purples and this kind of blue here if you're not quite happy with this and you want some more colors then you can of course find some more complementary colors [Music] okay so i've actually just gone into this material and given it a viewport color just so it just i can differentiate so what furniture should we add first and it really depends on the room that you're choosing to make so you could make a bedroom or a kitchen and in this particular scene i'm going to be making a living room dining area kitchen and for a lot of the rooms a sofa is going to be the focus so what i'm going to do is i'm going to add a sofa here and i'm choosing this one because i have actually got a video on youtube where i have showed you how i made this sofa so you can follow along and make this one yourself if you want to i'm not sure it might actually be a time lapse or i can't remember if i actually told you how i did it and let's just bring this over here like this and then that is fine so now we can just see that that should look quite nice and we can then change the colors of the sofa as well but i think that this is quite close to this color anyway but let's have a look um if i was to change the diffuse to [Music] i'm just curious how it will look if i choose this one so it's a bit darker so let's just plug this one into here and just choose something like i know 0.5 let's just go over that for now and i think that is quite close to that color and the wall behind is definitely brighter and we can then also change the color of the blanket as well to also fit into one of these so i'm just going to go over here and choose the i think which one is it whoa i still have links turned on length and let's just select this one here okay so that's fabric stripe zero zero five and let's just have a look okay so what i'm going to do here is i'm going to add a mix mix mix rgb and then i'm going to select a color let's say for example this one and then i'm just going to do maybe colorize it set it to one and then that should fit then okay cool i'm going to just do the same thing for this one here because there's also stripes around the edge and you can do something like this so that is how it will be in that so that's an easy way to make sure that your furniture fits into the similar sort of colors um right then so so what should we add next i think that the next big thing that's going to be part of this scene and that is a kitchen and also um on amish this is god i really don't mean for this to be a promotion but we just we have it that's so we have kitchens and if you go over here we have some full kitchens and these kitchens are actually made by our resident kitchen expert he's actually been doing kitchens for i know 12 years or something so all the kitchens are made to the correct dimensions and if you want to follow on to this tutorial then you can of course look online to find some plans and these plans will generally show you the the standard sizes which these kitchens should have and i think they are slightly different between the us and england but if you want to of course follow along just go on to google and you'll be able to find some of these plans and try to recreate something similar to this but that is basically how it works but in here we just have a bunch of ready-made kitchens for you and we can see that this this kitchen is also already to a similar color palette to the kind of thing i'm going for anyway but what i do notice is that this wood in here is going to be way too strong so here is a really bright orange but we don't really have here any sort of bright orangey kind of wood color so let's just go over to here and let's just um detach this and then let's just choose another color for example this one and that is going to be too dark actually let's try it let's try this white here and i think that actually looks quite nice um but i think i might actually go a bit more into the into the into a color but then just turn down the saturation make it a little bit brighter so it's a similar kind of hue and then that should be fine okay and you can cut kind of see that we're starting to get a room here if you have this setting here i'd recommend you turn this to optics and make sure you have color and albedo you can also set it to color albedo and normal if you like to and then that makes it allows you to clean up the image super fast oops so let's just um do this and adding normal allows it to be allows it to denoise a bit better but i think it's a little bit slower but yeah so you can see how everything's starting to come together and i think it's starting to look really cool um one thing i do notice that is quite a focus in this image here is also a plant so let's just add a plant um and i think i'm probably going to go with a either a yucca plant or a monstera but i think i think this one could look good it's actually quite similar to to this one here so let's just add this one in and check that one out but i think the colors are going to be a little bit wrong i thought i think it also should be a little bit bigger um now there are different things you can do in this space so let's say you're making a space and there is a big space like this um one thing you can do is just bring this sofa over a little bit you can also add a cabinet you can add a picture frame you can add a little little unit here you can also add a little coffee table by the side of this by the sofa there are a million other things that you can add into this particular area but i think that a plant will fit quite nicely into this space but i think that i might bring this over a little bit and also the kitchen select the collection bring this over a little bit and then also bring the camera over why can i never select the camera someone please tell me but in blender 2.79 you used to be able to select it anyway okay so let's just move this over like this and yeah that's fine so let's just bring this over and one thing i do know is that there are three le three three stems so it's good to just make sure you can see all of them and make sure that it's at the ground yeah so there we go and then we can just see if the green is going to be the correct color but i don't think it's going to be i think it's going to be a little bit too blue actually i think that's i think that's actually pretty close so i'm probably going to leave that there like that and okay so i still think that there is a little bit too much space by the side of this so what i'm going to do is i'm going to select this and bring everything just a little bit more over it doesn't matter if we can see more kitchen because you know the kitchen looks good anyway so we can bring that in there like that so now this all fits feels like it fits and there's not too much empty space but we can also move the camera a little bit later but there's actually let's bring this sofa a bit further over i'm bringing make sure this is centered and something like this now there are also a million other things you can also add above a sofa but this is quite big empty white space so you want to kind of fill this with something you could add picture frames you can add some wall lights you can also cut out a window and make a window here to show a nice scenery but for me i think i'm just going to add some wall decorations and in this case i'm actually going to add some some recent lights that we made and just go to wall lights and select these ones here these ones are actually incredibly popular so i might have to make more of these types of lights so let's rotate this 90 degrees and then let's just delete these ones and we'll work with this so okay so i'm going to add these lights here um these these lights also have a similar issue it would really be nice if i could um if i could change the length here but i can't so let's just um let's just bring these this down to like i know one meter and then we can also click this one and click this one and do control l and then link object data and then i believe if we change one to one then this one is also