A quick way to build a realistic scene in Blender | šime Bugarija | Skillshare

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A quick way to build a realistic scene in Blender

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Tutorial introduction

      1:19

    • 2.

      Part 1 - Inspiration and preparation

      6:45

    • 3.

      Part 2 - F-spy

      14:27

    • 4.

      Part 3 - Blender, camera, and character import

      7:23

    • 5.

      Part 4 - Combining background image and render

      5:02

    • 6.

      Part 5 - Gas station modeling

      15:31

    • 7.

      Part 6 - Creating lighting and shadows

      14:53

    • 8.

      Part 7 - UV Project modifier

      6:11

    • 9.

      Part 8 - Color matching

      4:40

    • 10.

      Part 9 - Improving textures

      6:34

    • 11.

      Part 10 - Creating reflections on the ground

      12:03

    • 12.

      Part 11 - Adding details

      9:33

    • 13.

      Part 12 - Overlays

      10:57

    • 14.

      Part 13 - Post-processing - Part 1

      8:55

    • 15.

      Part 14 - Post-processing - Part 2

      12:25

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About This Class

Creating a fully CGI scene is fun but also a time-consuming job and requires a lot of skills to make everything look realistic. From modeling or finding models, texturing, lighting, post-processing, etc. But what if we already have a photo or video that we just want to extend with some elements?

In this tutorial, we will talk about exactly that. How to extend a photo with 3D elements in a free program blender.

We'll talk about how to import an image and camera into a blender with the correct perspective.
How to set lighting, shadows, and reflection to match the photo.
How to enrich the visual boring and low-resolution textures.
Where to find and how to add overlays that will make the scene more cinematic.
We will talk about post-processing color grading and much more.

