Blender 4. 0 Beginner Workflow For Cinematic Art - Step-By-Step | šime Bugarija | Skillshare
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Blender 4. 0 Beginner Workflow For Cinematic Art - Step-By-Step

teacher avatar šime Bugarija

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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.

      Introduction

      1:43

    • 2.

      Camera and scene setup

      8:03

    • 3.

      House modeling, basic shape

      8:43

    • 4.

      House modeling, basic form, part 2

      8:59

    • 5.

      Roof, porch

      15:15

    • 6.

      Doors and windows

      7:49

    • 7.

      Fence and planks

      12:39

    • 8.

      Details

      13:03

    • 9.

      Volumetrics

      4:37

    • 10.

      Sky texture

      8:18

    • 11.

      Wheat

      7:47

    • 12.

      Human

      12:10

    • 13.

      Trees and bushes

      9:11

    • 14.

      Compositor 1

      15:21

    • 15.

      Compositor 2

      7:06

    • 16.

      Compositor 3

      9:28

    • 17.

      Compositor 4 - Grain and Overlays

      7:00

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About This Class

In this 2.5-hour-long class, we will create cinematic art from the introduction completely in a blender from start to finish. This is the workflow that I have learned in the last 6 years of using Blender.

In the first part of the class, we will talk about setting the scene and camera settings. After that, we will start modeling and texturing the abandoned house. In about an hour, we will model the house from the reference photo. 

I will explain to you how to speed up the modeling process with the help of shortcut keys and modifiers and how to make the low-poly model look detailed in the camera. I'll show you how to achieve a cinematic misty look using volumetrics, where to find good free models how to create materials, and more.

In the last part of the tutorial, lasting 40 minutes and divided into 4 parts, we will talk in detail about the blender compositor. 

Post-processing will be done entirely in a blender without using other programs.

The entire process of creating a scene is recorded step-by-step, so the tutorial is easy to follow even for beginners.

 

