Lumion 11 What's new | Filip Gorzka | Skillshare

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Lumion 11 What's new

teacher avatar Filip Gorzka

Watch this class and thousands more

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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

12 Lessons (1h 33m)
    • 1. Trailer

    • 2. New Interface

    • 3. Mapy Glossines Reflection and Alpha 32bity

    • 4. Material Standarization

    • 5. Mass replacement

    • 6. Project Exterior part1

    • 7. Project Exterior part2

    • 8. Sky replacement

    • 9. Orthographic View

    • 10. Rain and Fire effects

    • 11. Lumion Step 6 i 7

    • 12. New animation effect

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About This Class

Hi. Close your eyes and visualize the real-life construction of your design.

What do you see? How does it feel?

With Lumion 11, available today, realizing your vision for the design has never been easier. New features such as orthographic views reduce the effort needed to create plan and section views full of life, color and your own unique flavor. With animated phasing, you can show how the parts of your building connect and interact, creating a dance and a dialogue with the viewer.

Raindrops streak down the glass, volumetric fire casts a soft glow. The grass is softer, the light and shadow are more precise. Lumion 11 energizes your professional output, brings joy to the rendering process, and helps you, the architect, focus on what really matters to you.

In this course I will discover all secret for you I and teach you how to bring great visualization to your project. What is more I will explain you my custom learning program called ‚Äú7 steps‚ÄĚ that help you create scenes from beginning to the end.

So let's get started to work.

