Vray for Beginners - How to Create Amazing Visuals in Sketchup! - Step by Step - Interior Design | Jake T | Skillshare

Vray for Beginners - How to Create Amazing Visuals in Sketchup! - Step by Step - Interior Design

Jake T, Sharing my design knowledge!

Vray for Beginners - How to Create Amazing Visuals in Sketchup! - Step by Step - Interior Design

Jake T, Sharing my design knowledge!

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15 Lessons (1h 2m)
    • 1. Introduction to the Lesson!

    • 2. Opening up our model and Vray

    • 3. Vray Settings and Material List

    • 4. Adding Textures and Render settings

    • 5. Creating a window

    • 6. Texture adjustments and creating mirrors

    • 7. Building our own texture

    • 8. Applying more Textures

    • 9. Adding a Omni Light to illuminate our room

    • 10. Adding a Spotlight

    • 11. Adding Plant and details to our Scene

    • 12. Creating realistic outside

    • 13. Setting up our Render

    • 14. Using Depth of field to create a detail render

    • 15. Lesson Completed Well Done!

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About This Class


Welcome to this Class,

In this lesson I will show you the steps required so that you can begin creating photo realistic renders with Vray and SketchUp.

This lesson is Perfect for Beginners and for those who want to increase their knowledge and rendering skills in Vray.

If you want to follow along with the lesson Please Download the blank model I have created in the Resources section of this lesson. If not you can follow along and learn whilst applying materials in your own scene.

The point I will cover include;

  • How to Open up Vray in Sketchup and navigation around it
  • Explain the settings and adjustments with Vray 
  • Open the material list and apply textures within our model 
  • Create realistic lighting using Vray elements to light our scenes including the Spotlight and OmniLight
  • Explain how we can add a scene outside a window and light it correctly
  • Show you how to render and the key ideas for creating a good dynamic render
  • Look at how we can use the Depth of Field setting to create defocus in our renders

If you have any questions or problems please let me know in the discussion section of the lesson,

This lesson is great for Beginners wanting to learn how to use Vray to create great Interior Design renders, these techniques can also be applied for Product and Industrial Design renders.  

If you would like to check out some of my other videos please see below

Intro/Outro Music: https://www.davidcuttermusic.com / @dcuttermusic

Music: @lofigeek

Meet Your Teacher

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Jake T

Sharing my design knowledge!



I'm Jake.

I am a fully qualified Product Designer from the UK based in the seaside town of Brighton. I have worked within the design sector for a number of years and have contributed to a wide variety of design projects. 

I am currently working successfully as a freelance designer full time and in the process of creating a multi disciplinary design studio.

My skillset is based within 3D design along with advanced knowledge of the Adobe suite and a number of creative CAD programs.

I have a deep interest in all aspects of design (its my passion) and have worked on many dif... See full profile