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: In this 2.5 hour long tutorial, we will create cinematic art from the introduction completely in a blender from start to finish. The original composition is from this photographer, and three, the artist recreating works is the best way to learn and progress. I decide to recreate this work to try to discover the settings used by this artist, and I think I came pretty close. This tutorial, I will show you what I learned recreating this work, as well as over the last six years using Blender. First, we will talk about setting the scene and camera settings. After that, we will start modeling and texturing the abandoned house. I will explain how to speed up the modeling process with the help of shortcut keys and modifiers. And how to make the low poly model look detailed in the camera. I will show you how to achieve a cinematic misty look using volumetric. Where to find good free models, how to create materials and more. In the last part of the tutorial listing 40 minutes and divided in four parts, we will talk in detail about the blender compositor. Post processing will be done entirely in blender without using other programs. The entire process of creating scene is recorded step by step, so the thetorial is easy to follow even for beginners. The tutorial is separated into 17 parts with the average duration of terminus to make it easier to follow. All resources and links are included in the tutorial and subtitles with shortcuts are also available. 2. Camera and scene setup: I'm now in Blender 4.0 and you can download it for free and install from Blender. Or in this tutorial we will recreate from this guy here. I will share this link with you in this link file. First, my recommendation is to create folder where you want to save all these files. I created this folder now I will copy this address here. I will save this file. File Save, and now I will pay this folder here. I will call this Abandonment House Tutorial. This is our reference and this is what I get when I first time try recreated this. And you can see that I get pretty close to this reference. This is another version, just another lighting set up, a little more dramatic. This is when I tried yesterday, recreate this scene to prepare for this tutorial. And the difference between these two scene is that I use model three models from sketch fab. In this tutorial, we will use all these models, but I will show you also where I download this guy if you want to use this model. And I also replace this three model with 31 from sketch fabre. You can also know that this scene is different. Another difference here is that I do post processing in this example in after effects here, all in blender. You can see how this looks. If I go to here in Composited tab, you can see that we have a lot of nodes here. And in this tutorial I have planned to do post processing also in Blender because most of you don't use after effects or any other program. This is Blender tutorial and we will do all this here in Blender, but I will also show you my after effects file. We will go through all the settings I use in this scene here. Let's now start with Blender. First thing I will do here, I will go with shift and add plane, and this will be our ground. Next, I will create base of this house here. I think this part here can be about 3 meters tall, and this one about eight. I can select this cube and I can type here eight on the axis, maybe 3 meters. Now I will go with numped one to front rtographic and we can bring this here on this x axis. But if you want to be precise, you can just type here 1.5 Let's now set up camera. When I look at this render first time I get the impression that camera is very far away from this guy in this house. Here we can create easy, similar effect select camera. I will now go with Nampa seven to top orthographic view and I will say this to 90 degrees, this axis to zero. Now I will try line up with this axis, world Y axis here. When you see this little cross here, you can just drag and move this right on left side. When you put mouse, you can press Nampa zero and we can go to Camera View. Now we can look what we do on left and we can work on right. I will on left press to close this tab here. And now I will set similar aspect ratio or resolution that this image use. Usually I just press print screen and I have this small software lie shot. I can easily see the dimensions of this render or aspect ratio. And last time I go with 901,050 here, now we get a similar aspect ratio as this photo use. Let's now switch to Render settings and I will say this to cycles and GPU. And I will type here 22 and also here. Now we have a very fast render. We can switch here to render preview. Now when we have selected camera, I will go on the axis to 1.5 meters from ground. We can move this, or we can just scale this ground here to get effect that camera is far away from this guy here. We can just put a camera far away from this object here. Last time I go all to 60 meters from this house here. I will go with same settings. Now I will just create cube with shift A. And this will be just for measurements. I will type here 60. Now I will just move camera here. Now I will delete this cube I don't need and I will now just scale this ground. I will on left switch to render preview and we can see how this look because we are now far away from this object. To put all this in frame like in this shot, we need to change zoom or focaling. I will now click to Camera properties. Now if we bring this focal up, we can see that we basically to this object here. Last time I go with value of 120. I think this is similar to setting the values in this render, but you can play with these settings. For example, I will show you what you can do. This is my last seeing here. And I disable volume metrics from here for now. And you can also go pretty close to this guy here. But then you need to, of course, change this focal length, maybe 15. You can use the camera settings if you like this type of shot, and nothing wrong here, but I think you just tell a different story in this render here. When I look this render, I get impression that someone who recording this shot is behind this guy. When we look, I get impression that this guy is alone and someone from distance is hiding in this grass or weed. This look more horrorsh for me and because I want to create horrorsh footage, I think this setting is much better than in this render here. 3. House modeling, basic shape: And let's now start with modeling this abandoned house for model. I will close this tab here because I don't need this anymore. And now I will select this cube. And I will press Numpatkey to isolate only this object because we will now work only with this house here. You can also go with view, local view and to local view if you don't have naped back to scene just again, local view and togal local view or just nupskeyen, We can import this image as background image and I will not share this image with you, but you can just go with print screen and you can just save this shot on your computer. Now I can import this background image or reference image. I will go with shift and image reference. I will now go here under where I save this image here. And I will import this reference. Now I will go to x ray mode and wire mode. I will scale this image to match this cube here. This cube is part, this part of house here. I will try adjust. I will select Image this cube because this cube are about real world scale dimensions. And I will press to match this. Okay, about here. Now I will select this cube. And let's bring this little. I will bring this reference image in background so we can see cube. I will go with control A to apply scale. If you press, you can go quickly to edit mode, or you can just go here to Edit mode. If you click here, you can select edge select. But you can also press two on your keyboard to activate this edge select. One is for vertex select, two is for edge, and three is for face select. This is shortcut and I will now go with control R to add lout here. I will select just this edge here. You can go with this move tool and you can bring this on Z axis. But I will go with control Z to undo this because I will use shortcut here. Shortcut for grab is when you press, you grab this. But because I want stick only on Z axis, I will press C. But I will now press Escape to remove this selection. And I will go with amped one to front portographic view. And I will go now with C. And I will move about here, this will be our roof. I will just select this image. I will stick to time here and I will rename this reference. But we can see that this is reference image. I think I will disable this for now because I import here reference image. I will likely here horizontal split. I will open here image editor. Now I will open this reference image here. I can always just take a look at how this look and I can model here on. Next thing I will create here is this small house here, because this look pretty similar like this one. I will just press A to select all and Y to move this on Y axis. Now I will go with Z to rotate this on Z axis by 90 degrees. And now I will press, I will place this here. If num ped one, I can see that this go little over this roof. I will go with GC and I will place this here. Maybe scale a little and Y, scale this on Y axis, and maybe move this here. Now I will press three on keyboard. I withholding shift, select these two faces. I can move this. If you want to select only this part of house, we can press L and Blender will select a loose part. This part here is loose part here. I will press to scale this little on axis. Let's first add some details on this small part of house. I think we can see small window here, but let's first create this roof type here. I will go with Shift and Shift here. Now, if we press Y on keyboard, in edit mode, we can we separate this Y on keyboard and we get this? No. I will press Al, I will press first to scale this little here. And I will go with move this down. And I will now press Alt to extrude this along normal. So I will here extrude phase along normals. Now with holding shift, we can move mouse up and we can precisely move this little up. We get this small roof here. Let's now create this window here. I will go with two on keyboard. And I will press control R to add loop cut here to line up on the axis. I will press, now we can go with control to bevel. If we scroll mouse up, we get more loop cuts, but we need only one here. I will not go with to bring on axis, but I will not go over this corner here because I get overlapping faces. Now I will go with control here and move this little on right and this one on left. Now we can face selection. Or three go to face selection, And we can select these two faces. And we can go with y to move this inside. Okay. But this roof is perfectly flat because we will see only silhouette of this part here. We can just add some random details and I will go with control. Are here to add some cuts. And also here we can now just select maybe every other here, this part are not the same but because we will see only silhouette, I think this is not important on this surrender. We can see better. I just want to avoid this flat proof here. Okay. Now I will go with all x along normals to bring this little up. We can also add few lots axis. Now we can proportional editing. Just select few of these parts here and we can go with just to make some imperfections here, I will also select view of