Create a Photorealistic Living Room with Vray 6 for Sketchup | Interior Design Course | Manish Paul Simon | Skillshare
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Create a Photorealistic Living Room with Vray 6 for Sketchup | Interior Design Course

teacher avatar Manish Paul Simon, Architect | 3D Artist | BIM Expert

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

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.

      Class Intro

      0:28

    • 2.

      Getting Started - Shortcuts I use

      8:27

    • 3.

      Models - Create the Room

      7:01

    • 4.

      Models - Chaos Cosmos Models

      5:11

    • 5.

      Models - Adding Interior Details

      3:59

    • 6.

      Camera & Composition

      9:43

    • 7.

      Lighting - Clipping the Room

      8:33

    • 8.

      Lighting - Primary Light (Key Light)

      7:53

    • 9.

      Lighting - Secondary Light (Fill Light)

      9:54

    • 10.

      Lighting - Accent Light

      15:03

    • 11.

      Materials - Chaos Cosmos Materials

      3:06

    • 12.

      Materials - Fix Overexposed Areas

      1:38

    • 13.

      Materials - Fix Reflections

      7:40

    • 14.

      Materials - Round off Edges

      3:14

    • 15.

      Rendering - Final Render

      5:54

    • 16.

      Post Production - Change Wall Colors in Vray

      5:11

    • 17.

      Post Production - Add Background in Interior Scenes

      4:39

    • 18.

      Depth of Field Shot

      5:44

    • 19.

      Adaptive Dome Light

      9:27

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About This Class

Master Resource Sheet - Download Links

Exercise Files

WELCOME TO OUR BRAND NEW VRAY FOR SKETCHUP CLASS 

Learn how to create high-quality interior visuals with Vray & Sketchup using our PHOTOGRAPHIC APPROACH - THE MCLR METHOD
Also included in this class is a demonstration of Vray's latest version, 'VRAY 6 for Sketchup'. We will introduce you to the photographic approach to rendering in Sketchup, which will revolutionize your renderings. I can't wait for you to get started with this course!

  • WHAT YOU WILL LEARN?

In this class, we will learn to create a photorealistic Living Room Render with Sketchup & Vray 6.

Here is the workflow that you will learn

- Models & Materials

- Camera & Composition

- Lighting (3-Point Lighting System)

- Rendering & Post Production.

By the end of this course, you will be able to create professional Renders like these.

Meet Your Teacher

Teacher Profile Image

Manish Paul Simon

Architect | 3D Artist | BIM Expert

Teacher

Hi there! I'm a Bangalore-based Architect, 3D Artist, author, and consultant. I'm also an Autodesk Certified Professional and I've been part of the Architecture & Interior Design Industry for more than 5 years now.

After graduating from School of Planning & Architecture, Vijayawada in 2015, I went on to work with eminent Architects throughout India for over 5+ years. I have played many a role during this process right from being an Architect, to a 3D Artist, Interior Designer and very recently as a BIM Consultant for a large MNC. I have gained immense experience over the years and I am now passionate about sharing this knowledge with you.

My goal as an instructor is to create comprehensive step-by-s... See full profile