At the end of this tutorial, you will be able to extend any photo with any 3d elements and get more realistic renders in a faster way.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Tutorial introduction: Creating a fully CGI scene is far but also time consuming job and request a lot of skills to make everything look realistic from modeling or finding models, texturing, lighting, post processing, et cetera. But what if we already have a photo or video that we just want to extend with some elements? In this tutorial, we will talk about exactly that, How to extend a photo with the D elements in a free program blender. We will talk about how to import an image and camera into blender with the correct perspective. How to set lighting shadows and reflections to mets the photo. How to enrich the visual, boring and low resolution textures. Where to find and how to add overlays that will make the scene more cinematic. We will talk about post processing, color grading, and much more. At the end of this tutorial, you will be able to extend any photo with any tree D elements to get more realistic renders in faster way. 2. Part 1 - Inspiration and preparation: At the end of this tutorial, we will get something similar like this. Not exactly this wall, because I'm not sure in which direction we will go in this tutorial, But this is what I do last time. I will show you some of steps we will do in this tutorial. Not exactly in this order, and there is no all steps. But just to roughly understand what we will do in this tutorial, first step is to fund the image you like. I will also talk about this process and I will show you where I found this image. But this is not so important because you can find reference image you like anywhere on Internet or you can just take photo on street or wherever you want. In second step, I remove parts of this photo. I don't need. This is before and after I remove this with Photoshop with Generate feel. I'm not expert in Photoshop, but I will show you also how I do this and you can see that this is not great work, but this will not be so visible later. I don't care. Next step, we will add some treed models to background image. And this is roughly models I add last time, but you can of course, add anything you want without shadow. We even don't know where this guy is staying in the tre D space. Glossy direction is just artistic choice to make this scene more interested and you can see how this looks. So we have a shadow here and we have all these nice details and all the glossiness here. After that, we will create some smoke and or dust overlays. Also we'll create this nice **** flare. This is how this look before post processing and this is final result. I will now talk where I found this image. But this is not so important for you because I will share this image we need for this tutorial with this one. And of course you can find any image you like on Internet. You don't need to use the sources. I will talk now, you also don't need Photoshop for this because I will share this edited version with you. To find inspiration for my cinematic shots, I use this website frame set up, but I think more popular is short deck. Bad news here is that both of the service are not free. But if you go to Youtube and if you search for short deck alternative, you can find a lot of videos where you can get suggestions for free alternatives. I think this Dow here is a nice widow where you can find few suggestions for free alternatives. Okay, let's back to shot deck and frame set. I think if you make free account, you can get one month free or some package of free searches. And also on frame set, I think you can every day get credit for ten searches for free. On shot deck, we have 800,000 shots, and here we have maybe half of this value. I think this is reason why shot deck is more popular, this frame set. If you wonder why I prefer frame st, the reason is that I didn't find this button for similar search in shot deck. Maybe there is, but I didn't. But when I know specifically what I want, I just last time go here in search and search for gas station. I got a lot of gas station scenes from all different movies. You can see that we get a lot of results last time I found this image here. Then click full screen, you can get a high resolution image. Last time I skip this step. If you click on this movie, you can also find resource link or name of this movie. You can see that this video is music video. You can also watch this video if you like. If you click here, you can even get high resolution image. Here is our, we will do in this credit for this shot, Go to these guys here. Because last time I didn't found this link where I can get high resolution image. I struggle a little with low resolution image here and I increase little resolution in Photoshop. And I will show you how I think this is not so important because we try to achieve all camera look. And we don't need high resolution image to achieve this look, because this is in depthitorial. I will also show you how I remove this guy and car in Photoshop. But again, you don't need to do this because I will share this image with you. I start with Lasso Tool and I just select this part I want removed after. Then I go to Edit Content Aware Fill. If you click okay, you can see that we get pretty okay result. This is old version of Photoshop. I don't have new one with all these AI tools, but my recommendation is to use these new AI tools to create generated fields. Okay, with shift D, we can de select this and I can just repeat this step for this part here. That's how I get this image here, which is our starting point. 3. Part 2 - F-spy: The next step, we will use Pi D for blender. And you are probably familiar with this Don. But if you are not, don't panic because Pi is very easy for use. And I will also show you in this tutorial how to install this Don and how to use this in Blender. This Don help us to get right perspective of image and import this background image in blender. You can basically manually import background blender, but I will show you why this Don is important. You can skip this part blender. I will just show how you can import background image. If we select camera, we can go here and enable background image if you know on left to go to render preview and number zero to camera view, we can just add here background image. We have here, our image. We have here default cube. But you can see that this is not lined up with this image because this image is pretty 90 degrees. If you look this image, you can see that everything is lined up 90 degrees. Basically, we can quickly line up pretty good if we set camera on 90 degrees. And if you bring this camera down, we can also line up this camera here and go here with zero. We can basically pretty good match this perspective, but we don't need to do this manually. With P, we basically drop these lines following reference image, then we get right perspective. If we go here to basics, we can see how this look, we have vanishing point here. This is very important when we draw two parallel lines, they must meet in one vanishing point. And then the spy work correctly. In this example here, you can see that this is correct because the parallel lines will meet in one vanishing point. These lines are two parallel, they will never meet in one point. And this will not work. Correct. Okay, let's now install Spy. Just click here to download. Then if you use Windows, just click here, your Windows, we start downloading and you can find this here. After you are finished, you just need to go to this folder. And I will now go with here and I will fund this EC. Now we basically install this and you can pin this to your task bar here. And I will do this. We are ready to use pi and you can load this image here. This is example image, but later we will just drag this here, you can report your image here. Next step to use this in Blender is to install Blender on pi 0. You can just click here. You can see here reporting to Bender. Click here and go to code download zip. And again, we download here. And just copy location of this folder. And then you go to Blender and Edit Preferences and other Ds. Click install this folder here and just select this pi D and install Add. After that, if you search for five, you can find this add on here and just click here to activate and then save references. Next time when you open der, your pi will be here. If you press and you will not find this add on here, because we just get this file under file in port, we get this option here. Now when we have Pi program and Pi for Blender, we can create quickly match perspective on this image. But I will, in case, also share my file with you. I will put this in resources so we can find this file here. I'm not sure if this will work, but I will just quickly show you how you can import this in vendor. But in a minute, we will also create our file here. If I go to import, we can select this file from here and you can see what we get. You can also in pi, go to file open, you can load this file here. And you should get this perspective which I mentioned last time. I'm not completely sure if this will work in your computer because we also need this background image here. And I'm not sure if your F will be able to find this background image. But this is not important for us because we will start from scratch. This guy explain how to use Spy in different type of images. But for this image we need here, we can set this very quickly. I will just explain to you what this vanishing point means. We have here option for one or two vanishing point. You can even add three vanishing point here. I think this guy explain how this work here in this image. But mostly we have one vanishing point image or two vanishing point. How to know when one and when is two. Basically, when we have this type of image here, we know that this is one vanishing point image because all these lines go to one center. This example here we have the situation. You can see that all the lines go to one vanishing 0.2 vanishing point example is here. Basically, when we have this building rotated to 45 degrees, all the two vanishing points, we have one here and another one here. If you go to Google, it is not vanishing vanishing. If we go to Google, we can search for vanishing point example. You can see here a lot of examples. All these lines go to one middle point here. Here is an example where all this example is perfectly in the center, but we will rarely find that all this is completely aligned. So you can see this example here and this example also here. All the go to one point, but if you change here, 1-2 and you can see this example, all these go from center to vanishing point, on left and on right. This is one good example. All the go here and another one is here. In all these two vanishing point example, you can see this