set to one so these are going to be this similar brightness anyway so let's just make sure that they are linked and then we just wanna maybe bring these up maybe make them a little bit smaller and move them above over the sofa this one here i'm going to rotate it 90 degrees because i think that might look quite funky and there we go let's just make sure it is actually against the wall yeah okay and then we can see how this looks i think that that is quite a nice use of that space okay now that is starting to look some look pretty cool i do also like the color of this light i think that it is maybe a little bit too orange but we can also use this to our advantage that that we choose a light color which is also quite similar to here let's just make this maybe not as bright but something like this not as saturated sorry to something like this this optics denoising in the viewport is crazy anyway this needs to be a little bit more red i think make it a little bit warmer okay yeah i think that's fine i think that will look quite cool in the end so i'm probably going to sit with that i do feel like the camera is a little bit far away so i might actually work on the camera a little bit just to just to make it fit okay i've just made another camera and i think that this camera might fit a little bit better i think what i'm going to do is move over this kitchen unit because i did like the space that was between this sofa just for this plant but then this was getting in the way so if we just move this over and we can also maybe move the camera just up a little bit just so we can see over these kitchen units because earlier it was similar it was almost like this and it was almost quite hard to see that there was a gap between them so if we just go a little bit higher just we can get a little bit more context from this area then that will work quite nicely that is looking pretty good so now we need to start adding some stuff in the foreground here and there are different things you can do you could add a coffee table or you could add a lounge chair some seating areas over here but i think what i'm actually going to do is actually add a little dining table here so let me just add um go for the thing it's under seating and um this one here okay that's fine let's just bring this up okay and the reason why i'm going to add a table here is because i think that they look quite nice and some people might be saying oh but where will the people have the tv and the fact is is that not everyone has a tv i think that it really destroys the space so if we were to for example to add a tv here on this wall and then we would the only thing that could really go here is some lounge chairs for example but that that is boring i don't think they really say too much in this particular scene anyway you could of course add a lounge chair um to the scene but then then there's no more space for anything else in this particular scene there's another whole seating area in the back but if we just added a chair here and a chair here it's almost like this space is dead if we add something here like a table it kind of makes it feel like there is more going on behind the camera it makes you want to know what is happening behind the camera um but of course some people might say we could just turn the tv this round and add a tv here but there's nothing more ugly than the back of a sofa so let's just add this in if you add a sofa with a table in front it does also feel like it's quite an open space and it makes it feel like it's quite inviting and more of a people space rather than a tv which i think is uh overused so let me just put let me just add a chair here and i'm gonna turn this just a little bit so we can see uh the second armrest here and if i duplicate this one and bring this round i don't think we'll see it but let's just put this here anyway okay nice and i think that it would also be nice to add a move these ones over so we can kind of maybe see the edge of one of these cups just to add some sort of some story going on over here and that i think will look quite nice okay perfect and the the advantage with these chairs as well is that this color is also already quite close to the color palette so but this this color here isn't i think this is a bit too blue so what i'm going to do is i'm going to change the color of this cloth to maybe i might actually make it fit the this here and also this this mug is also quite close to this color but i think this is also maybe a little bit too blue let's just change that okay perfect and maybe make it a bit brighter okay and then let's make this uh chair fit this too and it's like this one and cloth and then there's a mix set it to color and we can just choose this one here there we go i think that's already looking better it's looking more green anyway okay that is looking quite nice i think that when the final image is done i will add a little bit more contrast so just so i can see what's going on i'm just going to add a little bit more a little bit more contrast and we can start to see how this is looking i think this lighting is actually coming out really nice so now i think i am going to add a window and something hanging here because this is now a space which is kind of unused and i don't really want to look outside because it does look like the building is floating which is not ideal so what we're going to do is just add some windows so what i'm going to do here is just go and add a window yeah i think i'm probably just going to add this one here actually just a really simple one and um i think when this model was made i didn't use the new window technique for blend 2.9 so i'll show you what to do here so i'm just going to go into here let's just uh go into here and press go to here and click on the glass and i want to separate that and also for this one ah it's hidden okay and i want to just make sure i've got that select and then separate those and what i want to do is just select these two and also go to here and turn on visibility only to the camera and transmission and then for the actual node setup what i'm going to do is just go to principal shader click on here make sure that it is full white then i want to turn down roughness and turn transmission to full but what i can see is that there are a couple of uh planes in here so what i'm just going to do is just delete a few because we only want i only really want the ones which are closest to the on this side of the window okay and then that is fine so now i want to keep these attached but let's just go and select everything and then we can just edit this so let's just bring this up so it fits like this and then let's bring this over here okay now i do want this frame to be about this thin so instead of scaling this up what i am going to do is just go into edit mode and then just just bring these edges up and then that will keep the thickness so let's bring this up and then we have some windows so what we see here by setting this only visible to the transmission is that we'll only see the transmission part of this but if we set this to something like visible visib oh this one also needs to be set to transmission only because if we set this to diffuse or shadow it will start casting shadows and stuff like this but we only want to see the glass part of the glass blender glass is a little bit funny so that is what you have to do for now and that's looking nice actually i think i want these window frames to be a little bit whiter so they fit more into the to the frame and then we can start thinking about adding a curtain okay but i think what i am going to do actually is uh grab this window and make sure that it is about the same size as the other one because it's not actually so let's just uh bring this over something like this because i think that would also be nice to see another edge oh this camera is not straight let's just uh select this one item and 90. there we go okay and then we'll be able to see that one yes okay cool and now i want to add something over here so i