Rendering a Modern Interior Pt 1 - Eames Plywood Chair

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what's up guys will Givens here and today we're doing something a little bit different this will be the first video in a three-part free miniseries that's going to walk you through everything you know to get the basics of key shot down [Music] this should be helpful for both brand new users and experienced key shot users alike I plan on going over lots of little tips and tricks that took me a long time to learn this first video is going to be all about importing your model and getting the materials to look great the next video is going to be all about building out a scene we're gonna take our model and we're gonna put it in a room and accessorize it and I'm gonna show you an easy way to do that with key shot the third video is gonna be all about lighting we're gonna talk about creating dynamic lighting and all sorts of again tips and tricks that I've figured out that save me a lot of time and I think will save you a lot of time without further ado make sure you subscribe because you're gonna want to follow along on all the videos which are gonna drop one week after another so yeah let's get into the tutorial before the tutorial begins make sure you head on over to wil Gibbons comm /downloads to get your project files so you can follow along with today's tutorial once you've unzipped your project files folder grab the molded plywood chair step file and drag that into key shot and take the default import settings great now one thing I noticed is my aspect ratio of my real-time view is already set to square if yours is something different go up to image resolution presets and then choose one by one the next thing I want to do is change my perspective on my camera up here at 52 something like 80 just so I have a little less distortion on here now I want to make sure that I've got an environment that has a little more contrast than our start up environment if we take the startup environment which is set by default our materials are going to lack the contrast and realism that they generally need so I'll go into the environment library and I'm just gonna go ahead and use the three panel straight for K which is my default go to at this point I'll hit C on the keyboard to go to a white background and now we can start working on our materials let's go ahead and start with the simplest stuff first I'll double click on the leg of the chair and we see it's a white diffuse material I want to change it from diffuse down to metal and right away we get what looks like a chrome material which is a pretty good starting point now the feet or the gliders are still gray because they're not linked to the rest of these so with these guys I'm gonna double click on these little feet gliders and change them down to a plastic material so now we have kind of a white or a light gray plastic glider or at least a painted metal that's what this kind of looks like and then when we look on the back of the chair here we also have some screws and some rubber bushings so these screws I'm gonna make them the same material as our metal here so I'll hold shift on the keyboard and left-click once on the metal bar I've copied that material to the clipboard shift right-click is going to paste and link that material to these screws and we actually have a couple more underneath so if we zoom in we can see here there's one and we have a couple more up front so I'm holding shift and right-clicking on those now those are all linked together let's go ahead and just apply a basic material on the rest of this first so I will double click the bushing here and change it from diffuse down to plastic and we're gonna make this just a basic rubber material so we'll go ahead and set it to be a dark gray let's make sure this is on screen so we'll go to HSV mode and I would just want this to be like a 10% black or so and I'll take these specular down a little bit so it's not quite as shiny and I'll set my roughness two points to to make it very dull and again good enough for now we're just getting started now I have some specific textures I want to use for the chair seat pan and back so we are not gonna do that quite yet let's go ahead and resolve this metal material I want to introduce you guys to the material graph if you haven't used it yet before that though before that if we zoom in really close we might find that the screw heads have these sharp 90-degree angles these don't have rounds or fill it's on them so we need to fix that and what I'm going to do is grab the entire model by clicking this top level here go down under the scene tree find the option called rounded edges and add point one millimeter and hit enter and then what you should see is some rounded edges where there weren't any now the other thing that I want to do is like I said use some textures to break up this chrome surface so I'm going to double click on here and we're gonna get into the material graph so that's this button right under the name of this material so double click then material graph next we want to right-click and we're gonna get a texture for the roughness and I'm gonna use something called granite this is a good kind of random looking texture if I hit C on the keyboard you'll see it and everything turns kind of brownish well let's go ahead and change the color of this texture to white and now it's got some white and some gray and it's this really big procedural texture so we're gonna take our scale and scale this down a lot there we go somewhere around 120 or so and what we're gonna do is we're gonna control the roughness with this texture now if