this withholding shift and I will go with y, t, this little on y axis. Now I will press L over L over this part, and this part here. And I will go with control B. If you have more loop cats here, just scroll mouse down to remove this loops because I want only one here. I want to keep this lo pole. 4. House modeling, basic form, part 2: Let's create another roof here. I will select these two parts and we now press, we scale all the. That's because last time I go with Y keyboard to separate this and now we can press but without proportional editing, so just disable this here. Now we can press S, we can scale this roof here and Z to bring this down. Now all extrude along normals and just move mouse up. I will press with holding shift and right click. We can place course here. And now I will go with cube scale this axis x to scale this on x axis. Now we can move this out, maybe S Z again, x to rotate this about here. Now we can go with control R and add a bunch of loop cuts here. And control to be level. Now all extrude along normals and just move mouse up to scale this. And now I will press L over this part and control to add one bevel. But with holding shift I want be precise. Okay, we can now go with SZ again to scale this along z axis. Now I will again add some imperfections because this is abandoned house. And I will select few parts of this and I will go with proportional editing. And you can see this brush here. If we scale this up, we get influence over bigger area here. Maybe something about this. And we can also add smaller details here. But let's now create this part here. Also we have small on this right side. Let's go now with shift A mesh and cylinder. Now I will go with pat seven and to edit mode and also x ray mode because without x ray mode, if we select this we select only top part but not bottom here. We need to go to x ray mode. Let's now go to here and delete vertices. Now we can select this two, and X to X on X axis. And now we can press A to select all and S, Y scale this y axis. Let's see how this look. X and x, y to scale this. Now I will go with select and with holding, I will select all this loop here. And I will now press to scale this about here. Let's see how this look. We can now back our reference to see where this go. And now I will go to x ray mo. Move about here, but we don't need to even follow this reference. Just make something similar. Okay? Now I will maybe select this with all again and I will go with extrude. And now to scale this, okay, let's just move this inside. But let's move all this inside here. Now we can go with all extrude along normals. Just add some thickness here. Okay, let's add some, these columns here. For this we can just go to shift and likely here and I will go with pad seven and mesh cube. Let's scale this down. Let's move this little out, scale this down. Let's just create a few of these columns here. I will go with Z to scale. This is if you want to scale this only on x and Y axis, and remove axis, you can go with S. Scale. Hold shift to remove and press Z. Now we can scale this, but not on axis. Scale this on x and y axis. But if this is too hard for you can just press to scale this down. And now to scale only on axis. Okay, let's place one here, move this here on axis. Now I will go with shield the X, place one here, shield Y, and move one on Y axis. But let's now add some imperfections because this is perfectly flat. And you can go with control R a lot here. And now you can go with to move this here and maybe control B to level this with tab, we can skip to object mode and we can select this one. And again with tab we can go to edit mode. Control R control, I think this is okay. And we can now select all these columns here and go with tab to edit mode. Press a to select all control and add one level. But you can see that this bevel don't work correctly. That's because if we go to edit mode to object mode, we can see the scale is not one control, a applies scale. Now to go to edit mode control or be with holding shift, you can be precise. My recommendation is to turn on cavity when you do modeling like this. Because if we go with upped one, we cannot see the edges but cl here. And if we enable cavity, we can see all these lines here. We can also set this to both the edges will be even more visible. Let's create also the small part on right side. I will duplicate this with X. I will now press X minus one to flip this on X axis. Let's now to scale this. We can just add small part of this house here just with cube numped one to go to front tortographic x. To scale this on x axis Z, we can go with temp to edit mode three to go to phase selection and move this here. But all this is just about silhouettes. If you go Ump at one we can see just silhouette of this and nothing more. I will go here with edit mode A and control B to add Bella. 5. Roof, porch: Let's create roof tiles here. I will go here with Shift, right click to place origin here. Let's create first one shift, a plane. Maybe I want x axis. Maybe only 10 centimeters. I can type here 10 centimeters, maybe 12. I will now press S Y to scale this about here. Now I will press Passkey. First one, this back to our scene. And second, when we press this, we can only this one tile here. Now I will go to tab to edit mode two for edge select. And I will go with control R. Now I will bring this little up and control just maybe three loop cuts here. Now A to select A, Al and extrude along normals, scale this up. But I think it is important in which direction if you go, you get correct phase orientation. But let's go with control Z, Go down, I think we now get incorrect phase orientation. To fix this you can just press a and three flip or you can recalculate normal calculate outside. Okay, now this is correct and we can disable this phase orientation. And we can go with numped one shield x. Now I want to rotate this on y axis y 108. Let's place this here. But we now have two objects. I want to keep this as one object because I will now use R modifier control J. Now I will go here under modifier and generate array. Now I will just increase this count. I will add another RA modifier on X axis, I will send this to zero and on Y axis one, we can array this on axis. Now if we go with Tab and we go to edit mode, but we have only two of this in edit mode. And I will now press a X, But now I will go here. I don't want offset of perfectly one here. I will move this little inside, maybe 0.9 We have roof types here. Now I will go with Pests Key. I will select everything which is part of this house. I will press M. I will create new collection, and I will call this house next time. When we want to select this house, we can just go with here and select objects. Now we can press Napa. This is now not so important because we don't have too much objects. But for example, in this scene, it is pretty hard to select all this object and isolate this, For example, move this here is very important to create, okay? I didn't create here last time, but I created here for example. When I select this object, I can go right click and select objects. And I can select whole house. And I also parent with this empty cube if I need move this house. But I will show you this later. Okay, now we can go with naps key to bring this object here. And let's place this tiles. I need more array here, about 21 on yaxis. Let's now increase this on X axis. Now I will go with nope three to write orthographic and X to rotate this on X axis. And I will now try line up this with this roof X and I need more. This array on y axis, I will count the 226. I think these tiles look pretty small. We can go to edit more than press to scale. Now they are bigger, but we now go outside of this. I will bring this little down. The roof tiles are visible in red, so you can see how this look. We can see all these details. I think this is pretty important now. We can add some imperfections. But to do this we need to apply this R modifier. And you can click here to apply one by one. But you can also go right click and convert this to Mesh. Now we apply all these modifiers and if we now edit mode, you can see that each of these is separate part. We can now go with L. For example, we can delete few of the delete vertices. We can go again with L. We can go with X to rotate this little x axis, or Y. But you can see that we rotate this from center of these objects. But if we switch this to individual origin, we rotate this from individual point of each of these selected objects. One thing we can also do here, for example, select few of this here. If we enable proportional editing with we it hold this part with this brush. I will do something like this now and also maybe here. Okay, let's do similar things here. Okay, we can t to go to edit modes like this part and to add some imperfection of this part, we can go with control to add loop cut. Now we can go with control to add few loop cuts here. Let's add one with control here and also lots here. Now we can use proportional editing to this to affect this part here. I see this small roof here. We can go to edit mode with tab and we can press the two parts. And I will just duplicate this with shi x Z -90 Okay, but without proportional editing -90 Let's go with amped seven to line with this roof and now to scale. But again I will go with control. We use this individual origin, but I will say this to bounding book Shi X Z -90 num seven, line up this little with this roof and has to scale and bring this down. Okay, let's go with L. And let's move this here so we can see the silhouette of this roof here. Let's create this porch here. I will go with shift like click. And I will go with cube num per one Z. To scale this on Z axis, x, about here, num seven and Y. Okay? We can go with z Little more now. I will apply scale control. A. Apply scale, and I will go with tab control. Look cut control B. Maybe to add a little more details here, we can press L and Control to add level. Let's create these columns here. I will go here with shift and right click. I will start with cube as to scale this down. X to scale, on x axis, z, and maybe y. Okay? Last time, small parts here. Let's do this now. I will go with Z scale, stzaxis again. Now I will go with sh, Z, Y scale, y axis, numpad three. Let's move this about here. Now I will move this about here. But before I will go to edit mode control to bevel this, but first to go to object mode, control A, apply scale, edit mode, and control B. Now I will shift the x, I will click and I will go with shift. Shift in Blender is to repeat last step and you will just repeat this duplication, okay, and we get this. Now I can go with control a apply scale. And I can go with tab to edit mode. Select this edge here, this one. And control just one be to add this nice detail. Okay, now I will create another column here, shift and likely here. And I will go with cube, scale this down to scale this Z axis, Y. Let's apply scale. And now I will go with z. I will scale this all down and to scale this on the axis y 45 to rotate 45 degrees to create this part here, shi x y on another axis. And we get this detail here. We can go shied x p one here, one here, and maybe one here. Okay, let's just add some imperfection. Tap to edit, mode, control R maybe one here. And control. Let's create this chimney here. So we can go here with shift, right click cube. We can enable this reference here but references out this local view. I will select this and I will select objects to select all house and this reference here. And now I can go here and I will go with to scale this down, scale this little z axis. Let's now disable this reference. Now I will go with tab control R three to go to face selection. I can hold this loop and all the extrude along normals. Now again L and control B to bevers. 