Archviz in Blender 2.8 | Modern Bathroom | Class 2: Materials & Basic lighting | Victor Duarte | Skillshare

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Archviz in Blender 2.8 | Modern Bathroom | Class 2: Materials & Basic lighting

teacher avatar Victor Duarte, Learn everything you can

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

7 Lessons (1h 11m)
    • 1. Class 2 Introduction

    • 2. Basic lighting and viewport

    • 3. Applying basic materials

    • 4. Wall concrete tiles

    • 5. Wall paint and others

    • 6. Wood planks, random tones

    • 7. Black slate and other details

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About This Class

Hello everyone! Victor here!

Continuing on the modeling of this modern bathroom designed by Dibujo.Design Interiors : Large Contemporary Bathroom

In this second class of the course, we are going to work on lighting and materials. We will study and set some basic lighting and the viewport for our test renders.

Then, we will start working with PBR materials and learn some useful techniques to have a fast approach to achieve realistic materials as:

  • Box projection mapping.
  • Combine different textures to personalize materials.
  • Configure materials to have randome tones and push realism.
  • And other details...

In this class I use both free and paid PBR materials, so I share with you a few ones as well as some great resources that I use when I'm looking for high quality materials. Searching good PBR materials for our projects it's also a very important thing to work on, so go for it and build a great library. Here are some of the best I found:

By the way, this is the second class of a total of 4 classes. In further lessons we will learn all the steps and workflow to achieve photorealistic renders of this modern bathroom.In future classes we will take a look on cloth simulation, collection instancing, rendering and postproduction.

I really hope you enjoy this course. Later, after finish the 4 classes I'll probably run a little contest among the best results, so work hard on it! I can't wait to see your results!

**NOTE: I'm working to improve the audio quality :)

Take care and have fun,


Meet Your Teacher

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Victor Duarte

Learn everything you can



I'm Victor Duarte, a 3D artist and Mechanical Engineer from Barcelona.

As a mechanical engineer, I've worked for 10+ years in many sectors, specially in renewable energy. Mi passion for 3D art, 3D visualization and the CGI world has always kept me in constant learning and willing to improve every day.

I enjoy doing 3D related to archviz, hardsurface, sci-fi, concept art and mechanical design among others :)