Meet Your Teacher

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Filip Gorzka


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1. Trailer: With blue neon 11, realizing your vision for the design has never been easier. New features such as orthographic view, reduce the effort needed to create a plan and section views full of life, galore and your own unique flavor with anyway, the facing, you can show how the parts of a building connect and interact, creating a dance and a dialogue with the viewer. Raindrop streak down the glass, volumetric fire casts so glow. The grass is softer, the light and the shadows are more precise. Learn 11, energize your professional output, brings joy to the rendering process and helps you, the architect, focus on what really matters to you. In this course, I will discover all secret for you and I teach you how to bring great visualization for your project. What is more? I will explain you my custom learning program called seven steps that help you create scenes from beginning to the end. So let's get started to work. 2. New Interface: So hello guys again. The next version of the aluminum, this time it will be version 11. So as you can see, there is at the beginning when you hit the gradient projected there will be new landscape. So this is some kind of environment already built by the developer. We've all there under effects so to speed up your work. So here you can own the lot. This one that you would like to use and import directly model there. So at the bottom right corner, you will probably notice that there is quite interesting environment with the white background where you can put the building on it. And to better present everything. Buildings, mostly without any texture. Only here we need to present their architecture. And there is also some beach, mountain and the winter. So right now we start with this one of the white background. And as you can see in this is something new and quite interesting to present only the architectural or structure of the building. So what is more, you can notice that there is quite smooth interface. It isn't any changes. Mostly the day only refresh, refresh the icons. So as you can see, the first one is the mind library. Or the icons stay the same. On the top corner we have the layers so I can switch between them and them, or the function that we also seen in the previous version. If you, for example, select some models, them the money additional many appear on the right top corner. So mostly everything is as it was before. Then we have the content library, materials where we can choose the materials for our project. After that, there is the landscape to build the landscape and of course, weather. So, and now we will start with the natural, if you will, if you will hit this button and you will add something dairy, you will notice that there is the weeds new category. So the weeds are mostly use to build the the grass. So if you want to spend more time on details with the grassy weeds will be probably something interesting for you. There is no any other category in the nature of quarters and lots of new models inside each of them. Next, find details and nature. Of course, there is no new category, only new models. And then we have the pupil and there is new category which is called people for the static. So here mostly we will find the person that stay only in one position. After that we have the indoor and there is no new category. Of course, a lot of new models. Outdoor the same situation. There is no new category, only, also thumb models. And we've the transport. We also have a lot of fluid, no difference. Cars insight. And of course there is new feature for the cars. We can increase their metallic paint so it will add more reflection to our body and the material. And this material could be more and more metallic. So very good option, especially if you want to make there car render very close to the camera, then we have the lights. There is also no any new category in the version 11, but we have some new features for the lights. So we will add some lines here and we'll go to the settings. And first of all, you will notice that we can change the color of the lights. This was also in the previous version, but this time we can choose from the URL category, rally some kind of standardization. And for example, clients or supplier of the bulb can tell you that he slides showed light. We've derived to 5,020. And for example, instead of looking in the internet for the color, correct color, now you can choose it directly from the rare, and you will be sure that this one in your visualization lights with the same color that is mentioning the specification of the bulb. What is more, you can also add your custom AS a profile. So also not only their color, but also the shape will be the same as in documentation from the monel factor. So this is also very good thing and very good feature that was added to the lumen. And now you can add your custom shapes to any lives that you only want. Okay, so the next category is the effects. We can find here. Only some elements inside each category and what is more we can turn on and turn off the large thumbnails for hold the library. So for example, to zoom in or zoom out the effects. Of course, some new firewall elements, water elements inside about the sounds category, and there is nothing new. And about the utilities the same, we have the same effects as it was in the version before. If we talk about the material library or the category stay the same. Of course, a lot of new materials insight about the properties. So for example, if we choose some texture. So as you can see, all the properties also are the same. And there is one thing right now about the colorization. We can just put directly the value. And of course we can choose the RL for our color. So it's also quite interesting and as I mentioned before, very, very useful. And then we have the indoor or outdoor also the same without any new features. What is Morey who'd go to there? Whether, and if we've drawn the real skies and in the library for real skies, we have some new texture added. So in the cloudy category we have one new texture. As you can see, it's now from the polygon and the supplier is unknown, so we don't know. Might be lumens. This is directly from the lumen. And in the evening we have, as you can see, we have two pages, so there is only few in the morning free on the bottom overcast. Six, no texture, sunset. And we have on the second page, and there is nothing new in the clear we have on new one texture and forth. Night. There is no, any changes. Okay, So this is all about the real skies. Now we will go to the renders category and we'll check the new effects. So in the FX, First of all, you will notice that there is no refreshing, terrifies and new featured. Add the feature tease, something like favorites so developers adhere the most useful affects in the lumen. So in a very fast way where you can find them here in sun and there is nothing new in the welder sky also the same objects. Also without any changes in the camera, we have the new effects orthographic view, very useful for our high-tech to render. I will discuss about it in the other lesson. But this is something that is really want to use in your visualization. And next category, we have the animation. And in the animation, now we have animated facing. This is something similar to the fx in the previous version, but of course we have some new features, so they also changed the name to the animated facing artist one. Without the changes are the stick to without changes and advance is the same as it was before. So as you can see the effects, there is not much that we can talk about. Of course, the orthographic view is one of the most important improvement interleukin 11. And this is fx that probably many of you will decide to buy an upgrade or dust by the lumen, an element. So this was a roofing about the new improvement in lumens 11. 