line in middle. When you see that your building is rotating on 45 degrees, you know that this is two vanishing point example, okay? Now we know that we need said this to one here. For this example, I will start new spy project. I will now this here said this to now I will say this to y because all lines in three D which go from camera is y axis. I will say this to y, and I will say this to z because we have this nice axis here. Now I will grab this here, press Shift. You can basically zoom this here. I will set one point here, another here. We basically follow this line here. Set another parallel line here. Set this here. And. Another one here. We have one vanishing point here. Now I will follow the line. I will set one point here and another down. Okay, Now if we grab this gizmo here, we can try and see how this lined up here. You can see that this is not pretty good. This is because focal length also affect this. I'm not sure which focal is this image, but I guess most of cinematic shots or about 35. If you type this 35, you can see that this line up pretty good. I think this is about to be good value here. If we try all of these lines, you can see that this match pretty good. You can see this x axis and also z axis here line up pretty good. And also this x axis, this 11 thing which is important here where we put this origin. It will also be origin in Blender. If I, for example, place origin here and if you go, you can see that last time I put origin and we also get origin from rendering this point, this is important so we can start modeling from this origin point. I will zoom this here and I will in this corner here, when we start modeling later, we can just go with shift and we can get our default group in this point here. One last thing which is important is this focal length. I'm not sure why this happened, but when I change this value here and when I say this file, I didn't get updating blend. I'm not sure why, but basically what I type here doesn't work. I found useful when I change camera, which for example this 35 millimeter focal, It works basically because I cannot solve this problem. I said this camera 60, which I guess 35 focal, and then this work in blend. If you know where this problem, you can write on e mail. But last time, for example, if I send this to cast camera type here 35 in for the sender. I get my camera 50 here. But when I change this to Canon 60, which I guess 35 millimeter focal, then I get this focal 35 which I need basically because I cannot found, don't work for me. I just che with setting this camera here, we get result we need. When we set everything we need, I just go to file save. You can save your file where you want. If you type here gas station two, we can save this file. And then when you go to blend, you can go to file. Import. You can select this file, import. 4. Part 3 - Blender, camera, and character import: Okay, Now we can start with the blender for seriously. So you can now start following all these steps. And I will copy this address here. And I will go to Blender. And I will press A to select all. And I will press Delete. We delete camera default Cuban light because we will not make animation. I will just close this click and Join areas and click down. Now we can go to file, import y. I will navigate to this folder and I will use this first py file here, import y project and we get this. Now I will save this file, save. I already created this gas station tutorial folder. My recommendation is to create folder on your computer where you keep all this file. And we can call this just station to. Let's see what we get here. We get this basically camera, if we go with Numpazero, we go to local view and you can also go with view. Viewport and camera, we get camera with this background image and you can go here under background image. You can, for example, change opacity. If you send this to one, it will be completely visible. But I will back this 2.5 Let's change Render settings. We will use cycles for this. Let's set this to GPU. I will set the samples to maybe 30 and Filardo 30. I will set this to 15. This is port and every time we make change here you can see this will count to 15 samples. But because we don't have any red this completely in real time, we cannot see anything here. One more thing, we get origin point completely on this here. I will now go with shift A and I will add cube. And I will scale this all down. If for example with shift and right click, we will change origin point. This is reason I add this cube here. If we change origin point here, we don't need to care more about this because we have this cube on place, we need. Let's now start with this guy. In this final render, I use this model. Later on this tutorial, I will show you where you can find this model. But of course you can use any model you have or you can find on the internet. But for this tutorial, we will use this model from Blends Web. This is human base mesh because this is zero, I will also share this file with you. You don't need to download from this website, but I will also share this link with you if you want to get this full detail mesh. Because for this tutorial, I also use mesh density here. I have this file here. I will bring this to resources folder here. And you can basically just go open this file. What I do last time, I also animate this guy. We get pose we want. If you press play, you can see that this guy animated. I animate this guy using. I also talk about my past tutorial. I will not do this again. Basically, you can just upload this character here, for example. You can also use this file here. If you delete this bone here, you will get human in pose. And if you go with amped one to front tortographic, you just need with x n to take this degrees. And now file export as FBX or OBJ. Then you can FBX here. Then you can animate this guy. You can search for any animation here. For example, walking. You can find a lot of these animations. If you click here, you can apply this to your model. And then you can download this pi, this mix file. I said this last time to 45 and I use this x 7.4 Then basically you can just import this to blender file, Import and X, you can make this guy animated. But I already said this animation here. You can see that this guy is animated. So we can choose any of these key frames and pose we like. But again, I talk about mix some in my two or three tutorials. You can also find a lot of free tutorials on Youtube. Now in this tutorial we just select Bone and this guy. And we will go with copy objects. We will back to our main scene. If you now go with right click and paste, we place this guy here. If you open right click, horizontal split time line here, we can basically choose frame We, I think I go here at the end where this guy look on this gas station, this guy is perfectly on place where I put this time here. That's because I copied this from my last file and it should be on place. We need, but if you want to move this guy, you need select bone. If you select this mesh, you get this. Just select this bone and you can rotate Z or you can move on Y axis. So you can see this axis. You see also this green line here. And Y closer to camera or far to camera, you can move, will escape and I will keep on this position. 5. Part 4 - Combining background image and render: If you go to edit mode, you can see that we have a lot of vertices here because this is pretty high density object. If you don't have very strong computer, you can reduce if you go to edit mode and clean up that m geometry. And maybe you can type here maybe 0.5 to reduce this mesh to hull, your scene should be faster. I will go with Ump zero again. Let's see what we get if we go with 12 or vendor render image. Okay, I see that this is pretty slow for this very simple scene, so this take 5 seconds. That's because when we port x y, we also get resolution from original image which is pretty high. I will type here 50% I will just keep 50% of the values here. If you now press this takes 25 seconds, which is crazy. I will now press 20. Now this takes only 6 seconds, but you can not. One thing, we get only this guy in this little cube. We don't get anything in background first. I will just reduce this war color more to black. I will bring this down because we will try to match this dark, nice scene. I want to get more dark sky here. I will bring this about here, but we will see later. Let's see now how we can get this guy here with background. I will go with slots two because this is background image, we can get only this image in compositing, I will go to compositing, and I will click here to use nodes with activated backdrop. Let's close this timeline here. If you have enabled node, regular added preferences and Dom, just search for node and enable Angular and select this Render Layers and Control Shift. Click here, we can preview this render here. I will now press to zoom this out or all three to zoom this, I don't know why I don't see this render here, but I will press to render this again. Okay, now I see my render here. To add this background image, we need alpha over. First I will go with Shift and I will search for image. I will found here, this gas station, a white image. If you go with, for example, control shift and click here, we can see this image here. But I will go again with Control Shift and click here to preview this render. And now we need alpha over search for shift and alpha 0. Now I will say this here. Let's, for now, just remove this composite node. We need this later when we are done, just to not be confused. I will remove this here. Now, I will plug this to the second input. Okay, I think we need first in this image and second input to be render. First problem that we don't have this transparent background, we have this gray or black background. To fix this, you need to go to film and enable this transparent. Now if we press 12, we now get this transparent background. Second problem is that this background image is too big. So we shift and search for scale. Now we need to this gas station image, and I will say this to render size basically with this node. We will copy this resolution here. 6. Part 5 - Gas station modeling: Now we have this guy staying here, but we even don't know where he stay in ready space because we don't have any shadow to know where he stay. And to create read shadow what we need first we need ground which will be our shadow catcher. And we need lies only lies in our scene. We have here is this color. Because this light go from all directions, it will just create little black spot. Do we recreate the lights from this image here to be able to recreate all these lights we see from this background image. We will now model basic shape of this structure here. I will now back to lay out one thing. We know that this cube, middle of this cube here is this point from Spy. If we