See full profile

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1. Class 2 Introduction: Hello, everyone. Big toe here in the second class, we're going to work on lighting and materials. We will start by studying setting some basic lighting. Say that you put to work with materials in real time and then we will start working with PBR materials to achieve realistic results. We will take a look at some useful treats, combined different textures to make a material Lynn some useful techniques. Materials like books, projection, mapping, random colors or tones with the same materials and other details I will share with you. Some materials on resource is as well as some links with three and materials so you can below them or find your own ones. Stay tuned for the rest of the use, and it's always have fun. 2. Basic lighting and viewport: Let's work now basically lightings set up for the scene before continuing, having details and then start working as well on the materials. Now where I want to do is approach. I seek exterior lighting and said the report to start working on materials. If we take a look at the reference, you see that we have almost white lighting coming from mysterio and thes soft lightings giving us these nice soft shadows. And if we take a look at the stool here, we have probably a situation with an overcast day. So we will try to achieve these kind of mood for our bathroom. So back into blender and going to place here first of all, camera to see better things. Oh, I'm going create again a new collection and then got a colleague cameras because we were going to set some different cameras for our scene. So I'm going to make here a camera, I press zero under number, and now and now I'm going to place it with the world navigation. And as you can see, we can't barely see nothing. And this is because the focal length So I'm going to the camera properties and I'm going to decrease the focal length to something like 25 million readers and again with Welker Navigation going to place the camera over here. And as we can see, we have a camera out off our seen. Now what we can do is increase these clips start and as we increase, we cut the scene that we have in front off the camera. So I'm going to place the camera here with a clipping value June meters. Something over here for now is yes, to be civilized. The lighting. We will take a look on the compositions in the future lessons. Now, if I go to the render view person sets and go to render or printing these little battles here, we will see that nothing happens. Well, it's happening, but we need to fix some things before, and I'm going to select these two objects that are actually the glass off the windows and here in the outline er and going to press period key and blender is gonna tell me, where are these objects placed now with these little Latin I'm going to select also the restriction off render Now we can see these little I come here. I'm going to disable in the render and do view port. Now if I go to the camera again with zero and go to the rendered view I start to see something happening here now to render our leader with faster the view port wenn going to press control be. And with this I can make a window to restrict the render it report on Li in the camera section. Now I'm going to split the window. If we over the mouse at one of these corners off you part we can split the window I want to split to the left so I drag and drop her here Knew we don't going to change the editor type toe shader editor with and I'm going to hide this side panel now it changed the Shader editor into world now to be able to work the world settings with notes we have to enable years Now it's now we have here a basic notes set up for our world and basically we have now a background shader with a color and a strange for it going to change their color to why it's almost white. And in Greece, the strange through something like stakes. Maybe So Now we start to see some lighting coming into our bathroom. And as you can see, we have a lot of nice on our report. So let's tweak sound settings on the render settings first of all, and the color management. I'm going to set the filmic look into a medium contrast and into the sampling settings and going to increase the view port samples something like 128. For now, these will clean our leader with more our report friend. Now, these givers are nice approach to ah, basic lighting. But if we take a look at our reference, we actually have some world going on out off these bathroom. So, for example, these trees gives some color variation in the overall direct lighting off our scene. For example, the light that is coming from the sky is not the same that it's coming from the floor off the off the world and in blender, What we actually are doing with a color right on the background is creating a whole white environment. So, for example, if we take a look here at the ceiling, we are casting some light here at the ceiling and we take a look at the reference again and go to this shot. We cannot see this lighting hitting on the ceiling, Actually, because we have on the exterior we have these trees and and the actual flower off the exterior blocking thes light. So what we can do for Chief I better lighting is used and environment texture or on HD arrive and they use all find a JIA right will give us realistic normal elimination on our scene. So the key here to approach a basic lighting is to find a HD awry that matches with these lighting that we have on the reference to Donald 80 arrives with high quality on going to use a jerry heaven. And in these website I will leave the link in the description you will find tons off high quality veggie rice for free and they finally it's worth checking it out. So here at the section off skies, I found these Eiji awry and these hee right has thes overcast sky and these screen ground of the floor and also give us if we together here at thes samples we have thes soft shadows , so probably we approach are literally better delighting with an h e r. I similar to these. So I'm going to the loaded that four k. It's okay. And take a look backing blender. I'm going to start working with notes, but first, make sure you have the note wangle enabled, So go to preference. Others in search for no Wrangler and ones you enable. It makes you use safe their preference. Now, if I select these background shader and a press control D, then there creates these notes which are basically an environment texture with a mapping note applied on it. And now we have this being quiting and these means that we have to provide some environment texture. So I'm gonna open and navigate to the folder where I devoted THG right in just selected an open image. So now we have far better approach off the lighting. It would take a look, a ceiling. Now we're not receiving so much light here in the ceiling as well. If we take a look at the shadow drops thes marvel step, we have these nice, soft, shallow Let's take a look at the reference the shallow is pretty much the same as their reference. So now we have these basic lighting set up. We called rotate these environment and texture with these sit value off the irritation. If we go outside the scene, we can see that with his value we rotate these meteorite and each worth to check some variation off rotations India to write because it will give us some different moods on power. See, in this case, it's an overcast sky with no directional lighting. So it doesn't change so much. I'm going to set that value at zero for now and maybe increase this train shall leave. Eat something like that for. So we have a basic lighting already set up now to start working on materials. I'm going to hide these shader editor by selecting here at the corner, dragging to the right and into the sable for now, the ceiling to see the things here and to start working on materials, I'm going to go to the material preview modes or pressing these little buttons on how we're working basically with a TV Orender or riel time render. These will