3. Mapy Glossines Reflection and Alpha 32bity: Okay, so in this lesson we will focus with the new 42 beat texture for chromium because we have possibility to blow out such a type of materials. Of course, we'll need to make some preparation before that, and we'll probably need some kind of graphic tools. This time I will use the Photoshop. And of course, this will add as possibility to add the reflection or glossiness map to each of our textual for Louis on. So it will make and more advanced material for our objects. So I will start with very, very simple example to show you how to prepare the more advanced texture for rumen. So I will not two boxes. And for those boxes, I will add the material grit or net. So first of all, we have the standard color grid material. Then we have the next one which is displacement, which give us the hay of the aria. Darker and lighter. Then we have the normal map or so to get some depth. And we have the roughness, roughness and glossiness are the same, but rudeness has opposite scholar. And we of course have the Alpha. So it mean that in the Alpha, the black color will be transparency. So now we're back to our box in the loop. And I will add traditional color wheel, the map where we choose that and our texture with the grid. And you will notice that after applying the material, nothing happened. This is because we don't have an Alpha texture, and this is why we need the Photoshop to prepare them separately. Okay, so first we are going to the Alpha and we'll select all the mask and we'll copy it. Then we are going back to read color. We are going to talk and we will add the new layer. So we are hit the plus and we are in the alphabet. So right now, I will paste here the alpha texture. After that, I will deselect everything and I will make visible the rest of the channel. And as you can see right now, everything is to add. We can save it. Right now. I will save it with the addition loud index 42. And we'll save it in two different extension. The first one we have traditional JPEG and the maximum quality. And the second wave, the extension DGA, I will just only select the name and I will switch to tag run TGA. And after click Save, you will get the new pop-up window with the possibility to select the resolution. And we'll select 32 bits and we will click Okay, the same we will repeat for the normal texture. So first we need to copy DAG rate Alpha. So we select all the texture, then copy it. After that, we are going to greet normal to the channel at the new terminal, paste the Alpha. Then we'll deselect everything and make visible all the channel. After that, again, we will save this texture with the new index 42, and we will save it as a JPEG and of course TGA. So TGA and the next one, the standard format. Okay? And now we will go back the lumen. This is what we will make on the left box, I will apply the texture only with the extension JP j. And on the right side TGA. So I will just add it on the left box. And now I will select the right books and I will add the same what we've TGA with the 40 bits texture on it, polarization, of course, turnoff. So after we will zoom in, you'll notice that on the right books we have transparency, a parts where we applied the black texture. And of course, we need torso to own color map alpha eclipse object on both boxes. And unfortunately, on the left side we have JPEG. We don't see any difference what is more? I will also zoom in and I will rescale the both texture for better view. So on the left side will just make map scale something about 2.4. And the same home, the second box. So as you can see on the left side, we have some depth, but unfortunately there is no transparency. This is because j pj dawned include 42 bits texture. And this is why we need to add TGA and file as an extension on the render. You will also notice that we have difference, even if this is the same, texture effects are quite different. And the next example, but this time with the texture glossiness. So we will go back to the Photoshop and we have some texture with the mud. And there is on-demand mode, there is some kind of water. We have the hi normal maps and the roughness. Roughness, As I mentioned before, is the same as glossiness, but we've inverted color. So for the roughness, first, we need to select the texture them. We need to hit Control a in Photoshop to reverse the color. We can now copy it. And in the same method as before, we are going to the normal channels, we need to add layers and paste the rudeness and to Ron visible or the channel them, we hit deselect and the same with the color Jana based. And the roughness make visible all the layers and deselect everything. And now we need to save those files also with the GGA extension. So I will do it for the JPEG and TGA and to present different results. So on the left side is without the 40 bits, and on the right side we have 40 beats applied. Polarization, of course to NADPH and displacement Skype. And we need to add color mask alpha reflectivity for detector Alpha for both boxes. And we'll go to the renders. And as you can see on the right side, we have 40 bits texture. So if I will just rotate the sun, you will notice that the reflection of the sun also change on the right box. Unfortunately, we don't see this on the left side because we don't have 40 bytes channel on it. So this is why it is so important to use and to add more advanced texture. Always remember to select the correct texture file and an option for your texture. This is how you can do more advanced materials for aluminum. 4. Material Standarization: We have also a possibility to create some kind of standardization for the material. So as you can see on the screen right now, I'm in SketchUp, bought the solution, work with any other different 3D modelling software. And this you can see here I created some kind of material pallets. So it mean that I have blocked for glass, for brick, grass, concrete, marble, and asphalt. And right now, I can, for example, deal with the client and discuss him what kind of material he expect to have for all different kinds of models that I will, for example, will work also in the future. So this solution can be, can be very useful, especially if we have a lot of Diem E, a lot of members in our team, and we would like to use only one material at all. So the next step is to apply the material from the library and descend from this SketchUp. So with the glass, I'm going to the glass and I select this blue and with transparence class. And I always must remember that for, of glass, I use palmy, those material that I select right now. So I will do the same for each block that I have right now in my palette color. And the risk steel and concrete, marble and asphalt. So for concrete, I will select this one as fine for this one. And the last one is and I will use the first one. Okay, so if we already have apply all the materials now we can save and those file. So for me, this color palette, as you can see just here. And the next step is to open some kind of 4D house freedom model that would like to apply all those materials from the pilot. Okay, and now as you can see, I have some models from freedom for the warehouse, from the SketchUp librarian. First, what I will do, I will put the position in the zero-point in the 0 axis. I recommend always to do this because it will be easier for your later to import those model to the lumen. It will always appear at the meet in the middle of the scene. So now I can apply the material. So first I will start with the glass. I select the glass from the material, and I need to select the same color that I used for my palette. Right now I remember what I choose, but for example, in the sketch up, you can also import those palettes and the buckets. You can copy the material directly from the palettes and apply it to the object. So right now we've the grass. Then we can go to the break. I remember that I select the first material from the library and I need to do the same for all objects that I would like, the material, so the asphalt, concrete and so on and so on. So as you can see in this sketch up, it takes a very, very fast because the program is for intuitive and very easy to understand and learn. But as I mentioned, these techniques you can also use in your forward pre-public 3D Studio Max Maya, or something like this. Okay, so we have almost apply all the materials. There is still one tile. Okay. It will be on the wall and also the rest of the wall. And we have almost finished and now we are ready to go to the lumen and we need to imports or our models. So after start luteum first, what we need to do is to import our color palette. And now we need to convert those material from the sketch up to maturity oust from the lumen librarian. So this is also good to discuss earlier with the client. So now as a glass, for example, we will use first we need to select our materials than glass, and we convert it into the lumen materials. So glass would be this one as a brick, I will use, for example, the fort. This am I repeat for the grass and for the concrete. And the same for the marble for the asphalt. So from the page frame and the last one, asphalt for outdoor asphalt and maybe this one. Okay. And now we can apply order material. So now it's time to save our set of materials on our hard drive. So we select parse and we are going to save material set. And now