zoom this here, we can see this corner of this column here. We can now start modeling. So first, I will close this again with joint areas. If you now go mode, we can first select this face here. We can go with this move tool. Or if you go with x, you can move this to x axis to about here. I will now select this bottom part. I will again go with num zero to camera view. If you go here to X mode, you can see background image here if you want. Let's select this camera here, and we can increase opacity here to see all to one. Okay, numzero. Again, let's again select this object and go to edit mode. And we have selected this bottom part. And I will now bring this to here. One thing, I also want to open this image here so we can always zoom and look to this image to better understand this image. Okay, found this edge here. I will place this about here. And let's also select this face and line up to this edge here. Now I will select this top face. If you cannot select this space, you can always move your camera. And now you can select this space. Let's line up, okay, so just be careful, this is not z axis. If you need, you can always disable this x ray mode. And then you can select phase here. Let's now back to our scene, and let's bring this here. Okay, to go about this part here, one thing I forget to tell you. If you press now, you can see dimensions of this object. This is x axis 17 centimeters. If you look at this object, I think this is, for example, bigger is about maybe 40 centimeters. That's because we didn't set the dimensions in Y. We can set this reference dimensions. For example, if you select X axis, you get this ruler. And you can set, for example, on this column here. If you type here 40 centimeters, 40. And when you explore this, now you will probably get more right perspective of this image. This cube will be bigger. You just need to know that all these objects will not be real world scale. If you see the measures of this guy, you can see that he is also so small. But I think this is not a problem for us because this can affect, for example, some settings like depth and field. But we will not use any of these settings and field and I'm not sure which other settings this can affect. Just to know that this is not real world scale. I also try this reference distance in my another example. But this is not so precise because if you move just one or 2 centimeters, this difference can be very big. This can be helpful to match distance closer to real world, but it is impossible to be very precise with this tool here. But that's why I will not care too much about the real world scale dimensions. But one thing we should care here is proportion. For example, if this column, if this here, is 40 centimeters on y axis also should be 40 centimeters. Now we can move this into this space. For example, if this x axis is 70 centimeters, I will type also y axis 70 centimeters. Okay, another thing we need, care is scale. For example, we will now go to Edit mode and go to insert this. You can see because scale is not one, you can see this scale here we press, we can see what we get. We stretch this more on y axis than on x axis. And if we apply scale with control A, we can now go with, we can insert how much we want in this reference. I think this is pretty too much. I will now press to back here. Now I will go with ill withholding, stick this on z axis. Now I will click and I will back to our reference. And let's now just move to this point here. Now, because I know that all these columns here are on the same position on axis, I will just press L. I will shift x and move this only on x axis here. Let's now go to x ray mode. And let's try line up with this reference image. I look on this edge here. This edge here is here. I will move it again. If you, for example, go with, you will move on all axis. You can see we move all the axis. Be sure to go with X, to stick only on X axis and line up this edge here. One thing I also see on this reference image, we see this edge here. But this column is bigger because we have this part go down and it is inserted in. What I will do here, I will go to edit mode. With edge select, we can select the top edges and we can bring this little on x little more. Now I will press A to select all the objects and I will go with shift D, Y because we want to move this one y axis, shift D and hold Y. Let's now try project to these columns here. Another thing, we know that the four columns are same size and dimensions. Okay, next is this ceiling here. So we can grab one of these paces here with face selection. If you go with 12 or three on your keyboard, you can skip between vertex edge and face selection. I will now copy this. One of these I will go with maybe up at seven and I will go ship Y. And let's place this somewhere in middle now we can press to scale this. Okay, One thing I know that this little out of this column here. So we can also a little more and let's bring to about here. If we now go with p zero, we can fix this. I will move this on x axis to this part here. And I will also move little out because this part which go down is not our reference, because we will extrude this later. Let's now move to this point, to this edge here. And let's move lit, okay, let's do the same with this x axis to about here, and move this little out. Let's now go with and Y and move on y axis to about here. Okay? Now I will select this space. Okay? Now it's a little hard to select because of this x ray mode. Let's disable for second. I think we need press L to select this lose part. And we need to bring this on Z axis here, okay? We can also move this little out to this edge here on x axis. Now if we go to three, this space, we can see where is this. And I will again select this. I will now go to extrude this on axis to this edge here. Okay? You can see that this is perfectly, we have some little offset here. I think that's because of camera distortion. Maybe this is not perfectly a line that, or maybe we make a little mistake with this y, but this is not so important for us now. We basically get this part here. We can now check scales, scale one. And we can now go again, let's see, to understand this picture better, we have this part here. We can get this with to insert this I think we can do here. If you disable this in Viewport, we can see where this line now, it is much easier to see. It's about here. Let's again disable. We can also look on right, this edge line up pretty good with this one. I think this is pretty good. And I will now go with and Z to stick this one Z axis. Let's see, is this edge here, okay? I think this line up pretty good. Maybe a little more, so C, little more GC. I think this is now pretty good. Okay, I now disable everything and we have our base. I think this line up pretty good. Now we can continue modeling. We now have this small blue part and this part extruded out. Let's now go to Edit mode, and we can now select this top part. Now we can go to extrude Z for the axis. Let's make this part. Now I will press, just move this little. I will, I will move to ext small part. We can, now, if you hold, you can select all this loop here. Now we can move it and extrude along normals and move this out. Okay, let's now extrude this red part and this small white part on top. Let's again select this space, not zero. Easy to extrude this part. I think this part is too big. So I will again go to select this, Look here. I will press, we go with, we can scale this down about here. Maybe we can go with Z. Move this little up. Now I will go with X. This will be a small white part. Again, you can select this look, I will go with a extrude along normal, maybe this little. 7. Part 6 - Creating lighting and shadows: Now when we have modeled this structure in three, this space, we know where to put the lights on this image. We see that we have lights from this area and also the three lights here. We can now go back to blender. I will again go to wire remote. Let's now place origin here so we can be more precise and holding shift and click, you can place origin here. And I will go now with shift. And I will go with what we can do. Split this window. When you see this cross here, you can move this. If you go with numer zero, we can enable render preview so we can see what happened on left. I will right shift a light area, this can be like area lamp here. I can go to scale this. Let's move this little out. By default we have ten here, values. We can maybe go with 20, but we will see later. We can also enable remote so we can see also this background image. Okay, now I will shift x, place this to another side. We can see here this light here. I will again duplicate this shi shi Y and move this inside. But now is inside this concrete, we need to bring this down until we see this area length. Okay, First I will delete this on right side and I will match position of this light here. I will go with x to move this on x axis. I think this is about here. And now I will go with shift and y. We now need to move only on y axis shy and place another one here. I know that this light is behind this column here. I will go with shave y and place behind this column here. Okay, Now I will select all these three lines with holding shift shift, shift shift. And now place this on another side. So shift the x to about here. You can see that is pretty good line up with the slides here. Maybe a little more on x axis. Okay, if we now go with Fleven, we can open this image editor on frame one, on slot one. Last render and I will now press Okay. If you wonder why you get this black color, that's because in composite we need to plug this two composite here. We can see that the lights affect this guy here. Now we can set our shadow catcher object or ground. I will go to lay out. I see on this reference image, where is this ground? We can see how big is this part here? This part here is little more bigger. And then we have ground, we can replicate this threpace. I will select this object, go to edit mode, and let's grab this. With saved, I will go with Numped one we can go with. And to move this on axis on this ground. Now I will place this maybe on middle. And I will press to scale scale more to cover all this image here. Let's move this on y axis, and let's scale more. We can go with x to scale on x axis. Let's now press P and separate by selection. Now this object is separate, object and separate from this gas station. Let's say this. Let's now go with 12 just for test to see what happened. You can see that we now this ground here and we have all these shadows here. But because I don't want put texture on this ground because we already have nice ground here with all the Nice details and all the lighting which are based on this image. I will now just use this as shadow catcher. If you now select this object here, if we go here under object properties and