6. Doors and windows: Let's create doors and windows. Here I will select this part ped, one control tab to edit mode. I can go with Z02. Let's disable this proportional editing and zero. Now we can move this about, we can move this down and we can now go with control to level this. Here is our window and I will move this little up. Okay. Now I will go with control R And I want door here so we can see that where is our door? And I will go with control, this will be place for door. I will go with control R here. Control to make place for window here and here. I will go control R, I don't want anything here. And also control R here. And now we can go with control to create loop cut control to create Bevel. Now I will with holding this part, and with holding shift, I can add selection. And again select this loop here. Now I will go with control to create two windows here. Now I can select one window, another one door and one window here. And I can go with all extrude little out just a little. Now I can press to insert this. Let's just check scale. Okay, to insert this now y to move this on Yaxis. Let's just repeat this again, just to, to move this on X. Before I click anywhere, I will press and separate by selection. Now this is a separate part. We can work only with this part. Because I will go with control Z to show when this is part of this object. When we go with control R, we add out on this house. I want to avoid this, I will press P and separate by selection, now I can select this part here and control and control to add this frame here. Control here. Let's also now I can, I will just go with shift. With holding shift, we add selection and just select all these frames here. And control B to level this and now all all extrude along normal. Move this little out with holding shift, you can be precise. And again, I will now go with control B to bevel this. Let's now add some details on this door. So we can go with T. I can select just this loop, cut here and I will go with three to pay selection. To insert this, I can go with Y to extaxis. Let's now create on x axis and two axis. Let's select this control B or bevel shift to move this slightly and all rude along normals. Okay, we can just add some random detail here. You want to move this out, we can create effect of broken window with K. If you go tap edit mode K knife, just be careful here. When you press K, you stick to this axis here. You can see that nothing happened because we need to stick to this edge here. This one. But this one here, it's all about angle where you put camera. So I will move to about here and now had some effect of broken glass here. Let's see how this is visible. I create this effect here. You can see that this is not visible. I can quickly preview this in Render Preview. So quickly here we go to Render Preview, and we have one point lamp here. Okay, this intersect with this. It's a little hard to select, but let's go to We mode. Okay, if we now switch to render preview, we can see how this look in cycles. But to make better preview, we need to change lighting settings and I will do this later. We can quickly add sun lamp here, Light, let's bring this 0.2 and maybe add some bluish color here. And we can now rotate this to create some shadows. I will duplicate this with D and move this down. Let's change this to area. And Al, we can set rotation to zero. So I will press a R here. I will bring this maybe to 100 or just 50. And we can change this to orange light, or maybe just ten. 7. Fence and planks: And let's now create this broken fence here so we can just go with ship. Try click again, cube to scale this all down. X to scale this on X axis, Y to scale this on Y axis, control A applies scale. Now I will go with shield to place one down, Shield again X, Y, scale this down, Z to scale this Z axis, shield the X and shift R to repeat. Last step, now we can select all the parts. I will go with control to join this in only one object and I will go with shield the x. But I think this part should go here a little more on left, and this one here if we want to follow this reference. Okay, and what I can do now, I can go to edit mode number one. And I just move this about here. And I can press L, select this three, and go with shield x p here. Okay, I duplicate one and I can delete vertices. Let's now add a lot of imperfections here. I will move tab, select this and I will first maybe delete two of this. Now I will press control R, Move this here, Maybe this one, maybe we can also this one move here. Next I want to create these plans here. For this, I download one texture from Texture.com I will share this with you. I will not create first playing here. So shift and click. Now I will go with cube. Two meter is on x, axis is okay. But I want say 2 centimeters. I will type here to M on the axis. I want to make maybe 15 centimeters. Okay. Now we have one plans and I can go with Naples. Key to isolate this control a apply scale. I will go with Ped, one shield Z. Move this to about here and she Z again. Maybe one more time. Now I will open here shader editor and I will create new material and I will call the plans. Now I will just drag and drop this texture, but you can use any texture you find on Internet. On this reference, I see that the plans are white. The reason I download this white texture. Now I will plug here to Base Color. Okay, We cannot see anything because we are not in Material Preview. So click here to go to Material Preview. Now, because this one, this material, we can select all this and control control L, we can just link material. You can see this yellow line. That means that this is mainly selected object and we need to select this one with hold shift and click here. We need to select this one because this one, this material and control link material or you can Here under Material Settings, and you can just drag and drop this here. Okay, Now I can go, I will select all this, edit mode projection. Now I project this better, but I need UV editor here. So I will split this window and I don't need this tab. And now I will select from here UV editor. Now I can select this face selection, this face here. First I will scale. I will select this face here. And I will press a scale, this little. Select this one. And scale this project to another one. And this one may be here. Okay? Now we have four different variations of this. If we now go to individual origin and X, we can rotate this metal on X axis to get this effect. First I want to make some seems here. I will go with control, scroll, mouth up to add two of these look cuts, control B, scroll mouth, exclude along normals. Just move this. Now I can select only these two edges and I can go with control B to create bevel here. Okay, If we go to object mode, see this, he seems here. I will add here one in middle. Control control. I can scroll mouse up to add. Now I can go with amped minus to subtract selection. Now I will press to scale this down. I can go again with control lumped plus to expand selection control to better. But now I know that I need one for this part and one shorter. Also here I will, I will duplicate this shield x and I will make another variation here. Now I will go to material preview. What I can do in x ray mode, I can select all the part and delete vertices. This will not work. I can just move this here, but you can see that I also stretch this texture here. But if we enable this correct phase attributes, we will not stretch this anymore. I will move this about here. And let's move this here. Okay, now we have one shorter part. Let's now back Naples Key to our C. We can go to solid preview because it is much easier to see where it is. Now I will selected this material. I will change just viewport display color. This is visible only in viewport. In solid rib, I will change color to make this easier to see. Okay, now I will select the bigger parts. Let's move this up. Let's place this here. I will go with amped one. I make this too small, but this is not so big problems, so I can go with x. I can place this here, now I will go with shive Z or I don't make any variation here, I will go with A to make instance of this object. Now, all these are part of same object. This will save some memory in our scene. Will again, I will go with x to move this about here. I will press X to scale this a little. I can do same with this one. X to cover all this area a Z, so just be sure to cover all this area and this will look fine. Okay, now we can make some variation also here if you want to go with Y. So said this to individual, and X may be L Y. Okay, let's see how this looks now in red. Let's now duplicate a few of these with shift D. Back this two bounding box and her Y night, maybe we can place a few of these heroes. 8. Details: Let's now create material for the roof tiles. And I will call this roof tiles. We are now in solid preview here. We can change only port display color maybe to red. Okay, but to see how this material look, we need to go to material preview. Now I will just go with color M. I will just add some few variations of reddish color. I will plug this two base color. Let's now add another color here will add reddish color. I will add reddish color bar to pretty dark. Let's add here another variation. But we cannot see anything here because this is just a gradient. But if we go with noise texture, we can add noise here. If we plug this here, you can see that nothing changed too much because this noise is too smooth. We can change this with another color. We can just this little more to get more variation here because this is not visible. This roof is pretty dark. You can see how this look. We don't need to spend too much time creating this material, but to make some variation in roughness and bump, I download this texture from Texture.com You can use any texture similar like this. I just search for concrete or plaster. And I now bring this here to blender. And let's see how this look. I can go control and to bring this mapping node and texture coordinate. But for this unit, activate node angular, just go to added preferences and activate this head on. And let's scale this down, maybe 0.4, If you plug this to roughness, you will get some variation in roughness. Okay? The color M. You can control how much you want to make this shiny. If we add more black color, it will be more shiny. White color will be more rough. I don't want to make this too shiny, so I will bring this little down. We can also use this texture to create some bump. I will go with bump and plug this to height to normal. Now we get bump, but this is too much. I will bring distance to 0.1 and I will bring this down. This will now look a little better in render P. Let's also bring this plank material to all these objects. I will just drag and move the soles here, but we need to go to edit mode, projection and scale this up, also this part here, but this will be faster. In the material preview, I will select all these objects without material. Now I will select one of these planks and control link materials. Now I will select this and go to edit mode, a projection. Let's now scale this z to rotate this to another direction. I will just correct this part here, z. Let's also improve this material. Just