SketchUp to Lumion Realistic Rendering | Khushal Panchariya | Skillshare

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SketchUp to Lumion Realistic Rendering

teacher avatar Khushal Panchariya, Create with KP

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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

9 Lessons (1h 28m)
    • 1. Introduction to Class

    • 2. Project brief and Prerequisites

    • 3. Importing and Texture editing

    • 4. Adding Lights and Furniture

    • 5. Building up the environment around model

    • 6. Creating 3 layer realistic grass

    • 7. Composing the scenes

    • 8. Render settings and test rendering

    • 9. Final render and course overview

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About This Class

Hi there, my name is Khushal. This is a lesson on SketchUp to Lumion realistic rendering on a location based theme (Forest House).

This course is for people who use sketchup and Lumion for 3d rendering.

Learn how to create photo realistic renders in lumion, create scenes, using lumions material and object library, using the photo/camera mode to create renders of your model to achieve maximum photo realism.

I hope you find this class helpful, for any further doubts feel free to contact me in the discussion or comments section below the course.

Join Telegram for class related quarries. Click on this to join

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Download the Files required for this class from the 'Projects and Resources' panel below.

  • Prerequisite knowledge¬†of Lumion Beginners Guide (if new to lumion)
  • Ownership of Lumion software either student(free) or full version(paid)

Meet Your Teacher

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Khushal Panchariya

Create with KP


Hello, I'm Khushal. I have a wide range of creative interest in Art, Digital art and 3D visualization rendering in architecture.