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1. Introduction to the Lesson!: Catalyze service. Hello, Thank you for joining me on today's lesson. Today we're going to be looking at V ray within SketchUp and we're going to walk you through all the steps to take a plane model with no textures. And we're going to put all the textures on using the array. And then we're going to produce some really cool renders. Our show you the before and after, kind of looks like I'll show you some renders here of what we're going to try and create. And this would be great for any interior design projects you've got going on or basically any renders you need want to do in V ray. This should really help you and give you a good idea of how to use the program that you can follow along in the lesson. I've created a model with no material is applied to it, and we can use that with VRA. And I'll show you the steps we take to create some renders, and that's actually available in the Skillshare resources part of this video. So in the resources section, there should be a 3D model that you can download and open up in SketchUp. So we're going to open that up and then we're going to open the array within sketch up. And we're going to apply some textures and creates really cool windows. But for this lesson is going to be great for beginners using V Ray if you know UV ray before. And you just want a good overview of how to use the program and how to produce some really nice renders. This is really the video cue helps you are obviously show you how we use the program, how b Re works. Some of the main settings that you'll be looking at in terms of your render quality, your render output, your fuel, your depth of field. And also we're going to look at lighting within the array. So how do we make a spotlight look like a real lights in our renders? And how do we create a good atmosphere for our settings? So is the lighting correct? I'll also show you how we can create scenes outside windows. How we can get a cool effect using an image and protein, kind of a realistic window, essentially. So I hope you enjoyed the lesson. If you've got any questions on the topic or any, any feedback you want to give me, please let me know that we really appreciated. And let's crack on with the lesson and I'll see you at the end. 2. Opening up our model and Vray: Okay, welcome to the desktop. So first thing you should have done is downloaded the sketch up model that I created and actually be an info this Scotia lessons. And yes, if you wanna follow along exactly the way I do down on this and we can open up your once you download it. If you just double-click and open it in SketchUp and it should open like something like this. So this is our model. And what this is is essentially like a blank canvas for us. So from here we can add or materials using V Re and create this really cool when I showed you. So, so yeah, so this is a blank canvas and then by the end of the lesson, I can open up. I can show you what the final version we will at like, it should look something like this. And so you see these textures on the wall. This one trended actually renders out like a painting texture. So v rho sometimes your applied texture and it won't actually look like the final texture on not these brick and this floor. And this actually does look like the font texture. So this is kinda bar and go. And we've also got a window, and we've got a scene outside the window. And it looks a bit peculiar in the model, but you will see in the render how this works and how actually emits light. And it looks pretty realistic, you know, once we get the scene together. So first things first, let's get back to the blank canvas. And I just want to show you how we can open up v. So initially you might not have v re in your toolbar. So this is actually some of the V i comes here. I have my top toolbar. You may not have this. So in order to open up the ray, if you just go to Extensions and on the right, you'll see there's a lot of options here. So you can access would be very menus from this point, essentially. But if you want to keep it in your toolbar, which I think is probably the best way to do it. So all you need to do is actually right-click and come down this list and hopefully you have something that says V ref SketchUp Bureau lines. So they've disappeared. I'm going to put them in here. So we're going to use those later on in the lesson. And then if we want the final one which is v where objects, this woman not going to use as much but she's GitHub up here and you can have a look at it and have a play. So that's how we first make sure Bier's Open. Next, I'll show you how we go into the menu and actually pick on materials. 3. Vray Settings and Material List: Okay, so to open up our viewer materialist, What we're gonna do is just click on this Viera logo at the top of your toolbar. So yeah, if you drag the Booleans place, this logo should be up and about. So if we just click on this and you should probably come to probably the settings page. Actually, it should open up. And what may happen as well is you may get these black bars appear either on your top and bottom or left and right of your screen. And that is essentially or say for m. So that's basically telling us how, how big or brand will be. So that's the limits of our render essentially. So you can actually turn them off and Oxford signing them off initially. So if you go to the Settings tab within the V, where money should be little cog symbol. And if you go to render out, and if you just turn off that saved frame, that would turn that off. But we'll get into that, this kind of settings a bit later on. But initially now I'm just going to show you how we add a new materials with v where. So if you come to the material section from here, we can click this little arrow. So it's not completely obvious how you used the materials on Viera, which I always found a bit strange. But if you click on this little arrow, it will open up a list of materials. So as you can see, it's kind of we've got a folder. So if we want bricks, we click on this folder here. And down here we will get a different kind of textures that we can use is a really good library, actually is really good and really useful circuit during any interior working in I-I wanna change colors quickly or change materials quickly. Using these materials is the way to go hurry. So that's how you kind of open. And from here you can see there's a lot of different materials that we can use, which is amazingly. So once you found a material you like. So let's initially start off with this. This far. Woo. In the example that I've given an I rendered, we, we chose a nice brick work for this this back wall. And I think it looks really good. So to get to that, we're going to come to bricks and the bricks money. And so this little slider down here actually allows you to increase the size of the preview of the v right axis are definitely recommend doing that because it normally comes in a little bit small. But if you made that bigger, is that easy to see? So I used an antique Burke for this variable and it was, I think it was this the brick here. I'm pretty sure. Yeah, I think it was. Ok and this one actually. But what we're gonna do is so in SketchUp, if you've got your default try to pin now open because that will come in handy. We'll actually be using the, the bucket so quite a lot so far today on my keyboard. Sketch up. So I've got the bucket selected. So this is actually what we're going to be using quite a lot. Set to add this material to our scene. We simply someone who uses brick weathered IO