The Easy Way To Make Beautiful Interiors In Blender

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i get loads of tutorial requests about making realistic interiors and blender so this is going to be my ultimate guide to making just about any interior scene with all the little tips and tricks that i use to get realistic results quickly instead of designing a room myself from scratch i'm going to recreate this photo because it has just about everything you might encounter plants rugs cushions beds furniture loads of other stuff too by the end of this video you'll be able to tackle just about any interior scene in blender if you're making an interior without affordable reference you can skip this first step if you are using a four-door you're gonna have to match the perspective to do that i like to use this free tool called f-spy the green markers represent the y-axis so i'm going to align those with features that are pointing away from the camera then i do the same on the x-axis and the z going up and down the last one is important if you want to get the focal length right it's also important that we have the right scale for the same so if we drag this little blue line in the middle we can tell f-spy what size that should be i know that a door is about 2.1 meters tall so i'm going to align the marker to be about the top and bottom of the door and i'm going to set the 2.1 meters finally i'm just quickly checking the perspectives right by lining up this box with different parts of the photo there's a handy little add-on that automatically imports f-spy save files in the blender if you open up your file you'll have the camera in the scene already and the focal length will be set up so i'm going to align the plane with the floor and then i'm going to extrude out some walls i'm just going to add a few loop cuts here and i'm going to slide them around the walls by double tapping g that allows us to cut out some features like the door and the window once the room's finished make sure you flip all the normal so that all the walls are pointing in instead of out i used a texture set from texture haven for the floor if you have the node wrangler add-on enabled you can select the principal shader node and then press ctrl shift and t and i'll import the whole texture set all at once already set up for you the problem with floorboard textures is they tend to look really flat some of them come with displacement textures but you really get good results from that in my opinion i prefer to use a little bit of real geometry i just add a few loop cuts and then i align them to the gaps in the wood then i use ctrl b to add a small bevel and i extrude those down slightly so we have a real gap in between each plank of wood you can also do the same thing on the other gaps in the wood on the x-axis and you'll get a realistic looking flaw it does take a little bit of work but i think it's worth doing the results pay off in the end when it comes to making walls in blender it's tempting just to get a plane and stick a simple diffusion on it but it is worth spending a little bit of extra time to get a more realistic result real painted walls have a sort of bump texture to them usually and you can also see these smudges and spots where there's less or more variation in the roughness to create that sort of variation what i do is i connect the object output of the texture coordinate node to a noise texture then i crank the scale way up until i get some nice fine detail i run that into a color ramp and then i plug that into the bump that gives us all those little nice bumps on the texture of the paint for the changes in the roughness what i do is i create a second noise texture but this time i use a really low scale somewhere like one to five i plug that into the color ramp and i play with the slider positions until i get these large patches of lighter color then if we plug this into the roughness we can see that we get a nice bit of variation in the roughness of the paint it looks like we kind of have all these sort of dirty smudges on the wall the main light fitting on the sailing was just a cylinder for the base and a half sphere for the dome i turned the transmission value on the principal shader for the glass all the way up but i used roughness value of about 0.3 that makes the glass look like it's frosted once we add a point line inside the dome we get a realistic looking light fixture and it probably took about a minute okay let's talk about rugs and carpets i couldn't find an exact match for the rook texture but i could find this one online which is pretty close shops that sell rugs and carpets online are usually a great place to find these sorts of textures i quickly just altered the colors in photoshop to get a better match for the reference and then i used the importers planes add-on to add the texture as a mesh in the blender i added a hair particle system to the plane and that'll automatically match the texture of the image that's applied to it so all the hair particles will have the color that's underneath you just need to alter the size of the hair particles including the thickness of the strands don't add more than a few thousand particles if it's just a rug otherwise blender is going to get really really slow instead what you want to do is go down to the child options and turn on interpolated that's going to add a certain number of fake particles around every real particle without really slowing down your performance i set the display and the render number here to 100 just so i could see what i was doing usually i have the display number lower if you go into the clump settings you can change the way the particles are grouped together you can also play with the kink and the roughness sentence and you'll get all sorts of different styles and looks to the rug i usually go into the shader manager 2 and i swap out the principal shader for a hair shader or a principal hair shader either of those look a little bit better modelling windows in blender can be a real pain in the ass but luckily there's a default add-on in blender that can do it all for us called archer mesh with archer mesh enabled you just have to go to the create object menu and you'll have this option called paddle window this add-on has quite a lot of flexibility when it comes to defining the basic size and shape and materials of the windows and of course you can go into edit mode and alter them once you've created now the window is in place we need some curtains blended guru just did a really great 40 minute tutorial on making curtains but i'm gonna cover the whole thing in about two minutes i've quickly muddled out a copy of the wall and the floor for