For any quarries, you can join my telegram by Click Here

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1. Introduction to Class: Hello everyone, welcome to my Skillshare course. I teach classes on softwares like SketchUp Lome on weed a motion. I gave classes on how to do 3D modeling, how to do 3D rendering, how to start as a beginner and how to progress as an intermediate learner as well. So if any of these relate to what you're looking for, then I would suggest you go to my profile and check out the courses that I've made previously, I'm sure you'll find something that may help you out. So in today's class, I'm going to be teaching you how to do exterior rendering fire, place like a Campos or a forest. How is that? It is located inside the forest so that we get a good understanding about how to bend the environment around the model and also how to create a realistic renders in Lome on. So this is the model that we are going to be using today. I got this model from SketchUp Warehouse, 3D Warehouse. I've did some changes like I've added the terrain and I've added some states. And, you know, I've added this walkway as well, so I did some changes. I have deleted some stuff. So this is the model that we are going to be using for today. If you are a beginner with SketchUp and you don't really know how to render and Lonian, then I would suggest that you go to my profile and go through the guides that I made for beginners. I've made beginner classes first, ketchup and a beginner class for Lome on as well. So once you go through that and get her over there, you can come back to this class. And I would also like to say if you guys have any doubt of any sort, then please ask them to me in the discussion panel below. Oil, you can also join my Telegram group where you can ask your questions or send a screenshot or any any problem that you're facing, you can ask me there and I will get back to you on that. So you can find the link to that in the about section of the class. I guess that's it for the introduction. I hope this class will be helpful to you. So without any further ado, let's start rendering this model in Lome on. 2. Project brief and Prerequisites: This is Chapter 1. In the chapter I'm going to be guiding you are on the model, given you a brief about what we are going to do. And I'm also going to be talking about the prerequisites for doing this rendering or going through this class. So you will not be able to follow if you are at a very beginner stage. So as I said in my introduction, you will have to go through the beginner's guide and Luciano sketch up in whatever you are not familiar on. And once you have gone through that class, then you can come back here and then you can follow very smoothly without having a problem. So this is the model, this model, as I said, I got it from the 3D warehouse on SketchUp. This, this house looks like us out hosts or a tiny house that can be located anywhere near a forest area. So since we are going to also try to build an environment around the model, we have to understand what kind of place this, how is can be located in. So since this is something like a tiny house which can be located near forest area or a river bank or something like that. So my plan is that wait, let me just turn off the shadows. Okay. So my plan is to add some landscaping around the house are on the model so that when we proceed with our renders, we'll be able to see the forest in the background. So maybe we'll be creating tall trees and stuff like that, small bushes, rocks and stuff. And also when we take our render from this side, I'm going to be adding water so that it looks like it's situated beside the river area. And I've created a pathway which leads to the staircase and then inside the place. So the landscaping models, which were already implemented with this 3D model, I've deleted those since I do not want the furniture or the 3D environment that was already built in this. So this is a model that I cleaned up according to how I am going to be needing it. So I'll be providing the link to the download of this SketchUp file in the project panel below. So you won't have to go through doing that again. And so we IVC that we have nice skylights model and we also have nice garden walls. We can get nice sun and shadows, DO play around with our Render. And yeah, and I've also added this terrain, this three level terrain where we are going to be doing a variation of how the ground looks. So since this is a forest area, it's not going to be very rocky through our door, uh, you know, grass around the model or anything like that. So we are going to be adding some grass variation with some stone and also with a muddy tech shared liked where male For example, people walk through it to their footprints or tire marks or something like that. So this is a reason why we have these three layers of terrain. It's very simple to create. First your list, make a rectangle and you allow contour mesh. And you will pull and push it. And then you will just make three copies of it and you can move it a little bit to the left and a right or a front or back based on however you want it. So it's very simple. So these are things which will not be covered in this I since I told you that they desire intermediate level, I'm not going to be teaching you how to create all this. I'm, I'm assuming that you all have already learned these through the beginners course or anything that you will be requiring for doing this project will be provided in the project's panel below. It's mostly going to be the SketchUp file. And you're also going to have to have SketchUp and Lumia on installed prior to learning this class. 3. Importing and Texture editing: This chapter, we're going to start by importing the model and toluene and start by adding the materials to the model. So I'm going to go to, I'm first I'm gonna see if the fight, since I've did a few changes, then I'm going to open dome yon. Now you can either take a plane surrounding because we'll be creating an environment anyway, or we can also take the mountain range, since that can also fill up a little bit of the background. So I'm going to take mountain range for this one. Okay, as you can see, our surrounding is ready. So I'm going to move my face cam to somewhere that we're not interrupt. Maybe year. So I hope you guys are fine with that. And let's get started by importing our modern. So I'm going to go to Place import. Our model is ready to be important. I'm just going to place it here. And we're going to use this and give it some height like this. So this should be good. So that's how you import your model and do neon. And maybe we'll try by rotating it towards the sun. Right? I mean, we don't actually have to do that. You can rotate the sun itself, but then we can also do it this way. So there's no right or wrong way. Okay? Now that we have the sun facing towards our building and we have good shadows, we'll start by adding the material to our model. So for that, we'll just click on this. And