little variation in the roughness and bump color here. And this roughness, let's see how this looks. This black part will be more shiny and this one will be less shiny. I will bring this black. And let's maybe this one little too black, okay? And for bump, I will go again, call ramp, plug this here and bump to height. And this to normal. Now we can bring this 0.1 and this down. And one thing we can do here, because we already have here this concrete or plaster material. I will go with image texture and I will select this plaster material we have from before. Now if I go with control shift and click here, I can see how this looks. This scale of this look pretty good. I can go with holding shift and control and right click. We can mix these two textures. If I now set this to multiply, I can keep only darker part from this bottom input here. I will say this to multiply. Let's now back this material with control shift and click on this last node. You can see what we get. If we go to left, we get only this texture. If we go to right, we get multiply this second texture. If you want to make this house a little more, you can use this here. But I will go with color ramp here to make this second texture even more intense. Let's see how I just want some of this area not too much. I will move this white color hole to left. Now I can get the details on less area, but you can a little more brown. These dark parts, we can make brownish. You can quickly switch between solid view and material and render Z. To add this roof material to this object here, we can just cle the roof tiles. Now if we go to Edit mode with Tab, we can press select this loose part and assign this new material to this small roof here. What I do last time, I add some details from asset browser. For example, this IV here. This is from Quicksell bridge. But I will not show you how to use Quicksell bridge. Now you can download and install this for free. And okay, I need to update this. And then you can search for a lot of different assets. But I make one shortcut here. I download assets I like in my asset browser. For example, I can just click here and I have a lot of assets I usually use here. Plans, I have just this IV plan here and you can see how this, this look pretty bad from solid preview. But if I go to render preview, this look pretty good. And I get a lot of details with just drag and drop, for example, this piece here. Okay, We can maybe make whole here if you want. You can just delete this and I think this will look better. One may be last thing I will do in this house. I will create glass material here. We can select this object and we can create new material glass. We can now go to she editor. We can delete this principle, BSDFn shift glass and transparent shift. Mix the two shaders and plug this to surface. Now we should get some glass material here, but we didn't apply this material anywhere. I will select and withholding shift, I will just select where I want to apply this material. Now, just select this material. Assign. Okay. I think we are done with this. I will continue with tutorial tomorrow. But before I will do one thing here, I will parent this house to one empty cube. I will go with shift A. Now we can select this cube. If we go select objects, and we also have this slide here, we can remove this from this collection. I will set this to S collection. Now when we select this object, we select this house. We can scale this or move. But easy way to control this is if we go me, no mesh with shift A empty be. Now I can go with up at one end. Just make this cube bigger than house. Now I will go with click Select Object. Just be sure to empty cube is yellow selected object. This is not the case. If you get something like this, you can go with Shift, click here, and control and set parent to object. Now next time, if we need to scale this house down, or we can just select this empty cube and we can move this. But these objects here are not part of this house. I will select all these objects. Now I will press M. I will say this to house collection. We need parent to this object. Control set parent object. This should also follow this empty cube. 9. Volumetrics: This is what we have for now, and let's continue with Tutorial. I will again split this window here, so left mouse click and drag this to right and on left press and to close this tab. And now I will go with middle mouse button. And I will drag this on left. And I will click here to render Tribe. Now we can create volume metrics. For volume metrics, I will go with Cube shift and right click to place Origin here. And now I will go with mesh cube. I will make very big cube to cover all scene. I will go with y and X, control A and apply scale. Now in Viewport, this is visible as a solid object. One said is to bounce through this object. I can do this if I click here to Object View for display and set this to bounce. Let's now go with double here and we can rename these two Volumetrics. I will now remain this material also to volumetrics. We can now bile this Principle SDF and I will go with shift and search for principle volume. Now we can plug this to volume here. Let's bring density to all to 0.0 15 last time said this color to bluish color. I bring this anaesotrophy to about 0.4 This will create a little more misty atmosphere here. What I do last time, I also bring this emission strength to 0.002 This also create a little more misty look but also back some lighting in our scene. I will also said this emission color to bluish color. Last time I also said this background or world color or to black. I will move this almost completely to black. We have one problem here. You can see that we cannot see in the background this volumetric, We see only black color here. And that's because we need change settings here. In camera settings, we have this clip only to 100 meters. We can see about here. And we need just increase this to maybe 1,000 Okay, we now fix this problem. We have this sunlight we add before just for tests. So we can now delete this. We have this point Lam, four point lamp here. If you want to keep some highlights on this roof, we can keep this but maybe on the value of ten. Let's now keep this for now but I will see later if you want you can go with ship D Y and you can place behind this cabin very strong lamp. For example, maybe 1,000 or 10,000 here. You can add also bluish color here. But last time I do something different, I place background image behind this house here. Problem, we have this lamp, we always see this edge of this point lamp, for example, we can make this radius big, but we still see this edge of this point lamp here. One problem we have here, you can see that this roof is about middle of this image. We need change camera settings. I will go here, I will select camera. I will change this rotation to about, maybe 92 degrees or even more, 92.1 10. Sky texture: Let's now create a background image. If I go to my last render, you can see how this looks. We have just a background image of sky here. I share the links with you so you can go to Splash. This is image one and this is sky texture to. You can download both this image because we will mix these two images. You can just click here. Download free. I download this large image here, this one and another one here. Let's download this again now. We can copy this address. Last time I go about 50 meters from this house here, I will place course here and I will go with shift on y axis. I will type here 50. We can now place origin here. I know that this is about 50 meters and I can go with shift images as plain. If you don't see the options here, you need to go to Edit Preferences Heads. You can type here images, just activate the images as played. Now we can go again with Shift image images as plain. And now I will navigate to this folder where I save the images, and this will be our main image. I will click here and I will import this image here. I will scale this until I set this image inside this camera frame. Now I will scale this volumetric cube. Little to cover. Also to place this image inside this volumetric cube, I can move this about here and scale this little more. Let's now select this image. Let's play this material here. Blender automatically create a new material with this background image. I will unplug this from alpha. I will open this emission here and I will plug this to color and to strength. Let's delete this point, lam here. And you can see we get lighting from based on this image here. For example, if we just for test switch to this image, you can see cloud texture from this image here. But let's back this first image. I will just search for this image here. To back this image with Mt node, I will go with shift and search for if we plug this bottom input and if we said this to multiply, we can control intensity of this lighting. If you said this, for example ten, we get a lot more light here. But last time I go with the value of 1.4 I choose this sky texture here. If we go to our reference image, we can see that we don't have a lot of cloud texture here. We have very smooth image, that's the reason why I choose this smooth texture here. But we can also multiply this with another image to back some cloud texture. Because I like this details, we can go with shift D. Now I will select this second image we download from before. And if we go with control shift and click here, we can preview this image here. Now to these two images, we can go with control shift, right click, and just drag. And now we can set this to multiply. Multiply will take dark part of this bottom input to right, we can see that. Okay, let's now back this last node here, control shift, and click here, you can see if we go to left, we get only this texture. And more to right we take dark part of this bottom input. Last time I go with value of 0.5 we still can see some of this cloud texture, but not too much. I didn't use this base color last time. I just need color and this strength here. What I do last time, I go with saturation node, because I think we have a lot of purple color. Also here, I just saturate this value of 0.3 We can see on this image, this purple color here. Instead of this color here, I want add bluish color. We can go with another mixed mode. We can plug this here and we can set this to color. Let's plug this to a, back this to color. We can set this to color blending mode, and we can set this to blue color. If you now bring this factor to one, you can see that we get blue color here in background. I will bring this factor maybe to 0.8 This is very similar like I do last time. We can go with 12 to see how this look. Let's now create this orange light. We can see here we have one point lamp from before. We can just change this lamp here. Last time I go with value of about 100. And I said this to point lamp. Okay, this looks good. We can place this point lamp here. I also duplicate this with x. To move this on x axis, I also place one lamp here. We can this also on this reference image that we have light from here. If you go with F 11, you can open this image editor and you can go to slot two. And if you press F 12, render this with this new lighting setup. If you now press on keyboard J, you can skip between two slots, slot one and slot two. Here we have only 22 samples. You can increase this value in render preview, For example, if you said this to 100, if you now go to slot three, it will be a little slower but not too much. Last time was only 6 seconds. This will be about 12 seconds. Render time go double. But let's see, this is before and this is after. Before and after. We get much more details here. What I do last time, I increased this resolution, I said this to 150. Now render time go to 24 seconds, this is 12. And now this go to double, but we get bigger resolution here. This is before and this is after. 