allow us to work on materials in real time and having a fast view port Bertha fall, I'm going to treacle literally w port. And if we choose the render engine to Evie because we're actually rendering this view part with TV, I'm going to trick some settings here to see a literally better on the view port and have more readability. First of all, on performance, I'm going to choose high quality normals. Squeeze the view parts bling to 64 as well. Enable Ambien conclusion. And this will give us some contact collusion, which helps a lot increase the trace position to one and increase the factor to 1.5. This position at one. And that's it for now. For the view port, I'm going to change the render angina again. Cycles and there were 3. Applying basic materials: now back again. To our reference, let's see what materials we have here. We have a good planks, and if we take a look, there are some variations on the color at every plank. We will work that. Then we have three types off concrete of the floor and these wall here it's the same concrete. And then we have the shower these, well, another type off concrete, then these herringbone tiles. Then as well. We have thes white porcelain or ceramic material, quite simple, and some metals, for example. These gold or copper. I think that's pretty much all the materials. Maybe we tweak some of them because it's difficult to find the same exact material. We will see how to achieve similar results that we have here in the reference. So, for example, let's start in these white ceramic material. It's quite simple. So a blender and going to select. For example, these bath impresses slash button to go to local view, and here in the material properties, I'm going to create a new material, and I'm gonna call it White Ceramic. So for these material, the base color ease almost white. Here it's OK. Going. Decrease the roughness Something like Point chew for now. Because if we take a look at the reference, we don't see a lot off reflection here. So yeah, something like going three, maybe or 30.4, even it works well for when to leave these material as it is for now. It's quite simple. Now, where it can do is select these three objects that have the same material. And at last I select the bath with shift. And if I purse control pill, I can link different properties off these objects. How we want the material, these material to these three objects so I can press contra el and link materials. Now we can see it. But we have these white ceramic material light toe these objects, and I'm going to set a basic copper material for these faucets. As we can see here, we have thes copper material. So I'm going to select these, force it and isolate 38 a new material I'm gonna go for and for the base colors something here. And I'm going to increase the metallic value to one and decrease the roughness too. Something Here. Point chew for now, an album to change the color something over here for now. And I'm going to apply the same material for the other objects vendors and like this one and these faucets as well In here at the shower, we have these elements in copper as well. And the last objects like that is this one. And now a compress control will end link materials. I have to say that these materials are only approaches for now and in the future we're going to use PPR materials in almost every object. So we will have more realistic results. But for now, we are just applying simple materials to have a good readability on our scene. And later we will work more on those materials, continuing on and winches elect its part off the lamp on this is well selected faucet control l link materials here we have thes parts off the lamp, but if we take a look at the lamp, we have actually do materials in the same object. So where it can do is in this object create with this plaza button to materials lots and not one of them it will be copper. Now I can go to a mode and with l want to select these parts off the lamp, and I'm really clicked to these other slot and click assigned. So now we have two different materials for one single object. Here we have these elements off the toilet as well in copper. So select them so one with the material and control l link materials the toilet us as well the white ceramic. So I can select the toilet in here can break this button and select white ceramic. Now, these towel support HASA bridges and pulled grey metal And where I can do to work a little bit faster he's assigned the copper material. And as you can see here, we have thes Leo number. It stays teen. That means that there are 18 objects using the same material. Where I can do is press these number. Now I have created a new material. Base it on that copper. I'm going to rename eat by double clicking here and someone I meet gray metal. Now I can just change the color and going to decrease the situation all the way down to zero Greece leader with the roughness. Maybe the color is how little beats Ray something over here. This is probably an aluminium object. So we will take a look at some PBR materials for aluminium later on. We have these metal for the radiator. It's a leader. It's darker than is one, I think, and I think as well is the same as the frame off the window. So we their radiators selected and going to create juice lots and one off them. He's ray metal going to press these Lear about to make a new copy. I'm gonna call it dark. Great metal. So for this one, I think the basic salary So we do it something over here more often ISS and then we have thes chrome part. So in these empty is lot. I'm going to create a new material kicking here new and I'm gonna call it chrome metal and in edit mode, now select with l these element and this element as well. And aside now for these chrome, it'll on disease metallic So metallic value to one base salaries almost white in the roughness. Something like 0.0 chu Oh, there we have it and we have it already applied at the other, the age or because is a linked object and I'm going to select these window frames, shift click control L and link the same material now for the world's. We know that if we look at the reference, we have different materials applied toe the world's. So when material is thes white paint, then we have a concrete tiles. The wall off the shower is we're going to hear the difference off these concrete. So in this mission, we actually have three different materials. So your materials property and I'm going to create three materials Lots for these. Well, so if you remember at these, well, we have some money fires, We have a solidify money fire I some Boolean operations for these cats and then we have a bevel at last. So if I go to every moment, we have actually this single mesh here, so we're gonna do is apply different materials to each one off these worlds. So in materials and gonna call, for example, these first slow time creating a new material, I'm gonna call it white paint. Well, the 2nd 1 is going to be concrete tiles one and the 3rd 1 is going to be concrete aisles. Chew now for the concrete tiles one I'm gonna give a great color here and for the concrete tiles. Jew darker Grey, something over here and now in. And it won't. I'm going to select these faiths selected concrete tails while click assigned. And for these will I select concrete tiles Jew and assigned these one. So now we have these different materials and these give us more readability of what materials were going to work. So now we have these different materials applied to the world, and I'm going to do the same thing. The interior wall is well here. So, for example, these peace, these baseboard, is going to be the concrete tiles chew. Let's take a look at the reference you have here thes wall, another kind off concrete tile. It's so I'm going to select these wall and select concrete times stew, and I'm going to create another loved one in college Concrete tiles three and united mode. I'm going to select thes face, which is actually we take a local. The local view is actually this face and we went to select