I click and drag from this white dot on the right side of this texture node and plug it into the metal texture say color the color of the metal inherits its color from this texture if I put this into the bump channel you see the whole thing gets bumpy and now instead of that what I want to do is hover over the middle of this metal node let go and go down to roughness and the whole thing gets super super dull well that's okay but what we want to do is now make it so it's not quite so rough and we're going to do this by adding a utility node between this granite and this metal right-click on the connector go down to utilities and use color to number this is a nice little node that allows us to control the black and white values of this texture independently quite easily so we're gonna hit C on the keyboard to preview our color to number and what that's doing is it's showing the color of this granite and the effect of this node if we change the color to number we will see a change in the texture preview let's go ahead and set that back to one so what we're looking at with these values the whiter or the brighter this texture the more rough metal is going to be be darker be more smooth it will be so we want to basically darken the white values all I have to do to do that is grab this output too and start sliding it to the left and the whole texture gets darker and if I get out of this preview by hitting C you will see that it's now less dull whereas if we crank it to the right it gets more matte so we're basically bringing the shininess or the roughness I guess back down a little bit and if we get into this preview once again the other thing I want to do is take my output from which is that controlling that black value and I want to increase it just a little bit just so it's not pure black and if we zoom in it still looks too rough so we're gonna have to get very very low with these two values so I'll take my output two and type in point zero five point zero two and then I'll take my output from and say point zero one and just right there we should have just enough roughness to create some variation on the surface of this metal if that's not quite enough let's go to output Oh point zero three I think that looks pretty good the other thing I want to do is add a tiny little texture in there as well again maybe maybe overkill just depends on how much detail you like I'm gonna right click go to textures and plug in a noise texture I'm gonna find the bump channel of this metal plug it in take this noise texture down to 0.5 and take the bump height down to point zero five zero two maybe and again that should be just enough from a distance it should read pretty much Chrome but as we get close we're gonna want to see a little bit of imperfection in there good last but not least I want to take the color of this metal and I don't want it to be pure chrome it's you can tell it's already it's not pure white but I'm gonna bring it down just a bit further yet I think right about there is good okay let's move on to another part let's talk about this rubber bushing right in here I'm gonna do something quite similar we'll double click on the rubber bushing pop in the material graph we're gonna grab that same texture which is the granite double click on it set its color to white go ahead and plug it into the roughness we hit C to preview it bring it down to 100 let's go even smaller than that lets go down to right about 50 and then we're gonna use if you guessed it you're catching on quickly it's gonna be a color to number once again see to preview and bring that output to down and we're gonna in this time we're gonna bring the input from up a little bit as well to make those black areas a little bit bigger and then let's get out of our preview will have shiny parts and less shiny parts if it's hard to tell that they're mat bring your output to a little higher and then we want to take our output from and increase it just a hair like point zero two so now it should look like you know a rubber that's got like some various like variable roughness on it that's good enough for the for those I think maybe maybe a little bit more roughness point zero three and point zero six will be my two values and point three at the top okay now one thing I forgot to do that I wanted to do is actually use a texture to add some darkness and the crevices here where the welds are between these bars and where the screw heads are so we'll double click on this metal again and back in the material graph we're gonna get one more texture and this one's gonna be a a no clusion texture we'll hit C to preview that and you'll see it gets dark in all the crevices and what I want to do is take that radius and slide it down just a little bit so it's not quite so large notice as we get smaller the grey pixels are only in these smaller areas let's bring it down to say two millimeters there we go much better and I think that's really all we're gonna need for this and the other thing is this is gonna be the color of our metal so let's take that unincluded and bring it back down to like a mid gray because that's remember we already darkened our metal so when we plug this in to color we should see now that we get some darker and darkened areas where you have you know more crevices and stuff depending on how weathered and worn you want to go you could play more around with that use it for a mask to add some grime in there but we're not gonna make this look too old and vintage we're gonna keep it fairly modern I think we're looking pretty good on those two materials let's get to the main part which is this wood here now I have a couple textures we're