to one meter. So if I click on this, right, you're gonna even and click at the scene. And that's going to put it in all materials that we're using within SketchUp. And it's also added to our buckets tab within non-modal. So it's a first of apply that texture to all. I'm going to come into it and come into the geometry so that the room is actually grew. And then I'm going to press our buckets and then I'm going to click once and it's applied our texture for us. Now obviously it's scaled it. These are two small at the moment. So we will actually do is change the size down here. And what we raise very good actually is it gives you the size it should be. So this should be one meter. So that means the texture image should be one meter. One meter by one meter, one meter by one meter square. So if we apply that to all of our scale in our paint bucket is told that should give us a pretty accurate size of the bricks we need. So we taught them 100. You'll see that outbreaks and got a lot bigger, catchy minimize that we were. And you can see that we now have bricks that fit the scale of everything else in the scene. So the chair, another light. It kinda makes sense. We can determine that brick work is pretty accurate in terms of scale. So that is how we apply a texture. Next, we're gonna move on. And yeah, we're gonna apply some more tea. You can walk through this with me. And we're going to apply the textures and get to the finish scene that we have in the other model. Animals are going to actually have to add in some of the elements that were missing from here. So the plant and the magazines. So yeah, that's just a simple way of how you can add textures and edit them. Within this materials. The material was part of SketchUp and editing the scale of those. So pretty basic functionality initially. But you have a play with that. And we move on from that. 4. Adding Textures and Render settings: Okay, so I've added the wall texture Now I'm going to add a flow texture for us and then I'm going to show you how we can actually view this and V Re and see the texture come to life essentially in the render. So I'm gonna quickly add a flow texture for us. So if I go back to the materials tab, and that's one that I like. So I'm going to use to assign one that I've used in the final render. And if I scroll down, it should be. And which one is it? When I want to find the k, It is. Ok. Here we go. It says laminate flooring wide. So again, I'm going to right-click on is added to our scene. 250 centimeters void it suggests. So we're actually out to anyone whether or not you actually got Twenty-First Century and Server 2500. And so now if I grab my Bucket Tool and I come into where I want to actually apply the texture. So our flow on a, b. And they got as our y texture. And I'm actually going to close this quickly. I actually want some rotates this material 90 degrees because I think it looks better if the floor is running in the same direction as the brickwork. So to do that, because it's detection is not the whole object. I'm sorry, because it's on the face and it's not the whole objects. I can actually rotate this texture. If I right-click and go to texture and click position. We'll copy this. And if you use the sketch up, you've seen this before probably. And I'm just going to click on the little green arrow and drag it 90 degrees, then lock onto our same point bat, and then click away. And so that's how I did that second texture, which is great. So now I want to show you how we can quickly look at our texture in V So we can see what it's gonna look like when we render. So to do that, you can open the, again the US editor. So we're going to close this and we're going to ask you first go to settings. So when you start your v, right, the progressive button may be ticked and it is probably a medium quality. I like to turn this off because I've found that my computer prefers the off. Basically, your computer might do better with the on off by like keeping it high. And if we leave camera for now, graduated the output. So this will be how big you render who essentially. So at the moment I've got a small and reasonably smooth is to allow us to get a quick preview. If it was massive. I'm not trying to do a full reds image that would take a lot longer than if we just keep it small. And get a quick preview together so that we can assess whether we wanna edit the texture change in texture. We've also got some other settings on. If I go to camera, I've also got depth of field. I'm going to turn it off for now and we'll get into that a bit later. So, so hopefully, with that, I can just click the little castle with a little teapot, essentially. And that will begin the render certain. I'm gonna click this and it will render exactly what I'm looking at. So where I've got my camera at the moment, if I click random now you rent it out and it will give us a, a preview of that render. Well, not preview will actually begin to random, but it will be a small size so we can assess whether we like or not. So I'm gonna click OK. Now see what we got to. Okay, so now I've clicked render. We can see it's beginning to render in the small resolution. And we can also say that it's actually really dark. So that's because we haven't added in the glassdoor Windows yet, but we'll do that next. But you can see the textures coming in because I'm running OBS at the moment is going to take a little bit longer than usual, but you should be a lot quicker. Hopefully. You'll be up to a basically assess what the texture looks like and decide if you want to move forward with an adjusted match, you're gonna kick stop. So this is actually a render frame buffer. It's called a frame buffer. So this is like a preview of the render. So once you click when it will begin to see, these pixels will begin to crunch and become clearer and clearer and depending on the resolution. But I'm actually gonna click stop there. And then I'm going to close that so that preview window stay there. And I'm just going to just make sure that the settings are correct for we want high standard. Yeah, everything is correct. So the only issue that I was basically we had no light. So to rectify that will add the gloss texture and in the next lesson. And we will do another render and season lie on our brickwork and Florence and see how we like it. 5. Creating a window: Okay, so we want to let some of this light and so much gonna close or VOA editor. And what we're gonna do is apply a glass texture to these windows. And so you'll see that this window pane should be grouped. So if you double-clicked it, you go into the group and then you can see that the piece of glass are individual objects within SketchUp. So that means we can just apply our texture to one of those and just buy 1-click essentially. So we're gonna open up V rho. Again, we're going to come to our materials. And this time we're going to find glass. There's a really good cross-section and the eraser, there's no problems there. And again, you can see there's a bunch of different options here. But we're actually just going to use gloss. So it's the first one. You may not be the first one in your version of v rainbow on minus the first one. So I'm going to right-click at the same. So glass is now selected. And in SketchUp actually looked black. So the color is basically an opaque black so you can't see for, but yeah, we're gonna click on those alone. And what I'd like to do because, because it is I pay. Can you want to be able to kind of see for it or just tell me a pasty down. And this doesn't affect the VBA texture. Or at least it shouldn't. I'm pretty