the concrete tiles three and assign it. I'm going to give you the dark gray as well, then for the spark off the floor. This is actually the same material as the world. This material is concrete tiles. What? 4. Wall concrete tiles: Now we're going to start with these beak concrete tiles and see how to achieve a similar result with PBR materials or physically based materials. Now for these parts, I'm going to assume that you know the basics off PR materials. So you know that we need to provide to the shader some information, maps or textures like to the sculler on the roughness, normals and so and so and talking about PPR materials, I highly recommend to use professional PVR textures in other to achieve for two releasing mean in our renders. There's two basic things starting for the religion, which are lighting and materials usually used professional textures for me projects, so that means that most of them are great. But there's a lot off free resource is as well that even they are free. They are really high quality, so I will try to use free textures here. But maybe some of them are paid, and in any case, I will leave links off great resources, their use in the description so you could check routes and follow along. So for these concrete tiles off the wall and the floor, I'm going to be using I texture or a material that I made and is thes Grannis. Call it child. Speak dark, but we're going to drink a little bit these material to achieve something similar at the reference about this material. As you may probably know, it has a color hate map, a normal map in a roughness, and these are the minimum texture maps that you need to achieve something realistic. Now there's other cases other materials that you probably don't need a. For example, a normal map. Oh, but at least a base color, a roughness and a height map or a bump up. I think that's the minimum requirements to achieve a photo realistic material or are physically based material. Now that's probably some other materials that probably we don't need all these maps, but we will see in a future. So let's go now with these concrete tiles back in blender. As you may remember, we have these wall with three different materials on it. We have white paint, concrete tiles and concrete tiles chew. Now I'm going to open a new window here. I use light this corner to the left and change these editor type to Shader editor and select concrete style squad. Now we have these principled be sdf shader and we need to provide the place color metallic ifit's. He fits the case roughness normal map and we will see how to at the top. So where it can do now Imagine that you have the folder with your textures. If you remember, we enabled the node Wrangler so within, not Wrangler enabled. Where I can do is click on these principles GSDF, shader and press control Shift D And these will bring a father where it say's principled texture set up. So what we can do not always navigate to your folder where we have the textures and once you are there, you can select all these texture maps. We have the base color, height normal and roughness. So with these textures selected, I'm going to press British pull texture set up and blender wheel out to might equally apply these textures connected to the principal v sdf shader. So we have now the PVR material already set up. Now I want to change a few things here we have here these now displacement. We don't need displacement for now. So where I could do he's the ladies note. And instead, off displacement, which is actually our hate map. I'm going to press shift a vector, and but I'm going to grab these note and whole where over these connection off these normal map and the normal map is going to connect to the normal off the bump note. And now you can select these displace men or these height map in connected to the height now living to the greasy strange 2.1. And now let's see what we have here. I'm going to isolate these well, and as you can see, we have really big Kyle going on here. So you called thing Now? Well, you have to wrap this well and plays the, um, absent Children. And for situations like these, where you have a tiling material on a pretty simple mash, we actually don't need always to unwrap our missions unless you want, for example, extract these measures and bring it to another render engine, for example, on riel engine four or something like that, where you always need some I'm repping here in blender weaken map our textures with other methods and his method is called the box projection, or cube projection, Poppy. So, as you can see, we have here a mapping group which Casa texture coordinates and a mapping note. So where I can do is connect the object texture coordinates to the vector. Now, where I need to change is the projection mapping off each one off these textures. And these option is over here. The default option is always flat, Seiken tell, So we can select here box projection and going to do the same for the other textures. And now we have a correct texture projection on our mesh. Now, that's another thing to check. When you have projection mapping into the rotation off the object, you can check these property by two ways. For example, here we have the object properties and you see, here we have our 000 rotation, and that means it's okay. And also, we have to check the scale and make sure you have the scale at one another way to check these out. He's to press end and bring the side panel and in the item top we have here the rotation scale location. So when you're working with box projection, it's important to have these injure count rotation applied and scale applied in case is not at 000 or scale one, you can select your object and press control A. And here it's a supply different transformations or things to our objects. And in this case, we want to apply rotation and scale. It has individual options by we have here as well rotation and scale at the same time. So there we go. Now we're going to do these here. I did. Maybe. No. I'm going to change the scale off the projection and it would take a look, a reference. We have three big tiles from the ceiling to the floor. So let's try to achieve these here. And where I tried to achieve in this kind of situations is to have the termination off the style right of the ceiling and the other one of the D floor. Now I'm going to move it to the left a little, eat your in location and going to move it in the Y axis and much these corner over here. Now, remember, we are in material preview, so we can now tweak our material in real time. So let's see. This is two different For now, if we take a look at the reference, this is very dark, and it has here thes white little details. So let's try to mimic a literally these these material. First of all, I think the the normal map over the height is it's too much. So I'm going to decrease the distance 2.1 and decrease the strange off the bomb as well. Something over here really subtle. And the stranger off the normal map. It's OK at one now for the color. I think the color is too dark, so I'm going to treat color to read this vase car. Now I'm going to press Chief A. Here we cover color and we can choose Hue saturation. It's a note with hue, saturation and value. So I reckon do now is increased this volume and maybe 2.5 or three is giving us more. These gray color. Yeah, something like this. Even a little bit more. Three point. Do the work out for the roughness where Aiken Dewey's I'm going to this connect these based color and I'm gonna give here a black color. And these allow me to see better the influence off the runs now to treat these roughness. I'm going to place a cholera here. We got better. We have call a ramp, going to place it here. And these If I press control shift, click on this. Cholera. Um we can see these single note with this Be were. If I select the principle be SDF control shift click I returned to the principal Shader result. So with this, I can visualize different textures or notes off my material. Now, thanks to the black color, I