11. Wheat: And let's now create what, or grass here. This is file I will share with you. And you can find here we collection. Okay? So you can find this collection. So you can just go, I click Select Objects, and then you can find the objects here. I will now press Np key to isolate only the three models and you can see how this looks. This is what I do for one of my last tutorials. I will go again, select objects, You can these three objects and you can go with copy objects. And now we can import this to our paste these objects here. If you don't see this move tool, you can just click here. And let's now move this somewhere we can see these objects. Let's again, we selected these objects, press M to create new collection. Now we can put this. Let's now set this particle system so we can select this ground. And I will now close this reference. This is not reference, this is sky texture here. But I don't need this. So I can go right click and Join Areas and click down. Okay, now when we have selected this ground, we can click here to Particle and Add new Particle system. And we can set this as here. Okay, let's go with the control A and apply scale. You can see that this particles change because that means that this scale affect our particles. Okay, now I will say this, maybe to 41000 here. I will click here to advance. But I don't want this blender to fall here. Particles, we, we, our particles will go here. Rendered collection. We have this We collection here. From this collection we, you can see that we get this weight on the ground. But we need to change scale to one. Now we need fixed rotation. I will enable here rotation and I will say this to global z, okay? But don't work. I think I need apply rotation for this weight. But we don't need to do this. We can just play with this value, global x work or global y. Okay, I check last time, I think this look too big. So we can bring this scale down. Last time I go with value of about 1.4 You can see on left that these particles, but if we change scale of this plane, we will get the same amount of particles on a smaller area. If we just scale this area, we get more density of this particle scale. I don't want any particles which are not visible in camera. I will go again with x. Okay, here we start. See this corner? I will scale this now, y axis. What I do last time, because I want more density, closer to camera, I will go again with y. I will make this more dense. But here in background, I don't need too much of the particles. I will go si y. I will scale this and make this bigger in background, this means that we have same amount of these particles on bigger area. I think last time, duplicate this even one more time. So we can do this. I will go with Y. I will now go with X to place one here, background. But depend on your computer, this can slow down your computer if you want. You can go here in Particle system settings and you can in Viewport display bring this value down. If you type here 0.5 in Viewport you will see only 50% of the particles. But when you go with 12 to render, you will get 100 of this render. But let's play a little more with this setting. I think I can handle this. I will maybe scale this a little more. I will just drag this to about 0.47 I will say this increase this scale randomness when we have this to zero. All these are same height, but if we scale this to about maybe 0.1 or 0.2 you can see that some of these are, become bigger or smaller. We can also randomize some rotation here. If we move this all to one, we get this. But I will go with value of 0.2 or 0.15 We can also add some randomized space here, just a small amount. I think I will increase this value to maybe 4,500 Last time, this new color management in Blender 4.0 said, I go here to color management and I said this to GX. And you can see that this now become little darker, but we can back this exposure up and also this gum to back some light here. And we can add more atmosphere here. If we, in this volumetric cube, increase this emission to maybe 0.0 004. Okay, let's or maybe 0.0 003. Let's keep this for now. 12. Human: And let's now import this guy we have here. If you want to wonder which model I use in this render, I use this Photoscan model from Blender market and I will copy this link if you want buy this Don. This is not affiliated. I just like this model. This cost $7 if you want to buy this. But for tutorial purpose I always use free model. We will use one model from sketch fab for this tutorial and I also pay this link here. Human model, you can copy this link. Now we will use this model. This is we can change pose of this model. For this we will use, I will show you how you can use. Let's now this model I prepare for you. You can click here to download three D model. You can use a few of these options, but last time I go with FBX, you can just click here to download. Now you can open this folder here, this is where I download this. Now we can go with click Extract files. We get this human character here and other sources, we have this JakBx. You can just go with control, Copy this address here. And now we can go to do. If we now import this model in vender, we will get this pose. But I want to change pose. You just need make free profile on mix. You can just log in after you file. I see this model here because last time I applad this character, you just need to click here. Applaud character. And now you can select Character file. You can navigate to this folder and just select this jack and click open. Now we can click next, but you also have three characters here in, if you like any of this one you can select from here. But I will now go to Animations and I will now change pose. If we click to any of the animations here, you can see that we apply pose to this character. But because we only need one frame here, you can trim the frames here, for example, only this one. Or you can even export whole animation. And Justin Blander select key frame you like. But let's choose something similar like this pose here. You can also search here for poses, but I will select just one of standing pose here. Okay? I care only about this pose here. So I will trim this even more. Okay? And now we can click here to download. For this, I will use FBX 7.4 and I will say this to 24 frame per second. But this is not important because we need only one frame. And I will click here to download. Now we download this Jack but with this pose. So you can click here, we can copy this address. And I will now go to blend. I will go with file, import B. I will import this blender. This guy is now inside this house. I will go with y. I will go with L Z 108. Next time when you want to move this guy, just be sure to select this bone. If we select this, we get this. Just be sure to select this guy. And you can move this and you can rotate this. Let's see how this look here I want placed this guy about 10 meters from this house. Let's just quickly, we can use this measure tool here. I will just press Y to stick on axis. Okay, This is about 8 meters. So we can bring this y on axis. And about here. Let's also measure how big this guy is. Let's go with shift cube. I think I need to scale this little down cube two meter in brand. Let's scale this little down. If you want to disable this overlays in brander, you can always click here in our reference. We can see here on this guy. We can also go last time, also find this model here. We don't need search, we can just download this from sketch file. This model, you can again click here to download. We cannot see BX here, but this time we can use this OBJ, Open this model here. Now I will extract files. Okay, and other sources, we again extract this extra here, file, import LBJ. And let's face this address here. Let's click this here. You can see that we have this t here. Now I will go with non pesky to isolate this. Let's go with X minus night to rotate to this direction, Zeitz minus N. Now I will go to edit mode to see mesh density of this. We can see that we have a lot of polygons here, but we don't need this, especially because this is too small and in distance. I will go with mesh. Cleanup. Decimate Geometry, and I will set this to 0.1 or even less 0.0 y, okay? Or even 0.03 This is enough information for us. And one thing I will, I will go to material preview here. And we can see that this texture don't work. So I will maybe, yes, we get this texture if you want this texture. But let's check this resolution. You can see that we have 8 megabytes here, four resolution. But one thing we can do if we bank this material here in Blender settings. Under simplify that we want to use maximum one resolution here. If you click here, this is viewport. Viewport set even less, but for final red I will use maximum one resolution. This texture limit affect whole, not just this head, this also affect cloud texture we have in background. I will back this maybe to two K because I don't want to reduce this background sky too much. I will say this to two K. Let's see how this cat look. So we can keep this because this is only silhouette and it's not visible. You can also delete this material and maybe create new material with just brownish color. And it will work. But let's now back to our scene with Napa Key. Now I will select this guy, maybe just head and here, and this part. Let's go with Nps key. So we can set this head on this head here. I will press to scale this down. Now I will go with Numpad three to side view. And let's place this to this head. I think this look pretty okay, so we can make another test trend. This is how this looks for. Now, one thing I want to enable here is depth and field. You can see that everything is in focus even here. We can go with slot six, We can select camera. I will enable this depth and field. You can see that we get a lot of bliness here because we need the select focus point here. Now blender by default use this value of 10 meters, which is maybe somewhere here. But I will now set this focus object and I will select this guy here. Now we put this guy in focus, but this value is too low. Last time I go with value of four. Let's now make the stnder again. This is before, and this is after. 