sure it doesn't happen every Bij tamped down a bit. So you can tell that that is now glass. And we can kind of see into our little room that we've got going on. So now I'm just gonna do the same thing and just double-check that we're against some light into our office. Alternatively, we could actually render it with the roof off. So you could hide. This varies by right-clicking and hiding it. But what that does is it kind of you'll get the sunlight coming in, but it doesn't, it doesn't mirror a real room. Basically looks like the sun's coming in through. But your ceiling. So I recommend keeping the iPhone, but feel free to have no brief on your model. Can work quite nicely. Sums gonna unhide all our brief. So we're going to back. Yes, the reef just gives us a bit more of a realistic fill when rendering turnoff. So we've added outdoors. Now I'm just gonna do the same thing like we did before. But now I can v where again, I'm going to come to the render. Well, we can just click the little tipo again. And we're going to render this visual in front of us. And hopefully we'll let sunlight in to the shop. So here we go. Take a look with time. And yeah, you can see already, even though it's very country, you can see that we have some light coming in. And it's causing this really nice homemade shadow on the wall, which I really like and I thought look really good in near in the final windows. So we've added glass to a scene and we added sunlight coming in. Next year, add some more textures, and I'll show you how geography that. And then we'll get on to the light in which the really cool part of the lesson. 6. Texture adjustments and creating mirrors: Okay, so now I want to show you how we can actually add it, the texture within the ray. So this is a really easy way to adjust any of the textures, do you liking? So for this, I'm going to show you how we can make a mirror texture using silver actually. So we first go down to metal, open that little folder. If it clicks on it. And if I go down to, I mean, we could use chrome polished. But I think I prefer the kind of tone of silver. So my silver I think is down the bottom. So men. Nope, yes, here we go. Silver polished. So I'm going to add this to my sin. And notice how there's no dimensions on this one because it is polished. There's not really a scale to it because it's essentially Latin mirror. What I'm gonna do is I'm going to come into this mirror here that's leaning against this wall. And I'm going to find our face and then I'm going to click on that. And that's going to put our mirrored silver on it. So what you can do in v with these materials will have Quick Settings assigned to them. So from here we can basically adjust all the characteristics or black material. So he wanted less shiny. We can turn down the reflection and the preview in the ray will reflect the changes that you make. So because this is a mirror, we actually want it really hard, highly reflective. So pretty much max out. But I liked doing it fully maxed out because it almost mirrors on fully reflective, if that makes sense. There's always like a bit of a slight change in the light of them. So I'm not going to max it out. But yes, heroes when really good adjustments. So you can do, and you know, we can do this in some of the other material. So I will laminar. What you'll sometimes find is you'll actually W bump map, associate this. And what the bump map does is creates light texture. So in a wood grain, how they'll be little divots and the recesses within the grain of the wood that will actually be produced in the bumped. So on this word that we use for Florida bumps, actually the 0.1. so that means it's a pretty smooth surface. Surface. So there shouldn't be too much bump. But sometimes you'll find that you'll render some wood and you wanted to be smooth. And it's not looking smooth is looking kinda jaggedy on the surface. And what our mean is you just need to find out new bump. So the bump map. Yeah, you just need to turn on the bump and you create a smoother surface of wood. So that's how you can adjust an edit textures pretty quickly, some skin to apply or mirror texture to the second mirror that we have. And yes, sometimes is easy just to hide. So I'm actually going to hide all roof. So to do that, I'm going to right click on it and hide it. So that's just makes it a bit easier to navigate around the scene. We can come into the room quite easily. And we do not keep FAT than about with the camera and moves and anything like that. So I'm going to grab the bucket again. And we're going to come into this this mirror joints of the group. So there's the first we want to apply the texture to click Apply. And then there we have it. So again, we can now just double-check this in our, in our v, right? So if I come out of that object and we can do a render without a roof on necessities. These mirrors are reflected in the way we want to. So I can just click the castle and which is actually the brand the button. We click the little castle tea, tea pot wherever you want to call it. And hopefully our render window will pop up. And we can see already that yes, Amira is looking like a mirror, which is really good. And yeah, I mean, it looks cool, actually is kinda can colonize a white mirror. So maybe, maybe I'll change after this, this version of the model that you have asked, just a quick way of how you can adjust the textures and be re, all pretty move on and put some more taps into the scene. And then we get to the lighting part. Yeah, I'm a guy from the outside is going to say light. You can see where the sunlight is. We can also adjust that in, in SketchUp. So our actual scenes, we can actually adjust where the sun is. Certainly want the sun to be in a particular position. We can adjust that I liked the way is at the moment. But also, you can see without the roof we get this kind of well, ruthless building which isn't quite realistic. So we're gonna put a, put a ceiling back on and add some lighting in into the same, right. Let's move on from there. 7. Building our own texture: Okay, I want to show you how we can basically create our own texture. My news that v, right? So this little side table here, I want to actually paint that in a color that isn't in the b Re Library at the moment. So if we go to, the library, has tons of things that we've got, we've got car pain. I mean, that is just basic paints. Some are quite metallic but not in the colour that I would like. So what I'm gonna do is actually creates the color in, in our sketch up modal. And then we can adjust the settings of that in the editor. We can make it look how we wanted to. And basically what I wanna do is create a basically high GAS kind of green color, like a, like a just a soft green colour. Essentially somebody coming to the group first. And what I'm actually gonna do is just click on one of these columns here. So I'm gonna click on this orange one and paint the whole thing. Orange initially, like that. And then just going to come out in the group. And now what I'm gonna do as she quite lucky in the orange color actually. Now I'm gonna change this. What we're gonna do, I'm gonna now adjust that color in SketchUp. So if you are new material editor, if you might be an RGB or a different version of this Bala, the Colorado, it's quite good so you can kind of change your color quite easily. So I just want to kind of a green color, something like that. Maybe slightly lighter tone. That's more the column after, maybe. Yeah, like that. So now if I open V Reagan, It will show, it's actually showing the previous column. But if I just change that, it