can see the roughness. So I'm going to decrease a literate year Increase this black value Something like this Maybe a little bit more of contrast. It's good to have it With this trick, you can see better the bomb on the normal map. I think they have to decrease the distance when CEO to, for example Now connect again the color toe, the base color And there were out for these white A smudges. Here are this white details I'm going to use a surface texture or imperfection texture black into the base color and try to achieve something similar to these for these and going to be using a polygon texture this one is free, Much is large and you have here do overlay variations. So let's see, How can we use these in our material? So where I'm doing here is drag and drop the texture from folder and half on the side of screen Dragon dropped here and there we have it. Five purse control shift and click. We can see the texture, how to mop these texture Goodner press control T. And they create a new maybe note for these single texture going to change the vector to the object in the projection toe box mapping and now her breasts control shift and click. I can see obviously we have followed of titling, but you can always decrease a little bit the scale something here. But this is going to be really subtle, so I don't think we can catch these the styling. So now I need to mix these results off the base color with these overlay texture, or these is much is texture. So I'm going to create here, mix color or mix RGB note, and I want to makes these smudges with these base color. Now, if I visualize these mix note, you can see we have already some white details here from the matches. And if I change these factor, we can change from one to another factor. One is the color too and factor zero is the color one. Now we need here on Lee the wide information. So this is like father shop here we can choose different kinds off mixing. And in this case, what we need is screen. So we holy take the white color off the image. Now to bring out more details off these white spots, as much is where it can do east tweak these color before the screen, so going to color. So if I place here a math note and choose, multiply and multiply these value and if we take a local these notes with multiple light we're bringing out these white details are now back into the principal GSDF with the roughness and all the information, I'm going to connect the color off the screen now to the base color. And now we have for these result here. I think this is too much. It has to be more subtle. So going to decrease these this value and then right over there I think I have to tweak the scale something like these For now, we will see how how it works in the render. And we have thes material already applied our floor because he's the same material you need . Much is perfectly with the world. How would we can do is much t styling If I move the X value off the location, I can bring this over here and there were Now this is a material preview. So the color is not so representative off what you're going to have in the final render. Remember that we have here a simulation off lighting, Yes, to see how it works in different lighting conditions. So I could go here and change the HD a write off the view port render for example, I can choose the one and we see a completely different color. So what I like to do is check these in the actual render view. So I'm going to a camera, enable again the ceiling. I'm going to live legally more room here and go to the rendered view. And now I can see here If I take a look at the reference, I think we need here more lighter color. So, for example, I can increase the value off this huge situation. Value notes. Maybe 25 And I think we have to increase as well the reflection off these titles. So here in the Colorado, that's more white, more rough. So where I can do is instead off white. I'm going to decrease a little bit to have a light gray color, and these will increase the reflection off our material may be a leader with more gray in tweak, leaving more something you're and I think something like these work for now, but maybe we treek a Leary more later. 5. Wall paint and others: for the white pain. Well, I'm gonna be using a texture from polio on, in this case, just the loss in this map to have more information off roughness and more variation in to achieve more realistic results. So in this case, yes, he's losing his map, which is a roughness mark inverted. So in blender, angling to select the white paint well, and I'm going to drag and drop the texture. I have the load it and you can find some similar texture in a free website. So once I have my texture here, I'm going to press control t and again change it toe object and the projection mode to box . Now, in going to connect these two the roughness and as we did before, I'm going to I'm going to set the base color to a black color. And here we have now our Dexter. And now we have here are better lecture off the texture. Now, this is a glass in his map, so know that to be our roughness, I just need to who, Ebert the texture. So I'm gonna add here a color Imbert. And there we are. I'm going to tweak a legally dates with a color ramp. So I plays the color, um here and I'm going to Greece illegally. This black value. So we have these roughness. Now I can change the base color, something not pure white, but almost white. Something over here. In this case, it's true that we actually we don't need a normal mapper forties or about this is just white painted wall. So with this information in the roughness map, we can achieve the results that we want. For example, these Sealink, same material. So I'm going to select ceiling and apply here the white paint. Well, there we go now for the marble step. I'm going to using a polygon texture. These one is free. It's not quite the same as the reference, but we will achieve a similar result. So once you know it again, I'm going to select these object and go to local view. I'm going to create a new material on its colleagues marvel and again with the principal shader selected, been to press control, shift antique and navigate to the folder where I have the textures and I'm going to select the color glossy nous normal and reflection and set principal texture. Now again, we could make fast on work, but it's not necessary. So I could change these to object mapping and said the projection off the textures to box mapping. I'm going to check the scale on the irritation off the object. It's correct. Now I'm going to do the trick with the base color again. I disconnected base color and give a black color. And this is what we have. I'm going to decrease in normal. Strange how leader eat something like 0.3. I think the roughness is OK, so I'm going to reconnect the vase color now in going to the crease Leader Reid, scale something off here. Let's go out the local view. And maybe we could move it a little bit in the access or the X axis. And I think something like that it could work Well, now I'm going to make the mirror material, so I'm going to select these object and create a new material and colleague mirror. And for a perfect mirror, we just need to set the base color to pure white, the metallic to one in the roughness, all the way down to zero. How if I go to the rendered view with control be, I'm going to make a small widow to have a better performance. And you can see we have now a perfect clean mirror. Now, if you remember reference we have here in the mirror these little detail Why detail? I think it's I light, but let's make a simple white material for these objects. So back again in material preview, I'm going to edit mode and I'm going to select these little piece with l make Another material and others looked new material and gonna call it mirror white, for example, a sign it. Now I can go out to a vote, and I think that these values work well with this object. We have Veronis off 0.5 way. We can decrease these alleviate toe point four, for example, to have a leader