rumen ask the war to save our material. This will be the file with the extension MTT, and you can segregate and use in your future projects. So the next step is of course, to import our house that we built before and where we applied all those materials from the palette. So as you can see, we have the building materials. And mostly what you do right now is to convert all the materials again in galloon. But now we will go to the material annually, select lot material set. And two, we'll find the file entity that we saved in the, we say before and after that you will get the windows pop up where you will get information that all those materials will be override. So here, for example, we can select which material we want to skip it this time, I will select all of them and we will apply overwrite modulus and voila, What's happened? As you can see, all the materials from the palette automatically has been applied to our building. And this ofcourse save all of our time of hero, you notice that the grass is too high, so this is why we don't see the asphalt and there is one object also missing without any materials. But this we can very fast fix in the schedule. So as you can see, this solution with the material set and probably help you to save all the time that you need to spend on applying the materials. And you will be ensure that you use all the materials that you agree with. For example, clients. And for example, if you have a lot of members in your team, you will be also sure that all of the team members will use the same palette that you have in your hard drive or in your Cloud, for example. So this solution is perfect, especially if you want to speed up your work and you don't want to spend a lot of boring time for fighting for their correct and material for your objects. 5. Mass replacement: In this part, I'm going to show you how you can import any object directly into the lumen and use, for example, some kinds of knots to mass replacements. So it will vary speed up your work. And for example, is the adding each tree separately. You can, for example, a poleis thousand of 3s, for example, in the aria or in the specific point where you edit, for example, in your modelling software. So right now you can see that I have some kind of notes on my Boolean been not fortunately illuminant with the selection. I couldn't select them individually. So this is what we need to do. We need to go back to the modelling software. In this example, I use the sketch up and I select all the notes together and I need to export them. So first I will create the components and I need to put the axis in the same position as the axis for my building, this is very important and this is what you can also do in many other for the software. Right now I enter into the notes and if in SketchUp, there is the option to save it. Unfortunately for women, this extension is not good as notes. So we need to go inside the components. We need to select all the notes add. We need to go to the export 3D model, and we need to select the Collado extension. This extension is also available in many other computer software like 3D Studio, Max, Maya, and so on. And in the options, you must be sure that export only selection set is enabled. This mean that only notes will be exported, not hold the buildings. And because right now I am the components. So this option is always set to export only in the selected mesh. But for example, right now if I select and the notes together with my building, I have the option to export only selection sets if this option will be untick. This mean that also the building together with the notes will be exported. And this is what we want to avoid. We only need those small square. So it's mean that we only need those notes separately. So now we are back to our building and we important our not. So now we have two files, the notes and the buildings. And right now we should put their nose in the correct position. Unfortunately, as you know, it is almost impossible. Why we need to first select our building. After that, we need to select notes because buildings will stay in the same position. And from the menu we select an option for a line position. This mean that Luna automatically find the axis system and connect them together. So now we have two files in the same position. Then we need to select in place objects on the nodes and will automatically detect that there is stand notes that ten points that we can replace. So as you can see, we have different category to choose. For example, we can select our important models, indoor, outdoor sounds, people, and so on. Only that naturally the high detail is on a verbal this is because in those objects are very consumption, RAM memory consumption, and this could crush your lumen, especially if you have toggled of node. So we are going to the category natural. And I will try to select some kind of trees and import them automatically and uses them instead of our notes. So for example, I will select these three and as you can see looming on in a very fast way, put all those three exactly in this points where we had the nodes before. And of course we have then three, the steak, well number 2, the notes. So now what we can do is to select all identical trees, them, we can just decrease the size for those three. And we can add, for example, randomize rotation and do not use random mice position because this could break the connection between nodes and the trace. And we can use different scale for them. And if you zoom in, you will notice that all of those three lie exactly on the note. So this is the techniques for the fast replacement, very useful techniques. And now you are yet none were able to add a lot of 1000 or more trees, for example, to create the forest around your building. And this could be done in a very fast way, exactly with the techniques for mass replacement. 6. Project Exterior part1: And now time for some project externally or as in all courses. Before, we always prepare some project from the beginning to the hands together. And this is what we will do also in this one. So because I run a lot of difference curses, 40 different type of modelling software, but also for some rendering engines like VOA. He shot lumen. And, and based on my experience and based on the question that came from the students, I created some workflow with seven steps, how to create hoard the render scene from the beginning to that. And this is what we need to do. The step first is that sin. And this is where we focus only on the models, them the correct setup for the camera, correct at the lights, create materials. And then we have the step five render setup to prepare the rendering. Then we have the render itself and production. And if you will follow all these steps one by one, and if you will follow all my tips and tricks and techniques that I will present you. A, you will be sure that the final render will be great. And of course, it would be stunning and interesting for your client. But this is what you need to do step-by-step to achieve this goal. And this is what will together do. And by preparing the exterior together from the beginning to the end. And who with all those steps. Okay, so the first step is the scene. In this step, we many focus on the building and on their HIV details of each elements. Because in this course we don't model anything. We only focus on the rendering. This is why you can use my exterior finished model where you have the high details of buildings. And so there is one very important, the thing that you need to remember. All the objects that will be close to the camera must be always with the HIV details. So it means that a lot of 40 goals are needed for those objects. So if you, for example, model by yourself, you must focus on details to add as many details for your object as it only possible to add reviews, for example, to avoid any sharp edges and so on and so on. Or for example, if you buy any models, mostly you need to search for highly Details elements. It also for the landscape. As you can see, I add the ocean here and I add some landscaping the middle, I just put the ground deeper in some aria to get the nice color of the ocean. And there is also high Tarjan closer the buildings to get this smooth transition between the ground and the ocean to get them nice-looking bitch. And of course, there is a lot of tree that you can find on the bookmarks. And there is one always techniques or methods that around the buildings you can add to the trees from the natural category and all those three that are close to the camera. So as you can see, those too close to the building are from the category. A high detail, natural. As you can see the