gonna use here one of which you're gonna have to go download one of which you've already downloaded so let's start off with the seat pan and what I'm gonna do is drag my texture right into key shot and place it on the yellow area and put it on the color option now this is a texture that I downloaded for free from textures calm so the file that you've downloaded your project files you'll have a text document in there with a link to where you can download this from you have to make a little username and then download it but but yes it's a great resource so it's worth doing anyway now what we want to do is make some changes to this texture so it fits better first of all I want to unlink the seat pan from the back so I'm going to right click sorry let's actually select the seat pan first right click it and then unlink material then double click on it and let's get into its material graph so here what we want to do is make a few changes to the mapping so double click on your texture node mine is set to UV by default yours will probably be set to planar and that's actually what we want so we'll go to planar if it's not already make sure you set it to planar and now mine is rotated correctly and when I go to move the texture you can see that's how it's laid out now one thing I will explain that you could go so far as to UV unwrap this this is a fairly flat object I know there's some curvature but the textures not getting stretched too crazy much so I'm not going to bother UV unwrapping this although perhaps in another tutorial I will address that however keyShot to UV unwrapping tools are still pretty new and I'd like to see them mature a little bit and as well as get some more experience with them before I do a full tutorial on them that said I think this works just great using planar mapping the only thing that I want to do is make a few adjustments notice how this looks kind of skinny I actually want to stretch the texture wider so I'm going to hit the blue chain-link near the width and height to on constrain them and I want to stretch the width to be wider than the height so I'm gonna set the top one to 900 and the height to 1200 and so I'm basically scaling this whole thing up and I'm also making sure it's a little wider and then when I'm done I want to click this chain-link to accept that size so that's quite important so this is looking good now I've got a couple more textures I want to use I want to use the roughness the normal map which came with this download so again you have to get these from textures calm but you can drag these into your key shot material graph next and what we can do is we can plug the roughness value into the diffuse texture node put it into oh let's convert our diffuse to a plastic first once it's a plastic now we can use our roughness texture and drag it on to the plastic and then choose roughness and then we want to use our normal map and do the same but we want to plug it in to bump normal map is just a fancy kind of bump texture so at this point what I want to do is make a couple of minor adjustments okay so one thing I want to do is actually modify this roughness texture I'm going to insert a utility node and it's gonna be the color to number see the preview and I want more contrast between these and I also want the wood to look shinier so I'm actually going to darken the value so I'm going to take the output to down just a little bit but mostly bring the input from up a little bit as well and so if we get out of that preview we should see now we have a little bit more of a shiny more satin finish instead of more of like a matte finish that's what I was looking for so I'm happy with that and if i zoom in I think my normal map I might want it to be a little stronger so I'll set my bump height to 1.5 just have a little bit more of a tooth to it that's looking pretty good now if you want to make some adjustments on the color this is a very personal preference item but what you can do is right-click on this connector go to utilities and do a color adjust from here we can do stuff like reduce the saturation a little bit so we can go for a little less of that like brown wood color we can also darken it a little bit I can make it more like a rich color and then we can even go to colorize and we can add a tint so if I want it to be like a darker red or look I can add a little bit of red and it's going to darken and make that a little bit more red as well I want to go too crazy but now one thing I wanted to point out to you if we start going and making changes to the scale of this like let's say I wanted to increase or decrease it um these other two nodes let's see this normal map you see how it still says nine hundred and twelve hundred and then this one over here says nine hundred and twelve hundred and then this one is like much larger they're not automatically sinking anymore because we have these utilities in here so just if you're curious as to how you can control multiple textures sizes with one number or node you can go to a texture I think actually under utilities we're going to use mapping 2d and we're gonna plug this into our three texture nodes and when we go ahead and do this we should be able to go into mapping 2d make sure it's mapping type is set to planar and then set our dimensions here this will be what nine hundred and twelve hundred we have two unconstrained them for that and then Rican Street Xers are actually inheriting their value from this mapping node so we're going to change the mapping type to node on all three of these and what that does is it basically tells each texture to take its coordinates and its scaling from this one guy