maybe let's add the glass material first. Outdoor glass. Okay, So the model and the SketchUp model, the HA and doesn't have materials added to it properly. So, yeah, these are some things that are going to happen when you download your model from 3D Warehouse. So this is just a realistic example of what things you have to look for when you download a model, for example, or you don't know that are so far our door or window or something, you have to check the model completely. See that eight days go into work correctly with your Loma Lumia on file. So I'm going to go back and fix this. And once that is done, we are going to continue by adding the materials. I've fixed the material layers in SketchUp. The problem was that there was a glass material applied on the outer layer, but then on the inside surface of the glass, it was a different layer. So right now it looks like there's nothing but there is glass there. So that is not the issue. And that's going to save the file and go back to neon. And then click on select moral and click on this to refresh my memory on modern. Okay, now that it has been refreshed and you can see that on the glass materials have been applied correctly and there's no problem anymore. Okay, So we'll go back to our materials. Let's click on this. And I don't really want in this class, Let's see something which has a more reflective pan and maybe this is frost. So if we have clear glass, it's going to reflect, but we are going to be seeing what is inside that. I kind of want a little more reflection and that bit off tent. So something like this. So this is going to give more quantity in that reflection. I'm just going to click Okay. And now let's make this metal surface. I like this one with this dark color like this. I guess the texture resolution can be reduced. Night doing this. So that looks so much more clean. And now or do I go into religious? Click on this Copy. And I want to add is just like that. Now you see we have this material and CVD. There's none. Now we have to add the aluminium frames are on the glass. So I don't want to set this equal to our door and my title. Or we can also have auto in-law and select Merton's and a condominium. And this TO complete black like that and reduce that relief in please a map scale. So what that is going to do is let me reduce a corner and short so that you'll get a better understanding. Now, if I have the map scale like this, you see these dots that are on the surface. So that is just the natural property of aluminum and it's going to look like this. So if that is what do you like, then you can keep that. Sometimes I prefer that, sometimes I don't. So maybe for this one I actually can go with that. So I'm just going to reduce our color too. I don't want a pitch black like that. So I'm just gonna take something like this, reduce reflectivities so that it's more a matter. And so now you can see this texture a bit better. So that looks fine. Yep. So I guess all of the aluminum material is applied. Now, let's add the roof maybe like this and an outdoor roofing. Let's see which no flux better. So this looks more realistic, more forest of IBS. So let's see, let's see what else can we have? This type of building we have right now? Let's see. This looks good, but I don't think it will go with current location. And that's let's go with this then. Let's try it out. I think I'll go with this and yeah, just look so much better. And let's give it some more bumpy. So now this looks better. And now let's go by adding the word material like this. So this looks really nice. And this looks and realistic. So we cannot have such a high premium mood board quantity on the pavement there. So I guess we are going to stick to this part of this one. Maybe. I guess I like this better. And I can try this. Let's pick this, Okay, and reduce that affliction Albert. Loss directly this. Let's see how the bump is working. Okay, that looks better. And I'm going to go back to sketch up and change this to a different wooden material. So that way you don't look so much premium. You can add any material you want. It doesn't really have to be the same material that you want to use in Lome on. Since this and low neon thing works based on the name of that texture, not even the type of material. So basically I can apply this same cement material here and just change that. I don't do white paint and this two cimetidine still, it will identify as a different texture. So once that is done, you click Okay, go to this material. I wanted to, I wanted to vote at this corner all modern and refresh. Or, you know, this is updated. Let's see what type of material we can add. And let's see, I'll know the word. And and this looks more like a bridge material, but I guess I'll have to rotate detection. Let's see that. Maybe this also looks good. You can use this as when nonetheless for sure. Yeah. Just looks good. I guess we'll stick with the first one. That looks decent in this and rotate their texture. Let's go to this and see this here. Degrees. So now they're done. I guess this top scored no. And all finished. Reflections and sprayed on one very reflective. And I don't know this, and I'm going to add this as well. And then we're going to go to weathering and Sandec toward the edges and increases the yarn to make it look more realistic like that. Okay, we're going to start with this as well. You can add a little bit of weathering, not much show and this is too much something like this. Or maybe more. So now, you know that material that is outside and that's how it gets affected when it's outside. This time this summer and see which one will look best for our moron. Okay? No. I by mistake, you click somewhere else. Important one. I guess. The important texture itself looks decent. So maybe just meeting, we just continue with direct and reduce clause. Reduce that reflectivity, relief. And we can add some editing. This. You can increase. I just say that Don weathering. This. Looks good. Yeah. Okay. Now we are going to save so that we don't lose the progress for any, any dance that can happen. So that's something you should learn by short. I mean, that's going to save this file. Okay, I've saved the file. Now. That's quickly finish by adding that I told the material. So I guess not many are left side this copy and standard. So once you have added most of the material, you don't really have to struggle with the adding, the restored sense. You can just go and click on the material that you want to apply to similar place and let's paste it there. So that's one advantage you have in Luoyang. And I'm going to select Paint and I don't want to release mode there texture on the wall. So maybe because this looks fine and reduce the gloss, you don't want a very reflective surface. Reduced. Bump, map, scale and net, see if there is anything that we can do with weathering. And this. You can go a little overboard with this sense that so far I shower sign and it doesn't really affect that much. So I guess I'd reduce it a little