thought i might add a curtain so let's just go over here and add a curtain i have actually got a tutorial i think it's called uh how to add a cinemagraph to blender and i actually show you how to make a quick curtain so if you don't add a ready-made model then that is there let's add a curtain i think this one and let's just go into here and delete this one you can of course because we i've made it so that you can add a blowing curtain so if you did actually want to do that that could also be nice uh because if you add it like like this and something like this you can have one side blowing in on the corner with the with this curtain with this door open um then that could work actually let me see how that looks if i do this and let's just also delete this frame and let's bring this one over so let me just delete one side of it and so we're almost touching the ground because it's quite nice when the curtains are just basically touching the ground and you can kind of see what i mean now about this this section here so let's just scale this down so the curtain kind of hides away up there let's just scale it up a little bit more and it's going through the wall here so let's just um scale it in a little bit and bring it over the good thing with curtains is that you can kind of scale it quite a lot without it looking like it's incorrect so it's the benefit of fabrics i'm not sure if i'm going to do this but i just want to see how it looks it might be bit too much but we can see so let's just do a render preview again i think that curtain it's actually quite nice i think it adds quite a lot to the scene but what but i do think that this gap is a little bit too much so let's just bring this over and let's do something like this so it does look like it's only affecting that one curtain which is just by the window and we'll see if we want to keep it i think that's fine but i think i want to have a little bit more light coming out so let me just try and make this a bit brighter like this and i think i can also try turning off certain certain things because it is making a lot of it's not make it's casting quite a lot of shadows into the scene so if i only make it visible to camera because the thing is is that these curtains they're meant to be really light and they're not really meant to stop too much light coming into the scene so if i if i make it only visible to the camera it's actually not that bad and it still looks quite illuminated uh if i just actually attach these two together let's just grab this and apply it attach them so that they copy the same same sort of settings down here that is the problem with these sort of curtains is that they cast a lot of noise into the scene so you imagine the light is coming through the curtain and then all of the light for the scene is casting through there so if you just make it visible to camera that can help but i think okay i think i'm just going to turn these off for now when we get when we get to the final render i might adjust this a little bit but i want to do it like this just so i can see how the room looks with the curtains and it doesn't look too incorrect at this point but when we do the final render i might then adjust that bit more so i think that the light coming in from this side is a bit too dark in the previous render i showed you the technique about adding a like a black backdrop to add more contrast to the left of the scene but i think that i want it to suggest that there is a lot more going on over here and one way to do that is to actually add a light so what i'm going to do is add a light an area light like this and then just uh move off the camera so let's just do it from this one so as if someone left the door open or something and let's just do it like this and i think that adds a like like a little bit of a highlight to certain objects from this side so if i was to turn that one off yeah i think that should i think that should actually be enough and it just might add a little bit more something to this side of the scene okay great so now what i want to do is just fill up this space here so what i'm going to do is actually add a coffee table and i think i've got one in here uh coffee table i think one of these ones so these ones are really cool i really like the colors on these but i think i'm gonna destroy them when i try to choose a different color okay and in this case what we have here is actually a a red and green coffee table and but i think i'm going to probably change that to be something a bit clear but the one thing to note about the blender glass shader is that in some cases you know in this case it will probably work fine you know you can drop in this coffee table and look fine and you wouldn't really notice any problems but if in certain cases if you do have like a spotlight or a strong light you can't then see any actual caustics or anything that the shadows are really strong um but there is a really easy way to fix that and that it's actually actually to find somebody who's already made a glass shader which is a lot more um in-depth and they've taken a very long time to construct a node group which allows you to have caustics it has proper shadows and everything um and the easiest way to do that yeah is to go on to like something like blender market and you can find and append in something like this i'd recommend you check out this guy he made this glass shader and it's and it's incredible and the lighting that comes out of it is uh almost like perfect and now what we can do here is add in the um material and then we can then set up to be the glass of what i wanted to aim for and you can kind of already see here that the shadows are coming through really nicely and then we can just build on that but what i did also like in the previous one was actually this glossy and normal and i'm just going to drop that into here as well because that looks really pretty fantastic with these ones on so now we get the benefit of both and like i said it's not totally important to have these shadows because i don't think you'd even notice in most scenes especially how the glass is so dark anyway but just because i want to make this glass clear it might suggest that there should be actually more light coming through so i am actually going to change that in this case and you can see here that it's uh with this normal map and everything it's looking pretty nice so i'm just going to adjust the other one to be the same materials okay and then i'm just going to delete this i'm going to set the world back to five and then let's see how this looks in the actual scene like it's too far away from the sofa actually i think the sofa i'm gonna reflect this on the other side because i think that if this was over on this side then there'd be more space over here more space closer to the camera so that's what i'm going to do i'm going to do object um mirror and x oh okay wrong one but number one rotate 180 degrees okay and then bring this a bit further away from the wall and there we go so now it should look a little bit more inviting into the space over here so let's just bring this over and we can see how this looks i i still think this is gonna be too saturated in color for the glass oh okay i think that that is probably fine for now and next i'm going to start working on some other i think some interior lights because on a lot of the references that i had there was some spotlights along the ceiling and i quite like that so i'm going to try and add something similar and we have just made some new spotlights and i haven't tried them out in a proper scene yet so i want to see how they turn out so go to spotlights and i think i will i think i'll choose this one here and where has that gone let me make them a bit bigger and let's just turn off let's just delete this one because i want it to be white and let's just bring this down here okay cool i think that maybe should be a little bit smaller nice and then let's just bring this over and then i'm just going to do alt d and then bring this over maybe once