Archviz in Blender 2. 80 / Class 3: Lighting & Materials | Victor Duarte | Skillshare

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Archviz in Blender 2. 80 / Class 3: Lighting & Materials

teacher avatar Victor Duarte, Learn everything you can

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class3 intro


    • 2.

      Class3 lighting


    • 3.

      Class3 woodfloor


    • 4.

      Class3 wallmaterial


    • 5.

      Class3 background


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About This Class

Hello everyone!

In this 3rd class you'll learn how to set base lighting to your project using HDRI environment to achieve photorrealistic results and other different methods of lighting your interiors. 

We will also take a look on how to set up your materials (floor and walls in this case) with proffesional textures, using Color, Roughness/Glossines, Bump, and Normal maps to achieve more realism in a fast and accurate way. As well as some trick for the window glass! 

On the other hand, you'll learn how to add a background image to the scene to nail the overal realism and sell better the image.

Where I get textures and HDRI's for my projects? Take a look at this resources: 


*Beginner-Intermediate level

By the way, this is the third part of a series I'm preparing where you'll learn the steps to achieve realistic interior renders. Having a look on placing doors, windows, details, setting materials, lighting (EEVEE?), rendering and postproduction. 

All in the brand new Blender 2.8!

Meet Your Teacher

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Victor Duarte

Learn everything you can



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

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

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


See full profile

Level: Intermediate

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1. Class3 intro: Hello, everyone, Victor. Here in these third class, you will learn how to set the base lighting. I will teach you three different methods to achieve for two realistic results. Using edgy arise environment, Dexter's We will take a look into basic rendering settings and create some materials for the floor of the world's using professional resource is and tweak some parameters to achieve photo realistic results. And also, I will did you some different methods to place background toe, nail the entire mode off the scene, and then we will be well prepared to feel the scene with some assets. And remember, if you want to follow along this class, check out videos, videos and a load the files available so you can apply the same techniques and compare results if you like what you see, subscribe on Follow me if you want on other social media, so take care and have fun 2. Class3 lighting: Let's start with the base lighting and some materials for the floor and walls and ceiling. So the first I'm going to do its creator camera. So let's make a another collection and college cameras shift a camera and press control Cirio under numb, but go to be navigation and walk navigation so you can move like a game. So let's position the camera with a nice competition. Go to the camera properties and decrease holly. Read the focal lane. 35 millimeters is OK in most of the cases, and our little trick for composition is to go to item transform with the camera selected and said their rotation in X 2 90 degrees. And why zero degrees in said axes 19 degrees in this case and move with the shift off the camera. So we have Burdick outlines perfect vertical lines and play with the location of the camera until the camera with y and X shift. So we always have vertical perfect lines and endemic off composition. It's more pleasing and professional in this case. Zero. It's OK, so let's start with the lighting. I'm going to open another we know here dragging this corner, so I keep the camera view in this window, and here I'm gonna changed to shave their editor. Go to world and years notes changed to rendered you and this is what we have right now. Let's disabled layout and with control be we select the border So we only Orender the camera view. Let's go to render settings. I'm rendering with cycles and using GPU the color management, he said Filmmaker by default, which is okay. And for sampling, I'm gonna increase the pupil, render samplings, do something like 128. Some ports in the light butts. I like to crank cities. Diffuse and glossy values to £6 is and for now, disabled, reflective and refractive plastics. So we have basic set up for now for the rendering now for lighting, especially in in two years. We have two basic methods. One is using an HD A right. We will have a more reach global elimination in our scene, and the other method is with simple color off the background. So let's try it with your background notes. Selected press control T and blender well will place for you some notes. One is the environment and the other one is making, by the way, remember to have enable in the other ones the note Wrangler now in the vitamin texter. We have being color here because we don't have any environment selected. So price open and choose your 80 airai. As you may know, we have a deer I haven witches on incredible resource off Asia relighting for indoors skies studio and it's free. So check it