under visibility here, we can check this object as shadow catch. Before we set this shadow catcher. This object, everything, every object we make in three this space. But when we check this as shadow catcher, that means that this object is only shadow. If we now go to slot five and if we now make another render, you can see that we basically remove this ground and we get only these shadows here J. You can skip between the slot, this is so 122 without any shadows with three. This ground here with four. This shadow, if we go to slot two, when we have this guy without shadow and slot four, we can see that we get some shadows which reacts with the lights here and this guy here. Now, it's better than before, but I'm not happy with these shadows. I want to increase this. I can increase this, but let's first better replicate this lighting from this image. We can see we have the four lights here, but we also get a lot of lights from this shop. We can also try replicate this in the this space. I think most realistic thing we can do here, we can just make another plane here and project this material. And set this as a mission to get lights from the store. Maybe we will do this later, But what I do last time to make this artistically nice, and I will put strong lies behind this character here, because this light will not be enough to add all the glossiness and all the shadow and reflections we want. Basically, we will cheat this, duplicate this light with shed and move this on y axis. I will go to Ump seven, and I will place on x axis in middle of this object, this middle end. To get this nice reflection I want put this light on. I will place this light here. And I will go with x to rotate x to stick on x axis. Let's move this about here. Let's go with the X. Let's point to this guy. But this will not be enough to get this nice reflection on ground. When we have light lower to ground, we will get more nice reflection. I will go with, she can move tool here and I will place this here. Bring this one to ground. Let's move on here. Let's go she again. And let's place mother here. Let's maybe rotate this about here. We will see later, but I will keep this, okay. This is before and after. We basically get more lights here and more shadows here, but these shadows are not so visible. I will show you now how we can increase the shadows here. I will go to the property and I will enable shadow catcher, we have this option here. Now I will go to compositing and you can see that we get this shadow catcher. But if we go with control shift, navigate to this shadow catcher, we can see that we any information. And I will now back to back to our scene. We just to last note here, Control shift and click here and back this scene here. We need to basically render this to get new information. 12, we can now again go with Control Shift and click to Shadow Catch. You can see that we get more information here. One thing I note that this world here, which is pretty bright kill these shadows. We get less information in these shadows because we like Lights coming from all sides. And I will move this almost completely to black. If you know, press 12, we get this shadow, catch a shadow of information here. And I will break this control shift and click this to Alpha. And I will go with mix here. Now we basically white color, but because factor is one, we get completely white color here. And if we go to left, we get this image. But I will now mix this with this shadow catcher information because we kept dark parts of this image. We will set control sheet here. I will back this image. We need set this to multiply, blend mode. Multiply, blending mode will keep dark parts from bottom image here multiply and should get some shadows here. But the factor is zero, we need the back factor to one. You can see that we get this shadows here. Last time I increased this with color Rem, but I'm a little confused now. When I add color Rem here, I don't get anything. This is shadow catcher. When I click to calm, I basically lose all the tails. I can increase with moving to right. But then I get this result. I will try now with curves. I'm not sure why this happened, maybe a figure out later, but I will do it curves for now. And I will just add few points here. If I add more white colors here, we will increase basically this shadow. Because we remove white colors here. We see more black colors here. But again, when I try increase the black colors, I don't get anything. I'm not sure why this happened. I think this is enough shadow. We don't need more shadow. I will just press 12 to render this and see how this look now. Okay, again, we need plug this to composite. You can see this before. This is after. This is now much better. We perfectly know where this guy is staying in three space because of these shadows. I think this is artistically nice because we get more dramatic lighting with these shadows here. I just want to show you in my last time when I do this, Let's see, here we have this multiply, this is shadow catcher. And when I put this to colormp, I basically get full control with this colm. I can basically add how much shadows I want, but you can try with this color. I'm not sure why this don't work for me. I think that's because I'm a little tired now and I will continue with Toia tomorrow. 8. Part 7 - UV Project modifier: Okay, now we have two options here. First one is to cover this object, a shadow catcher, and just continue use this background image. Second one is to keep this object as treed object and just project image texture of this gas station to this three D model. Let's see what happens when we convert this object as shadow catch. I will go to slot eight. I will now just select this object and click here to Shadow Catch. This is before and this is after. Now we have this image as background, but I think it is too obvious that this is flat to the image. I decide to use second option to project this gas station to my three D object. I will now again go with slot one and let's see how we can do this. First, I will remove this shadow catcher and let's turn on this material preview, so we can see how our texture look. To see our texture first, we need to create material. I will call this gas station. Now I will split this window here with right click and horizontal split. Now I will go to Shade the editor. I will now go shift search for image texture and just select our gas station material from we use before. Okay, and plug these two base color. Now we get texture projected on this object. But how we can project this from camera, we can do this if we use this UV project modify. Now I will select map. This map we created with Pi. Second, I will, from here search for gas station Pi. If we go now with N zero to camera view, you can see that this work, but it is not as we want. There is two problems. First one is we need to fix this aspect ratio. Here we just bring a resolution of original image here. I will go to Render out to Settings and I will copy this X resolution. Also, go to Modify Tab and pat this here. You can see that now is much better. Second problem is stretch texture and we can fix this easy if we add more mesh here, you need more information to line up this texture. If we want to edit more than start adding look cuts, we will see that we fix this problem. But because I will use subdivision surface, I don't want too much lots here. I will add maybe three also here. I just want to make this stretch phase on Z axis more square. I will add here only on x axis for look cuts and also for the rest of the columns here. Okay, you can see that now we line up this texture pretty good, but I will also add one subdivision, surface modifier here. Just be sure to place this on top and choose Simple from here. I will set this to one. I think this is enough, okay? And just background image, this is when we project this texture on this model here, you can choose both options. This is just background image and it is more integrated with this shop in background. But with this option, we get real thre D object here. You can see that all these lights here, this reacts with the lights we created in our thre D scene. I think this is not correct because we already have lights in this, in this image here. Now we have double lights here. We can basically tell blender to react with the lights we created in three D S. If we just select this object and if we remove specular or to zero. Let's see what happens here. This is specular 0.5 and this is with zero. Basically we have three D object here, but this not at all with all these lights we created in our seen, both options are not so correct. We have here double lights here. We have no lights from three D scene, we have just lights baked in this image. Let's now keep this maybe 20.3 and we will see later what we will do. Okay, this is 0.5 0.3 this is without specular. Let's bring this down to 0.2 We will see we have another problem. You can see the black levels here are too intense and doesn't match with this image. We can try to fix this now. 9. Part 8 - Color matching: Let's now fix the black levels here. If you look this image, you can obviously see that this black color here is more dark than this black color here. If we go in compositing, if you go with shift with mixed node, if we select this Dropper tool, if we select this more dark color here, you can see that we have only 2% of brightness here. That's mean that this black part here is almost completely black. But if we now select the darker part of this image here, let's try this part here. You can see that we have 9% of brightness here. Let's try this part here. This now go to ten. Let's select this part here. This go to seven. I think maybe I can find maybe 5% of brightness here. Now we know that we need add about 5% of white color in this render. And how we can do this, we can plug to this image. Now we have this slide. If we move all to left, we get a start. And if we move this on right, we basically add this whitish color here. But we have one problem. When we move this on right, we add this white color on render, on background image, but we want to add white color only on render. And how we can control this, we can control with this alpha value. If you go with control shift and click here and go to alpha value, you can see that we have isolated this background from our render. Basically, we can use this as factor. If we plug this here to factor, now we have completely white color only on the surrender part. How we can add 5% to the surrender? We can control this factor with color M, shift and search for color M. Plug this to factor now with this white color. We basically control opacity. We basically control how much we want at this white color. If you move to black, you can see that we add less opacity here. And we know that we want at here about 5% I will type here 0.00 500.05 And we can see before, if you plug this here, you can see before. And if we unplug this, we can see after second problem. You can notice that this render part is sharp, This background image is pretty blue. If we go with all three, we can zoom. You can see this very sharp edge here, and you can see this blue edge on this background image. We can fix this easy if we just add blue here, shift and search for blue. This second input, all the go from this render pass this part. First input is our background image. Now in our render will just add some brewer. Let's zoom this in with all, again, if we now add here maybe just 2% Now add little brewer to this render pass here and you can see that this is now much more integrated with this background image than before. 