Step-by-Step Floor Plan Guide for Blender [Updated 2024]

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This floor plan can be completely done in under  20 minutes, and I'm going to show you how to do   it STEP-BY-STEP. We'll begin with the floor plan.  For this exercise I'll just use a simple one from   freepik that I edited. If you want to follow  along in this video, you can take a screenshot   of this now. If you ever need a more elaborate  plan, a nice resource is floorplans.com where   you can enter here the properties of the house  and it will show you the best matches in their   database. If you wanted to create your own you  can use any of the tools available by Googling   “floor plan designer”. Go to top view and drag  and drop the floor plan image to blender. On the   data panel turn Opacity on and change this to  around 0.4, this way we can always see the grid   and the axes. If for some reason your plan was at  an angle, just select it and press Alt+R to clear   the rotation. To begin modeling, we need to have  our plan at real scale, so add a plane and resize   it to the dimensions indicated in the floor plan.  Here we've got a rather small apartment of 6 x 5   m so we change our plane´s dimensions. Then we  apply the scale by pressing ctrl+a>>Scale. To   make our lives easier, we want our floor plan to  start in the world origin and that will make it   easier to see our dimensions using the grid.  To do that select the plane and tab into edit   mode. Select this vertex then shift+s>>Cursor  to Selected. Tab out to object mode, right   click>>Set Origin>>Origin to 3D Cursor. Now press  alt+g to reset the location. Tab into edit mode,   select everything with ‘a’ then ‘x’>>Only Faces to  delete the face. Tab out and now scale the floor   plan to match the size. Now we'll start making the  walls. Select your plane, tab into Edit Mode and   the easiest way is to start only with one vertex  so delete these three and we'll be extruding these   vertex to trace all of the walls. Our first wall  is 1.1 m in the X direction so with the vertex   selected ‘e’ to extrude ‘x’ to constraint to the  X-axis then you can type the distance you want to   move it. My scene units are in centimeters, which  you could change here, so I'll just extrude it   ‘x’ and type 110, enter. You'll note that the new  vertex is in the left side of this vertical wall.   I did this on purpose to make the point that  you'll ideally want to place a vertex on either   side of the wall's thickness. The reason for this  is that you can decide towards which direction the   wall will extrude. We can worry about this later  but just keep that in mind. Extrude the vertex   again, 270, enter, and again we have a situation  where the thickness of the wall is not being   considered in the plan. These little things happen  all the time especially if you download plans from   the Internet. It's not a huge deal but you do need  to know what to do in these cases. For this one   I'll just move the vertex in X 15 cm which is the  standard thickness of the walls where I live. And   now we encounter a new problem which is that these  floor plan’s walls are thinner than the ones that   I would use. Different countries use different  materials so this is normal. I'll turn on SnapTo   Increment and we mark this check box that says  Absolute Grid Snap. Then I'll just Grab this in   X and snap the vertex to the nearest 10 cm mark as  I want to respect the total area of the project.   Next I'll extrude this and Y, then this in X,  and bring this back a little bit. Extrude this   in Y and continue doing this to trace the outer  perimeter always leaving a vertex every time   there's a wall intersection. Once you're done,  select the last two vertices and press F to make   that edge. You can turn on the Edge Length overlay  if you want to double check your measurements. Now   let's extrude the inner walls. Select this vertex,  Extrude in Y 170. Now select these two and make an   edge. You don't only want to extrude this one  all the way as it will leave these two edges   disconnected from each other. Now extrude this  one, there is no measurement here, so we snap   to the closest 10 cm. You’ll note that these two  edges are now connected as should be. For the next   one we actually moved this wall a little bit so  this measurement of 2.2 m is now off. To ensure   that we extrude the right amount, a nice trick  is using the Base Point function. Extrude this   vertex in X then press ‘b’ for base Point, click  on the vertex and then click on this vertex and   now you'll see that both edges have the exact same  length. We can do the same thing here Extrude in   Y, ‘b’, click, click and we guarantee now that all  of these vertices are sitting on the exact same   line. Now in a previous step we extruded this wall  all the way here, so now these two edges are not   connected. I would like to say that I did that on  purpose but I actually did forget, which is great   because now I can show you how to fix it. The  fastest way is to subdivide this edge with ctrl+r,   click and now you'll see that this edge has been  divided in two segments. Select this vertex,   shift+left-click to select this other one, ‘m’ to  merge, At Last, because we want to merge both at   this point. And now if I select this vertex and I  move it, you'll see that both edges are connected.   