bit just so that we have it in but not really strong black. Let's also got a dendrite, dendrite off Moss. So that shouldn't be fine. And now let's add, I guess this is the final material. So I still have this. Be okay. Yeah, I've added that and say this is the same word that we applied for the flooring. So maybe we can choose something else, maybe something like that. Okay. Does this look good? I guess I'll go with this. Maybe I'll introduce the reflection and the grass, a 101. Please enter leaf. Add a bit of a deeper into this as well. Since only this is affected by the weather and this is not how things work, so it's still there. Let's add some lettering to this as the soliton. This now. Okay. And now Yeah, I guess more student done with adding all of our materials. This is Mark. And I'm going to set this. And we're going to continue in art on this. And don't really want this to be a factor in my toolbar. And this is good. Maybe let's add undertaken in my duty, a duty owed. So since this is not going to be entering data editor and our knitting project, we are just going to be doing with this SketchUp model. My duty and to save time. So let's not really portend much time in this standard. Same thing with this. This is a fabric, my data standard for that, this fabric. And we say like this one, and then give it the same Naughty Corner back. And that looks decent. And this as well. Let's give this a new medium. And this is all done. This protection on top of the art. That's detection. Audio medium to this. Maybe reduce that affection. Are due Saturday leaf. Maybe we can reduce that ring on this as well. So all the materials have been applied and the model is looking better. Now we have to apply the materials to the ground, but I'm going to do that later once we add all our objects from the object library and trees and enlightenment. Because once we add the 3D textures for the grass, your model slows down. Our net is going to be much more hard on your resource and it's going to give you a tough time, especially if you have very low AD and BC. So I'm not going to be doing that right now. We are going to be doing that right before we start doing our test renders so that we can walk with them or they'll 3D and not have any much trouble. So I guess that tick for the materials and texture editing in Lonian. 4. Adding Lights and Furniture: Now that we have added all our materials, then B should start by adding the objects from the object library and Lonian. So I'm just going to tell you what all things we are going to be adding. We are going to be adding some maybe a railing or maybe a light around this pathway. And that also aren't 0. Put some furniture here and trees all around us. And we are going to apply, and we are going to put a water body on this right side. So let's start by doing that. And we want to go to Objects. And first let's start by applying the lights maybe. So let's do place on this outdoor lighting. And let's see if they have any. Okay. It looks like they don't have any lights that can be suitable for this pathway. So I'm just going to maybe get a model from 3D Warehouse and use that as the light source. So until then let's add the other things. Yeah. This and connecting one in-between. There would be this. Yes. Or we can also just do this night and have one of these and save this in goes for this, rotating it this way, bringing it towards this. So maybe we need one connecting seed. We can use this one, make this turn this 90 degrees minus this. And this, this year. And this one reactor rotor, this one as well. Okay, wait, I don't think we can use this. So this is going to place that right, sorry, one. And this. So now we have an outdoor seating so far. And what we are wanting to learn to make our job easier is just select all of these and add them to our group. So that's how you add them to a group. And once that is done, you can move the group length is saving this. Or I guess let's see if we rotated this way up and over towards the front. So yeah, we have our so far here. And it looks nice. So we can go on and do a group like this by selecting all of these and by changing the color to something. So I guess this looks good. We can try a different color. Something, or I guess you can go with this like this. So this looks nice. Let's just click on Confirm and then that's going to go back to our group like that. Then let's go back to indoor. Let's see what else we have to add. So we have to add some lights as well. So we're going to do that. I'm going to go place and say, No, let's save this and go inside this alert here. So this room has a light source. Okay, now that I have the light in that room that had one night here as well. So go all the way down and no place. Maybe place it here. And we can actually move it after we have placed it here. So I'm just going to go on this side like this and more to the right like that and increase the word and learned like that. So we have our light in there somewhere where it up like this. And maybe increase the width and length Albert, like this. Okay, so now we have both of our light sources there. And yeah, so we can also add a strip light under this. So something like this and click it. Facing down, may want to rotate this and that. And now let's increase and also the length of vector like this and move it to the center. And art. I guess we're going to add 100. This has been on, I'm going to do is hold on Alt and hold on this and drag and place one year. That's going to create another copy of the light with the same property and same dimensions, size, brightness, all of that. So maybe that should be good. And yeah, I guess that's it for the lighting. And now let's add the plant inside this area. On trees. With our dish too big. They're going to be searching something which is small in height. Now, maybe this, I'm going to place it here and increase the size like this. Maybe more at a 100 and more to the entire. I've actually changed the tree with something else. So this has a big crown like this, and smaller sticks, but they're in three different branches, two different branches. So I guess that looks better now. I'm going to leave this tree this way and maybe start by adding the trees around the model. 