problem, because there is not a lot of objects in the highly day I used from the standard library from the lumen. What do you will also notice in aluminum 11? If you were to zoom out from the scene, you will see that some of the trees are replaced by the proxy, by the box. And this is very useful, especially if you have very high memory consumption projects. We have a lot of trees and environment and to speed up your work, lumen automatically replace those three with the proxy for him good solution and. Very, very useful. Okay, So let's we back to our background. As you can see on the buckle of my house, I added a lot of trees just to cover a roofing. And what is more? The camera will be shot something from this position. And this is why I added also the boat. If we talk about the 3D model, for example, light the bulb that you can see here on the screen. And even its look quite nice on the final rendering. Sometimes it could make that render will be seems like fake, like not real. This is because many objects, there are people on it. And as I mentioned many times before, people are not a good option to put on the render because they will make that your render will look more, more fake. So for example, because here we have Sam person and you cannot remove it, then I will make some trig. And as you can see, we have seen only the front of the boat and the person is covered behind the trees. So now we have the second step and this is the camera, mostly in the step camera, you need to cite it what you want to show, and you must remember mostly to avoid situations that you will in one shot gave to the clients. Everything on one view. This is what most people wrong at the beginning. Because normally, if you, for example, see something, you are also limited. And we some anger and it is impossible to see everything. So about the high for the cover, mostly if you want to give a shot from standard view, this should be something about 0.81 meter to something about 1.5. And between those two values, usual to put your camera. Because this will give you the best view on, on your image about the focal length. If you will give higher value, of course you will get the more Zoom and everything quickly became more flat. With the lower value, you will see that there is a quite huge perspective. Everything keys to white. But this will give you ability to display more in your camera. So about the focal length, something about 20, 20 to 40. And mostly it is. Okay. And the same with the height that I mentioned before, something between 0.8 to 1.6 matters. And so this is what you should typically used in this course. I might just few renders the external, the interior. And this is so where you see the boat in the background. And as you can see, I also put something about the one matters. And here will be something about 15. As you can see, the lower value, you will get a lot of perspective, which look unnatural. So we need to increase the value here too. So thinking about 40, something like this. And because we have a lot of perspective here, so in the effects, we will need to add that two-point perspective. Okay, The second key, interior and this will be the stairs, because I would like to only show the STRS. The rest is not important for me. And we need to use in the rendering some dedicated effects. And the last image will be the ortho. This is something new in colonial on 11, something very interesting and very powerful, but this would be described in another lesson. And we have the first step, lights. Lights are very important. One of the most important things to get the realistic render and glucagon we have. Let me say three different type of light. And the real sky, which is mostly used to cover holder seen the sun from Lumia on 10.5 for the real sky has been implemented. Dishonest. Mostly skipped in the scene. We only use the real sky. And the next four types of lights are the lights that are mostly use for interiors. And here we have the plane omni lights, Point lights. All of those slides are to simulate the burbs. And hearing the scene, I also added the plane on the lights on the top of the roof. And this will give you the better view. And of course it will simulate the light that came from the top of the room. And you can add those slides for the external, for the interior. And of course, in the night scene. For the exterior it is. Sometimes you don't need to give these lights, especially if you don't want to uncover what is inside the room. So for example, use the special glass so we've rolled transparency. And if you want to expose water is inside and how the room looking site, of course, you need to add such a light to get the better view. This is because in the long run we don't have Ru Guo to global illumination. And this is the next type of lights. The plane that is outside and directed into the room at this will simulate the likes and the sun because as you know, because of the not correct, no good enough global illumination calculation for Lumia on the some rays from the sun and stop on the walls and will not get insights. And sometimes your scene will be not lighted, correct? And this is why we will add the Portal lights always mean that aria lights outside die and it should go through our windows. The next step is the materials. So mostly in the scene, I used the material from the human librarian. If you have the possibility, tried to use your own custom materials with the reflection refraction we 40 bits channel. Of course, for this graph, I use my own materials because I couldn't find anything interesting in the lumen. But also in the situation 42 bits is required. And also if we talk about the materials, always remember in to put the correct UV map modification or in your modelling software. And you must look out for the so where the texture is connected together. So the best way is to use the seamless material. A word, texture is repeated every time, and also about the UV texture. And always remember to check your texture before exporting into directly to the lumen. So for example, as you can see with the stairs, I moderated by myself and I also added the correct UV texture. Unfortunately, as you can see, we have the materialist in two directions. One is vertical, at the bottom, it's horizontal. And even in the sketch up Ico rect at the UV texturing. And in the sketch up, it's look correct in the correct position. Unfortunately, when I imported those model into the lumen, you can notice that still we have two direction for this. There's and this is something that probably will be fixing some newer version of Lumi on. Maybe they will fix and it will allow you to better loaded your model with a UV mapping. Right now sometimes it could be problematic. Right now for me. For the scene, I will use the camera on the front. So those problem, those issue will not be visible in their final render. And if we talk about the materials, as I mentioned many, many times, tried to use the first PBR materials. If you don't have PBR tried to do by yourself the depth map, displacement and normal. And always for the all the objects that will be close to the camera use 42 channel textual data I show you in the previous lesson because this will give you amazing co reality in your final render. And this is what probably most of us expect to get. 7. Project Exterior part2: So we are in the next lesson this time, I will not talk about the step 5, which is called render setup and this, and this is one of the most hardest parts to give and selected the good effects to get really nice final rendering. In human, of course, we have some preset and you can choose and select those which are predefined by the developer. And mostly you should start with a realistic one. Part. Of course, it is obvious that if you want to give really, really high results, render, you need to choose your effects by yourself. So it's mean that you need to understand how each of them work and how they work. We've another one. So for example, mostly if you start with the realistic, you will see a lot of difference effects. And we can say that they are bicycle. So right now I will remove all the effects and I will show you how to create your custom render scene with some effects. And those effects that I will add to this, sin are mostly basic one. And every time you would like to use your custom style, all those effects should be included because this is what I would call base. So from the base, from the base settings, you need to start every time. Okay, so the first one that you should always chose is the layer visibility. I always recommend to work with delayers be because this will speed up your work in layers. Especially if you