and then shift r to duplicate that and i'm just going to do alt d again maybe bring some over here just to maybe something like this but i think actually i want these to be look like they're even more evenly spaced so if i bring this to here then bring this one more into the center okay that's fine so let's just do this one here and put this one there right so what's cool about these these lights is that you can actually pinpoint where you want it to go so let's go to the constraints just turn this on and this one and now what happens is that we can actually point which direction the light is actually going to be shining i think that the reason why i like this particular spotlight is because it goes all the way down or it can also be angled so um i mean you can yeah you can see here that i'm pointing the light which is really nice because i hate it when you get when you download spotlights from a 3d model place and they're static and you have to edit it go into edit mode move the object then move the lighting so anyway that's why i made this like this okay what i'm going to do actually is move this more closer into the object there we go that's better we do that with all of them just so it looks like there's actual light coming off of off of the lamp okay i think that should be that should be nice right so i see another complaint by a lot of people saying that lights are not turned on in the daytime and the fact is that that's just complete false as if nobody has accidentally left the light on in daytime and the thing is in renders what looks what looks good is um sorry let me just turn on this constraint what looks good in architectural visualization is always a spotlight glare and if you can add some nice little spots that maybe don't actually contribute too much to the scene because i am actually going to turn this light down a little bit so it doesn't actually cast much to the scene but it does give a nice little glare star then that looks really cool and i think that looks really nice and if that is some extra detail that you can add to the scene then go crazy turn your lights on in the daytime there are so many references where there are similar sort of spotlights turned on but people would never complain because these renders look fantastic but like i said try not to make them actually contribute too much to the scene not as much as i've actually got here but actually just try to reduce them just so you have a little bit of a spot light effect coming from the actual spotlight and then you can work from there okay and yeah so these lights are too bright so we can turn these down and maybe maybe to something like two okay and are these it still looks quite bright there which i think is nice okay i think that's a nice effect uh you can also then adjust these if you wanted to so maybe i'll actually turn these on and have a play with maybe pointing this towards the kitchen yeah i think that's cool okay so i think that is kind of the main room set out so now we can add a little bit more accessories going around the room and we can then try to make the room feel like it's actually being lived in so one thing we could start adding over here is um maybe a plant on the side here on the kitchen uh maybe a stool maybe some magazines and and stuff like this because this still looks like nobody actually lives here they've only moved in their main furniture so there are some things we can do as this is a glass cabinet what we could actually do is add some glass shelves in here and also this glass is actually still using the old glass method so i might actually detach that and make this glass a bit more see-through and yeah so we'll work on that one now right so i'm probably just going to do a time-lapse of this uh of this section of me adding accessories and and stuff like this just because it will make it things go a little bit quicker because it's just going to be me finding models and filling in the space but first thing i'm just going to do is just separate this this gra glass and make sure that i've got it set to um over here and only visible to transmission and glass and let's just make a i don't know if you need to do this but i think this new shader does do a better job so let's just make sure we do this and then we have some nice glass so i'm actually just going to separate these and set these to visibility by wire so we can actually see inside the update and then i'm going to start adding some things in here so yeah i guess i'll do a time-lapse of me adding some things now [Music] [Music] [Music] [Music] so [Music] okay now and before i forget um i am actually going to add a a skirting board so as i said at the beginning you can shift d and then convert this one to a curve and then we have a curved edge so let me actually just bring this one into right so now we have this i'm just going to delete this segment and then i'm just going to add a skirting profile so how this works i can show you but i've just made some so i'll just add any skirting this one do fine and then what i want to do is just find one which i like none of them really but i think this one will be fine uh so i want to get this curve and then i'm going to do clicking this and do ctrl j uh but i do want to turn around i think it's this one here nope i'm just going to flip it around there we go and then the other ones i can delete and then we just move this one down actually just just delete this one and then move this one down so now we have a really quick skirting board and i think it's actually just got a basic wooden material okay let's bring this down this is not in the actual object anymore so this is easy to fix let's just select this profile and then go into edit mode and just do sorry g and then x and then it brings it in just bring it in like so and then we can see i think it's actually just got a white material oh and it's really big so let's just make it smaller as well you just need to scale this to how you want it to be something like that i think is fine and is it white okay it is white so let's just make this white as well so it doesn't confuse us in the viewport and let's see how this is looking okay this plant is too close to the wall i think so let's just move this a bit further away and i guess there's another thing we could actually do and then that'll be the final thing is actually just adding a a tree over here oh and also something up here so what's going on over here so let's just have a look okay so we've got um as you can see i made the glass a bit lighter so it'd be easier to see inside so i might actually add a couple more things here and then i might add something in the top shelf there and then also okay this is turning out okay here and i might move this further away from the wall and then yeah so then what i'm gonna do is add some trees to the background here so there's something going on that's quite close to the cam quite close to the curtain and then i'm going to work on the render settings [Music] so [Music] okay so now we want to get onto the render passes and the render passes basically add in some extra information into the compositor so click compositor and then what we can do is then add some more information here so the first thing i'm going to do is turn on denoising data and what that does is if i do if i added the noise plus here and i can click this one to here and this one here and albedo into the albedo and what that will do is denoise the image in as high quality as possible then we have a few things here which are quite helpful in the compositor so if i turn on object index and material index what it does is creates two more outputs here which you can then use to add certain objects into this index so if i click on this floor here let me turn this on and then we go over to the object information we can then set the pass index so if i just do i don't know one two three then if i go to add an id mask and index was one two three and then what we can do is click the object index because this is under object data and then that when