5. Building up the environment around model: You're going to always use reference images of other forest house just to see which kind of trees would fit the best. So I can, I can show you a few examples. So as you can see, these are an example for few forests houses. And if you click on this one, the very first one, you can see that there are trees which are more corny for us and also very dawn. So there's a good amount of fog and there's some meshed and it's mostly are tall trees. So like this and like this, there are a few variations on small ones. So we'll mostly be going for a look like this. So let's see some similarities that we can find with that similar look. So yeah, we are in the corner for us, please. You can use this. So let me just uninstall ones which are used to before. The way I worked with my product side is I0. Decide on which type of landscape I'm going to be using and I add them to their favorite so that I don't have to keep going back into them and searching for WeChat, which specific tree or a bush or plant I'm looking for. So I'm gonna go back to wanting for us. Now we are going to use this and this and also use these for the ones in the back. And I guess that should be enough for the quantifiers. You can use this in the back as well. Let's try it to see if we can find any trees which looked like this, with a long trunk and a small Chrome. Oh, let's see if we can find anything like that. Like this is one example. But okay, I think this one will be the moister. Yeah, this one should be the most appropriate one. So let's take this. Okay, so now that we have our trees, Let's start by placing The, maybe let's start by placing the most tallest trees around. So as we plan, we decided to use this side for the water body. So I'm going to be placing trees around it as well. But I know that I have to place more number of trees on this side than on this side so that I can put toward her body later. Okay. So I'm going to start by doing this. I can just do a simple cluster placement like this to ease up my work. And like this, this. You don't have to worry about adding so many right away. Even if you do, it's not a problem. We can, we can fix that very easily. And I'm going to show you how to do that as red. So I'm just going to start by a surrounding trees like this. Okay? Now that I've placed these twos next to radiation, here, is I just wanted to add a variation. So make sure that you don't want to go adding large number of similar trees in one exact location. Always try to keep a variety of trees and a variety of sizes, colors, and stuff like that. Just don't go and add the similar trees all over the place. Okay? So I guess the smaller trees. Now, now I'm going to add the bigger trees with a big trunk. I'm this. So I'm going to add them closer to this face. Some in the back. Okay, I should see if I have a nucleus here. And you're not easier, so few here. And also see that you overlap them like this. So there that are just tagged in one place like that. Alright. So this is done this or done this system. Yeah, this is done. So I'm going to start by adding these. I guess these are pine trees. No, not fine. Okay. So I'm going to start by adding these. I want to add on a few of them just so that I can cover random places like this and aren't actually covered up all their trunks of the trees. Just selected career center to write-off and our depth and keep it dynamic. And there's going to randomly place few of these trees here and there. And a few here. This one. Now, let's just go and see how automotive is looking. Okay? So this talks more about this next one. So what I wanna do is now found out hose, you can see in this place is MD and we can see your two through, through the trees. So generally, we don't have that much visibility in our forest. So I'm going to use these trees to cover up those spots. Sound is going to put this and this. Some year. This. Okay, now we have to change these trees specifically, two different sizes, different colors, different rotations since they are on, are in the same rotation by default. So we don't want to go that and we don't want to have it that way. When you place a Cluster replacement, there is a 100 and a bit of rotation, but then the sizes are all the same. So what we are going to do is there's an easy way to do it. You only have to do is just select one of the trees, open this and select all identical objects. Click on randomized rotation. It will randomly rotate on the similar trees. In this, these trees specifically. And we can also randomize size. So you see that each and every size of their tree is different. So none of the trees are of a similar size. Okay? Once you have done that, you can just deselect all of them. Or if your, if your don't really like the result, you can, you can keep randomizing the size thickness until there is something that you like. So I'm fine with this. And this is going to stick to this one. And then de-select on this same thing, Senegal identical objects and randomize size, randomized rotation. The select, save these. Say I've gone into my size randomized rotation. De-select. Maybe. I don't want this to be so huge. One I'll be back. Okay. And yeah, we have to do that to this tree as well. So since I've gone Arctic, because randomization, randomized says de-select. I guess that's all. We have these old. So this silicone identical randomization and a nice rotation and there are no my size. And you say again, just a vector of fine tuning. Yeah. You don't really have to worry too much about that because in a forest, trees don't grow in a specific order. The random Negro around and unless they're actually planted by the person there. So I guess we've placed on their trees I really wanted and now we can place the water body. So for that I'm going to go to landscape, water setup to what are types. So Mountain dot eyes point, so that's sectors. This. Okay, so we're going to adjust our mortal. See. Here's this should be in good. We're going to go down and give it some hired there. Like this. Okay. But now we see that our trees are being submerged in the water. So that is not what we are going for. So what we're going to do is we are going to go up and then click on this guy actually landscape and height. So to increase the height of the landscape like this. And then I can smoothen it out like this. And as you see, you can see that there are trees are moving automatically too. Does height of the terrain. So if the land is boarded up, then that triggers automatically go up. And if it is pushed down, they automatically go down. That's because I have I have an option where and you'll place that three. So for example, if now placing three, it should, it should have an option where it will force to getting there to be an option in which you can sign up there. So you'd see something like this force hired on landscape that is automatically applied by Lome on Fiverr individual placement. And if you're doing a MySpace mine and then you can do it that way. Like you can turn it on or off based on how you want it. And that's going to support in this area, no, on trees growing on rocks. This is an attribute reason. We began also some men in the water body, if we want something like this. If you, if you want to add some variation, you can do this. You're going to Iraq in between there or something like that. So maybe something like this. 6. Creating 3 layer realistic grass: Okay, Now that we have added all of those and we have to add some elements like that, light, light poles. So let's see what we can add. I know I've already seen the light spot. See if we can get anything that can work for us. This iron, we can do something like this so that it looks like a lighter. Okay. So there's on visibly like this. I am just going to do a placement