13. Trees and bushes: Let's import three model. Last time I use this free model from sketch fab. We will import now this is how this look. But if you want to use this model, this is from paid ad which is called botanic. If here this is how this look. Polygonic botanic from polygonic. Let's see which model I use last time I go to this category and I use this model. But because I want to share this file with you, I will use free model. I also think that this guy, the same model, you can see that this look pretty similar like model I use last time. I think this is same model but of course you can use any model you find online. But last time I prepared this ing for you from Sketch Fab. We can download this model, you can again click here, Download Model, and we can again go with OBJ. Now I will go here and I will go to extract files under sources. I will again files copy address of this source file, import OBJ. Let's import this object here. I will go with x n x minus. Let's scale this down. I place this object here. I will process again and Z to move this down, we can go with RZ to rotate this on the axis. If you want to make this preview faster, you can search here. For volumetrics, because we rename this, we can disable this for now. You can just focus on this tree here. I will now go with no pesky. You can see this mess here. That's because I think this is Photoscan. With Photoscan, you get a bad parts, but we can try fix this a little. Let's disable this render review for now because this slow down our computer and you can see the loose parts if we go to edit mode and if we press L, we can select this one piece here. Now I will go with control to invert selection, and I will press Delete vertices. Now we keep only this part which is connected. Next thing I will do here, I will go to Edit mode. We have a lot of vertices here. I will again go with mesh, clean up that's in my geometry but I will, Brenda, remember this value we used last time, but this is too much. I will go with 0.3 here to back some of this mesh here, or 0.2 Next thing I will do here, I will go to Scalp mode. With this smooth tool, I will try smooth this a little, okay, This strength is too intense. We can play with these values. Now we can just go with this brush and we can smooth the bad parts here. We can also go here in Render Preview to see which part are bad. If you press nut zero, we go to camera view. We can see from Camera view which part is bad here. This one you can see this here and this part here. Okay, I think now this look better. I will back this volume metrics and let's place one in our reference. We can see one in background and one here in foreground. I will go with all the not shift D because I don't want duplicate the whole mesh. I just want to make instance of this object and we can scale this down. Maybe Z to rotate this little all to move this in foreground. I just want to see this part here. I will place this here close to camera on this reference. We can see some highlights on this area, but here is completely black. We can add some small area lamp here to back some details. I will go with shift light leak. If a light area M, you can see that we get some details here. But I will set this to bluish color and I will rotate with Y to this direction. I don't want too much affect this D here in our reference we can see the bushes here and I also add last time I use again, botanic Don because I have this Don. But of course you can search on sketch. Let's see what we can find here. You can find a lot of free models, but I can also recommend you to download this free pack from Three Shaker. I will share also this link with you. I think you just need set your e mail and you can download all these models for free. But I do this last time. I will now just open my browser and I have this threshold now. I can just bring this to my scene. I will just use one of these models and I will place this here. I will just go to edit mode and I will check mesh density. This look okay, but I see that I have a lot of texture here. All the text, all these materials have texture, let's see, shape the editor, two or three texture. I want to reduce this because this is visible, only a silhouette. And I will delete this one and this one. Okay, this leaves. Use this one, so I will delete this one here. And I will just keep this green texture here. Now I will be back to my scene and I will just play with this. 14. Compositor 1: I think we are now done with setting scene. We can now do some post processing inside Blender, inside the compositing tab. But for this, I need some passes here. I will enable this past. But we can change settings of mis pass here under world and is past, but the default values will not work for us. You can preview this mis past if we go here under Material Preview, and we can select here is Past. You can see how this look basically get only information which start from five meter from camera which about here to 25 meters, about here I want to change to about 30 meters. This is pass start now from here about the value of after this house here we said this cabin to 60 meters from this camera. Now said this maybe to 80 meters. Okay, now we can make this combined. I will make here and I will also enable this glossy direction pass here. Now if you want, you can increase the render samples for final render maybe to 150. And we can now press 12. Now we can go to Compositing tab and we can click here to use nodes. We have activated this backdrop, but you cannot see anything in background. That's because we need to activate. To activate this, you need to go with control shift and click here. Now we can close this tab here because we don't need this. And if you press on keyboard, you can zoom this out with all, you can zoom this, I will press to close this step here. Now if we press Control Shift click here, we can preview this mis pass glossy direction. First thing I want to do here, I want to add more mist. How milo mist is basically blue, a far from camera. We can create this easy if we go with blue node. If you plug this image, we can click here with Control Shift. Click here to preview this. We can see that nothing happened because we need to increase this blue value. Now we have image and blue image. If we now go with mix, if we plug to second input and this first one, now we can choose how much we want, blue. If we go all to left, we get only this value. If we go to right, we get this value. But to make this cleaner, I will now remove this composite. This is how the result, and this is vide for example, if you go with, you can see that now the result is black. But if you go to node, you get this will for now remove this. And at the end, when we are happy with this result, we can plug just this last node to this composite. Okay? But I don't choose percentage. When we move this, we basically get blue our image. But I want to put this blue only after this guy here. We can control mix with Mi node here. If we plug this here, you can see that something happened but not what. We want to control this with color M, I will go with color M. I will plug this in, this is pass here. Now if I go with control shift here, I can see how this look basically black color. We will get this first input and there is white color, we will get this second input. Now we want to tweak this here. Let's see with control shift here how this look. When we move this, we basically get missed. This white color I want to put missed only after this guy. Okay, let's try maybe 200. I will back to 100 or maybe 150 to preview before and after. You can select this node. And you can press this is before and this is after. Or you can select all the nodes. You can also press, but we can go even further and we can import over instead of just blue image. I download from this video here. I will share this with you. I will paste this link here. You can find this link, I will call this overlays. And you can just click on this link in description of this video and you can download all the Ola. This is how this look, you get te, high quality overlays. Now we can use this in our scene. You can see resolution. This is too big. But now this blender compositor is much faster than before. And I think we can handle this. I will use maybe this one, but you can use any of this. I will now import this drug and rob this to our blender compositor. Now if we go with control shift and click here, we can see how this look blender use relative size of this image, whole images displayed here. But we need scale. I will go with scale. I will say this to render size now will stretch this to our render size. But I want, I don't want stretch this. This is how this look. If we now go with Control Shift, right click this, we can multiply these two textures. I will set this to screamlending mode. Screamlending mode, ignore black color, and keep only white. And that's what we want. I think this is still too big. So we can go with Shi. Duplicate this scale and we can set this now to relative. Said this maybe 2.8 to make this smaller. Or 0.9 Now we can holding shift, bring this little down to about here to control where is this in tre this space we can again go with mist past. I will go with shift D to duplicate this color ramp again and pass here. Let's now preview this. This is the same value we used before. Let's see how this look. If you plug this to factor, we get this fog texture only after this guy. But we can play with these settings. Now if we move this here, we can also put some fog here closer to camera. But we can also paint this fog, now it's completely black. We can paint this to bluish again, mix fog. Let's set this to multiply by this bluish color. You can see that now this become bluish. Maybe we can select some of this color, but visibility also depends of brightness of this color. Here, we need to bring this value closer to one, or let's just select some of this color here. You can also control opacity with this white color this to pay this effect. If you go to white, we bring this effect. We make this effect more visible. If you want left some folk in foreground. You can also play with this black color, black color in blender zero and white is value of one. If this is too sharp for you, you can always go with another blue node. You can blur, you can say this, maybe ten. Let's try 100 to see how this affect you. Can see that we get blue, this sharp image here. But I will go maybe only with value of of two. Let's import one more. I will use maybe this one. We can now place this here. Last note is what we have for now. This is our new image. I will now mix this new image with this overlay. But when I preview this, I get the same as I get before. Duplicate this, I will plug this here. Okay, let's plug this here. We get smaller and bluish folk and now we can go with another mix node M. Let's first input and let's plug this to Wil. Now we multiply this, this white color. If we go all to left, we have our image and let's plug this to second input. This is our new folk texture. Now we need a new color. I will go with shift. Let's bring this here and let's plug this mist path here. Let's use this aspect. And we again set this to screen because we want to ignore this background we have here or here. Okay. And we can see this new texture here. Now we just need play with this scale. I will move this maybe. Let's import one more. You can play whole day with this, but let's try with this texture here. Again, same process, just control shift, click, set this to screen blending mode, to ignore black color and keep only this. Now this texture is too big, so we need to scale nodes. D, plug this here and this one here. And now we scale this down. We can duplicate this bluish color here. And let's now play with this position, but I don't like this image here. So maybe we can replace this with another one. Let's see how this one look. Okay, this one. Add a here. I will place this behind this cabin. Okay. We can keep something like this and let's see this. Okay. This is how this looks for now and I think it thing is that you know how this works and you can play with this holiday. 