should. Taking a bit of time to load. Just close that quickly. I think it's just an auto save of our model and this is something that sketch will do. Auto save your, your modal, which is good, but sometimes it can slow down progress. Okay, there we go back. So I'm going to click on a B Robots and again and again to the standard is showing all change is green. So this is now essentially just a flat color. There's no Gloucester or anything like that. And you can see that from the preview. So what I wanna do is actually add some reflection to it to give it a kind of a gloss, gloss effect. Essentially, this'll probably be like a powder coated steel or something like that. So it had kind of a glossy texture but not crazy glossy. So I'm gonna add that. And that's kind of the kind of editing or need to do for that. I think that's kind of good. And this is the diffuse color kind of adjusts almost like the brightness of the actual color. So the kind of towns a lot I can go to up to the very top and it's almost kinda like a mini green and keep it work on a planet. And it's more of the color I like. And your reflection, refraction. It don't really play with this when you're doing solid objects is more useful for like glass and objects with transparency. So that as you can see about a 100 refraction up, we've kinda got transparent illness going on. So I'm going to leave that at 00. And then we can just quickly the render button to see how this looks in all saints or clicker. And hopefully I'll run the window pop up. And we can just get a quick overview of what it's kind of looking like at the moment in the US. And if we want to change it, we can adjust it. Ci, You can see we've got a nice gloss there. You can see the reflection of the, of the tea cup, the mark that I put on the table. So that's kinda nice. That's probably about as glossy as I'd like it. And which is awesome. Okay, cool. So now I'm probably gonna, I'm just gonna add textures throughout the module. And then we'll get kind of adding some of the lighting elements. So I want you guys to add detections tour that you like to the chair. I'm going to add leather to this chair. And I'm gonna make it look like a real aims term. This is actually Charles moraine. Charles and Ray Eames chair. People that don't know. They're really famous designers and they do some amazing stuff. I'm going to attach it to our Brock and I'm gonna put the sitting back on and we'll we'll get to the lighting. So let's move from there. 8. Applying more Textures: So now I'm going to add my attaches to my scene using v, right? So I'll probably phosphor disparate fee or show you what I do. But it'll be sped up obviously. And you just want to make sure that you remember to use the little ran the window. It's a preview your materials as you go. I'm just a double chatter looking good. And then from there we're gonna put our reform and I'm going to add our lighting and make it really come to life, which would be cool. So I'm going to do this now and I'll see you in the next section. 9. Adding a Omni Light to illuminate our room: Okay guys, I've just run away and just to have a look, what's my taxes are doing. So I've just actually changed the resolution. So within the settings of the array, you can, you go to the Settings tab and then go to Render output and change it to make it a bit bigger if each one and have been a better detail of what your current render is looking like and what your materials look like. So I'm pretty happy with it. I'm gonna do a few tweaks as we go on. So I'll probably take a bit of the shine off this leather. And as you can see on the word that's a bit too much without bump that I was talking about. So probably reduce the bump on that. So it's more smooth and not so Yeah, no, so crazy. So next what we're gonna do is I'm going to stop that now asked about remnant and unhappy and we're actually going to add one about lights. So to do this, it's actually really straightforward. If you use up here the is these light settings. If you don't have this, remember go to Extensions v array and then click on V ray lights. And what we wanna do is create one of these lights called Omni light. And what that does is it basically projects light everywhere, essentially outwardly. So I'm going to click on that once. And what that would do is that will allow us to place an Omni light if it works. So now I can place it on the line. And what you'll get is one of these little blue things. And then what I'd like to do because you can lose them quite a zeolite to just scale them up. So press S on my keyboard and just scale them up so you can kinda, you don't lose it. And what we wanna do is basically just put this somewhere in our room, quite high up for not too high up. And that will just give us a nice generic lighting for the room. So I'm going to put it about kind of like where you'd have an existing kind of light in a room. So about ceiling height, just a bit lower than the ceiling. The sudden when I put my my brief background for our view hidden geometry on HIV, this is clicking browse down, set down the protocol. Good. So I've actually already got a light from the phone model that I may. It's actually hidden here. So if I get rid of filling geometry, so this is our life. And you're probably thinking how do we adjust the intensity? And so what you come down to is Omni light surf on the tabs, you will have your setting, your objects and see your lighting tab. So because I've already got a line in the model, this one's coming up. There's only like one US would just come up as on the light lambda. And from that we can adjust the The intensity and the color and the units. And as also these options about the kind of shatters that they create a new module. So I like to put these up to about three. So that gives us like softer shadows when it's emitting its light. So I'm just going to look at are the crate before and see what kind of options I have on that already. So this is kind of where I've obviously figured out is probably the best lighting for the same. So we changed the wattage to actual power, sorry, two watts instead of default, which is scalar. So you change W dot, we perfect and not be chosen 1600. And I bought this course, the subdivisions may not be necessary. Also V ray, if you want to figure out what something does. If you just hover over it, it'll give you a kind of a overview that's kind of shown. So I want a light to be 1600. So I'm going to do that now and change it to watts. So if I go down to radium power watts, and we want about 1600. So I just typed in 1600. And they wanted the K inverse and we're gonna cost except the register about 4 thousand. Yes. So the subdivides will smoothen out the shadows, to smoothen out things. Again, you can get really, you can get really technical with the rebel. I'd just like to kind of just make the lighting look correct and I'm pretty happy with that. So we're gonna do that for that light, and that's perfect. So only light. So now to test that, save our lives work and we can actually just run a quick scene. So I'm just going to lower down the size of it and just see if our line is actually missing the way we wanted to. So if I now click the render button, hopefully I'm a room, seems to have a bit more license. Okay. So yeah, you can see we have some light and I'll run now. We still got the light coming in through the window. We have light and you can kinda see on the ceiling that is kind of reflecting off the ceiling, which is nice. We get some shadows on a table and we still got that light coming in the window. It's really cool. So next I'm going