We make this final edge with ‘f’ and we're done  with the outline. This is a simple process and   we're using a small floor plan for this exercise  but you would do this exact same thing for any   floor plan of any size. Remember to save your  work with ctrl+s every now and then. In fact,   turn on Autosave in Edit>>Preferences>>Save and  Load>>Autosave. And you can specify here the   interval between saves. Now when blender crashes  – and it probably will – if you didn't save you   can press window+r and type %temp%, Okay. This  will open the temporary folder and here you can   search for the name of your file in this case it's  “floorPlanRec” and then just open the most recent   one, and this might actually save you a bunch  of time. Now in edit mode, select all with ‘a’,   Extrude in Z and then type whatever height you  want. Here the standard is 2.3 m so 230 and we   have our walls. I'm going to switch off the  Snapping for now. Now this step is important,   we need to make sure that the orientation of the  faces is correct, so turn the Face Orientation   overlay on. Blue is the front and red is the back  of the faces. If the default red color bothers   your eyes go to Edit>>Preferences>>Themes>>3D  Viewport and scroll down until you find Face   Orientation Back. Here you can select any  color at all but I do think that red is   kind of intuitive so I just leave it in red and  change the saturation to a point where I find it   easy on the eyes. Now we need to make sure that  all of the outer walls are of the same color,   preferably blue. We have one red wall here  so click on Face Select mode or press 3 on   your keyboard, not the number pad. Select the  face and press shift+n to Recalculate Normals.   It should change orientation but if it doesn't  expand this and click on this check box. The next   thing is to make sure that the inner walls are  oriented in a way that the red color is facing   the direction of the wall thickness. We want this  wall to extrude to this direction, so this side   should be red. With the face selected, shift+n,  Inside and now this wall will extrude towards the   correct direction. These seem to be correct. This  one seems to be correct. This one should extrude   towards the kitchen so shift+n, Inside. And these  seem to be okay as well. At this point you could   adjust the exact position of the faces taking into  account the thickness of the walls. Lastly make   sure that whenever there are walls that have more  than one segment like this one that has three,   or this one that has two, that all of the segments  have the same orientation. If you don't do this   the walls will be deformed once they are extruded.  Now that all of the faces are correct we can turn   the Face Orientation overlay off. Now go to Vertex  Select mode, select all of these vertices,shift+d   to duplicate, right-click to cancel the move, ‘p’  to Separate>>Selection. This new mesh will be our   floor. Now with that mesh selected, shift+d  and duplicate that again, and right-click to   cancel the move. We'll rename this new mesh to  “Background”. We'll rename this one “Walls” and   this final one “Floor”. Now select the Floor and  if you ever have trouble selecting things that are   overlapping press alt+left-click and select the  object you need from this menu, which is another   reason why you should name your meshes. We'll  select the Floor, tab into Edit mode, we'll   press ‘/’ on the number pad to isolate this mesh,  and now we make all of the Faces by selecting the   vertices and pressing ‘f’. I recommend you do  a face per room, this way you can add different   floor materials to the different rooms. If you  just wanted to use one material for everything,   you could delete all of the inner vertices then  select everything and make a large face. Now ‘/’   to show everything again, Tab out to Object mode,  now select the Background and press ‘/’ to isolate   that. This will be a large plane around the house  so that it doesn't seem to be floating in space.   In Edit mode, select the outer perimeter, Extrude  with ‘e’ press ‘s’ and scale it up. We don't need   these vertices so we can just go ahead and delete  them. The idea is to have an opening where the   floor is now to prevent Z-fighting between the  background and the floor. We want this to be a   square or rectangle so we just need to move this  vertex to this corner. Again we'll be using Base   Point so select the vertex, ‘g’ to grab ‘y’ to  constrain to the Y axis, ‘b’, click, click. Then   again, Grab, now ‘x’, ‘b’, click, click. Now if  we ever need to make this bigger, we just select   the outer perimeter by pressing alt+left-click and  scale it up or down. Now let's add a material and   call it “Background”. I like using a warm gray  tone to add a little bit more contrast with the   walls. Now press ‘/’ again to reveal everything.  Select the walls and we're going to add a Solidify   modifier. Make sure that the scale of your walls  is 1. If it's not, just select it press ctrl+a and   apply the Scale. Now here in the modifier, change  the thickness to whatever you need. Here as I've   mentioned, it's 15 cm. Change the mode from Simple  to Complex and our walls are done. If you see the   model in some angles you might find it difficult  to work in solid mode so you can always press ‘z’   and go to wireframe mode. And if you don't want  to be able to see through the walls, you can press   alt+z to toggle the X-ray mode. To add windows  and doors we'll enable the “Archimesh” add-on. It   appears here on the Create Tab and remember that  you can hide and show this panel by pressing ‘n’.   