15. Compositor 2: Let's now create a little glow effect with this orange light. You can see on my render how I get this soft light here. And you can also note on this reference image, and let's try create this now. For this, we can just add orange color. How to add orange color? I will go with mix color here. I will set this to orange color here. Now we choose between our render and orange color, but I will say this to screen blending mode. Now I need the mask, which can tell blender where I want to put this orange glow effect. For this, I will now go horizontal split and I will open new tab here. And I will now go to image editor. We can create mask quickly. I will go here to mask. I will open note, basically I will open our image here. Let's move this left so we can see image. I will now create mask. You can create mask with holding control and left click mouse. Okay, first we need create mask. First I will call this orange globe. We can now go with control control and click left click mouse. But I will not do this because I want circle mask here. And we have one option here, so we can go with a circle. We basically add this mask here. I will now press, and I will press this mask on this area here. And I will press to scale this. Or you can move this point also with you can create mask. Now we have this mask here. How to import this in composite. Or you can go with shift A and you can search for mask. Now I will select this orange glow mask. And if we go with control shift C here, you can see what we get. We basically get black and white here. If we now use this factor with tele blender, use this. Second input is white color. But we have a few problems. First, this is too sharp and we can fix this. If we go with a select this mask here. Now we can transform scale feather. If we move mouse up a feather to this mask. I will scale this a lot to smooth this. Now I will press a and I will scale all this down. Okay, we have another problem. We want to put this after this guy and only in this area here. We can again use missed pass for this. I will go with ship. I will again plug missed path here. Now I will say this completely. Let's try this. Okay, let's put this to black. For now. We have this another mask here. We can multiply these two masks. If we go with control shift and click, we can now set this to multiply, multiply from this image. With the part from this image, we keep only white areas from this one. And we get basically this. I want also put this fog after we part here. Let's see how this looks. I want move this little more here. See how this look. Okay. If I press now M, I can see before and after. Okay, one thing we can also do here, we can play with this mask. We can also bring this here and this one here. We can add. Okay, this will not work, but with control. And let's click, we can add New point here, but I will just play with this values here. Also, I can scale this feather. If I just move this drug. And move this here. Okay. If I now press M, I can see before and after we get this problem because of this glass texture blender. See this as transparent. We get more this orange color here. Now this look a little like someone turn on light inside this. But let's play with these settings here. So you can now see before and after. So before I put little focus with this orange light to this area, I do this last time in after effects. Here is much easier to control. I have same mask I created with this pen tool. Here I have this missed pass where I put this after this guide. This is how this look in after effects inventor is little harder to control this, but same technique I use here because this is Blender tutorial. I want to do this in after effects now, but technique is same. Basically I create this mask here and I multiply this mask is pass and I get and I put said this to screen banding mode. This is before and after. 16. Compositor 3: And in after effects I do similar with this sky. If I enable this, you can see before and after. In after effects I create this gradient ramp and send this to radial. And you can see how this looks. So basically I create this circle with gradient effect. And we can now try do this in blender. I will now back to blender and I will create new mask. We have one mask here and let's create new one. I will call this sky mask. We can now go again with a circle. We can go with G And place somewhere in middle here. I will press if we go with ship. And we can select now this sky mask here. And we can preview. Basically we get this and now we need a feathers of mask transform scale feather. And just move this up to feather this a lot. Now I will scale all this down. Let's see what happened if we use after this blue node. Maybe we can smooth this even more. I think this works. And maybe we can also try it. Color ramp. If we said this to be spine, this should be more smooth, but this is too much. Okay with color. Ramp is too hard to control this. But now we have this mask. Now we can again go with mixed color. If we now this first input, we basically now get our render for second input here I will say this to maybe bluish color, and I will say this to screen bending mode. Now we can choose between our image and this bluish color. But now I will use this mask as factor. You can see what we get. Now again, we don't need only this sky mask. Multiply this with our mist path to put this behind this house here. I will duplicate this. She again, I will plug this is path to this color ramp. Now again we have one mask and another one. And we can now go with shift click and we can set this to multiply. We basically get this. And we can now use this as this is what we get. And now we need to play with this color Mp. Okay? I want to put this behind, this house here is black. And I isolate this from the sky. And let's see how this look. Now. If we press M, this is before, and this is A. But this is obviously to intend. I will bring this white color closer to black to fade this effect before and after. Let's see in after effects how this look, I need back this and said this to this effect I get. And this is similar in blender. One thing I do in after effects, I back some glossiness on this roof. We can do this glossy direction path. If we go with control shift and click here, we can see this glossy direction path, how this look, how we can use this, we can a mixed color we can in First Input and we can now plug this. Glossy direction to second input. We can now choose again how much we want second input and how much we want this first input. But if we said this to screen blending mode, we take only bright part from this second input, we get basically this effect. But now I just maybe only this part. On roof, I will go again, click here and I will call this Roof mask. Now I need to create another mask here. I will, now I will go with control click. I will create this mask here. I will again go with a to select all mask transform scale father. Okay, now I think I invert something here because this mask go to opposite direction. I will try again with control. Click, left click. And let's try again. Mask scale, feather. Okay, now it's, now this work. So let's preview this mask. So I will go with again with mask. Let's select this sky mask here and control shift here. Let's see how this look. Okay, I can select only this feather here and I can just smooth. Let's now do as we do before. I will duplicate this color Mp and I will again go with plug. This is to this color Emp we need multiply this two texture. If I now plug this mask to this factor, I get this whole time I have selected mask, I need to set this to roof, here to roof. Okay, this is how this look now basically we get glossiness only on this part here. And now I need again multiply this two texture control shift right click and set this to multiply blending mode. Let's see how this look now in blender will put this screen blending mode only on white part, but I want white part on this roof here. Now tweak this color ramp, I will set this to white. I will now go to another direction. This is before and after. You can see that we get this glossiness only on this part white area. But this white area is too big. We also have white area on this guy and the windows here, I will just play with this mask. You can see the difference here before, this is after. That's how I get in after effects before. And this is after. This is similar in after effects, before and after. 17. Compositor 4 - Grain and Overlays: One thing which is important here, I also add a lot of grain, every cinematic shot, a lot of grain for this use convert. But let's try to do this in blender. For this we will use another overlay pack. I download this long time ago, but I will share, I hope this link still work. You can download all this texture from this link here, paste this link here, gray overlay, but you can find a lot of similar things on Internet. Let's see what we can use here. Maybe we can try this one. I will import this in Blender and let's place this here. Let's again just multiply this. Let's go with the control shift and right click now we can mix these two texture. If we said this, then I see that I have rot of gray color here. Mostly use over blending mode. With the three blending modes, you can remove black colors from this container. Here, you can remove white colors, but when we have a lot of green color, but when we have a lot of gray color here, I mostly use over blend mode. This darken our image a lot. We can fade this a little, but we can always back some brightness in our image. If we go here to color management, and if we move this right, let's see how this look. Okay, If we preview this image, we again play with scale. I will scale and I will say this again to render size, we can see how this look. Now I will just go again with scale. I will scale this to maybe 1.2 because we have the edges here. If I press M, this is before and this is a. Let's add one more intense, I will, I will just this intense film grain texture. I will place this here and I will again go with Shift and right click. Let's again go with scale. Set this to render size. Let's now set this maybe over blending mode. This is obviously too intense. I will bring this hold down maybe to 0.2 This is before and after we get some film grain here, we can scale. I think grain is too big, so we can scale this. I will now go to relative and I will say this, maybe two. Okay, I have this nice overlay. Use this in my scene. I don't have a link for where I found this, but you can just Google something like this. Cod overlay. And I think I'm sure you can find a lot of similar things on Internet. I will try this overlay now I will go with Control Shift, right click. I will set this to multiply bending mode or screen lending mode. Scream blending mode will ignore black colors and keep only this white part. Now I just need to play scale. I will again set this to render size one more scale. Now to relative and I will say this to one, maybe 1.51 0.1 Just scale at. Okay, let's see how this look. We can now go with curves. Maybe shift and curves, because I think we need more light here. We can just bring this up to add more brightness here, all too. Let's see how this look. If you want to play with the curves, I will close this mask. Tap here because we don't need this anymore. You can add another point here. And you can maybe just dark color to shadows here and maybe more bright color to highlights. But be careful with this curve, it is too sensitive. Let's see, before and after. Okay, this is without this overlay, with this overlay here. Now if we want preview, let's delete this. I'm not sure what we can select all these nodes and we can press M. This is what we get from without this compositing. And this is before. I think it is much better now. And this is Hall for this tutorial. Thanks for watching. And I will share this blender file with you and see you in next tutorial.