this way and maybe make it 56. Okay. And the same on this side? This see if they're okay. So no one side is done. We're going to do the same thing, select that one, then those are gone. Identical objects and space evenly. And we can do that. Okay? Um, since we said I've tried both the sides, It's bringing them together. Okay. That's fine. We're just going to move them down for now. So thank this. Okay. So now as you see, we have our lampposts and that is leading us towards the house. So yeah, here, once this is done, you can go to these air-con. So that's input space objects that way and yeah, I guess on what objects are placed. Now, I'm going to add the material layer which I was talking about for the grown. And so in its corporate Martin negative. And that should be attributed this. Once I've selected that, I'm going to go to nature through the grass. Sent out. Do I look at as When understand what I'm talking about in some time. So we had wanted to hire the grass size like this is the maximum DO holder like this. Some could ever be that this is done. Let's click OK. And let's go to the second layer. So on the first layer, I are very tall grass, wild grass. I have changed the height to a very long grass or tall grass. Now I add the second layer and I'm going to go back to regress. And let's say it's something else. Be C12, you can do with this. Okay? So this is adding these small, small pieces of grass. You see this cut grass like this. And you see this tall grass. So this is why we have a three layer material thing. So you can have the tall grass there. So that is acting as one variation. And the second grass has a clean cut grass which is acting as another variation. So this has a different style and look at this as a different style and look. So we can add gravity to this. Burning foods can increase their grass as a bird. Okay. So like that. And maybe we can go back to the tall grass like this and change the building force. So you can see that it's very patchy and wearing it all. And it has more transitions between each other and it looks more realistic. So as you can see here, the grass is a bit taller where no one actually walks around and hear where people can actually walk around. There is a bit of sand. So we are going to be changing this with a mud texture, which is going to have nice gloss and reflection based on the precipitation. And yeah, I'm going to just reduce or its, Let's start by that top layer. So let's save that. Let's click on standard and then click on Tools color map. You can see I added the material for the trampled mud, so it looks something like this. So you have a bit of a car, tire marks, few footsteps I got. And and also increase or decrease reflectivity like this and add some weather into it. This and yeah, I guess that that looks good. So you have some food footprint service and you have your grass on that. So I also remove the second layer of grass and added this stone thing. The second material thus demos. So I don't know if I'm going to keep this or I'm going to change it back to grass since the layer is not very close to the surface, will have to go back to SketchUp to fix this. So if I want this area to affect this part, I have to bring this layer closer to it so that they intersect at some places, at least. So maybe I'll just go back and add grass. So that's a 3D grass. And let's see what grass, and we can add. So maybe I'll add the second variation of this wild grass and increase our graph, say is just to give it some land, make this more trade like this. So this oximeter learned before. And you can see the texture of the marred. You can see some nice open spaces there and some on this side as well. So you can always go back to sketch up and play around with sophists to give it more of a radiation. So, yeah, I guess I didn't show you an example. And let's go back to SketchUp. This is our SketchUp file and we're going to go and genes the contours a bit. I want to add. Maybe let's add one more surface so that we can add that stone surface and decrease the size on this grass. I want to select the bottom most one, and I'm going to move it on the blue axis just a bit. Not so much. Maybe something like this much or maybe we kind of all it at all. This. And yeah, so I'm going to select this and copy it like this. Okay. So this is going to be our tallest grass. Grass, which is just going to show the small edges of the grass on the surface. This is going to be our normal grass grass layer, which is going to be a 110, bigger but less throughout the span. This is going to be a more spread out. And then this second Dick Sharon is going to be the moss and the third one is going to become modern. So let's just add something else to it like this. So you see this is where we'll be seeing the stone and mossy area. This brown part is going to be where we are going to see the damper on this rocky one is we want to be the tada grass, which is going to be widespread. And this green one is going to be the shorter grass which is going to be in random places. So I can just click on Save. We can close this, click on us. And objects, import, save this, and over to you fresh. So we should see how that affects their current surface. Okay. So now this is how it looks like. And we have our mud. This, and you can see this is our triumphant March. That's our grass. I got all these random places where the grasses, and this is where the more thoroughly spread grasses and know about the second layer. That is this saying this standard to his lab. Sacked our material and sacked our normal map for the meeting Reagan. And reduce reflection. Produce them gloss. Relief like this. Okay. So now in some areas you will be seeing the Marchand most I guess. So. I guess this should be a nice implementation in your model so that you can create nice variation like this and make it more realistic and more pleasing further render. So we just randomly added some stuff. 7. Composing the scenes: Okay, in this chapter I'm going to be showing you how to set your scenes. So we're just going to quickly go to Photo and we're going to search for a nice angle in that covers all their details. We wanted it to. So maybe something like this. So they just roughly take a picture right now. And we load our major changes later. I like to do is I'd like to increase the focal lens so that we know and we reduce the focal lens. You see the perspective is going like this. So it's more stretched out this way. So what I do is I go all the way back and then I zoom in to get the best possible perspective. So on like this, they're going to sound remember, stick with something like this. Maybe I looked it up a bit more of the trees this and do the same thing with this. And I'm going to go all the way back. And I'm wondering increase the focal length like so. This should be one. And let's see if that angle is in this view. So we have sired view showing the water body. Yeah, This side showing the forest. And we have our front view. So okay, so now I'll give you an