to add our light bulb essentially to this lamp here. And that will project a really cool effect or shooting down onto the floor and our chair. So we'll do that next. But that is the, the light which is super useful in any kind of interior scenes that you do have a new only lie is really important and not relying on the sunlight within SketchUp because that can be inconsistent and really applying Actually could you get some partial at shadows and it's not too realistic. But I had asked you on the line and you can look at it. If you go to your lights tab within the right, you'll see it there and you can see what the adjustments, but looks adjust the color and other things like that. 10. Adding a Spotlight: So the next thing we want to add is that spotlight coming down from this lump. And to do that is pretty similar to how we added the Omni light, except we click on spotlight. So you click on spotlight. And then we're actually just going to see if we can put it right in the middle of our lamps. So if we just orbit around a little bit, we should be able to click the perfect. That's actually worked really well. So that is the spotlight. So the Spotlight does basically what it says is a spotlight. But we can adjust that in V. Reagan. So this is what it will look like. Initially. This is, this is the basic setup of a new spotlight and then you go angles here, these are actually really useful. So this is how, how wide the spread of the spotlight will be. And then also the the the transition. Well, you can, if you read it, you can see what it says. But this is the pen Nakba angle, a concept very well. But this is actually the light grade in essentially of how sharp that litres. So my existing one I've used up to 60 and my angles are 1.40.09. Think of left, pretty much everything else the same. So I'm gonna do that to this one. So when you're 60 and there's someone living on default scalar, and then it was 1.4. I'm going to add 1.40.09. And I think I added the shadow radius on this one. And oops, did I change them? So the only thing is I also change the color of the light. So the moment the line when we render OB bright white, so actually change. It's kind of like a almost like a kind of golden in color. So flip out the economic. A. Pinky. Q two. So we'll click OK or not. And that's basically I did all lighten. So now if we run another render, will see the kind of effect that we're guessing and we can always adjust it if we don't like it and things like that. So let's see if we're on it. Hope you come back quickly. So we have so yeah, I think you can see already this kind of shutter forming under the churn is kind of nice wearing orange lines, which I think is really cool. So yeah, and you could use the spotlights. If you've had spotlights mounted on the ceiling, you probably used this anomaly line to give that kind of spotlight effect. Bond is using it for this lamp, which I think works really well. So that's yet us worked really nicely. I think I might actually the brightness of the Omni line and have a play around. But you are rendering itself. And you can see where your app and see the adjustments you wanna do. And then you can go to the next. I'm just going to show you how we added not planting and little accessory thing that I used. And that's basically just from 3D warehouse. Or if you're familiar with 3D warehouse, you understand how you can use import Madhu, someone's gonna import our plants and our books. And then from there we're going to add the scene outside and I'll show you how to do that. 11. Adding Plant and details to our Scene: So now I'm going to add those little details here somewhere at this plant and magazines. And to do that, I'm just going to go into the 3D warehouse. So window 3D warehouse. And if you've got an account which remember, we should login fine to this. And then all I'm going to do is just type in magazines and up. And we're going to see what we come up with. And so a 3D warehouse seems to be second product automatically, and these are actual real products. If you collect select models, you get basically the creationists who uses but then sketch up. So this is the one I used before. So I'm gonna download this into my model. And be careful downloading models into your sketch out. Sometimes they can be really fell on geometry. So there'll be actually massive for which is not ideal. So I'm gonna finish loading. So these are our books and I'm just gonna put these here. These ads like a nice detail when you're doing these kinds of scenes and interior things. You kind of want little details like this that really make the scenes standout. And for these kind of things, you don't really need our touches because hopefully the person that's modeled them has kind of in advance and co textures. And I will say Craig, implanting textures is actually really difficult to do so by just typing plants. I'm hoping I can find the same one used before. But if not, we'll just change up. So I think I'm gonna go for something simple, maybe not exactly the same as I had before. So maybe sculpted this one. I think this is coordinate. So as you go, this one looks like it doesn't have too much geometry as well. If you get plants like, you see like these ones, they may have a lot of geometry which actually will like slow down your model. So, but tend to get triangle stuff that doesn't have too much geometry. And because that way, you know, keep your model running smoothly and take up too much memory. Signup. This looks like it might be quite big because it's taking time to loading. So we'll see you're going to learn. Remember to always save your work as well because SketchUp does crash quite a lot. So hopefully I'm not a crash already. Make sure you are saving as you go. It will also say to you, which is great. But I think now actually crashed my SketchUp. So we will say, Sorry, loaded then it took a bit of time, but it did loading, which is great. And I've just position that nicely. I actually added a concrete texture to this part of the plump or which I think will really KO. Yes. So next I'm going to show you how we got our window starting with what we have seen outside. So this is what this big panels for. I'm going to show you how to do that. It's pretty straightforward. And what you need is a same basically wherever you want to have outside your window, if you have a photo of that, you can use that. You can use the one that I put in the resources of this lesson. You can use that one, so we're going to walk through that and then we'll do another render to make sure it's looking good. And then we can move on from there. 