have very large scale project layer can help you with optimized RAM use by lumen. And in layer visibility, you can always do non onto the objects that you would like to add exactly to your scene. Because as you know, you could have a lot of different scene. And for example, some of the objects will be only visible in some of them. Okay, The next one is two-point perspective. Two-point perspective. You will notice that all the horizontal and vertical edges will get the correct angle. And this is what you should mostly at to your scene to get the better perspective. The next dimmest effect is of course, the real skies. The real skies is the HDRI map that includes the position of the sum. And this is what you need to add all the time. So first we will select the clouds. I will go to their clear and this one, and of course the, one of the most important option is heading. So this mean that you set the rotation for your HDRI and you get the different shadows. And believe me, sometimes only changes the few values with the, I don't know to free and agree will give you different effects. Brightness, brightness is only for the HDRI map. This is not brightness for the scene. For this scene you have the overall brightness we give you overall brightness for all objects. So brightness is only for you for a right to compare it to composite together with the rest of the scene and the overall brightness is the option to increase the brightness for the eight derived month. The next is reflection also, this is the fx that is always needed for your final render. As you can see, it's also in the feature to Mozart very fast. You can find it in the reflection first we need to turn speed radar fraction. This is, this gives you the better reflection and of course we need to select the surface. Luminance. Have option to automatically detect the reflective surface by eyes on the material and how it is set to the camera. So as you can see, it's finds correctly. Of course, I will need to add those two windows. And now we have finish. We've selecting. You must remember that you can only select ten surface. So sometimes this is enough, some, sometimes not. It depends from the scene. If you have a lot of large-scale exterior, this could be problematic. And with the preview quality, if you have very good computer and sin is not so huge, you can switch to the high-quality preview. If you have low PC, I recommend to use the low. The next one we have the puffier. This is f x that should be added, but it's not necessary. At first, we need to select the point that we would like to focus and the rest that is far away will be blurred with the amount you said, the Lord. And we can also at the sharp aria. So this is mostly use, especially if you have zoom into some objects camera and you'd like to set that everything will be focused on this object. The next one is collaboration. This is a must. This is effect that is very necessary to set all the necessary color for your scene. Temperature. If we go for the hotter color or for the court. Next one is tint vibrance, the brightness to increase the brightness for the scene, and the contrast to get bigger and slower contrast saturation to remove the color and gamma correction. And of course, there is also very important limit, lower limit, high limit. We can compare to the curves, for example, in the Photoshop or in other. Software data is used for post-production. In the gamma correction, the lower value will give you more darker Maria, with the higher value, you will get more lighter area. So as you can see now, we need to adjust the limit law, limit high. So also very important objects and slide there that you should always used. So the next affects that he has amassed East, of course, exposure to control the brightness of the scene. So this is in the camera and exposure. This is something that most photograph are also used in the camera and the physical camera exposure is to control the overall brightness. So then the next one will be also mostly use sharpen. And this will give you the sharp edges. As you can see, if you will put too much value, everything will be very, very sharp. So mostly sharpen. We use with very, very low value. We only use together with the shift on the keyboard to choose to add only the smallest possible value for this, for this effect. Okay, so the next one is the high pearlite. Mostly also we slide very, very carefully to inquiry's the quality of the light. And the next one is skylight. And also we need to tune the render quality into too high or tries not necessarily because the speed of rendering with the Ultra and high is very, very longer and the qualities and not so impressive. And the next one also as a masterpiece, of course, shadows to control all the shadows in our scene. So for example, I will decrease the brightness to show that we have these shadows. And about the shadow type who have normal standard shadows, the sharp. So the sharps option, too long, you will notice that the edges of the shadows are very, very sharp. And we'll trust sharp. Personally. I don't use those social a lot. Mostly the normal with the soft shadows. So we will see those shadows is also blog is very a goat. And together with the fine details shadows, you will notice that even bear grass also have more shadows and the shadows is more complicated, more realistic, but of course, more time consumption thinker during the rendering. But for the final render, it is recommended to add the fine detail shadows. Okay, So till now I use all the ethics that are mostly necessary and you should always use them for your custom rendering. So all those 11 effects should be always added to your scene. So this is the base one. And from those effects, we are with those effects, we are ready to make the final render. And of course, if you would like to improve your render with some additional fx, you can also add. For example, mostly I use the fork focus. Very useful, especially if you want to hide your background because there is nothing in the resting and therefore we can hide it. And both also chromatic aberration. This is affect mostly used when you create the photo wave real camera. So on the edges we have some display. Of course, I always choose very, very low value for it. So as you can see, right now, we have the final renders. And the biggest advantage lumen, is that if you already have finished all your efforts, you can save those effects as some kind of preset and save it on your desk. And for example, for the next visualization, you can load them directly to the scene and you have all the options set. So for example, as you can see here, we have some another interior, also the effects. Then we have the stairs. Also for the interiors, also all the effects on the left side so you can study it by yourself. And for the stars, I will also add the handle camera and I will change the angle because in the next post-processing, I will just remove the rest and I will only focus on the stairs. So this is why I have and nice size of the image. And it's, this will be very useful, for example, for Instagram, if you would like them to add your photo light. Here we have the from the top view camera, but I will speak about this later. We have some perspective. And again the stairs with some visualization. Okay, So this was the step render effects when you add all the FX necessary for the final render, very important step and very, very hard one. 8. Sky replacement: In this lesson, I will explain you some tips and tricks how you can fast replace the sky in the London. Normally if you use real skies and when you put overall brightness to high-value, because for example, you would like to simulate the hot temperature. The sky will probably disappear because we have so brights guy that the clouds are not visible even will reduce the overall brightness. There is still problem, for example, with rotating the clause, because if you rotate anything, if you will change the heading, also the shadows will be changed and this is what we would like to avoid. So there is some tips how you can fix that. But first we need to go to our modeling software. In this example, I will use the scatter. And what I'm going to do is to create the sphere. So in the sketch of the sphere, we need to create from the two sketches. And with the function follow up. So I will select the path and the shape, and we have the final sphere. Of course, the each surface in the sketch up and in other modelling software have two sides, the front and the back. It is obvious that everything that will be inside the sphere will be our visualizations. So this means that we need to reverse the surface prompt and it should be directed