10. Part 9 - Improving textures: Let's now try improve little. This material, you can see that we have pretty flat part of image here and pretty boring. If you look, this original reference is similar and on my class render, I had a lot of details here on roughness and we can now do this. I will share with you, let's go to this texture. I will share this concrete texture with you. So you can use this if you want or you can find any similar texture you like. Now back to lay out and I will select this object and we have this gas station material and I will just bring this texture to blender on left. I will split this window here, horizontal split, and I will open here you editor. Now because we don't want to affect this gas station image texture, we need another up under data properties and maps, I will create another map and I will call this concrete. Now on this first gas station image texture, I will add first up the four map. I will plug this here. I will now duplicate this map with D in this concrete texture. Plug this concrete up. Now if we go with control shift and click on this concrete texture, we can see how this texture is projected on this object. We can now go to edit mode, and let's first check scale is one. Okay, Now press a to select all and New projection. Now we can play with this concrete map without affecting this first one. I will press a to Scale and maybe scale this little up. Okay, I think this look pretty good. Let's back our material with control shift and click here. If we now plug this to roughness, we basically get roughness detail from this concrete texture. We can now see before and after and I think is much better. But we need to play with this roughness map. Basically, black parts is shiny parts and white parts is less shiny. If we back now, this material, we can control this shiny or not shiny part with color M. I will go with color M here. I think I want to invert this. Will move this white color on left, this black color on right. If we go here to object mode, then I will go here on Render Preview. So we can preview on left, and we can work on right. This shiny part is still too shiny. So we can control this black color and you can basically control how much you want this shiny part. Or you can even go to add more than. You can play with this. So you can do it as to scale. If we scale this up, we basically add more these details. But this is now too much repeated. I'll scale this down, maybe about here. Now, I will play with this slider here. This is before, and this is after. I think this is much better. Now, we can try to improve this even more. So I will go to slot six. And now we can also add the concrete details also to color input. If we go with control shift and right click, we can mix these two textures to add only dark parts of this bottom input. We can go with multiply blending mode if we go here to multiply all to one. Let's go to Camera Preview with factor zero. If we go to left, we basically have only this image first input input all to one. We basically add only dark part of this second input. If we now with another render, we can now see before. This is before and this is after. We can also add little bump details. Shift a bump bump, we need only black and white map. I will go first with color M. I will plug this to color ramp and now this to height and this to normal. Now we get all these bomb details but this is obviously too intense. I will bring here to 0.1 and bring this strength to let this is before and this is after we get the nice details here. I think this is maybe a little too intense. Maybe 0.25 11. Part 10 - Creating reflections on the ground: Let's now improve also this ground little. You can see on my last render that I add also a lot of nice reflection on ground. Let's now do this, but if you remember, we decide to not convert this ground to real tree object. You can see that this is a shadow catcher. I don't want to change this because this ground look pretty realistic. If we convert this to real object, all these slides we have here will affect this ground. It will be too bright and we will lose a lot of details from this image here. We need to use another method here. What I do last time, I basically create overlay. We can use incompositor to get all the nice reflection on ground. First thing, I will duplicate this ground here. Now I will press, I will just withholding shift. Move this slightly up just to avoid the intersection with this shadow catcher. And I will now press to scale. I will move this closer to camera about here. I will just go with double here and I will call this GL pass. We know that this is just gloss here. Now I will create new material and I will call this L for glossiness. Now I will quickly change viewport color here. When we are in solid preview, we can see that we have another layer here. Next, I will disable this shadow catcher for the past. And you can see that basically we get this real tree D object here. And I will try, move this little more down. I will go with GC and withholding shift, I will try this. Okay here. Now we need we can go p bump, I found one. I like Texture.com and I think I will share this image with you or jostling to download. I like the details but you can use similar asphalt texture or concrete texture. Let's now bring this to blender. Now we can plug this to base color. I will now go with control A to apply scale to this object. And now we can go with projection and we can unwrap this. Now on left in new editor, I will press to scale this until I think this is real world dimensions. Let's scale this little more and you can move this. You most important thing is here. But we will plug to roughness because this will create glossy direction part. I will go with color M. Let's now plug this to roughness so we can see how this look. Basically, black color will be shiny part and white color not shiny part. I think I will invert this. I will move this left. You can see this looks, so we get all these nice details in roughness. Think I will move this more left. This is obviously too intense, so I will bring this more to light. We can now also play with this Ump. So we can scale this down or up. This is before, and this is after. You can see reason why we don't want to cover this to real objects because we will have a lot of job to make this realistic. We will now just save this as glossy direction pass and we can use this in Compositor to save this glossy directions. I will, we will layer here and I will enable this glossy direction. Now I will go to Compositor. I will press again 12 to render this. Now. I will go to zoom out. I will go with control shift them. Click here three times to get to go to this glossy direction, because this is now plug to erode, we can go with 11 and we can type here. Now I will save this image so we can use this later as a glossy direction pass. Now just on your computer, you can choose this as J peg PNG, and just save this as G glossy direction. Now we can back here to last node, then with control shift back this last node here. What I will do now, I will back to lay out, I will now this glossy direction pass. Just disabled and also from port if you want. And I will press 12 and I will render this without a glossy direction pass. Next we can back to compositing tab. We can now import this glossy direction pass in our composite. To do this, we can just here and place this image texture here. If we go with control shift click here, you can see how this look. Let's now break this last note here. Now we need to the two textures. We can do this if we go with Control Shift, right click and just we can now mix these two textures. Or you can just type here mix. You can plug this to first input and this to second, and this two node, and also to composite. We want to use only this bright part. We need to set this to screen blending mode. You can see we get all this reflection on this ground and also on this object here. But we have problem, this is too intense. And you can see on my last render, I add this glossy direction only on this small part here. We will now do the same. We basically need a mask which will control this factor here. How we can do this, We can search for mask here. I will for this use ellipse mask. If we now go with control shift and click here, we can see how this look. I basically want mask which go from here and cover this ground here. I will now play with this slider. I will keep this 2.5 which is good. And I will play with this y axis. If you hold shift with left mouse drag, we can move this down about here. And I will first scale this. Okay? Now we can move to about here. And let's scale this more one. Let's now stretch this to about here. And let's scale this also. Next axis, I think I need something like this. What we can do now, we can plug this to factor, we can see what we get. Basically, I want to move this litter down. Now we need blue. This a lot. I will go with shift and blue. If I type here about maybe 500, we can see what we basically get, This nice gradient and transition mask. But I think more about here. Okay, let's move more down. I just want to affect only this area here. I don't want this foreground background. Let's move this, let's see, 200, 200. We get more sharp transition here. I think about hundred is good. This is too intense. So we can always control with the color. M will go with color. I will just play with this value. This white value is basically brightness. So we have 100% of brightness. Now use this about here. This is before and this is after. We need this. You can see that this is pretty sharp and our background image is pretty blue again. Go with in this second input with blue, we need to add blue to this glossy direction pass. And I will add maybe here value of two. We basically blow this a little. Let's see. Now if you want to keep this pretty sharp, you can go with value of one. 12. Part 11 - Adding details: These slides here look pretty flat. So we can try a three D details on this gas station. We can go with shift, right click here, and we can place origin here. Now I will go with