You'll note that there's an option to make rooms  here, but the workflow is extremely frustrating   and I don't recommend anyone to use it. The  doors and windows however are actually pretty   useful and we're going to be using those. We're  going to start with the doors. Make sure that   your 3D cursor is on the floor plane by pressing  shift and right-clicking on the plane. This will   ensure that the doors are created on the plane and  not flying around. Now select the Floor and press   ‘h’ to hide it so that we can see the floor plan.  You can also show and hide things in the outliner   by clicking on these eyes. Now you can see the  floor plan to know where the doors go. Here in   top view let's add our first door. Click on here  and the door will be added at the position of the   3D cursor. This will be our main entrance so we  can change the Open Side from Right Open to Both   Sides. You can also change the model of the door  and its handles. Once you're happy with your door,   go back to top view and to move the door we need  to select the Empty that is created with it, and   now we can move the door into position. Now you'll  see that the door's properties are no longer   displayed in the Archimesh panel so we need to  select the door again to show them. Since the door   is now inside the wall and we cannot see it, we  can go to wireframe mode with the X-ray mode on.   You need to select the frame of the door to show  the door's properties. Change the frame width to   match the floor plan and here you can change any  other properties like the height, the thickness,   or the size of the frame. While doing this process  I often change between Solid and Wireframe modes   and toggling X-ray on and off so it's a good idea  to memorize those hotkeys. Now we select this   shape. Make sure that it's called “CTRL_Hole”  and this is going to be your Boolean to cut   the hole from the walls. I find it that when I'm  working with Booleans, Blender crashes more often,   so again, remember to save your work. Now one  of our viewers in the previous video @NickTriccc   commented to use a Boolean collection. That was  a great tip so we're going to do that. With the   shape selected, ‘m’ to move, New Collection and  we're going to call it “Booleans”. Now select   your walls add a Boolean modifier, make sure  Difference is highlighted, change Operand Type   from Object to Collection, and here select the  Booleans collection that we created. Now select   each door independently and rotate it to indicate  that the doors open towards the inside of the   house. Now one more thing to note is that if you  change any of the properties of the door like so,   everything about the door resets including the  Boolean. This is really not a big deal, just   select the shape and move it again to the Booleans  collection. Let's do one more, we add a door,   we're going to place it here so we need to rotate  it by 90°. We move it into position, change the   width to match the plan. I'll leave the width in  0.65 which is an easy number to remember and I can   use this same number for the rest of the doors. I  want to change this to Left Open to match the plan   and open the door a little bit. Now we select the  shape, move it to Booleans, and that door is done.   Here we can see that it's counterintuitive to open  the door in this way, so we can just go ahead and   select it, change the Open Side to Right Open and  move this shape to the Booleans collection again.   We open the door and this feels more natural so  we've actually made the plan better. Let's quickly   add the rest of the doors. I also noted that the  door sizes in the plan are not exactly the same in   every room but it will look better if they are  so I will just live the width of every door at   0.65. I also changed the Open Side and position of  this door. For the windows it's a similar process.   Place the 3D cursor at a height that you think is  reasonable; we can always change the height of the   windows later so we can just eyeball it for now.  You have both Rail and Panel windows and I always   use rail windows because I like them better. Note  again that you need to select this part of the   window to show its properties. You can add blinds  to the window. You can also remove the sil, this   part. You can remove these handles if you don't  like them, and you can also remove this external   frame. I always leave this on because this way  I can easily know that this side goes outside of   the house. I'll change the height here to 0.7 and  I'll move the window into position. We change the   width to match the plan. We select its control  hole and move it to the Booleans collection. You   can open and close either side of the window.  