here so now anytime you're using a bunch of utilities that breaks the link or the sync between all of these textures that we have so you can use a mapping node to sync those together which is really great so here's our intelligent material very flexible easy to edit we're going to close this and we're going to copy and paste it onto the back here so shift left click to copy control shift right click to paste it as a copy onto the back here now the last thing we have to do we pasted it as a copy because we want to change the mapping just on the back because these are on different planes one's going up and down one's going left and right so let's double click on the back pop it in the material graph and then our mapping to do you know double click that remember and then we're gonna hit move texture and see it's on the wrong plane we're gonna rotate this holding shift to snap if you need to and then you can just change your move tool to show the translate handles if it's not showing move this so it's kind of in line with the back of the chair doesn't have to be perfect just close enough and there we go we have our beautiful material you know how to use a material graph now if that's the first time good job okay last but not least this is typically a challenge here any time you need to get something like a wood grain to follow a path like this that's not planar you typically run into challenges with key shot and this is what UV mapping is for you use UV mapping to tell an image texture to follow a complex path that's not based off of a basic shape like a cylinder or a sphere or a box now in this case I modeled this in fusion 360 using a plane and then I actually thickened it and and by doing so we don't actually need to do anything in key shot to UV map our texture I'll show you what I mean here you need to grab your plywood edge seamless texture which should be in your project files you're gonna drag it into key shot and place it right on the edge of your seat pan and place it in the color spot now when we zoom in we want to let's actually double click on the edge here change your material from diffuse to plastic and then we want to go into our material graph and double click on our plywood edge texture and we're gonna change it actually we're not gonna change it if yours is on planar make sure it's on UV mine is UV by default and then what you want to do is we want to scale so it's bigger so as I start to drag the scale we see it's a bunch of parallel lines and then we want to go to angle UV this rotates the texture around its midpoint so just type in ninety and hit enter and now what you should be seeing is this plywood edge texture following all the way around the the model now once again if you don't model your 3d data in a certain way this will not work and then you'll have to resort to using UV mapping to compensate for this again I can't get into that for this tutorial but for a future tutorial if you like I'm more than happy to I just comment below now in this case I want to scale this down just a little bit so we're gonna take our width and we'll set it to something like thirty and last but not least I want to add a utility node between these two we're gonna use a color adjust all I want to do is unsorted desaturate it a little bit and increase the value a little bit so it's a little bit lighter actually I'm gonna take the contrast down to so it gets lighter as you reduce the contrast that's okay I don't want to see those plies as much here so I'm bringing them down to like let's say point 0.5 and then I'll say the value is 1 point 2 and our saturation is 0.9 and last but not least we want to go ahead and close that out on this material let's set a roughness of 0.1 or 0.2 we're gonna make it very like matte finish and crazy thing is once again by doing by the way I modeled this and also the way I assign my materials having the same color on the side for both the back and the seat pan that they both end up looking the same the materials like identical at this point to close this out we're gonna hit ctrl G as in ground plane to add a ground plane and it'll get a little fuzzy on the ground there you go to your lighting tab and make sure you're in product mode if you want the best looking results when you go to do your final rendering I'm going to hit the render button down here and I will render out as a PNG for the highest quality that means non-compressed and then we're going to set the resolution in my case 2560 by 2560 is pretty large but I think I'm okay with that for my samples or my quality maybe I'll render this out at 300 just to be safe I'll hit render and there you guys have it I hope you enjoyed this one nothing too crazy yet but again we're building the foundation for what I think is gonna be a really fun series and if you are new here do me a big favor check out that playlist I mentioned that says if you're new here start here those are some of the most popular and most helpful videos I think you're really going to enjoy them until next time guys happy rendering [Music]
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Channel: Will Gibbons
Views: 15,557
Rating: undefined out of 5
Keywords: keyshot, rendering, tutorial, how to, cgi, cgi tutorial, 3d rendering tutorial, 3d rendering, keyshot tutorial, wood, plywood, bent plywood, eames, herman miller, design within reach, wood tutorial, realistic wood, plywood tutorial, uv mapping, mid-century, modern chair, furniture, interior, interior rendering, keyshot interior
Id: LrYXpTl0ciQ
Channel Id: undefined
Length: 24min 59sec (1499 seconds)
Published: Mon May 04 2020
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