shift and let's add. Let's press to scale this down. I will go with Y to move this Y axis. Let's press to scale this. Let's see how this look, okay. P X to scale this on x axis, maybe we can press a X to rotate x axis. Now let's go with, I will select this space here. And I will press to insert this, let's Z to move this on the axis. And maybe to scale this, I will press L to select this part. Lose part and control, maybe to level this. Now what I will do, I don't want to add this material here to this object and later we need the subdivision and UV project. We can basically just select this first object and second one and control J. Now basically we convert this to one object and we also add to this object as the modifiers text. If we go to edit mode, we can still select this object with L. We can now go with D x and move this on the right side. You can see that we also change UV map when we move this object here because of this project modifier is before and this is A. And you can see that this is now much better. Go with L and let's go with ship Y. Now I will go with Z to bring this down. Okay, I lose this object, but let's try just place, where is the lights here? I will look on left and I will try position this on the lights here, Y. I will now go with ship the Y. And let's place, where is this second light here? And again ship the Y, okay? Now I will place L to select all these three lights. I will also add this on left side, ship the X. Okay? This is what we have for now. And last time I add point lamb here on right side. Let's see how this look now. If you want to make this character more visible and more bright, you can shift right click, place origin here and you can add one point lamb. You can see that we get a lot of details on this character. I will bring this up and maybe move. I don't want to make this character bright because I want to make silhouette of this character. Because background here is bright, I want contrast between this character and background. I will just keep this. Maybe we can bring this to file. Next thing we will add here is this shell, no sign you can see how this look. And also this line here. All this is from my Act. I will share this Act pack with you so you can use in your future projects this new signs I create for this render. So you can find this on my Instagram. This new sign and also this line here. I have these assets in my asset browser. With this pack, I will also share Short Asset browser, but I also have bigger asset browser totorar. You can search for that. Also, you don't need to put this in asset browser because you can just go to sign at back file and you can just copy the two objects. This is from my last file where I make tests for this tutorial. I will just go copy objects. I will paste this here, okay? But if you add this to asset browser, I add to sign category, and you can just drop this in our. Okay, here we have this shell logo. Now I just need to rotate this X minus night and a Z night. Okay? Now I get basically saying, okay, and here is this red line. But I will now deleted this two objects and you can see that this is much brighter. That's because I go to shape the editor last time and reduce this light intensity. Maybe two, or one, or even 0.5 I'm not sure. Now I will just line up this. I will go with R, Z, and Y to move this on Y axis. This is before and after. You can see also this light we had before and this neon sign sche Let's now update this glossy direction path because you can see that we don't have this red color from this neon sign. I will now update this. We need to enable this glossy direction in port and render. And now I will press F 12 again. You can see that we get this small value of this red color. Will go to compositing, and I will navigate Control Shift, click here. I will navigate to this glossy direction past, I will press F 11 to open this image editor. And now I will search for U, because with this control shift and click here. We plug this to node. Now I will just save this again. I will overwrite this gloss direction, PNG Y. I will now bring this last node we disable glossy pander. This again, we should see this reddish color on this glossy direction path. But I think we need update this image. You can just open this here or you can go with 11 and search for GL. When you have opened this image, you need to go to image and reload. Okay, now we have this reddish color on this ground here. If you want to add more reddish color, you can basically just change color of this light here because this sun is too high and doesn't affect this ground too much. If you want more reddish color here, you can basically just add red color to this area, ***. 13. Part 12 - Overlays: Next thing we will add here is this fog in background. I found a nice pack of this overlays on this channel. Definitely check this channel in this video. Here is link for download but I pay this link for this video. This file I will share with you. You can download overlay this link. This is how this cook, we basically get 12 overlays and let's check resolution. This is very big resolution, about four K. I use this a lot in my projects. See how we can add this in our scene. I will copy address of this folder where I download this pack. I will, let's go here to Material. Preview will go with Shift right about here. And I will go with shift A and image images as plan. If you don't see this, you need to go to Edit Preferences and other Dos. Just search for images as plain and just activate this. Now we can go again with ship image images as plan. I will select one of these images here. Let's go with this folk. Now we have folk here, but we need to remove this black color. I will just change this material, I think last time with emission and transparent. Now we can go with control shift click. We can just mix the two shaders. I will use this texture aspect, okay? And I think we need to invert the two nodes. I will plug this down and this one on top, okay? You can see that we get this fog over here. Now, we can just bring intensity if you bring this value down about 0.5 Or you can get same thing if you go with color ramp. If you bring this white color more to black, you will basically say this effect here. Now you can just shave the x and place maybe one here. You can also stretch. But one thing I do last time I share under material, you can just make another variation of this material. Last time I just changed texture. For example, bring this texture here, okay. And you can bring this more background, so ship the y. I think this have more sense if we behind this column here. You just need to play with this overlays and duplicate and make composition you like. I also, this is after a few minutes of playing with overlay. I also change this Viewport display color. When you are in solid preview you can see what is fog. My recommendation is also to select all the overlays. If you press M, you can add this to new collection and you can pull this fog for example. You can now disable this collection in Viewport. This is still here, but only when we press, this is before and this is after. Let's talk about this anamorphic **** flare. You can see here, I create this with paid Don. This is Don I use for this and it is not so cheap. But you don't need to buy this Don because you can Google for example, anamorphic **** over. You can find on Internet similar stuff and you can Past this on video editing program and set this overlay. If you just change blending mode to screen, you will get only this blue overlays. That's how you can use this for free. For this ad, we need light. I will now go to **** flare, and when we have selected this light, I will choose this anamorphic blue overlay. And you can see that this react with this three D object, but doesn't react with this background. That's the reason I decide to create this overlay. I will bring intensity maybe to 0.1 because this is too strong. And you also have this option, you can customize this **** here. Let's see what we can do here. If we disable the globe effects, you will get on the streaks here or you can just disable here or this shimmer. Now you have basically only globe, but I will not play now. You can also change the intensity of any of these parts. If you click here to shape that, you can just bring intensity of the globe, maybe two y, but I will just bring intensity. Let's now select this slide here. Now I will go here. I will click here and I will go to duplicate two selected object. This one of this object here is selected object. And I will click here, Duplicate two selected object. And now we have lines also on another side, but I will also bring this now maybe 0.03 Let's now disable whole collection and keep just these two overlays. And I will also disable this in render and I will just render this over, we forget to disable this fog also, I will again click here. Disable this fog in render. Now we have this background image, so I will go to compositing. And I think if we click Control Shift and click here, we can review only the render layers. Okay, And I will go to Node, and I will now save this PNG. I will save this under Texture folder. I will also share this file with you, and you can use this later in composite. Now we can use this PNG image, we save us over. Now we can bring this **** overlay here. And if we now go with control shift and right, we can mix this. Okay, now we see only this **** flare. Because we use mix and factor is one and we want to remove this black color. For this, I will use screen blending mode. Okay, now we have the lenses here. If we move this on left, we can reduce opacity here. I think this is too much. I also want to add blue because you can see how this is sharp. And I will go with blue. I will say this to maybe two or maybe for. Okay. And I also mentioned that I will tell you where I found this character. This character is not for free and I found this on this procedural crowds. And if you want you can buy this Don, but you can also find a lot of free characters and people on Internet. This is what you get. You get all the low people and they are not so low poly. And if you go to edit mode, you can see how this look also. They are animated. This guy is in pose, that's good because you can import this in Mixamo and you can change pose of any of this character. I think we are done in Blender. I hope I didn't skip any step. And we can now go to post processing. I will now increase the samples maybe to 200 and I will render this safe. 14. Part 13 - Post-processing - Part 1: Usually for post processing, I use after effects. But because after effects is not free and most of you don't have after effects. For this tutorial, I will use one free software I found recently and I think we can do nice job in this small free software. The software is called Cut. You can download this program from this link, so