They have a constraint on the axis but not on   the position so just be careful not to go beyond  the frame. There is no window in the bathroom,   so I'm just going to go ahead and add one. Let's  add the other three windows and remember to rotate   these two windows by 180°. There's a trick here  that might save you a little bit of time. We   have not applied the Boolean modifier to any of  these three Windows. There's a way to apply all   of the modifiers at the same time. If you select  one of these you can see the name of the object   here. If we go to Select>>Select Pattern and type  “ctrl_hole*” and then press Enter, you'll see that   all of the control holes are selected. Now you  can just press ‘m’ and move all of them at the   same time to the Booleans collection. It doesn't  really matter that we had already moved some of   them because it will just move them again to the  same collection now we just check that everything   is working properly and once we're happy we can  move on to furnishing the house. Press alt+h to   unhide the floor so that when we drag and drop our  furniture it will snap to the floor plane. But now   we cannot see the floor plan and we need it so  select it and again we can use our alt+left-click   trick. It appears as empty because we just dragged  and dropped the image at the beginning of the   tutorial. And now move it up in Z a little bit,  we just need to be able to see it. Furnishing is   really fun and quite fast once you've set up your  asset Library. If you’re just getting started and   don't have any furniture models, I really suggest  you don't try to model everything yourself,   it will take you days. Here you'll really need  to spend either money or time and money comes   back time doesn't. The websites that I use to  get my assets are Poliigon which has the most   photo realistic assets. They also have an add-on  that lets you get the assets directly in blender.   These are I'm going to say the best assets to make  scenes like these. They are extremely high quality   and they've got lots of assets. The other one is  CG Trader. This one has mostly good assets and   you can even download some of these for free.  The free assets are in general actually pretty   good. If you do decide to use the paid assets the  typical price range goes from $2 to $15 bucks per   asset. You can also use Blend Swap which is  free and its assets are under the Creative   Commons license. The quality of the assets that  you will find ranges from unusable to pretty good.   And if you're just starting your collection, I  actually made a Starter Kit that has furnishings   for the most common rooms in a house. They're all  designed with the same nordic style so that they   look good together. Also I've made them low poly  with some of them having modifiers to keep your   working file light and responsive but the renders  high quality. All of the materials are procedural   to avoid working with external texture files and  they have been done with as few nodes as necessary   to look good while also being lightning fast. Of  course they are at real scale with common sizes   found in real life. Another neat thing is that I  made modular couches closets and kitchen cabinets   so that you can use this same asset system for  rooms of any different size. In all it's over   40 assets and I've priced it at only $15 bucks  to get you started so yeah go ahead and get it,   the link's in the description. Now any way you  choose you'll need to add your assets to your   library. I'll leave a card at the end to this  video that goes into the details of the asset   library but the 30 second version is you go to  Edit>>Preferences>>File Paths, you click on the   ‘+’ sign to add a new library, it will ask you  for a location where you will store the asset   library. Once you're in your folder click on Add  Asset Library and you'll see that it's been added   here. If I go to the asset Library panel and  click on this drop down, you'll see that the   newly created asset library is already here. If  I select it, it's empty because I have not added   anything. Now every file that is in this folder  will be checked for assets and any asset that   it finds it will add to the library. So when you  download your assets from any of the websites you   can add different files to that folder or you can  just have one file with several models. If you do   decide to download my starter kit you would just  copy it and paste it on your asset Library folder.   Everything has already been marked as asset so you  don't need to do anything else once it's in the   folder you can just go back to your model, refresh  the library, and everything is already here. I'm   going to use these assets to continue showing you  how to furnish the house but you can use any model   that you have downloaded and it's already in your  asset Library. Let's begin with bedroom there's a   bed here so we can either look for the bed here or  we can search for “bed”. We'll drag and drop this   here and this is yet another reason why I like to  make floor plans in 3D like this. I really like to   download stuff from the internet and a lot of the  times I find that these schematics use sizes that   don't really match with real life things, so once  I add one of the models I can now know that all   of this is not going to be possible, so I'm going  to put the bed in the corner and instead of two   nightstands I'm only going to use one, so I search  here for “nightstand” and I'll drag and drop this   one. Place it in its position, and I can already  see that this is going to be the same thing. If   I search for closet and drag and drop this one  rotate 90°, I can of course see that this doesn't   fit, so I can start making some decisions about  this. Instead of this couch I'm just going to move   this closet to that position and this is actually  a usable room with real scale Furnishings. I can   even add a rug. I'm going to use the Rug Oval S,  ‘s’ is for small, and I'm just going to place it   there. Rotate and we're done with the room. Next  let's do the kitchen. I'm going to start with the   stove, rotate 90, and I'm going to place it here.  