this just so you can more easily see what i'm doing i've created a plane and scaled it to be about the size i want the curtain to be in edit mode i've added a few loop coats going in both directions you don't need loads of loops cuts for this that's just going to slow blend it down i think i use less than 20 going in both directions select the top row of verts and create a new vertex group in the object data panel make sure you click assign to add the verts to the group now go back into object mode and add a cloth modifier under the sub section that's called shape there's an option for pin add the vertex group you've just made it's the pin object basically what that's going to do is when we run the simulation anything that's pinned won't fall to the ground and obviously we want the top of the curtain to stay at the top if we play the simulation now we can see that the cloth goes straight through the wall we obviously don't want that to happen so add a collision modifier to the walls and the floor and give it a thickness value of 0.001 once your basic cloth sims working add a subdivision surface modifier with two levels of subdiv make sure you move that above the cloth modifier in the modifier stack you'll also want to right click on the curtain and shade it smooth we're gonna have to make the curtains bunch up here now otherwise they won't look like curtains go back to the object data panel and add two new shape keys by pressing the plus icon twice go into edit mode and scale the curtain down on the x-axis by pressing s and then x and scaling down if you come out of edit mode now you should be able to transition between those two shape keys by changing the value slider from zero to one we can keyframe that value to make the change happen while the simulation is running set the value to zero on about frame 25 then right click on the number and set the k frame set another keyframe that's about 20 or 30 frames later with the value set to 1. now if we run the simulation it should automatically start bunching it up while it's running if you try to apply the modifiers now you will get this modern message saying you can't do that all you have to do is just remove the shape keys first and then you can apply the whole modifier stack you can repeat the same process again for the second curtain i'm lazy so what i usually do is i just duplicate the first one and then i mirror flip the whole thing by pressing ctrl and m and then press x and that'll flip it on the x-axis so now that our curtains are done we've got a little bit of privacy in the room if you care about your privacy you should check out the sponsor of this video surfshark surfshark's a vpn service that protects your privacy and unlocks parts of the internet that you can't otherwise access if you've never heard of a vpn before then you're missing out it basically acts as an encrypted tunnel through the internet to protect your personal information from your isp and noisy websites that want to track what you do online the great thing about surf shark is that you can use it to mask your location too meaning that you can access services that aren't available in your country i personally use surfshark to access news websites that aren't available in europe i'll switch my location over to america refresh the page and i'm good to go so here's what i'm going to do for you if you follow the link in the description and enter the promo code decoded at checkout you'll get 83 percent off your subscription to surf shark and you'll get three months for free even better if you sign up before the end of black friday you're going to get another month for free on top moving on let's make some lamps the lamps in the scene were all very simple the main lamp in the corner was just made from a cylinder with the top and the bottom removed i scaled out the bottom slightly and added a solidify modifier just to give it a little bit of thickness to make the stand i selected the lampshade and then i pressed shift and s to put the 3d cursor right in the middle of the geometry then when i added a cylinder the scene automatically went right in the middle of the lamp i made one long leg and then i duplicated it twice wrote in each copy 120 degrees on the z-axis you can see in the photo that the lampshade has this sort of grain texture to it and i wanted to replicate that i just added a noise texture and i connected it to the object coordinates via a mapping node then if we scale the noise only on the z-axis it's going to stretch that noise out and give us the nice grain effect then we can just feed that noise into a color ramp we can match the effect on the photo to allow a little bit of light to pass through the lampshade you're just going to want to bump up the transmission slider on the principal shader the bedside lamps were made basically in the same way i just copied the lampshade from the first lamp and i quickly altered the cylinder to match the shape of the stand i used control and b to add a bevel just to give those nice curves around the side the bed frame was just made with simple box modeling and a subdivision surface modifier there's not much to talk about there but you can save some time here by skipping on the uv unwrap if you change the texture coordinates from uv to generated you can switch the type of projection on the textures from flat to box this basically projects the texture under the mesh at 90 degree angles making it perfect for objects that don't have a lot of curved surfaces if you do have any visible seams you can try just bumping up the blend value on each of the texture nodes from zero to one one common problem that i see all the time on renders of bedrooms is that the bed sheets themselves look really crap the reason is because most people just drop the cloth straight under the bed something like this you can get a much more natural placement on the shades if you turn up the friction on the collision object and then you drop the shade at a slight angle that'll add all these nice creases and folds and it gives you a much more natural look then you can just slap a subdivision surface modifier on it shade smooth the whole sheet and you'll get a really nice result the bed sheets in the original image had a texture that i couldn't quite match so i just quickly made a bump map in photoshop and i got some fairly similar results pillows and cushions are really simple to make in blender these days thanks to the new pressure settings in the glossy millennia just make a cube and scale it down to be about a third of the height on the z-axis add about 20 loop cuts on the x and the y axis and then add three cuts that go around the perimeter select that middle edge loop