out in your HDR I folder select to this play mode thumbnails. So you will see what you have over here. So let's like toe clothes like yours, for example and you will immediately see the lighting coming in the interior. Now you can increase the strange Hollywood weeds. Six seems to be okay in this case, and you can never take your a c awry with state value off the Mei Ping. And as you can see, the SD awry, deeps as a great quality global illumination in our scene. Or maybe you can combine on itchy awry, which can be more diffused, like he's one. For example. We don't have any sun on here, but we can combine it with some lumps. So let me up in another window over here. Change it. Who? Three D b port and go on site. Let's make another collection with lights. Shift a light, son. Let's place the sun over here and rotated a little bit more Dating said access and go to the light properties Increased the strange to something like or in this case, so we can combine an HD awry with a sun lamp. And these can do the job for now. Allegedly the son. I'm going to give more space here and change the edgy awry. For example, with these one loved layers. Okay, so we have these nice CERN coming through his window. Remember that we don't have the last for now. We're going to prepare you later. So these could be one method and the other one is with a simple background color. Let me duplicate thes notes. Select these world output and blender will make it the active one for the goal of the trick here, especially for natural lighting. You should make a note which is called black body in the converter. So this note will give you are Ferriter off light and just imperator, for example, value off 6000 500 or 4000 or 5000 for example. These give you and not relighting, and you can combine it as well with a sun lamp, for example. But as you can see here on the global illumination is a little bit simple compared to these one. But the advantage is that the render times are a little bit faster with these method. So you have to make a decision on which method you when to use. In my case, I'm gonna use the idea, right. Let me delete these notes. The other thing to take into account here is the background, sometimes background that gives you the actual is theorize. It's okay. Sometimes it doesn't fit with the scene. In this case, I think it's not not where to have this trees over here and and these while nature in exterior. I think in this case, some buildings or houses ruled sell the scene better. So the trick for do this is to make another background. So press shift Andy and duplicate these one. Let's create mixture their combined thes two backgrounds, but we don't want to see these backward. Now we want to see these one so in the factor off the Shader. We will place input light path and we will input the camera rate into factor. So now we're seeing these background in the scene. But we are lighting with his the rights. Or now we can put some background image who here? Or keep these empty and go to the render settings Goto film and make it transport it so we can play some background here later in post production, which is sometimes the best method, let's make some basic test render go to the render settings and increase their render samples to something like 512 for now. In the output Properties said Resolution Person touch to something like 50% or 60% to go faster with these tests and in Renner passes, let's ah, unchecked de nice ing for now. This way we can. We were out more or less how many samples we will need to make a clean Orender and press F 12. Well, as you can see, we have some pretty NYSE global elimination and the sun hitting the floor and well, but we have plenty off noise over here. So in final renders, we will have to crank up the render samplings to something like 800 or 1000 samples for sure. So now we have some base lighting prepared and we can start doing some shading work in the floor, walls and ceiling. But for these states, we will work with the new look that body blender 2.8. 3. Class3 woodfloor: you compress set and go to look that moat or choose the different Buber shavings over here looked at mode in this mode. Blender puts on HD Arrive. You can change the lighting conditions over here, and you can even rotate it. They show some background colors. Let's juice these city background over here, we can rotate it, and these allows you to work in the materials in real time. So no time consuming here, and it's pretty handy. Let's put some wood floor over here. I'm gonna make more space in these window Changed the Shader editor from World Toe Object and with the floor selected less press new material and colleagues wood floors or not, with the help off the North Wrangler weaken, press control shift and D and suddenly blender prepare us principle texture set up. So never get to your father. In my case, I'm using polygon textures. If you want to achieve photo realistic results, you have at least to use defuse map. This place men, normal mops and glossy nous Holding on, for example, is a great resource off high quality materials. We have father worried resource is like textures that come text you haven. So check the description off these video and I will give you some great resources in this project. We're going to use these wood flooring from polygon, which