you can just search for download and you can download this nice free software. I found that this software have a lot of nice filters and effects and we can use some of this in this project. I will just click to New Project. I will here under Media Import our Render. Nice thing about this software is that you don't have any experience with this because it is so easy. We just need to bring this to our timeline here. Now we can just search for filters and effects. If you click on any of these filters, you will see preview here. But when you click anywhere, it will disappear. If you want to add to your timeline, you just need to click here. Or you can just this here, okay. Now we have applied this effect here or filter. But I think I didn't find anything I like in these filters. You can try a lot of this and you can see if you like something from here. But I found a lot of useful thing under Effects can also click here and you can preview this effect. For example, if you like this yellow blue effect, for example, stop here and you can just save this sickness here. Last time I think I used this edge glow effect to add a little glow to our same. We move out of this effect, we see only our render. And if we move here, you can see before and after under effects, you can bring intensity of this. Let's go maybe just five here. This and this is after. Okay, I'm not sure which one of these. I also, you can try a lot of this, but I think I use mostly this retro tab. I will go down to maybe a little chromatic aberration here. In chromatic aberration 50 value of 050, we basically get zero. When we move this out of 50, left or right, we get chromatic aberration. I will go with value of one here. You can see how much we have, you can find, you can test any of this, and you can use effects you like. But I will go down to, let's try this TV effects. Okay, I will search for retro here. Okay, here we have retro tab, and you can test some of these effects also. Let's try this one. I think this is too intense. You can always play with these values. Okay, this one is too intense. But let's try with this slide show effect. So you can see that this is animated. But because we will save only one frame, we can choose frame we like. Okay, let's now play with filter. So this is too intense. Let's add maybe just ten or 20% of this, okay? So you can continue play with this, but I will now go to adjustment tab. For this, you need to select our image. Here, select this image. And now we have this adjustment tab. Now we have all these adjustments we have in any graphic editing program. But here is everything simple and fast. If you want, you can bring this temperature on left to get more bluish tone or you can add temperature here and get more orange or yellow tone. I think I will go on right here. You also can change hue. I usually go on left. I don't park this pink color. I usually go on left to add more green tone here. Saturation. I think I will saturation. Maybe little on left. I will add little brightness here. Contrast. You can go right and add more contrast. Left. And remove some contrast. I think I will go on left here, add more highlights. This is shadow. I will keep this on zero. Let's see, this illumination. I will also zero and this is sharpness. If you want add more details on this render, you can go on right. But I think I will not use this particle, grain, basically. If you want a grain, you need these particles and I always like grain on this render. I will add a little here, We have this fade effect. Get on, right? We will add vignette on these edges. Or if you, you will add white. I think I want just a little black vignetting here, HSL. You can change tone of specific color. This is, you can see that we affect this red tone here. I think I will go on right to add more orange color here. We can also bring saturation. Let's bring this little here and brightness. Let's move this on left with this orange tone. We also affect this neon sign here. Also, this yellow tone affect only this part. We don't have too much green tones here. We can go to bluish with this. We affect this sky here. If you want a more green tone here, you can go on left. More purple tone. If you go on right now, we can export this. But I'm not sure how to export one image here because this is Do editing program. When I click here, I get only options to export this as do. But I found one solution. If you click here, we can basically, we can see full image here. I just use print screen to make a screenshot of this red. Now I will just save this on my computer. This screenshot program is wide shot, so you can also find this software for free on the Internet. This is before and this is after. 15. Part 14 - Post-processing - Part 2: But let's now also jump to after effects. Because I cannot found all these effects I like in this cup cut. I will now just open new composition from footage and I will found this render here last time. In after effects, I add this light rays effect, so you can see all these lights coming from this gas station. I will show you how I add this. I will go with new adjustment and I will call light S. I will search under effects for light just CC light race. Let's now bring to this effect here. Let's bring this here. Now if we change this center point and when we play with this virus, we'll see how this works. We basically get this light race here. You can see that now this affect also this guy here, we can control if we get mis pass from from Bland. I will now go to up at zero and let's go to Material preview. And I will now enable this missed pass here if we click here and if we change from combined to mist, we can see how this missed pass look. I think this is pretty good, but if you want to change the values, you can go here under war properties and miss can change this start and depth point. I think I will move this to one, from one to maybe 25 is okay. Okay. Now we can press F 12. If you go under compositing, you will see that we get this node here. And now we just need to render this. But I will bring the samples to 50 because I don't want 200 samples for this. And I will press 12. Okay, now we can download this missed pass if we go with control ship and click here, we get this missed past here and I will search for you node. Then I will save this. Now we can bring this in after effects. Now we have one problem. This resolution of this image doesn't match with our. We should do this in after effects before this cup cut. And then everything will match perfectly. But I will now just press and change opacity. We can set this manually, and I now press for Scale, and we can now match this. Okay, I think now this match pretty good. So I will press again for Opacity and we can see that this match pretty good. Now we can use this Mi aspect or mask we need set this miss passed over this effect we want. I will say this here and this under layer set this. Now this is basically factor or mask for this effect here. I will now go to missed pass here and I will search for levels. Now if you want to see how this look, if you click here, because this is not completely black, we still see some of this race on this guy here. But if we play with these values here, this is basically similar color ramp in blender. If we add more black color here, you can see that we basically this light race effect, okay? But we need to also bring this little down okay, about here. We get this problem because we first use cup cut and we save this file with print screen. Now this resolution doesn't match with this one, but I think I also get a nice result here. I can now play with these values. I usually also addalation effect, and we can create this very quickly. I do this in most of my tutorial. If we find, we can find basically the edges and I will now search for them because haalation is red, I will. Reddish color. Now we need to invert this because we want red edges here. I will now search for past, both blue. And I will type here maybe ten. Now levels, we can reduce this red color here to only some edges. Now I will again go with curves so we can bring this red color up. If we now set this screen, we basically get this red globe effect. And let's now move this little on left. Let's play with this while, maybe bring this to five. I think I will remove this curves for now. We can bring this more up maybe to A. Okay, now I will press and I will bring opacity, maybe 50% We basically get some of this red glow effect or Haalation. We can also add more red glow here if we just go with a new solid color. And let's try. Okay, I think I will manually pick some this red color here. Okay, now we have everything red and if we set this to screen, we can basically make mask on, on, on this area here. Okay, Now I will just press M twice to get this mass properties. I will just add big feathers here, maybe 100. And you can see what we get. We basically get this red glow effect. If I press, I can bring capacity maybe just 50% this is before and after, or maybe 30% I also have paid on here another one which is called film convert. I will call this convert and I will search here for this is pretty expensive, About $150 but I get all the camera filter. I can quickly add this look with this Adam. We can control this grain here. I think this one is too intense. Let's play with this precepts here. Now, all these are black and white, so I will step down to here. Okay, so this is before this film converted. This is after I will again press and I will bring opacity to 50% But if you don't have this Don, you can always serve for free. Lots or presets you get from a Db will add a new adjustment layer and I will for color correction, okay? And if you search for momentary color, you can find here you can play with this. Or if you go here under creative, you get more of this. Lots, you can play with this and you can choose a lot you like. All these are too intense. Just be sure to bring opacity to maybe down to 20 or 30% This is before and after. Now when we are happy with the final results, I will remove this. We just need to go to Composition and Safe as file. And I will change to J Peg and recite this to Original Sites. And now I will just set this folder where I want to save this. I will change names. This is Render four, and click here to Render Okay. This is our final result. This is when I do this last time, and this is what we do in this tutorial. And thank you for watching this tutorial. I hope you'll learn something new and see you next time. Just quick update this man also animation. I think I will make tutorial about this. Stay in touch and see you next time. But I also make just one frame, so you can see here window. I'm not so happy with this animation, but rendering this take a lot of time. Maybe we will make animation, or maybe just one steel frame. So this is animation, but I like more in this one play key.