Level: Beginner

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Transcripts

1. Class Intro: Hey guys, Welcome to this really quick when workshop, but I'm going to show you how to create this photo-realistic living room render in Ford. Quick steps, we're gonna be using the allowance method or the SketchUp Google method. Basically it starts with number one, models in materials number to our camera and composition. Number three is the most important step, which is lighting. And number four is rendering and post-production. Let's get started. I'll see you guys next video. Cheers. 2. Getting Started - Shortcuts I use: Hey guys, welcome back. So before we start with our workshop, I'm going to show you how I use SketchUp. And you can use the steps a show in this video to follow along for the workshop as well. So for this workshop, I'm gonna go with architectural millimeters. So you can say like this, alright, so once you open SketchUp, you will see the main toolbar on the top here, and our default way on the right. And I will also enable though really toolbars and doctor, to the left here. If you don't see these toolbars, is go to view. Click on board was. If you scroll to the bottom, you'll find though we re toolbars. And this mean tool here is the Getting Started. Now for the default rate to show up, just go to Windows default tree and click on shortly if it's not seen. Now, the default, it doesn't show up in SketchUp for Mac. But these are actually separate tools which will find under window. So you can enable them one by one. Now if you want to hide the toolbar, you can click on this auto height option here. And it gets docked to the radio. And if you want to see it back, you just need to power our default again, it will chew back. When my case, I'm just going to pin it back so that I can see my default three times. Now I'm going to show you the 3D shortcuts that I've assigned in SketchUp. So let's go to windows. Let's go to Preferences. And undo preferences, we have shortcuts. The first shortcut that I assigned is Haidt. So let's search for hate. You can either assign F2 to the shortcut or Control plus one. How do I assign these shortcuts? Just click your app in your shortcut. So in this case is going to be F2 and then click on the Plus button. So I've already assigned, so I'm just going to click on yes. Then you can see it's saying that key for the shortcut. Once it's assigned, you can just press or gear as well. The next shortcut to that, our assigned as F4. So just tap your press F4 and click on the plus button, which is an aid. Or again, if you don't find the function, you can also assign Control plus two to the shortcut. Next one is I made last, which is F three. And then we have this very important shortcut called hydrous, the model. Whichever sign the shortcut G. To make sure you assign these shortcuts. The next shotgun that I would recommend that you guys I was saying is camera. So social camera. And then when you go to camera slash value prediction, you can see I've assigned the shortcut called alt plus w. So you can just hold Alt and W on your keyboard and assign it to. The next one is dark-field, which is all plus one are all plus t. I write as r plus five plus four. Front is all plus two and plus three. I'll show you what D-sharp goes through in a bit. Finally, I've also assigned a shortcut for the X-ray mode, which is why I have not assigned the X key to the shortcut because they use it to multiply stuff in SketchUp. And the last but not the least, is to make groups or search for group here and assign the shortcut G. Once you've assigned all the shortcuts, you can click on Export. Export this file that's called shortcuts. And click on Export. I shared this file with you. And you can just click on Import, an important this shortcut data file. Once you're done assigning all the shortcuts, but it's okay. Now I will show you how these shortcuts work. So let's start with make group. So I'm going to make a rectangle you. Now generally when you want to make a group, you'll double-click on the face to select the edges and the face. Then you will right-click on this face and click on Make group. So this is the gender. We exploit this for the faster way is to just double-click and press G to this would make it a group. So this way, I can make groups pretty fast mullet. So now when I enter this group, you can see this bounding box, which is this dashed line here, which means I'm inside this group. Now if you want to see if you are inside this group, you can also switch on the plane or in your default. If you don't find the outliner, just go to Windows default rate. And you will find outliner here. In the outliner you can see the various groups that are active. So this is one group that I'm activate. The group you can also of course rename these groups if you want to be super organized in SketchUp. So you can just double-click there and renames. So I'll call this one too. You just need to click once and click the second day and then tap in your key or the name for your group. So there's one, this is three and this is two. Now, when I enter this group and I want to hide these other groups, here are just some gears I want to model faster. For example, then you can press the G key on your keyboard. So this will toggle visibility. What height just to the model in the scene. Now an adult super important step that you should keep in mind when you go through this workshop is moving stuff along a certain axis. So for example, if I want to move this group along the red axis, I'll use the move key. I will select the point I want to move from before tapping anywhere or clicking anywhere, I'm going to tap the right arrow key. So when I tap the right arrow key, you can see that it snaps to that, to that axis. Same goes for the green axis as well. By tapping Done green arrow key. You can also finally move it on the blue axis. So Tab to move key, click once and tap the top arrow key. So you can see that in warded along the blue axis. Same goes for the rotate tool. So if I press Q to activate the rotate tool, Let's say you want to rotate it along the green axis. So before I click on the point or click anywhere for that matter, I'm just going to tap the arrow keys again. So tab right, lock it along this red plane, left arrow keys to the green plane. So it's very dave, right? Now if I click, I can rotate it along the green plane. Now if I tap the left arrow key, then I can rotate it, hello locally in place. So you need to be aware for this functionality and sketch up as well. Now I show you the height options. So if I click on this object and press Control, one that could hide it. If I press Control to delaminate the object. Now the faster way is if you are using function key F2 to hide or unhide the last object, and if you select multiple objects and height and press F4, it would unmarried. Finally, let's give some height using the push-pull tool. Let's say you want to see the insides of these groups. Just press Y and that will activate the X-ray mode. Sometimes they also enter the groups and then meekness two groups. For example, I'll select this face and plus g. So now you can see this is an estate group. We have multiple nested groups within the amine group. And then of course you can also enter the nested group. Push