12. Creating realistic outside : Sorry, loaded then it took a bit of time but it did loading, which is great. And I'm just position that nicely. I actually added a concrete texture to this part of the plump or which I think will really go. Yes. So next I'm going to show you how we got our window is touching live like we have a scene outside. So this is what this big panels for. I'm going to show you how to do that. It's pretty straightforward. And what you need is a scene basically wherever you want to have outside your window, you have a photo of that you can use, that. You can use the one that I put in the resources of this lesson. You can use up one, so we're going to walk through that. And then we do another render to make sure it's looking good. And then we move on from there. So we have our room looking good. Now I want to add that kind of outdoor scene that I was talking about. And to do that, I'm going to basically create a new material. So if I go into a scene and sorry, this rectangle on click my bucket. And what I'm gonna do initially is just grab any column from our colleagues and I'm just going to click on that surface. And then what I'm gonna do is actually, I'm going to come to this part here. Actually I'm gonna, I'm gonna add a new texture, the texture image. And I'm going to go to our lesson. And if you go to this and this, this is the photo that I want to use is called landscape can open up. Okay? And hopefully that should adjust to, well actually, sorry, once we click again, it will put a texture on this, on this plane. And then I'm going to adjust the size of x is really small. So probably lot 9 thousand and looks about right, actually, perfect. And then four I just, I can actually move the texture, match you scale it down to actually fits. So they're gonna scale it down like that. Okay, so that's done is looking good. So now you might think, okay, that's perfect, right? We just render it like that. And then our image will show through the thing is when you're in a real photo, there's obviously line coming through and the outside will look, it will look brighter than an image, a flat image. So to create that kind of brightness from this image, we're gonna use V Re again. So period to V rho if it loads up. So what we'll do here is we actually make this an MRD material. So you will see that if I slip my bucket now and select this material, we've got our landscape on as a texture. And if we go to our Quick Settings, what we wanna do, instead of being a generic material, we actually select the MRS. And initially what I will do that will clear the image that we're using. And to get that back, we just click on this little box here. And then we click bitmap. And this will then allow us to go and grab our texture again. If it loads. So once it loads, oh, sorry, the again click bitmap. And then we're going to select our fall. So we're gonna grab off, open that up. And that's fine. We'll just click back. And now we have all our landscape actually is an amazing thing and I'm going to actually just put up the intensity a bit. So you can see through a window quite nicely. So put about 1.5. So now let me go to Render and we can see our window. Now if I run a quick render here, you will see that it kind of looks well realistic. So let's have a look. So I just swiped that's loaded a bit. And hopefully we'll get the effect will kind of often. So let's say you can see the outside is kind of glowing now. So if you render that before, it would have looked just flat, you wouldn't get that kind of glow. But because we made it and I miss IV image, it now gives us that kind of realistic effect railing, which I think looks really good, really good. Flash is not typically in Windows and you want to put something behind that instead of doing it in Photoshop after, you can actually do it within SketchUp and v re really nicely. So next I'm going to show you how we go for the rendering stage. All those stages, how we can create depth of field and just really good renders. I'll go through the settings for you and how to save them and things like that. So I just wanted to show you what it would look like. We didn't do that and misses them. So you can see we're rendering out now. And what you get is kind of a very dark kind of outside image. So that's just the difference between making a misapplied. And so it's definitely worth doing in the room. 13. Setting up our Render : Okay, so now I want to show you the, how we are going to produce these renders using Viera. So first things off of actually just increased the intensity of this light. So I did a little quick test when I realized it was actually probably little bit too dark. So I have just increased the intensity to 2300. And so you wanna kinda replicate on the, maybe adjust your life that. And then the top we're gonna go into is the Settings tab within V. So this controls how we render everything. So we gotta answer when the output go see our image size at the moment, I've got to acquire small size. And small size would do is when you click Render will give you a quick preview, essentially. So if that was a big size, it would take too long time for us to see what it's looking like. So definitely recommend that keep it down low until you wanna do your final render. Because then you get a quick preview of what things look like. So, so that's our basic output rarely. So if you're, if you want to render in 1080 P, So for that you do 1920 to 19. And that should press tab, it should auto adjust your aspect ratio. You can also change your aspect ratio. And then you can have a custom aspect ratio if you've got like a really particular size that you want to get. So that's kind of our basic render output dimensions. Say frame again was as little black bars that basically show you how your rent is going to look at the moment. So in our container, Montana North, I like to keep them off because they get a bit confusing and a bit annoying. And there's obviously a lot more advanced options within V. I'm not gonna go into all of these. But in others, loads of options within V Ray is a pretty comprehensive program. So if you want to dive deeper, there's always the option, but I like to just keep it standard alighted, changed my quality to high. You can get very high. But I didn't really notice that much different, so I'll just keep it at high thickness, a good way to do it. And yeah, so let's just run a render now. So this will be kind of that first preview rendered I showed you earlier in the video. So we try and get that same viewpoint. So for that I'm just pan and my camera and surround the. Also what you can do is if you've got quite a tight, like a tight room that's quite small. You can actually adjust your field of view. So if you go to camera and filled view within SketchUp, you can actually sediment budget, set the 35 degrees and pretty sure that standard, I think sometimes it actually comes up as 55 actually, but somebody the moment 35. And what you can do is you can just click and drag and I'll actually increase your field of view. So if you want to kind of a more of a lack of fish eye effect, which is really good actually when you go up close and I'll show you that in a second sheet. So we might use that. And this phenomena is going to keep it at 34 degrees or get back to it. Okay, let's just put a t. It doesn't want to look 34.94 take over them. Okay. So yeah. So for this I'm just going to take on 300 is my life. I'm just going to show you how we get our standard render. And what I did is I actually turned on fill the view. So the field of view option is this is what, sorry, depth of field, optional field. That's what we just did for the depth of field options actually really cool. This gives us like a defocus c. Now, when a camera takes a photo, you will attend. Some things will be in focus and some things we are focused. So this is a really good way. It's correct realism within your renders. So I'm actually just gonna turn that on for now. And then we can do a test run. So I'm going to turn it, turn off size down to small again, and hopefully you guys pick this up. So what we can do with this is we can pick off focal point surgery. Click on this little dot here. We will now allow us to pick wherever we want our camera to focus. So means basically click anywhere within your model. So I'm going to click on this lamp could it's kind of in a central actual machine. I'm going to clip the edge of the chair. So now that is where we are going to be focused on at the moment are defocus and said this is probably a default thing. So that's our distance as the one we just saw. And