example of NYU. We lie, I set the scene like this. So the main focus is our house. For us. It is just to career render, which is specific to this ADR, which is a forest. So there are two important things that I want to keep. The focus on is one, the surroundings and one the house. So I want to see you that the house is in the center displays. So you see these square boxes, the grid lines in the camera. I use that as a reference. So the central box is covering at least 90 percent of the house and rest off the render is being colored by the surrounding. So if you have a low Carter deal, we see that everything is being covered from the ground to the grass, to the sky and to the forest with the house as well. So it has a good perspective as well. So in this, I did the same thing, the houses in the center, but since this is from a different angle where you can't sue the water body. I tried to zoom in into the house or bit more since this is more focused towards the house and also taking it from my little higher angles. So if this is the ground level, we are taking it a bit from, you're not that tall since the houses on a higher level. And we also want to show that high level thing. I'm using the camera at a very high level. So you'll see 5.35 MRI does is my eye level. And I'm also trying to get some of the sky and get their trees. So I'm already visualizing how I'll be expecting that ended it will be. So I'm expecting a bit of fog around the trees, so I want to see a bit of tree trunks. So i'm, I'm dealing tree trunks in the render as well. And this is just a blend symbolic front elevation view, which is very typical. And this is the same as the first. I'm using the house as the main focus and also showing the environment around. Seeing a bit of that tree is a bit of the water, but not showing it more than how much it's required. So compounds you shouldn't on, on a scene is very important as much as the design or that end up. So if you have already badly composed image, so say something like you have, you have something like this. Okay? So there are many people who do it like this. They, they take an image like this. Therefore can lent is something like this. So it's not a really nice composition like the house is ended being in-focus. It's not being covered by the full block, full gradient ascent data at all. The sky is as equal to how much landscape you are seeing in the background. 960 plus aren't all this green is colored by Douglas below and you know, the pathway is not a very clean place to show your render. Like Duff and guiding BOD is not very great. You know, like the lamppost, they're an art and a very good angle. Whereas if you look at this, you see that the grass is only being taken up this much space. The landscape is covering the place in the bag. The sky is nicely colored but seen under convict and the house is being colored. Jasmine and the lamppost don't interfere in better and better as well. So you see this, and if you see this, you'll understand the difference between a nicely composed and how poorly accompanist. 8. Render settings and test rendering: Now that we have a lot of scenes ready, Let's start by adding effects. So what I basically do is I'm going to be taking somewhere around the evening right before the evening time, somewhere like for BM or 5PM time. So I'm looking to guide under 10 bit of a dark sky, a bit of fog and mist and nice. It rainy weather maybe precipitator grown and also yada fog and stuff like that. So a bit of a more darker a team, so it's not going to be so bright and sunny like code this is, we can also try us anyone with this same image. So we'll take another one, we'll see how that looks later. So I'm going to be selecting realistic. And here I generally don't all few settings that I don't want. So I'm going to be turning off chromatic aberrations. I don't really like that. And also depth of field for now. And I'm going to start by adding some settings that I want to solve. Shadows is their reflections is, as you can see that by seeing this already in use setting belong. So we want a bit of volumetric son died for the fog and mist and stuff like that. So this and let's see, we want 0 perspective. Don't want to put that. And precipitation. And real skies. We don't want any sketch. Fog, we want fog and see. Really use a bit of bloom as well. And I guess that should be it for these we can tidy adding called rays and Don off automatic sunlight. Okay, So another divided all the settings. I want to see that under looks very bad and the preview. So we are going to start by editing the color correction thing. So I don't really like that temperature since that's not what we are going for. I just wanted to add to a 100 kilobit off on to it. Let's turn off balloon god rays form precipitation. And that start with that is current connection. You're done oftentimes when. So brightness we can deal with that diet. You can increase or decrease contrast based on how you want it. So I'm going to increase the saturation just a bit. And I guess that's the kinda correction. And give it a little bit of exposure to the right and up the place. Add reflections. So I'm going to add reflections and actors. So the scene looks really nice. I'm really liking how the scene looks right now. Do I have some deflection on the market? No. I don't really want them to do this. And this. Some on the surface. The surface. The other, I guess that should be it. We can also have unwanted Just to an odd miss out on anything since we have already added every other place we want our two. Yeah. So that should be good. I want to do one more setting which is grown worldwide a bit, monographs and reflection. So that gives it a nice look on the precipitation. Okay. So and all of this is the second arrow up at more focal length. That reflection threshold, you can increase that. Now. That always tiptoe field, again, decrease or increase the brightness. Shadows, it is activated, it is. So let's start by adding back our sky. So I was searching for something with an evening meal. So let's see what are the things we have. Okay, this looks like a nice guy. And let's see you, My daughter eating a ton on. They can use this. So yeah, this looks like a nice guy. Okay, let's keep this in mind and see something else. This looks nice, but it's still too bright. So I don't really think I want to use this, but maybe, let's see. This one is a bit more cloudy and this this is very too much dark. Just see this one more time. I guess. This one shouldn't be the best one. So it's not blue, blue, blue cloudy. This. So you see the reflection of the sun here. This increases and introduced and then, sorry, bloom. This not too much. And then fall, fall all the way into the sky. So I'm going to reduce this. You can do this once we get to know more about what we have to change. So this particle quantity 0, I think I might have to reduce the size of the grass since I'm not able to see the ground very clearly. So I'd have been just go and do that. You actually want