is free to the load. So check it out. Ones you have it. Don't load it. Remember, press control shift t on their principal shader, Navigate to your folders with the textures and select the different texture maps that we need. We need color these placement blessedness normal and reflection and press principle texture set up so blender will automatically put for you. We notes in the correct way, taking into account that the roughness is known color data their normal and this place man as well are known color data. But one thing we have to change in this configuration is the displacement. In this case, we don't need these placement with the bump notes, so delete these displacement notes and received a vector. So let's place the color into the height of the bump on the normal into the normal off the principal shader and the normal map into the normal off the bank. Let's check the US Let's Haider Sealink scenes. This is a very simple floor which is just simple plain. We cooled years to go to edit moment, select everything and press you and smart You re project solid. These will give us Ah, nice UV mapping. Or let me press control Set change. Since this is ah books and it's Ah, simple object. We could also change the texture, coordinates, toe object and the method off projection to box. So sometimes we don't need to. Julia were up everything in just putting the texture coordinate to object and the projection to box. It will do the job. Let's change now. The scale of thes would select everything and changing scale. Something like 0.35 seems to be okay with the help off the looked of motor, we can see how the floor reflects and how it be tapes with lighting without having to go to the render view every time. So this is very helpful. Let's go work a little bit on these material. The bump is too strong. So let's decrease that these tents to something like Boy 15. It's okay, Let's decrease the strange how little we've now. Let's work a little bit in the reflections we need to tweak the roughness Mark in this case is a glow Seen this map so blend their puts and Imbert color for us. So I'm going to create Camembert, their color ramp between the Imbert on the principle shader and in order to see it's more clear what we're doing. I'm going to a black the base color and make it more dark. So now we can see the reflections are legally better. And with help off the noble regular, we can go to the color rump and press control sheet week. Now we're seeing the effect off these note. Let's bring the black and white values a little bit closer so we have more contrast. In the reflection of the off, they would now press control shift, click on the principle Shader. And as you can see, we have a leader with more off interesting reflection. So here now we can connect the color. I came to the base color Principal Shader and where we're to go now I'm gonna press zero on their number to go to the camera view enable again the collection off the ceiling and we pressed set to go to the rendered view begins He now our nice floor of here. We can press now, control B and make a little window here to take care of lows. Look compressed set, toggle overlays. And now we have fire realistic and nice wood floor in our seats. 4. Class3 wallmaterial: Let's go to the look that mode again. Example these window and in the material top you can see we have a bunch off materials created by Archie Pack so you can go through these Lear Arrow here in press removed and use its lots and lender. We'll clean up the and use of materials. Now press use notes, and the very color will be white. Decreased their roughness a little bit. So we have some reflections over here and delete the other slow. So we will have to say material window the same for the out frame. Remove and use its lots. Actually, I will remove all these lots and with the French elected now, I select frame off the window and press control L and link material. So now the materials are linked. Let's leave it white for the walls and ceiling. We're going to come for your material that it's painted wall and you go to make a new material and Collett painted wall and you may think Okay, I make base color something like this, not pure white, and I play with the roughness, really eat. As you can see here we have some reflections, but this is not realistic as we can do. So I recommend using some rough in this map and a little bit of bomb up. So we have some information and somebody ation on the reflections. So I will use these material from Bali one. You can find similar materials in other sites and especially I will use the glossy nous information in the normal map toe have these little variations on the roughness and their reflections. So I'm gonna press the principle of shader and control shift t go to my Extras folder and select the glow. Seen this map and the normal map and the reflection as well. Press principle, texture. So we have the notes are already connected to their principal shader. Now let's change the mapping to object and the textures projection toe box mapping. As you can see, we can barely see what's going on here with the roughness. So I'm going to make the base color more darker, and now we can see what's going on here. As you can see the roughness in the reflections, half more information, we can decrease the normal map