Again we can see that there's no room for all of   this furniture. Let's add a sink, I'm going to use  a Kitchen Sink S for small. Rotate 90 and place it   here. Now for the kitchen sink, I actually gave  it a little bit of room to the sides so in this   case I can just edit it. Tab into edit mode, ‘1’  for vertical selection, alt+z for X-ray mode and   I'm just going to select all of these vertices  and scale in Y. I just move it back in place   and that's the kitchen. I'm going to add a table.  Now tables really come in all sizes so this one is   okay if you scale it down. Now if you scale it  down just like this it will completely shrink,   so press ‘s’ then shift+z so that it doesn't scale  on the Z axis because you do need to keep the   height of the table at around 75 cm. Now we add  a couple of chairs, rotate 90 minus, and here we   can start seeing that four chairs might be too  much for this tiny kitchen, so for this reason   I'm actually just going to leave two chairs, and  I'm going to move everything a little bit to the   left. Now since we only have room for two chairs  I'm just going to change this table to a square   one. This one's rectangular so I'm just going  to tab in, I'm going to turn off the Edge Length   overlay. Alt+z and I'm just going to move this  a little bit 15 cm. This in X minus 15 cm. I'm   also going to scale it down a little bit so ‘s’,  shift+z scale it down. And I'm going to place it   next to the wall so that there's more room to walk  here. Move the chairs. Now let's add a sideboard   as there's really no room to store things here.  We rotate it 90 minus. Now this sideboard is kind   of big for the kitchen. I've made them low poly  so that they're actually easy to edit in case   it was necessary. We need to move the feet,  remove these vertices, remove this handle,   remove these vertices, and make a face here. And  now we've cleared a little bit of room for the   couch. Now this couch is too big so I'm going to  delete that and I'm just probably going to add a   coffee table. Now one thing to note with assets  you could scale them to fit whatever space you   wanted, the thing is that its proportions will be  modified so if you want to do that sort of thing,   I recommend you Tab into edit mode X-ray mode and  then move the vertices. This way the proportions   are kept and the model doesn't get deformed  because that's actually going to be noticeable   in the renders. I'm going to add a small rug here.  For this living area I'm going to add a couch,   and again there's no room for the couch so  I'm just going to add a one-seater couch,   rotate 90 minus, place it here. Probably also not  going to add a console here. I'm just going to   add a chair, rotate and remember rotate minus is  counterclockwise and rotate positive is clockwise   so, this is minus 90. And maybe a coffee table.  I'm going to move the couch to the corner and I'm   going to add a Rug Oval. Now because I dragged  and dropped the rug on the table and that's   why it looks like this so to fix that we can  just press ‘n’ to show this panel, go to Item,   and the Location Z we just zero that. Now the  bathroom, toilet drag and drop it here, rotate   90 and again it doesn't fit here so I'm just going  to rotate this 90° in this direction. I'm actually   going to go to Wireframe to see the orientation  of this one, it's the other way around so rotate   180 and I'm going to put this one in the corner.  I'm also going to move this window to the left now   I'm going to add a sink, rotate 90 minus, place it  here. And shower, rotate 180 and I'm just going to   place it here. Let's see if this works. I'm just  going to add a glass wall here to separate the   shower. And we've actually made magic with this  tiny bathroom. Finally let's do this foyer area.   I'm just going to add a closet here, in fact I'm  just going to duplicate this sideboard and I'm   going to place it here. I'm going to add a coffee  table here, and I'm going to add a rug here. Once   you're happy with your Furnishings we can make  this panel smaller as we don't need it anymore   and we can also hide the floor plan. I'm going to  go to Material Preview, select the floor add a new   material slot. I've included three materials in  the starter kit. I'm just going to add this one,   the BeigeTiles. And if you ever want to change  the scale of the material you go to Shading and   in all of the materials I've highlighted one of  the nodes. You can change this value to change the   scale to your liking. I think something like this  looks good so I'm just going to leave it at 3,   and I'm going to go back to my Layout workspace.  Now for the lighting there are a few options but   I will always use one of these two. The fastest  to set up and render and in fact I think this is   the one that looks best is just adding an area  lamp. I'm going to move it up and I'm going to   go to my rendered view I'm going to place the  lamp close to the center of the house and make   it quite large. I'm going to increase the power to  300. I just noted that my doors were closed so I'm   going to open this. This one's looking the other  way so rotate 180. And change the power of the   lamp until you find something that looks good. One  trick you can use to find a good lighting is go to   the Render Properties and scroll down to Color  Management. Change the view transform to False   Color and this shows you something like a light  heat map. If I go back to my light properties   I'm going to increase this to 2,000 to show you.  