leadoff reflection. And we can continue, for example, for these radiator for these metal. I think we could make a little bump detail here, So I'm going to select these dark grey metal and here and going to create a texture, nice texture and now a vector Bob node and then to connect these factor off the nice texture to the height in this bump to the normal. Now for the mapping, I'm going to press control. T. We actually don't need these mapping note, so I'm going to the lead it and just connect the object to the victor mapping now to see what's going on here. I'm going to race here at the nice text to control Shift Click to visualize what we have here, and I'm going to grease the scale really high, something like 1000 example and going to increase the detail as well. Example to 12. Now back into the principled Here's the F going to the crease, the trains 2.1 in the distance, two point 01 leader relays off strength. Now we have these nice detail in these metal. It's barely be simple. For example, if we take a render from thes position, we can barely see these bump on the metal. But if we take a render, for example here and we have this object near the camera, it will be nice to see these. These little details here 6. Wood planks, random tones: And now let's work on the wood planks. And these material is a little bit more tricky to achieve. Because if we take a look at the reference again, as we can see, we have different slightly tones or color variation on our wood planks. For example, these one is a little bit more clear. He's one. Some of them are a little bit more reddish or more yellow. So, yeah, we have some variations on these wood planks. And for these, we need to make some tricks in order to achieve a seeming our result. So first of all, I'm going to separate thes William Planks in a different collection. And if you remember, we created a wood planks collection for these woods over here. So I'm going to select thes collection and Dragon drop here to the scene collection. And now we have the good planks separated. He needs our own collection, and now I'm going to move all these wood planks to the same collection. So I select thes one, the one from the ceiling thes thes older ones. And now you press came to move to the wood planks collection. Now here at the outline er we can see the good plant collection. If I press control freak on these little icon, he can isolate thes collection. So it's more easy to work now If you remember, this is a single plane with three money fires. We have a solidified money fire and a rating last a pebble modifier. So where we need to to create these random colors around on the different wood planks east to separate every wood plank in order to be a single object, each one off them and the first start? This is one of those case that we need a UV unwrap off our mesh in order to work. So where I can do is before applying the are able to fire. I can go, for example, to these foot plank go to edit mode you and unwrap. As you can see, here are legal message we just made on a rap to our mission. In this case is a single plane, So it's really easy to induce Elect. These would plant here and the same select everything you wrap and the same for the others ceiling in these two walls Jew planes. But it's the same overlapped good blanks as well Select everything you wrap and the other one you were up. Now let's create our first approach off the material and going to open a window here, change to the shade. Their editor and the materials property isn't going to create a new material, which is good. Thanks. I'm gonna be using these one from Polygon. But you could use any other you want and follow the same workflow. So backing lender as always going to selective principle to be is the f shader press control shift. T navigate to the folder where I have those textures and just like the color loftiness normal map in the reflection on press principle texture set up. As you can see, we selected their reflection. But blender for some reason, not recognized the reflection. So I'm going to reckon drop by myself here. Now you can make more room for these one and connect the vector, and I think I didn't mention it. But apart from the base color, the maps off reflection, roughness, normal or metallic are actually values from 0 to 1. Thes texture is actually non colored that now I can connect these reflection to the speckle are I'm going to select these other plants like this one, for example, in control l link material. Now I'm going to leave more room here and make another window dragging this corner up and change these window to UV editor. Now, if I select these would plan, for example, and go to the U. N. Turf, go to the edit mode I can see here. If I select a mesh with a I can see here my Yumi layout and for the other ones as well. If I go to edit mode, I can see my duty here in the editor. So now they're have the U E prepared. I'm going to select these one, for example, and go to the money fires and apply the frame of the fire as you can see it right out. And this is because we can apply more fires or make some informations to a multi user object. This means that we have some objects duplicated and link to be able to apply some modifiers . Where I have to do is go to data properties and big at this little number button that is indicating that we have three linked copies. So if I click here, I make thes user single copy will make the same for the other good blanks. And now all these good plans are single users. Now, if I go to the money five years, I can apply the array Molly Fire. And now, if I go to any mode, I can see we have actually every match off every good plank separated that in the same object. So where I can do now, he's select everything and press be in separate by loose parts. And these is going to separate a re good plank in its our object. I'm going to make the same for the others. Now, if I select all the wood planks and I go to edit mode, you can see we have all these UV layouts here and they are all in a vertical position. So we're good to go. If there is anyone in a horizontal position, just rotate 90 degrees. And the important thing here is to maintain a congress with all these wood clings. Now we can close thes leader we know. So I drag and drop this corner down and now we have only the shade there. And now what we need to do here is changed a little Edie's color. But if we take a look at the reference, is this a more natural tone off the wood? So let's see how we can change the color when a place here, a color mix RGB these again is like for the shop we have. Meeks are Kern. Multiply, scream. So where I could do he's multiply the space color thes texture with another color. Now I'm going to connect these new color output to the base color. And now, as it say's, they note, we're mixing these texture with these color that continues the color. It gives on tones and give some variations, but what we need instead, off mix is multiply, so by multiplying the color were changing slightly the tone off the wood. But now these factor is affecting all the good blanks at the same time, so we need some information here to make these factor random around the objects. So for these, there's a note, which is an input object info. So these note gives some information off the object, like the location, the object index that Sitara and then we have thes a random value. So if I connect these random value to the factor we're going to achieve days now, if we take a look at these now with control shift click, remember to half the now we're angler enabled. We see that the color it's changing randomly. And if we take a look at this object info I press control chief and bleak several times until I have the random note in the We were. So this is what we're doing. Thes are actually values from 0 to 1 where zero he's white and he's black. And what is doing is giving random values to every object off these material. So, for example, if I grabbed these objects and I make a duplicate with Chief Andy, we have another