and now we can change the base color to something more white like this. And we're that. Now we have some nice reflections off here. More natural. Select the ceiling. So let the walls control L and link materials. Now we can go to the camera view, make a small window here, go to the rendered view. And as you can see, if we change the base color again to something more dark, you will see that we have a nice behavior of delight in this. Well, so bring about the whole border here of the camera, change color to something more white. And maybe we have now to increase Ali V d background strength color or something like eight . Let's make another test. Render now with the materials applied, go press F 12. As you can see, we have very natural reflections on the walls and the floor. So we're doing a good job. Remember that we don't have for now, glass on the windows. So let's work on it in the Archie Pack collection. I'm gonna make laying over here and position it in the window. Here. I select this edge press G tries and see to go up missing for these ej g tries G twice. I select the face and duplicate to the other window. And now, in object mode, I'm gonna place a solidifying modifier like this and the windows are done. So now, as you can see, we select these windows and make new material. And let's go toe object new material, college windows, glass. If we go to the rendered view the light, it's not coming through. So I make transmission toe one and roughness too. Zero a z can see this is not working at all. And the we know actually is dropping shadows to our interiors are and also ease reflecting the environment which we don't want. So I will teach you are leader trick with notes to avoid these problem. First of all, I'm gonna delete the principal Shader. Let's go back to solid view and I'm gonna add free now loud. So church here for free. Now I'm gonna add glossy shader and transport and she there and mix shader combining these two with the factor off the free nail and the factor off the I R who something like 44 now , Now duplicate these mix shader and I'm gonna add a input like Beth and commit er must note and the operator to at and makes the shutter ray with the fears rate. Duplicate these at the note and mixed cities. Previous note with the glossy Cray, and these will be the factor off these mix shader and these mix shader will mix these one and these one and shaded to this our face. So now we will have reflections on the glass that the light it's coming through and it's not casting any shadows, and it's half a better performance. 5. Class3 background: Let's play some background over here, some buildings or houses to sell more, the realism off the scene. And for these we have a great resource, which is unspool ash, and we have great quality and free, high resolution photos. So I'm going to search here something like buildings and look for something that cool match with the scene. I found some off them that we called use and try too much with the mood off our scene. So let's try it. So goto edit preferences. Make sure you have another on enable, which is import images. US planes. Now you can go to file import three much is explains. Navigate to your folder with backgrounds. I'm going to select. He's one for now. Let's try it. So we have toe Plano here, created by blender and with the material apply toe. If we go to looked at mode, we can see the texture applied to the plane. I'm gonna change the principal shader with an emission shader and now, in this view, go to camera, go to the rendered view and let's make these window are literally bigger so we can position our background over here. Let's scale these I'm going to make a small window over here and assuming a little bit. And now just position your background too much. The Ori son. Something like these cooled work. And now the important thing is the exposure off the actual background. So keep in mind that it's nearly impossible to have a great exposure in the interior and the exterior as well. So we need to increase the strange of the mission to have something more realistic in terms off expert, your in this case, something like 30 or even 50 will make the job. So this is the kind off exposure you will finding a real photography, few exposure inside. Let's make another render test. And as you can see, we have a very natural mood in the scene with the reflections, the background. So we're doing a good job so far now, at this point, we called make some more tests to reduce the noise. So with 512 samples, it's not enough to kill the night. So I'm going to increase the render samples to something like 800 samples, and now I will enable in the render passes the united think l Let's see what we have. Look, I'm gonna stop the render and see what happens here. So the uniting is doing a good job. But we have some splotchy nous here and some loose detail. So maybe in the final render, I would go with something like 1200 samples, which for interiors is totally normal. Let's make a quick test. As you can see, we have now live in more detail and NGO Vera reshoot will be okay. So yeah, I know that for the final render, we will need something like 1200 or 1400. And now he just another or off feeling to seen with some assets sofas here or plans, you know. So, yeah, we're don't for now, thanks for watching.