i do a render will create a mask just for that object and then i can do the same thing for for example the walls so i click on the wall and then i can go and give it an object pass of maybe five two five eight it's basically any random number uh you just make sure you don't need to be the same as another number so you can do number one but then you know make sure another object doesn't have the same index as you so whatever and i'll just do four five six and that will be four five six and then we could do the same thing for the actual material information as well so if i click on this yucca plant it's all one object but let's say i just want to do a mask on these green leaves i can go over to here and click on the material that i want and scroll down and under uh settings you can see there's a pass index of one let's just do 11 and then i can do another material index set this to 11 and then put the material index into here i'm also going to enable anti-aliasing otherwise we get some jagged edges and then i think i might do another material index for this plant over here so this one okay so i've already set this up to two so let's do object material index as two and there is there is another method as well as adding some masks to your objects so that you can do some compositing a little bit later as well and that is these ones here if you enable all of them i'm then going to enable these passes here this one this one and this one this one you can go through these and i recommend that see what all of them do you see if you can use any of them in your own post production workflow if you don't need any then just don't enable them but i'm going to do a quick render now to show you what each of these passes do and then you can then decide which one is for you but there are some which i will definitely be using in the in the end and there are some which are definitely nice to have just in case you need to so i'm just gonna do a quick render and we'll see what happens okay so just did a really quick render here and then we can see over if i go to here and i can then just plug in these and see what all of them do oh let's plug this one into here and try a few other ones into here so you can see how this has created masks for certain objects and this will be for the grass and then you're able to use these in the compositing a little bit later okay and what does the other ones look like so this is the diffuse direct this is the diffuse indirect and then this one is the diffuse color itself so this is as if it's just the color and nothing else and then if we go to uh glossy direct and then we can also go to glossy indirect i think the glossy direct will actually be quite helpful for showing off the highlight and especially in the glass because um blender glass always looks a little bit flat but then they should be able to make it pop and also show off a few extra reflections i think this one's gonna be the most used one i don't know if there'll be anything displayed in these transmission ones um okay so that is so that's actually just showing the glass and then what's behind it so that can also be quite helpful sometimes and then we have the crypto mat so if we go and add a crypto mat node here and then if we plug in the image into here and i believe this these other this other information that's created for the crypto map i think that's for the for the old method so if i go to cryptomat legacy what the idea is that you're going to plug in the image into here as well as for example object index one two and three but we don't need this one now i believe it can just be done with this one node and if you plug this one into it you won't see anything if you plug in matte you also won't see anything but if you plug in pic you can then see this is all of the i believe the object information so if i go to and you can also go to material information and also um assets and objects um if you do want to have more colors then what you need to do is when you go to the render here you can set more levels and then what we want to do if i if i want to just highlight certain objects i can then go over to click on add and click on this object here and then you will then create a pass just for that image and if i go back to this one you will then just see a cutout of just that object and then the rest will be transparent but there is actually no denoising on this one so if i plug an image into here then we will get the denoised version of the cryptomat but mostly it's just useful for creating some sort of masks so i can then also if i go back to pick i can then pick other objects as well and then we can create certain masks for certain objects okay so that is quite helpful um of course you can use the id mask which i think is quite helpful when you set up the scene initially anyway and then these masks are just black and white there's no other information and these just work as out of the box uh the crypto mat is a little bit more involved um but you can see how powerful it can be and how quick it can be to add certain objects to the scene um but i think i'm just gonna leave this one off for now um and then just work with just these masks because it i don't end up with a million other passes so i'm just going to leave this one off like this okay so i think that's probably enough for now i'm just going to disable these others i'm going to end up with a ton of different outputs here but i don't necessarily need them okay another render pass that is super useful in architectural visualization and that is light passes and light passes in blender is something which is well basically not so possible you can technically add render new render layers so you can go onto here and you can click on render layout and call this one render no lights for example and then you can go and make you can go to the scene let's go back and click on all of the lights and let's actually just hide all everything else from the scene and then we can select all of the lights and move them to their own layer move to use collection and call this one lights okay and then with this no light selected we can turn this off and then what that will do is it will do two renders now so do one render which is the view layer and then it will do another render which is the no lights so then you get two different renders and that is super helpful in the in the post production but the problem is in blender it requires two different renders which can take you know if one take if one render takes an hour it'll be ashamed and then have to render for another hour to get another render without any lights so in this case i'll just get the environment lights so that's not super helpful i'm not going to go into that in any more detail because i think that deserves a a tutorial on its own but for now i'm just going to do it like this and then i might just do another render afterwards myself um you know because you can still do it manually just by turning off and then hitting render again but if you do have e-cycles i recommend that you do set up you do click on sync light groups make sure you click on denoise all passes because then this can actually do what i was just saying so you can then adjust the lighting afterwards then the idea would be that you can get each of these render passes and save these out at separate layers and then you can you can composite them later into photoshop to maybe adjust some lights if you need to if you find out when you get to the post-production stage that these are way too bright you then have the ability to darken them a little bit but i'm not going to go into this tutorial in ecycles but please check out other videos of mine to see how that works but for now i think that that's actually fine um so we have these basic render passes and now i'm just going to create a file output so what i want to do is create a file output node you want all of these render passes to be saved somewhere so what i'm going to do is create um one which will be which will be image denoised and i can plug this one