value. And so and so and so so it's really useful note for situations like this. So these, as you can see at a law off variation, but what street value V D's these values his factor. So again, to modify these values, we could use a cholera so converter color ramp going to plug it here at the middle off these notes, and now I can slight these values to have more influence from one or another. So with this computer ation were just affecting the factor off. Multiply this color, but what we need or what we are trying to achieve east a random on the color. So instead, connect these Colorado or this variation to the factor and going to connect it to the color . Now I can change how much I multiply these colors. Now, here we have black in white, but we can change these colors. So, for example, Vitus, live these value. Here we have more black wood planks. If I is like these other white value, we have more white good blanks. Or maybe we can even change this color going to play some value over here and some red I can eight more colors. Example. If I at another value and I change and change the color here, who? Green, for example. Look at what we are achieving different colors and defend values and completely so now, looking at the reference, we're trying to achieve these natural colors and variations off our good plants. So let's see, I'm going to press control seat to back again to our colors. There we go now. Instead, off black going to change these to a lighter Grey. Something over here we will have darker wood planks allowing them to change the saturation elite elite Something more reddish. And we can change here the huge nothing over here between red and yellow and, for example, these white value and will change it. Give some saturation. So what's the yellow? And I'm gonna die another value. You're at the video and let's change the color. Leave it. We can also change the mode off the interpellation off every values. So, for example, if we choose constant one or another So, for example, if I want more red, yes, have to slide this and we have more influence off these values but for the situation could use this plane. Or maybe I can, you know, but displaying for these works. Well, I think this is to reddish. I'm going to change it legally. And now we have thesis lightly variations on the color. Now, another thing to change here is we take a look at these wood planks. We have to same position in the UV map because the UV map off every good plant is in the same position, so if we go here at the mapping note and we changed, for example, the location in the X value or the Y value, we're actually moving the mapping off every would blank at the same time. So what we need to do, He's randomized these value as we did with the base color. So this is a little tricky, but show you, then follow it. So I'm going to leave more room here, and what we need to do is streak is X and y Is it off the location values? But we only have one input here, So I'm gonna place here. I know which is Go separate peaks. Why? And seat and connected. He's you ve output to the factor. Now here we have two weeks. Why state value off off these Yumi mapping now in other to reconnect to the location Because we have only one input, I have to place a combined X quiet and see value. So I'm going to combine it and now black into the vector the location. Now nothing happens. We have to steal the same location in the X Y value off the u. E. So what we need to do is tweak these X and y values. And to do this, I'm going to place here a converter math notes and place it here at the middle off these X value going to move up. Now, what we're doing is at some value to the X location. I change these value. We can see we move the X location. So we need to do is raise a random value to the X location. So I'm going to select these objects Info Control C control B movies are here and with these were going to do these at a random value to the X position. There we go in our canoe for half. Even more variation is the same for the white of you. I'm going to duplicate this note shift in de place here at the middle, off the y, value in connected. It's random value here and that's it. Now every plant who here is different from another and now play a little bit with a values off the colorant half a slightly different variations off these would books. Are you going to praise again? Control? And this little I I couldn't to exit the isolate collection enable the exterior wall. And now let's take a look at all the material. For example, I'm sorry I forgot to glue the wood planks to the ceiling. Anyways, let's continue on. 7. Black slate and other details: Let's go now with these concrete tiles off these. Whoa! And actually, this is Call it black. It's late. This kind of material is black Slate and I have here the base color, the normal map and the roughness. So let's created here. I'm gonna change the name to black slate tiles. So as we did with the others, I'm going to select these principled be SDF shader and control shift T. I'm gonna navigate to my folder with the textures. By the way, I'm going to shading with you these textures so you can follow with me. So, like the base color, normal roughness and click on principle textures set up. And now again, this is basically on you be mapping and going to change it toe object. And here I'm going to change the projection off the texture again to box mapping. Now, these tiles are much in perfectly with the with the well. And where I'm going to do is move it to the left a little bit. So I'm going to move these x location right over here. There we go, doing weekend tweak a little bit, the roughness or the normal map. But for now, these values are working well, So let's continue on going out the local view. And now let's see these herringbone tiles. As you can see here at the reference, I have prepared another material. First, I'm going to rename these material. This is black slate herringbone and again, control shift D and select based color. These placement and profits. Now I'm going to change the texture coordinates, toe object and the projection toe box mapping now instead, off displacement Where we work here is a bump note. So shift a vector bump. Now I connect these displacement no to the height and the normal, the strength off these bump nappies to height. So I'm going to decrease the strength. Yeah, like point on three. And in this case that the stones at one. It's OK. Now, looking at the reference, the orientation off the tiles goes this way. So where I can do here at the mapping note, I can rotate in the X Axis 45 series. I'm gonna move it in the Y axis here for these good shelves. I'm going to select one of them, for example, is one. And here at the materials I'm going to select these good plans material. And as this is, base it on you Be mapping on. This is quite simple. Going to open here new window and changes to the union leader and wrap these good shelled. So I'm going to edit mode press you and Smart Doobie Project, and these mind you be project is going to split places. Base it on these angle limit. So five person. Okay. Now here in the U editor. I can see my relay out for these Good blank. I think the scale off the wood is a little bit too high. So where it can do is go to any mode in scale down these you re layout. So I think something over here we can start to see the details of the wood, and I'm going to do the same for the other would shelves and to do it quickly and optimize our time. I'm going to select all these good shelves. Goto edit mode now in anything, these four at the same time. Now, with all selected, I'm going to press you and smart jewelry project. How the material I'm going to select these would plans material as we have selected these four. This is the active. I can pass control l and link materials and that's it going to do the same for the door. So I select these door. So, like everything you smart, you re project just like these put plant material and the same for these doorframe. Remember that we have here a