You don't want to have anything completely red,   that's overexposed and it's going to look too  white in the camera so we can just lower this   to 500, and this aqua color is underexposed so we  might want to increase that a little bit. In fact   I could increase this to 800 and this looks good.  You want to have orange in the places that are   whiter and more lit so now we go back to render  properties, scroll down and change this back to   AgX. And I think this looks pretty good. I like  using this lighting not only because it's really   fast to set up but it also highlights the inside  of the house and darkens the outside a little bit   which is actually good because you want to focus  on the inside and not on the walls. You can even   emphasize that effect by scaling down the lamp.  You can adjust the height and the power of the   lamp to get the exact effect that you want. One  final trick here to make it look a little bit more   cozy is, with the light selected, you go to the  shading workspace and click on Use Nodes. Shift+a   and type “black” until you'll find this node.  Select it and connect the Color to the Emission.   I'm going to go here to Rendered View. Now we'll  change the temperature to 5,000 and of course you   can change the temperature to whatever you like,  the lower the temperature the warmer the lights,   and the higher the temperature the colder it is.  To me 5,000 is the sweet spot. The second way   is using HDRIs which you can download from Poly  Haven. Hover on Assets, click on HDRIs and since   the floor plan is inside the house you can go here  to indoor and find one you like. And in fact I   suggest you download several of them and just try  different ones. When you find one that you like,   click on it and you can download it here. For  lighting you usually don't need more than 2K. Keep   in mind that the resolution of the HDRI really  affects the render times. The only situation where   I would use 16K is if I want to make a render that  looks through the window and then I want something   outside of the window to look at. In that case  then yeah, by all means, download the 16K. If   you're using it for lighting only, 2K is more than  enough. Download these to a location that is easy   to find. Back in Blender I'm going to delete  the lamp. Go to the Shading workspace and in   this drop-down change from Object to World.  Shift+a and type “env”. Click on Environment   Texture and connect the Color to the background.  Blender uses this magenta-purple color when it   has not found the texture, we haven't selected  it so it defaults to this color. Click on Open   and then navigate to the folder where you stored  your HDRIs. I have a bookmark because I used the   default Blender folder and this one is impossible  to find so click on here to bookmark. Now select   the HDRI you want to use and click on Open Image.  You can increase the strength of the HDRI. Try out   several HDRIs and use the one that works best for  your project. And now for the moment of truth and   the happiest moment: the rendering. Go to top  view and press ctrl+alt+0 on the numbers pad   to set the current view to the camera. Now select  the camera and center it on your model. You can go   to Viewport Display>>Composition Guides and click  on “Thirds” to help you center it correctly. ‘G’,   ‘z’, ‘z’ to move the camera on its local axis  allows you to pull it away or towards the model.   Go to render properties. Cycles is really the way  to go for these renders. Now render samples, this   will depend on a couple of things particularly  if you're using the rugs from the starter kit.   These have hair particles so if you're going  to use them you might want to leave the samples   between 128 and 256. If you delete the rugs or if  you turn off the particle systems in the render,   then you can really go as low as 16 samples  because the Denoiser that's included in blender   does a fantastic job. So, let's render with 128  samples. 128 samples took 48 seconds. Note that   I'm rendering in 4k. I'm going to change this to  slot 2, turn this down to 32 and render again.   It took 23 seconds. So, this is 32, this is  128, 32, 128. And really the only place where   you notice is on the rugs. The rest of the house  looks pretty much exactly the same. I'm going to   do one final render with 16 samples. This one took  18 seconds and you can really see the difference   in the rugs. So, 128, 32, 16. So if you don't use  the rugs, you can really use low samples and save   a bunch of time in rendering especially if  you're going to do an animation. That's it   for today's video. If you watched all the way to  the end, you're awesome thanks! And if you want   to keep watching here's a video about setting up  your asset library in detail and here's another   one that YouTube thinks you might like I'm Dude  Blender, thanks for watching and happy Blending!
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Channel: Dude Blender
Views: 8,700
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Keywords: blender floor plan, blender floor plan tutorial
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Length: 27min 5sec (1625 seconds)
Published: Sat Jan 13 2024
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