into here and then going to create another one here image raw and then that will just be just with the standard image without it being denoised because maybe the denoiser has ruined certain areas and then that allows you to then adjust it later on and then we're going to add a few more which will just be for the ids so this one i believe which one was this one was that the floor i think it was yep so this one i'll call floor walls and i believe this one was the yucca leaves and then this one was the grass so i think that was that one if click on this one go just double check okay and it's ideal of course that when you're setting up these render layers and indexes to actually create this output while you're doing it okay i'm just gonna make these a bit smaller okay the next thing we have is gonna be the uh diffuse direct diffuse indirect and diffuse color i'm not sure if i'm even going to use these but i thought i might as well just in case and i think the most useful one here is going to be the diffuse color because if one color starts to look quite washed out you then have the ability to then adjust that so i'm then going to add two more i'm not going to add in the transmission direction and transmission indirect but just the glossy direct and the glossy indirect and the glossy indirect okay i think that should be fine for now um of course you can go through and add some more if you need to but this is what i'm just going to do and as for the output i'm going to set it to tiff and 16 bit that is probably the highest image size that you need and this contains the majority of the data which is going to be held in the image you if if that's going to take up too much space for you try out png if that's too much space then then i would go to a jpeg but a jpeg is the one with the least amount of information held in the image and that is useful if uh if there's certain areas which are completely blown out and white if you have a tiff there's a good chance that you'll then be able to bring the the color of the bring the brightness right down and then actually start to see some information again whereas if this is a blown out white area as a jpeg that then that's completely lost and then you can't really fix that okay so now i'm going to hit render and i'm going to save these outputs into this folder here i've already done some tests but we can delete these so i'll just select this output folder and then hit render and then we can see what happens okay and actually just forgot to say but um as for the actual render settings you can render on cpu or gpu i'd recommend that you also go to preferences and make sure that you're using the correct renderer for your actual device it will vary depending on if you have an rtx card or not um but i'm just going to leave it rendering cpu unit for now and i'm gonna set the passes to 250 because we are using a denoiser if you find that the denoiser is doing too much the image then do increase the samples you don't want really the denoiser to be doing too much work because then it will start filling in the blanks where it thinks there should be detail there isn't of course if you have the time you should render it in as many samples as possible just to get the real pure image but in this case i found that 250 actually worked fine for the purposes of this tutorial um as for light bounces i've got it set to this because that is probably the highest amount do you probably need that means there's going to be lots of light bounces and it is going to take longer but i have the time to wait so that's fine by me as for light clamping i've set this really high because that basically means that the higher value higher the value the less of an effect it has unless you set it to zero then it's turned off um i think if you're getting lots of um fireflies and stuff then it is better to set this to something quite low like 10 or even lower if you really need to but that in this case 80 seem fine i've actually also got under pixel filter i've got it set to blackmon harris and 1.15 because that makes the edges feel a bit sharper and i thought i thought that looks nicer to me but that's also kind of up to your preference i think it's default 1.5 and i think that's kind of it for the main render settings there's not really anything else um if you want to know how to render in the best settings and i recommend you just check out tutorial but that's kind of everything that i have here [Music] okay so the first render has actually finished and because i actually created a second render layer as an example to show you what how to create a render layer without the lights that render is now actually rendering because it does it automatically um but that's also quite helpful because i do actually want this render pass for the post-production i i think i might need it in a certain case but we'll see um so i'm just gonna leave this to render and then it's probably gonna save it out as a second output and i'll come back to you when this one has now finished okay so this is now the finished render and i have done this part about four or five times because i can't decide if i want to make this more complicated or more simple and i already know that this tutorial is might be touching about two hours at the end so i'm tempted to do a more in-depth part about this section maybe in another video if enough people want a more in-depth post-production section um because ideally when i when i did this render i accidentally as you know did a separate render render pass which is just for this ambient light and i think that that looks really nice and when i end up doing this bring this one in i think that it looks really nice and i would love to have a mix between them both and in other renderers it does automatically render you each light out independently but in blender you have to do separate layers do separate renders um you could use e-cycles and that already does a similar thing for you so you can you can save out each light and as an example of how that would work in photoshop is you can drop in one of these lights like this and then you can set this to screen and then you can adjust the lighting in photoshop afterwards so you could start off with a bass ambient light and then slowly gradually add in each light in photoshop to see how you think that the final image should look i got to that point and i was thinking this is getting this is starting to get quite complex and i think that all i'm going to do for now is just going to show you how a few different render passes can work to help fix your image but the final image is still going to be nice but it's not going to be maybe how i would prefer it to be and i've just noticed that there is some some error here so that we might as well fix that one now so let's start let's start with fixing errors so in blender so in photoshop and in affinity there is some tools which you can use to fix certain areas in this case i'm just going to use the stamp tool and if you hold on if you add a new this one here make sure it's on current and below and then you do alt and click and then when you paint it will then paint over a stamped area but that is the wrong color so let's just try this bit here and we can just try to remove this this board here let's try again this one like this okay and that should be fine so before it had the skirting poking through but now the skirting is no longer going through the curtain okay so now let's jump on to the render passes so first thing i'm going to drop on is the gloss direct because i think it looks really nice so blender glass really sucks because it loses a lot of highlights and this gloss direct also has highlights for multiple other objects so how would i add over this onto my image that i've already created because it's mostly a black and white image it does give you a clue into thinking that you can use a certain mode and that would be screen and what that does is it makes the white areas shine through but all the black areas they don't all the dark areas so you can