and use ctrl b to bevel it into three separate edge loops select the middle one and just scale that in a little bit what that's going to do is create a seam that goes around the side of the pillow give the box a subdivision surface modifier and a cloth modifier in the cloth sends make sure that you enable the pressure settings you'll have to play with the value a little bit until you get something that looks right so just run the simulation a few times and eventually you'll end up with a nice fluffy pillow how about that the chair in the corner was created with box modeling techniques again just like the bed the back cushion was made like the pillows on the bed just using a cloth simulator and a collision modifier to make the wrinkles on the upholstery i used the voxel ray mesher which you can find in the object data panel once you've remeshed it you've got some nice dense geometry there you can go over to the sculpting panel and you can use the cloth brush just to add in all those nice wrinkles and details i see a lot of people over doing this stage when it comes to wrinkles in cloth especially on upholstery less is usually more just a few wrinkles to sell it will be enough so now we're in the final stretch here we need to make some plants and decorations for the table and then we're basically done i was planning to show you how to make real wicker baskets but honestly it's not really worth it for such a small detail in the same i just used a four-door texture on some really simple geometry with a displacement map instead for the plant pot that was really simple too i used a noise texture node again just to add some random smudges and variation to the roughness of the material like we did for the paint on the walls to make a plant for the pot i found this good leaf texture set and i added it to a plane i cut the plane up using a few loop cuts and then i separated each leaf into its own object make sure the origin of every one of these leaves is at the bottom of the stem so select all the leaves and use ctrl g to add them into their own group just call it leaves or something like that now add a plane to the scene and in edit mode delete three of the four verts with the remain invert move that to the middle of the pot and then extrude it out so it's roughly in the shape of a plant you can just hold down control and right click on the scene in side view and you'll automatically extrude out edges wherever you click if you turn on proportional editing and you change the proportional mode to connected only you can grab the ends of the stem and then you can pull them out so your plant isn't completely flat add a skin modifier to the plant and you'll get this horrendous mess at first what you want to do is go into edit mode switch over to wireframe view so you can see what you're doing select all of the verts and now you can scale the skin modifier down just by pressing ctrl and a don't ask us why it isn't just s to scale like it is for everything else but it's controlling here give it a subdivision surface modifier and then apply all the modifiers in the stack give the mesh a hair particle system and under the render sentence change the type to collection and select that leaf group that we just made earlier near the top of the settings for the hair particle system we have this option to change the source type change that so all the particles are emitted from each vert and then alter the scale and the scale random values so all the leaves have a little bit of a different size if you enable the advanced checkbox you can also enable rotation and you can play with the random rotation on the leaves i like to play with the rotation on the z-axis finally mix the leaf material with the translucent shader then give the stem of the plant grain material as well if you've done all that right you should have a pretty convincing looking house plant and it takes four or five minutes okay so before we render this out let's just talk about lighting because lighting is something that i'll make or break just about any render i chose to basically match the lighting that was in the original photo for the same for the environment outside i just cut out the window view from the original photograph i stuck it on a plane with an emission shader and that looked good enough i unchecked the shadow option in the object panel though which means that light will be able to pass straight through the plane and it won't block any light from going through the window the first light in the scene is actually just a simple emission plane which is just behind the camera you can see that being reflected on the left hand side of the picture on the photo frame then we have three lamps and the main house light that's on the ceiling there's a slightly orange fill light that a place just underneath the main light which gives the whole room a little bit of a warmer look then there's a big emission plane outside that gives some natural light into the room it basically acts as the sun finally there's a tiny little light on the floor just to the right of the camera it adds a little highlight under the wood interior scenes do tend to be really noisy because of all the bounce lighting there's nothing you can really do about that unfortunately i just disabled corsics i clamped the indirect lighting and i used a big sample number i think 4 000 samples people always go nuts if i don't include a comparison shot at the end of these videos so here's the original photo and he is my final render after a little bit of color grading in photoshop i was really happy with the final render here but unfortunately i did have to use a little bit of denoising which i didn't want to do because i did take out some of the details on the walls and things but that in a nutshell is how to put together a realistic interior scene in blender hit the like and subscribe button if you haven't already and i'll catch you in a few days with another video
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Channel: DECODED
Views: 207,264
Rating: 4.9698482 out of 5
Keywords: tutorial, DECODED, Blender, blender 3d, software, computing, classes, blender for beginners, blender online, free 3d modeling software, open source software, 3d software, vfx, vfx artist, How to make a bedroom in Blender, how to model a room in blender, realistic interiors, Blender house modeling, Blender interior, Interior, Blender rooms, Blender realism, Blender photo realism, How to make renders look realistic in Blender, how to make curtains in Blender, b3d, ArchViz
Id: PoSvCn1Jl6g
Channel Id: undefined
Length: 18min 35sec (1115 seconds)
Published: Wed Nov 25 2020
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