this will be r d focuses 0 will be, there's no defocus and m1 will be completely bury. Fifo I just render quick one at one. You'll see that everything will be blurred out. So obviously that means we've got far too much defocus and you can't pick up anything. So as you can see, it's basically just a big blurry mess. So we will stop now. And what we're gonna do it because it's not necessarily that close up. All you want to do is kind of just make the windows seeing ever so slightly blurry and the fighter behind is slightly blurry. So today TO focal distance two change. So I'm going to read my focus distance on the bank. And I'm gonna put my default is to initially let's stay around two, 53. And we're going to hit Render. And we'll see what that does. So approx render map, getting our imaging already I can tell. This is kind of defocused. It's hard to say when is still rendering, but I think I can tell there's a little bit of a fastener which is actually probably the perfect amount. So when you're rendering, you normally will wait until they fully render. But for this example, we're just going to wait a few seconds, get the rendering governing. And then we can see we're sweating or is a defocused Assad's probably call a nice amount. So I'm going to stop that. Yeah. And so what I'll do is I will run it at or find out the focus on our runner and, and I will show you the vendor and optimally do make it slightly bigger. And then from there would you actually had to do some really cool close-up ones with the depth of field. It could be that we really realistic fat. So I'm gonna do that now and I'll show you the usual in seconds. 14. Using Depth of field to create a detail render: Ok, it's still rendering, but I just want to show you we got kind of a soft focus, which is really good if we left it without that kind of defocus, the fact this would be really sharp. So yeah, should sum to bear in mind when you are doing is shots from a distance. There is still de-focus on the camera because in real life or photo will have some loss of focus. With objects further away from it. See I still rendering, so say psi if you run the finish or when all these the white squares complaint and then this stop symbol will no longer be red. It would just be kind of grayed out. What you do is you just click on the low side of ICANN. And this will allow you to save your, your image will render as a PNG JPEG or whatever kind of format you want to end. Here, you just click that so you can you could actually save it now halfway through the rent for the for for every reason. If you wanted to save and now you could do that. So I'm actually going to stop this and then I'm going to show you this, this way. This is close up renders somewhere. Close them. Close up for now. So what I want to do is I'm actually gonna, gonna come in and say we want to pick out some detail on this, on this seat is Charles him chair that we like. And so we wanna get a run. Let's have a look. Now, getting good renders is all about where you position your camera. So sometimes you want to kind of maybe, maybe we could reflect where you get a photo of this level, get some details of this leather, and then maybe in the mirror, we can capture sunlight as well. So I'm just gonna go into my B very quickly and I'm going to turn the size down. So which fellows? Really quick, Small Preview we can't get when we go to the full when the soils. So have a look at that. Let's see if that's picking up. That wind theory looks like. Yeah, so there's our mirror is looking like some of the reflection from the window. So that's probably quite render. Okay, I'm pretty happy with that position actually. Minds is maybe slightly to the right, so I'm going to stop that. And then maybe slightly to the right and I'm going to zoom out tad. So slightly. Now what I want to try and do is get some like a depth of field effect on this level here. So to do that, I'm going to click pick my focal point. And I'm going to click around probably like here, captures top edge. And then I'm going to turn the focus. Initially I'm going to switch to 0.45 and see how the focus that number will go from there. So when I click Window, okay, sir. Loading now. Okay, so it's looking quite good. Absolutely. We've got some heavy defocus here. And this is kind of a softer, maybe, maybe slightly 2D focused. As you can see that the camera is picking up this, this edge, this highlighted edge, which is exactly what I wanted. Slaps looking pretty cool. I think it might be ever so slightly to defocused oil actually run a full render this. I'm going to adjust the ever-so slightly. On my mind, keep the setting actually, I think I'm going to keep it setting in a song on your brightnesses went. And I will show you what I come up with in a second. Okay, guys, the render is done. As you can see, it looks pretty cool. I haven't done a massive resolution just cuz I wanted to get it done quickly. But normally are rendered safe. I wanted it to be essentially I do 19-21 880 animate that 16 by nine, depending on how you're going to use the images that you may individual a pediment with document. You can didn't smaller. Yet as it relates. To save it, you just click the Save button and save it to your folder of your choice. But yeah, so hopefully that has shown you how we can use the Re and how we can create some really cool renders out v way. Applying the textures, creating some really cool lighting effects using the V ray lights with a non-modal. So we had that spotlight from this lamp, which is primarily coal and and the Omni light, the one that kinda lights up the whole room. So yeah, just have a play around. The depth of field staff is really cool. So R factor and the depth of field. You can also adjust the exposure white balance, and have a play with the field of view within SketchUp. If you want to create some kind of fish oil shot serve, you've got quite a small room and you want to try and get all of the shots within your render, you might want to change the third, remake a wide field of view so you can actually see more of the room. But yeah, hopefully that showed you kind of the basics of V Re and hard to get some cool renders gear for it back to me in the future and see you on the next lesson. 15. Lesson Completed Well Done!: So I hope you enjoyed that lesson on V Ray and I hope it was pretty clear and concise for you guys. If you've got any questions in that, you want to leave me, please let me know in the discussion section of this video of happy on to that view or in the project section, if you want to post any of your renders, that would be really cool. So we can share amongst each other, see what are the guys are producing, see any different materials people have used and you know, what kind of effects people have achieved using depth of field and the light, that would be really cool. So if you've got any renders, please post them in the project section of this video. We will see if you want to check out my other videos on the basics of SketchUp. And we do a garden design video, which is, I think it's really cool. Actually, I show you the step-by-step of how you can recreate your green garden, essentially how you can build your dream garden hose. You've got bathroom interior design video and a few others on there. So please check those out if you haven't already. And yeah, I think let me some feedback that really helped me out and I review be great. But if not, I'll catch you in the next video. And I hope you enjoyed this one, and I hope you do some really cool vendors on your projects. All right, Have a good one. Shoe. Leather. And Iran.