into insights. So as you can see first, I need to reverse faces and now I have the texture inside the sphere. So now I will export this sphere to the rumen and we will apply the texture with the clouds. And I'm going to place the background. And we need to scale it. We need to scale it more and more. My be something about 15 or 20 depends, of course, from your scene. So I applied the texture, I remove polarization and glossiness and lung can see that we have the clouds. What is more even I changed the overall brightness. Mostly you will still see the clouds. And if you would like to increase or decrease the brightness, you need to slide the MEC if so, if you add too much I received, the sky would be too bright. So we'll mostly decrease it. And now we still have the clouds in our visualization. Of course, we can decrease the amiss more. Something like this would be correct. And for example, in a different scene, you will notice the different renders might be a miss if little bit more. And of course, if you would like to change the position of the clouds, the best way will be to use the rotation. So I will select the sphere. Okay? And after that with orientation, we can change the position of the Cloud. So as you can see, you can choose this parts of the Tertiary That will be the most interesting for you. So we'll go for example here. And you will see the clouds on the background. So this is quite interesting and truly easy to create tricks for custom clouds in your scene without changing the real skies. Agga, right. 9. Orthographic View: In this part I'm going to explain you how orthographic view work. This was the feature that was an immediate requested by many users. And finally, it's here in Luan elements. So for example, if I will set my camera on the top, you will notice that we have some angle on the edges. So before we won 11, there was impossible to set orthographic view. Right now it is possible if you add the effects from the feature or from the camera. And it is the same, and it's called orthographic view. After apply it, nothing will happen. This is because we need to enable it. And if you enable it, you will notice that everything is from the top. And for example, the boat also have visible some, um, and this is because we see the bolts center from the top. So this is quite interesting feature, a very useful and probably you will use it all the time for presentation. And we can set here the near and the far kips. So near clip is the surface is the cutting surface that start moving directly from the camera. And step-by-step, it's got everything and remove. So for this is, for example, the situation that we remove the three and the buildings. And we can show on the visualization how the wrong insights look like. The Far Clip work in the opposite direction. So it start far, far away from the camera. And by moving the slider, it's moved closer to eight. And with cutting everything, what is on the path. So the near and far clip, you can cut your model in both directions, which is very useful for additional section. And so as you can see, the water was cut out after dat the building. And at the end we have the three. And what is more? We can use the fill color. The fill color is the color that will be used to fill everything that was cut off. So this will better help you to visualize a roofing. So for example, I will select a red color. And now everything. What was Scott Bye. Clip will be mosque with the red color. This is of course for better visualization, but for example, we can, for example, at them black color. And to present what was cut off. So very, very useful feature. So maybe I will turn off the fill color. And what is small. We have some additional tours. For example, for better camera a control. So the first one is the zoom, so we can zoom in or zoom out. Then we have the heading. And the heading is for the rotation. And of course in some value their rotation is mapping, which is also very useful. And then we have the pitch for rotating in another axis. So you can really, really nice feature. And for example, you can add the view from the site and what is more with their near and far clip, you can remove some objects. So here, for example, we can present you the side of the building together with the insight from the room. So this is how orthographic view work together with De Niro and for clip. So for example, if you will rotate to watch, you can always click Aligned camera with surface. And this will mean that your camera view with the top. And this is especially useful, for example, if you rotate the camera to watch you lose all the models from your view. And you would like in a fast way back through the cover them, you just need to hit Align camera with starfish. And in a very fast way we are again on the top. So as you can see, and orthographic very useful, very nice idea to add additional view to your presentation. For example, we lose the mother because we rotate it to match them. We hit a line camera with surface. Again. Of course, we can switch between 3D and 2D by hitting those buttons. We also sewage enable and disable so we can use it hero or between Friday and today. So this work in the same way. So this feature is one of the most interesting continuum, 11, and this will probably is the feature that most of you will upright from aluminum 10, 10.5 directly to loon 11. So this was orthographic view in women 11. 10. Rain and Fire effects: In the lumen 11, there is some enchantment in the affects precipitation where you can add a lot of raindrops. So for example, I will go on the room upstairs. I will just zoom camera to the window. And now we are going to the photo. And we need to tweak the settings. So first of all, we need to change the exposure and set it to some lower value. Because if there will be too much variety, the raindrops won't be visible. After dot in real skies, we need to set the overcast to give they do remove the sun. I will set heading brightness to 0.9 and overall brightness tool 1. And now we can go to the effects where we can control the weather, which is precipitation. And here we first, we need to set if we are interested to the snow or rain. So in this part I will set the ring and we have new options. The rain streets, the size of the how many raindrops will get on that window. There is also the size of the Rhine streets. So how big or how huge they are writing groups will be and the Rhine offset and which give us a chance to put a drain stroke also on the bottom of the window because nobody day start from the top and they go to the bottom. So here we can set the offset. Of course, the rain drops also appear on other materials. For example, the ground or for example, some war. Unfortunately, if we are going down. So you will notice that after the render, we don't see their rain drop of those window which are under. This is because we have the war on the top, as you can see. And I will say that lumen in not concrete raindrops in their correct way. And for example, because those windows are covered by the war, they won't be visible. So it is obvious that, for example, we should get raindrops also on the bottom of the windows because for example, the width can put it here on. Ultimately, we don't see such effects here. And you must remember about this, that Windows must be set close to the atmosphere. We're deriving where the atmosphere can heat your windows with the raindrops. And the secondary effects that you will also find in rural 11 is the fire volumetric. So first we need to go to the place and in the FX there is fire. And you will see that there are some quite interesting fire effects. And they are present like the video. So it's mean that they burn all the time. And when you hit the render, you will notice that fires since to be very, very nice. And Luke who have quite cool to quality. So as you can see, you can at mostly to the fire place. So if you have a lot of fireplace, this effect would be probably for you, okay, in the settings first you have the EMI, their aria size, so we can make it more, more bigger. So if you need to focus in 1 only or some aria particle counts. So this is mostly for settings for the size of the particle. So if you hit the settings to the highest value will get the continual fire and meter area spirit. This is will be visible on another fires, something like this. So I will put it here. And if we are going to the area spread, you will notice that there is increased the distance between the ammeter. But of course this not work in the same way as aria size because area size will increase the distance, but also the distance between particle is bigger, which migrate more felt. So ammeter RES breach will only increase the distance between particle, but in a small limits size of the fire, of course, hero can increase the size of the fire. As you noticed, we have at the beginning very small fires. So if you like, for example, to burn all the forests, you will probably need to select the biggest one. So like this fire for tail, and by increasing size of the firewall will receive very, very huge hull of it. Then next, the color of the fires. We can change the color if you need some more adjustment. And of course, the brightness, this will give you that your fire will get more and more bright. So if you need darker, said the lower value. If you need more hot fire, then you need to increase this value. So as I mentioned, good affects mostly for fire, place. And to give you also the reading, really nice reality. 