see here if i add this on on it adds a really nice highlight from this light behind here which makes it feel like it's in a lighting studio which feels quite correct and also this glass just looks so much nicer having this nice um glare coming off it like that so if i turn that one off turn it on it just looks so much better this makes blender glass almost look nice so so let's keep that one on it also affects the tap and everything but there are certain areas which i don't think it should be so previously you couldn't quite see that this was a area light if you turn this one on you can see it so we need to turn it off somehow so let's click on the mask and do b and then x x b and then x and we switch between white and black so this has created a white mask and we want to paint it out using the black so there you go it's gone and you can press shift and click on this to try turn this one on and off and i realize i've also lost some in the grass which does look quite nice so what i'm going to do is press x to bring back the white and paint this back here okay if you do want to know in photoshop if you hold down control and alt you can then press the right mouse button and go right to make it big go left to make it small go up to make it soft and go down to make it hard so in this case i want it to be relatively big and soft anyway um so that is nice um i think this has a nice glare there are some other passes which i'm not going to use in this case but they do have a use case in certain times so for example diffuse color is helpful for bringing back certain colors if they're lost in the render it's also really helpful for example if you have a completely overblown area from this sunlight you can bring back the color and bring back some detail maybe i'll show you that one in a second let's just bring that down okay now i want to show you how to use these masks so you could drop in this mask here you can also drop it into channels because it is a black and white mask but just for now i'm just going to drop it into here i'm going to press ctrl click on the left mouse button and do control c to copy that mask now i can just turn that one off and i'm just going to move it down to the bottom and over here with that mask copied i go levels adder levels and then alt click into the mask and then paste this mask here and you can see i've basically just copied this this one here into this mask here and what that allows us to do is adjust this brightness from this floor independently from everything else so that is using that mask id if you can remember so that one i can just bring down i'm also already wondering if this is way too complicated because this is a blender tutorial but um never mind okay and i really would love to fix this because i really don't like how this light is coming from here this shadow sorry um when the majority of the light should be coming in from here but never mind that could be fixed in maybe another post-production tutorial so for now i think that is fine we can also do the similar thing for the actual for the yucca plant for example if you think that it's too dark you can do control control c sorry control click let's just turn this one off to move it down and add another levels and do alt click and do control v right then so now we have uh this mask created for this so then we kind of just make this a bit brighter if we wanted to but i also think that maybe there is too much color so i can go under here hue and saturation and click alt hover over the in-between bit and then that makes it so that these two are connected so if i turn this one off this one also turns off but we can then remove the contrast remove the saturation or we could also change the color of the green and i think that fits maybe a little bit nicer i think i might actually show you a use case for this now so if i make this floor and add another press b and then do this so let's say you've done a render the light coming from outside has completely blown out this part the part of the floor and you can no longer see the floor that would really suck so what you can do is use this diffuse color pass so if i bring this over the top turn this one on and also if i do alt click and drag this mask onto here so i'm only affecting the floor and then what i can do is set this one to for example multiply and and you can then start to see how you can fix if there's complete detail lost um you can start bringing some things back but in this case that is completely unnecessary so i'm just going to leave that one off okay so i think that's probably fine that that gives you a brief overview of how to use certain render passes right so let's finish this one off so if i do control alt shift and e it makes a brand new layer and if you go like this and do convert smart object you can then adjust this and add a filter camera raw filter now i believe you can do this in affinity photo but in photoshop this section if you click ok you can adjust it later whereas in affinity i believe that it's set in stone and you can't then change it once it's done i can't remember the name of it it's like a photo photo something so anyway for now let's just work on this what i like about this is that you can just work all the way down and adjust your image as it goes down so we can adjust the temperature so if it is too warm and i think that it is a little bit too warm so you can just bring this down just a little bit really don't go too much let's just just take the edge off of certain areas and i don't know if i want to adjust this let's just leave this one like this i can make it a little bit brighter so try to find maybe the brightness of how the general whole image should be and then we can add a little bit of contrast i'm just going to ignore these ones for now because i'm going to adjust more in the curves and for this section but we get to this section here which is for vibrance and saturation vibrance is a funny one so vibrance if you go all the way to zero doesn't necessarily mean it's completely black and white especially for certain images okay saturation on the other hand if you go all the way down to the bottom it is definitely gonna be all black and white vibrance i believe takes down the saturation for certain colors more than others it has a different color wheel i believe it's kind of like a more softer saturation and it i think affects more skin tones than anything else so if i turn this one down just a little bit it will turn down more of the skin tones and i think that this image in general is too pinkish and too much of this kind of color so if i bring this one down i believe it will fix that just a little bit and that is what i i love to do in my images i hate it when there are too many colors which are too too bright you know you might have a chair here which is bright blue a bright orange sofa i know some plants which are bright green and the eye and generally those images just look bad because they don't look like they have their colors managed so i do generally just like to just take off a little bit of the edge with vibrance or saturation just to reduce the saturation a little bit more because i think that it does look nicer it looks softer and easier to look at so let's go to curves and i really like curves and what i like about this section here is it allows you to adjust it more easily without actually having to know how curves work and a good thing to have in general is what they always say is like a little bit of an s curve so if i bring up the the highlights a little bit just just a little bit like here and then i can then uh bring down maybe some shadows and then bring down the blacks and something like this so if i if i turn that one off turn it on you can see that adds a bit more contrast to the scene and i don't want to add too much highlight so certain areas get completely blown out but i can then turn that down did i actually oh okay so there is another area which i actually wanted to adjust for this section so the highlights which i created actually