solidify money fire. So in this case, I'm going to apply it in order to have the correct wrapping. And now I can select everything you smart you re project and OK, now let's elect with shift the door and control l and link materials. And there we have it continuing on we have thes lamp material, these white material. This is actually a pretty simple one. But we can go a little bit more bands with ease win. Because actually, when the light hits these kind off material, we have some transmission gonna click new material. Remember that We assign it here, I empties lot. So now I can praise new material and I'm gonna call eat lamp white and this is going to be almost pure. Write something off here a little bit less off roughness so it shines. Relieve it and what we can do for these kind off material East, apply a literate off subsurface, something like going 05 or maybe 50.1. And as you can see here at thes little sample off the material, these subsurface picture gives these soft light behavior on the object like a soft plastic , which is where it is. But this is so expensive in terms, off rendering time. So again we could leave this at zero and maybe make a few tries on these material. But yet details like these is completely up to you, and it's barely noticeable for these copper material. This metal. I'm gonna be using this polio texture. This one is free. And I want these because we're going to use the closeness information off the texture out, taking into account that I'm the lonely need one K or solution because for small objects or objects are going to be far from the render, we want small texture sites to optimize the scene. So I'm going to these objects here to see better our it's extra and I'm going to drag and drop the closeness, texture and with control T, I'm placing a mapping note. I'm going to change it to object and the projection toe box mapping. And now, in going to connect this to the roughness. And as you may remember, the closeness is the Imbert off the roughness. So I'm going to place here a color in birth. I'm going to skill eat. You eat more. Now remember the closeness map as the roughness, the metallic, the normal map, our values. So we have to choose here non color data. And now is correct. The thing we have to change the color. So I'm gonna move this, Hugh, If I click, hold shift, I can move these slowly. So I have more control. I think I'm going to decrease a little bit this reflection. So where I can do is place again a call around. So England blessing color here and maybe increase this white value. Ali Wheat. So is more rough and something like these cold work. And now we have it in all our objects. Example X, take a look Here at thes lamp, we have these nice reflection and the faucets as well. You can see here we have thes nice reflection and that's it for these metal now, before finished these chapter. I'm going to some adjustments here, for example, Lying. I'm going to make a little hole here for the wall because otherwise we'll see here these parts off the world enabled the billions collection. And I'm going to duplicate thes bullion object movie here into the wallet. Elites going to place it down and you know how it works. Now I'm going to adjust these bullion toe much store so I'm selecting pieces moving. I can move these face over here. And these one? Who here? It should work in these older face. I'm going to move you up. I'll leave over here and now these back face where he sits, these back face. I'm going to move it. Right. Oil here now, as we did before, select with shift Wall and control. Does this Boolean operation? It should go before the way we are now. When we render, we will have thes thes cops off the door and now it's more correct. Another thing I have to do We take a look at the reference we have here in this wall are legal whole to have these bottles off the shower and inside these cut to his. Well, it has these Harry Bond titles. So let's see how we can do this. Going to duplicate these bullion off the ceiling movie down. Now, in any mode, I'm going to scale it in rotated y axes, 90 degrees Caylee died Taxis, little eat. Now I place it here, cut in the world now against selected well and control my nose going to move the Boolean operation before the Bible. Now we can adjust these cut and looking at the reference, Scott maybe goes like over here, I move it in the x axis. It's more deepest. So something over here now it may be more. I'm going to move thes face. Yeah, something similar activities. So now, to be able to apply a material here in these William in this cutter were remade. Let me disable the bullion collection. Now if I go to edit mode within half these mesh actually, because this is a single plane with a solidified my fire. So what, you have access to these parts off the measure? Where I have to do is apply the solidify modifier, not the bullion first, because if we apply the brilliant vier, we're creating some mesh here and then solidify is going to modify the mesh and he's going to cause some problems. So first I'm going to apply the solidify, vilify your and then these last Boolean operation is this cut. So play. Now, if I go to edit mode, I have access to these mesh. So I'm going to select these faces. We don't have here a lot for the herringbone tiles, so I'm going to make a new one and select from the least the black is late. Herringbone and click assign thought there we have it. Now, another material you have to prepare is the window last if you remember the year they're hiding. So I'm going to select these frame. And if I go to the old liner and press point or periods in the number here we have the window us. I'm going to enable it how to select cheese window glass and create a new material. I'm gonna call it glass window and I'm gonna make it pure white. Decrease the roughness all the way to zero and transmission all the way to what Now If I go to the rendered, you press zero to go to the camera view and go into the render view. You will have Laura off nice and actually the lighting. We have the transmission at work, but the lighting is not coming because actually is windows are casting a shadow. We have now a box off noise. So what we can do is select the the object, the window last go to object properties and invisibility we have here, Ray, Miss ability. And what we need to do in other to work correct is disabled. The shadow ray visibility. So basically, these windows are not going to cast any shallow, but we will have reflections on eat. Now if I go to the render view the light he's passing through again and not casting any shallow. Now what I would do ease a little test render to analyze the textures in a little bit off the lighting and then make some adjustments to the textures. Continue working. I work you do is go to the the output properties and decrease the amount. Offer a solution. I'm going to set it to 65% and now we render settings going to increase the render sampling to 512 out to the noise the much I'm going to the U Layer properties here at passes. I'm going to enable the normal and the diffuse color. And now we can go to compositing and prepare the note for the nice. If you have made my previous course, you know what talking about? In case you don't we have here. I note for the noise from open until much the nicer. So hearing filter the nice Kathy's Lear Loht and I'm gonna plaque the normal and the diffuse color. How can go here layout or the rendering and press if 12. So we're getting there now. Looking at these privy render is where you have to decide if, for example, I want a lighter color on the good blanks or less reflection on the world's. Maybe do another. Render off the part of the off the shower and see how it works. And this is where you have to spend some time to find June those details materials and achieve their results that you're looking for in the next class. We're going to be doing the towel simulations placing the plans in these small details, and we will see how to use collection instances to optimizing managers a sin