it to do. So this is kind of too much. 110. I'll see you next door to foster ironed out and see how it looks like. Nothing is done. It looks pretty good for our first test render. So I like how the clouds low called the sky looks. I'm going I'm happy with the fog as well. So it's covering a good amount of ADR. It's just making it enough. It doesn't it's visible, but it's not as sharp as you want it to be. So and also the materials look fine. I don't have an issue with the materials. And glass looks fine. The reflections on the gas, they have to be undertaken more intense. I feel they are not at all intense right now. And maybe I might change the sky, so I don't, I don't really see that there are any shadows here. So I want the shadows to be coming from that doll pattern go affect the model a bit more. So since this is not a knight render and this looks more like an eye turned out. So I'm going to try to do that. Let's see what we can come up with. Let's introduce our intensity of this rollback. Fog. I want to reduce their density under 10 bit. And yeah, so skies, let's see or cashed. It looks good, but the image looks way too much. Saturated. Water is equal to shadow is and correct this. I don't really want the shadows to be so bright. Introduce some darkness on the shadow saying this. And I'm on till going to war and cut out a connection and give it to him, pick one ohm. And this and increase the contrast and reduce the saturation back pull. On one. That is skies case. Introduce our partners. And I guess this should be good enough. I'm just going to check the reflections ones. Okay, no. Let's try it. See if we can the sun and it's bought from you. So be on this side, this side. This way to help soften the shadows. This. Okay, I've done that test data and I'm really liking how that is looking right now. So adding that sun actually married a lot of defense. And I've also got a reflection. So now you see that our reflections in the glass. So this looks very nice as well and the fog, fog is that reduced? I can maybe increase the fault are little bit more and the grass looks nice. The precipitation on the grass makes it nice. The word, hear the word here. Everything looks so nice day where the sun looks bright on this side and dark on the other side of their tree and just bright on the leaves. These arrays, the clouds and all of this come together so nicely. It looks like it's a sunny evening, whether it is about doing rain and it just learned and it's kind of, it's like a, it's a bit Sunny right now. So that's a really nice look. And I'm really liking how the render turned out, so it's properly bright and dark shadows are the places at the right places. It can be made much better after doing maybe a bit more tweaking and spending a bit more diamond, then adding nice effects in Photoshop, maybe doing a bit more post-processing to add more color and depth time, had that more realism. So yeah, possibilities. After you do your rendering Lonian outer annulus as well. So don't restrict yourself only to submitting your final render. Please take an extra step. Do your nor do more things in other softwares as well. So I'm going to go back and add some bushes on this place so that it doesn't look so much MD here. And maybe add some trees on this side and increase them on top fault so that it looks more wholesome. So I'm just going to click Okay for now. And let's quickly go back and do those changes and then see how our render is going to look after that. So I'm going to go back here. Now getting all the bushes, I'm supposed to add some fog and ambushes. And that's okay. Maybe something like this. And then let's go to where is our density Torah? We have to increase or reduce their phone off. And they should be good now. And since this will be already know how this is going to look like, we already did our test render. All you had were under the ways I did copy effects. Since we are working with the same effect with all around us, I wanted to do the same effect on all of them. And there's one note based on this. I don't think I'm going to be rendering this since we are already doing something similar to their data and so on. Yes. Okay. Yeah. So in all of those scenes, a sect and now I'm going to export all of that and desert ones. And there's going to go to all photos, surrender of voluntary renders and high-quality print. And then I'll get back to you when studying during this time. 9. Final render and course overview: As you can see, our fine under undesired done. And I'm really, really happy about the whole darn old. So I'm really liking this. So ws, so this bar to where the roof is, you know, this is a bit extended from the roof, so it's right here and only at the edges. So what do you indistinctly and the gloss is stronger here then compared to this area, the bush tree in the back and the forest, the lighting, the shadows on over. It looks so nice. I'm really enjoying how this darn old. So if we look at all of the fine under endless, let me just open them here for you. So this is can we screen? Yes. Okay. Yeah. So Lego saying it's the Red Guard, the edge and there's stronger adequate reflection here and the reflection in the glass and the sky, the trees, the lighting, the grass here. Look how nice this looks. That looks so realistic. There's some water to the market and there is some chopped off grass and some YOU guys, some random grass. So it looks really nice. It looks very nice. And these are the other border and dose. This is how this one looks. This is all, it's all really agonized surrender. And this one, especially this one looks really nice. And this space, so clear. Doing this as a center of focus and zooming out, put a building out of the hose and the photos comes out really nice. So this is the potential of having a good compose image than NADH and not so dark mode, combination of iron and also investing or the amount of time doing my destination does testing or D, which one looks best for you as you go by you're doing this, you will get an idea about what does wartime. You'll be so quick whether you have to spend more time doing test-driven design finding or more. Effect does blogged exactly. You will start creating very nice and realistic renders very soon. So I hope you liked my class. I hope this was helpful door you guys, and I hope I made it as clear as possible. So I'm very satisfied with the way during those turned out, I hope you guys enjoyed the class as well. So yeah. If you have any notes on it today, if you want to ask anything about the project and then please don't forget to ask them to me in their discussion van and below. And you can also text me on dendogram to clarify, any of you are adults. So consider going through all my other classes. If you found this one had fun, I'm sure you might find something that is in their asthma and cancer data. Following my profile photo, gate debates on foods are glasses that this is me. You can shout and thank you for attending my class and I'll see you in the next class.