created a really horrible look to these uh curtains so i'll fix that in a bit but let's just um continue as i'm working so detail is a really nice one you want to use this very very subtly but what you want to do is just add sharpening so sharpening just makes the edges look really crisp sometimes i see some images and they look like this and it's just like my eyes so you just want to just use it i don't know 8 20 to 30 just just add a little bit more sharpening to the to the image so something like this so if i turn that one on and off you can see it just brings a bit more detail and it feels like it's more i know tangible you can feel it a bit better so let's just go like this okay and color mixer is one of the most powerful things in this i love this section so what it allows you to do is adjust the hue saturation vibrance of each individual color so if i bring up the greens it was a bit hard to see actually but you can see the greens being affected so down here it's completely black and white if you bring it to the ears to full let me try one that's a bit easier to see so here if i bring the yellows to full um is the yellows are brighter if i bring the yellows down there are no more yellows in this scene so if you find that your scene is maybe two magenta or something you can use this to bring down those areas but there's not really much in my scene anyway but i really like just taking let me try this orange yeah maybe just take these both down just a little bit and maybe the greens can be a little bit more because it is a bit hard to see okay and then you can also adjust the hue so if you think that the oranges should be more pinks then you can and you can adjust it like this but i think something like this luminance you can make the greens brighter which i also think looks quite nice so if i bring this one up it adds a nice little highlight onto these leaves which look nice okay um i do think actually that there might be too much the black's a bit too strong here so let's just bring this up like this okay that's looking better right then so now let's go to there there are different things you can do here um vignette so a vignette is nice um but don't go too strong i like to just add just a little bit on here distortion if if you're using a fisheye or if if something is completely broken but in generally in in 3d this is not really needed as much and geometry if your camera is not completely straight you can click these buttons here but because my camera is already straight all the lines already match and there are you know you can keep going so uh there's another vignette here but there's also grain so grain is nice um if you've ever taken a photograph if you zoom into the photo especially a like a professional dslr which doesn't do denoising like a mobile phone there is always going to be a little bit of grain on the photo now you don't want to go too strong i do see some images where they go completely crazy let's just add just a little bit onto onto it so it's just really subtle but it just makes it feel like there's a bit more feeling to it and i'm probably going to leave that at that there are there is also some profiles so you can quickly adjust the the look of the image um i mean that one looks quite nice actually i think it might might add this on but it's a little bit lightly so let's turn this up and press okay boom so that is now the image if i turn this one on and off you can then see how how much how much how flat this is compared to how exciting this is right so what i said earlier is that this curtain is a bit incorrect so i'm going to turn this one off for now and then i'm going to adjust this pass here because i don't think that should be on the curtains so let's just press b um go to here oh if you don't have your brush visible just press uh caps lock and then i just want to paint over here to remove this extra bit of highlight i think that i think that's better so you can still see the highlight on certain objects but not that bit and then with that created i can then do the same thing again ctrl shift alt and e and then i can just convert this to a smart object and then copy this to this because that's already got the adjustments on it and now do alt hold down alt and click and drag and then you drag that one onto there right then so you can see how i've done i've just done that so yeah i think i'm just going to leave this here oh no wait stop i want to do one more thing and that is the glare so photoshop sorry blender does have glare that is true but i think that the glare um how do i but the glare node i think is a pile of crap there is a physical um shader in in e-cycles i'm not sure if it's like gonna be a late coming in a later version of blender but i don't think it's actually in in in here no it's just the standard glare so if you want some nicer glare i check out you recommend you check out your cycles for now but in general the glare is just you just have to really play with it and play with it until you can get something which you think looks nice and there's just a way easier way to make a nice glare so what i'm going to do is i'm going to find a glare image okay so what i've just done is just find an image like this online i believe you could just search for lens flares or camera lens glares or something like this and just try to find an image which is um yeah like this and then what you can do is set this to screen and you just move this over to here and there we go we have a perfect light glare coming off of here um if it's too bright you can bring it make it a bit dimmer and then you can also let's just make it a little bit smaller so let's just bring this like this and okay let's make this a bit brighter actually and then all we need to do is just copy it and do ctrl t and bring these over here to here and then of course if you wanted to you can also add it onto certain objects so you can add one like onto this glass maybe we like it here and do control alt click and then drag this one down to make it a bit smaller oh whatever okay and one last thing i'm going to do is i'm actually going to uh i think disable this floor here let's disable um this one here because i think the floor came out a little bit too dark just to control let's do over the top of everything including the control alt shift and do convert smart object and then let's again copy the this one to here okay i think that's a bit nicer so previously the floor was a bit too dark but i think that is also quite nice and i have missed off for glitter anyway yeah i think that's probably fine for now this has gone on for quite some time and um trying to do a full from start to finish tutorial is quite hard within two hours so um i hope that you understand and yeah if there are any particular areas which you want me to go in more depth whether it's unwrapping post-production lighting render passes so you can do individual light passes or anything like that then do let me know and i'll try to do it if you're uh if yeah i mean if you've watched this long you do know that we're from imesh so if you want to be able to follow this along completely please check out imesh it's 99 for a ridiculous amount of assets i think it equals about nine cents per model or something if you download each thing so yeah i i really recommend you check that out and also supports us and allows us to do more of these videos which we hope to do a lot more of i've i've got a couple more ideas for some um things coming up so yeah thank you for watching please like and subscribe and have a nice day and have a nice week
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Channel: iMeshh
Views: 25,051
Rating: undefined out of 5
Keywords: 3ds, blender, b3d, arch-vis, comparsion, vs, tutorial, bevel, guide, architecture, arch, vis, method, situation, imeshh, post, production, photoshop, lighting, camera, settings, render, passes
Id: L8YHP2edo-o
Channel Id: undefined
Length: 104min 18sec (6258 seconds)
Published: Wed Jul 21 2021
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