11. Lumion Step 6 i 7: Okay, so let's go back to our lumen workflow and still we have the step 67 just to finish. So first we start from step six, final render. Okay, so in the final render, we have already applied the FX, the camera. So now we can select which scene we are interested and we need to select the resolution. So mostly we'll choose desktop or print it. The poster will be most use if you like to print with very high detail. And of course, we need to also select national output. So we select everything apart from normal, not normal mouthpiece, mostly used for aftereffects in their video post-production to isolate, for example, elements in the movie and to make some adjustments. So if we only use the still image than or won't be necessary. Okay, So authors select all of those additional output layer we are ready to render or the frame. And we can go to the next step to the post-production. So in the post-production in the Photoshop first we have the base layer with the corners. We convert it mostly to the smart object. And two, we add the camera arrow filter to fix the color. After that we add two layers, the lighting and reflection. And mostly we need to blend them with the screen or with the soft light. It's depends and we change the opacity mostly 20, 40, 50 percent after that. Personally, I use the Nikkei collective selective towards a plug-in for Photoshop and color effects. In this example, I use the gross processing. You, you can choose, which would be good for you. And of course I change also the opacity to 60 percentage, something like this. And this is how we work with the postproduction. So I hope that workflow was good for you enough and just too fast the repeat, the first step is the scene where we put all the models, all the details. And you need to remember that everything that is closer to come around must be with high body. The step 2 is the camera where we need to set the correct Hi and correct their focal length. And you must remember that to be four. Length will give you the flat image. And with the very low for cholera lamp, you will get very huge perspective, which is sometimes, I'm not drawing this debt-free lights, of course, in the aluminum and the real skies, their most important. After that, we need to add all the different types of lights to bulk, for example. Or sometimes we need to add the Portal lights to increase the light that came through the windows. Then we have their materials. Of course, we mostly use 32 channel materials prepared by our self. And of course, if it is only possible, try to use Pb, our texture with the high-quality. The next step is render setup. Well, we need to pull all necessarily affects. This is one of the most important step, of course, in the lumen. Or you can use from the preset already predefined by developer or, or the effects by ps ef is that I present to you in their previous lesson. Then we have step 6, final render. We only select all necessary additional layers, and we should choose the correct resolution, desktop or print one. And the last apiece, post-production, mostly done in external software like Photoshop, where we need to add all the layers from the lumen. We need to blend and mix them together with the selecting blending mode or set the correct capacity. So if you only follow all these seven steps, you will probably get really nice and good renders. And of course this work will be very smooth and easy for you. 12. New animation effect: Illusion 11. There is also improvement in creating animation. So this will be quite interesting for everybody who specializes in creating different type of architecture animation. So here is one of the our scene. I just added the camera, so we have the movement in the camera. And now we are going to the effects, animation and animated facing. So you can see that we have some new windows. And some of the function has been improved and now it's much easier to create an animation. So first of all, I will select the object imported, imported model. So this is the house. And first we can select which affects we are interested no effects popular in so it's, we'll just pop in, Sky Drop, drop from the top ROM price. It will rise from the bottom and implode its mean that it will be became visible in the blink of an eye. So we can also add the effects at the end. So as I start, I will select the ground price and we have the start time. So when the effects will start, we have two options. We can just put the value and move it on the timeline. So for example, I will start from the 0. And then we have the duration, how long the effects will take. Then you will see that the darker blue color will be longer or shorter. Then we have the easy even at the beginning. So this will give us some smooth transition On the beginning when the FX will appear. And then we have this stagger but dysfunction. I will explain light air. This is the start time between different object a. Then we have the inverted stagger order. So some objects will appear in the reverse. So this is also quite interesting demos, distance. So for example, when the effects will start invisible before starts. So it's mean that objects is as a default, invisible until death effects will start. And we have also the option just to copy and paste animation. So it will also speed up our work. Okay? And this is facing animation. One. We're our bathing just round from the rice. Next we will add the second animation. I will just move the animation to start up there, the first 1 first we need to select the objects. So this time I will select the natural category and I will select the pulp a, I can select all of them at once. Then there will be three it as a warm object or I can select them individually and I will select struggle in order of selection. So it's mean that they will appear in the same way that I have select them. So if I will select this one, the smaller ones, so it's mean the smaller one will appear. The stagger, of course, how long it will take after the second selected will appear. And we have also this option inverts stagger order. So it's mean that the, at the beginning, the last one that I selected will appear as a first one. So this is also quite interesting. We can delay it by selecting late facing animation or by double-click on it. Okay, It's the next animation. So I will select all the tourists together, but I must remember that I need to select the palm that are in the parabolas animation because there will be a collision. Okay, so we have the facing animation for all the rest of nature and also grown price. And of course, as you can see, I also selected the important model. So I need to go again to the phasing animation free. And I need to deselect the imported models. So I deselect it. And now you can see that we have only ground price for all the tree. Unfortunately, you can see that we still have the outdoors, so the seats. And we need to add the phasic animation. And as you can see, we cannot move animation above. So you must remember about this. I hope that in the future they will fix it. So we need to change the animation for it to be. First we did before animation free. Okay, and now in the face animation, we are going inside, we select the object. I will select only the Outdoor category and also ground rice. And now you can see that we have the outdoor appear and at the end or the rest of natural. So as you can see, we are finished and we'll see how it's look like in the preview. So we have only two trees that I leave because this is high detailed it trace. And then we have the rise building palms outdoors. At the end, we have the wrong price for the rest of the tree. So as you can see, creating animations seems to be faster and easier. We've done made the animated phasing effect. So as I mentioned, this should be interesting, especially for people who create animation in Lumia.