this out. This is how we would create the rooms. And I just showed you look coming videos. I think this is enough for you guys to begin the workshop. If you guys get stuck anywhere, please do drop your questions. And I will be happy to answer them in the form of response through text. Or I will also create separate videos in case multiple students have the same problem. Alright, now we're ready to get started and create some awesome models and renderings with SketchUp and video. Let's go. 3. Models - Create the Room: Hey guys, welcome back. We're going to start off by modeling a room and placing our models in place. So let's open SketchUp. Now if you are an interior designer, I would highly recommend that you collect some reference images and also the kind of models that you would like to add in your space? No, she looked at the sender. You can see that solo Flickr, borehole chick, modern, contemporary living room. It's very minimalist as well. Just a bunch of few colors where we have the main focal point, which is our sofa, flicker light blue pastel color. Then we have our wall, which is sort of beach. And we have matching colors as well. For example, the Rocky Mountains, the wall, the art pieces and to highlight it, because it's like a black and white painting. Then we have a lot of greens in the space through our plants. So very minimalist living room. You can follow along to create the same living room render. While you can also create your own style of living room to end up, it's your choice. But if you'd like to follow along and learn how to create photorealistic render, then you can use this model. So to start off, I'm going to open my templates, which is going to be architectural millimeters. Now hopefully you've installed PDF for SketchUp and toolbars and show up here on the left. And if it doesn't show up, you just need to go to View Toolbars. If you scroll to the bottom, you'll find the blue bars here. I'm going to delete neither AJ, who's the new mascot of SketchUp. And I'm going to open the Asset Editor. So this is where all the magic happens. You can see we have the materials delays, the textures, and we have neologism. It feels. So I'm going to select all of the religious materials. And I want to click on the link. You click on Delete, delete the oldest materials. Now it's super clean. And now we can start modelling palettes. I'm going to draw a rectangle. So I'm going to click once. And the dimensions that I'm going to give is for MM, which is four meters by 3,500 m comma 3,500 and press Enter. So this is a room. Now we need to give a height for the room. I'm going to use a push-pull tool. So press P to activate the push-pull tool, click once and give a height of about 3 thousand meters, which is about ten feet. And we want to select the front face here, which is facing me. I'm going to delete it so you can see it's selected. No press Delete. Now, I want to select all of the faces and edges with Tripoli faking, right-click and click on. Whereas phase. Now it's a good idea to give some thickness to each of these phases. So you can use a push poll tool. So activate the push-pull tool. And now you can see that when I started giving thickness to each of these faces, it just extends it. If you'd like to give thickness equally, then I would highly recommend that you make each of these phases of group and then thickness. Going to double-click on this face, right-click and click on Make group. Or you can use the shortcut, which is to double-click the face and press G on the keyboard to make it a group. So double-click, Let's do to make it a group, you are as well as well. Now let's enter each of these groups and give it a thickness of about six inches. That is around 153 m. So 150 MM. Do the same for all of these. So if you're given the dimension for one wall, all you need to do then to the other group, use a push-pull tool and double-click on the face, you get the same thickness. So I'm going to quickly do that for all the walls. Now it's also a good idea to extend these walls to this edge, that easiness, because from these corners you can see the scanner, you're there will be some amount of late leakage in video. So to avoid any sort of problems, it's a good idea to overlap your world's going to enter the group, use a push-pull tool and push it to the edges. Let's do that quickly. Follow the walls. Finally on backwards. That's how I created my room. Now you can see it's an open-air room. So which means there's going to be late falling in place. And you should also keep in mind that I've made opening the south side of the room. How do I know it's a solid shape? Because the green axis is always pointed towards the north. So this is not South, East, and West. Now if I switch on the shadows, if I go to View and click on shadows, you can see that the light is falling from the outside. In this case, it's falling from the southwest side. If you want to change it to the E site, then of course you need to make it a morning sun. In the default way on the right, you can see the shadow settings for genes that time to morning. You can see the shadow angle changes. But that's how I created my room. Now let me create an opening as well. So before I create opening, going to use a tape measure tools. So activate the tape measure tool. You need to click on these edges, not from the corner. Because if you click from the corner, you just get one line. But if you click from the edges, you get this infinite line. So I'm going to click from the bottom, I'm going to place my lintel height at around twenty one hundred and twenty one hundred and press Enter. Then we have a cell which is gonna be at 600. And then we have the size of the window as well. So they were insane 50-year and give the size of 1500. Now when I'm going to draw my rectangle, I'm gonna make sure I draw it inside this group. Because if you'll notice, if I make a rectangle now and try to get opening, it doesn't create openings, simply creates the box. Press Control Z to undo. Undo again. So make sure you enter the group. Double-click on that group plus j to toggle visibility. So you know that you are inside this group. Plus our rectangle tool click once, click the second time. And now if you select the face, can see that you divided the fifth. So now with this face selected, use the push-pull tool click once. Once you see this blue window, which you can see it's on fees, or you can also drag it to the side. And then simply click on the fees to create the opening. 4. Models - Chaos Cosmos Models: Let's have created opening. Now let's place our models. So you're going to place the models from kiosk cosmos, which is a library of videos models and maybe yields, you will find it right below the acidity though. You will need an active Internet connection to work with chaos cosmos. Let's open girls cosmos. But it's a fairly simple sort of a library. It has models, materials HE data is. So let's start bringing in our models. Click on 3D models. Now let's go to furniture. You guys can download by clicking on the download button. And then once it's downloaded, it changes to this Import button to bring in the models to SVD for SketchUp. So I'm going to bring in my models. You guys can go ahead and explored chaos cosmos. But since I know what I need to bring in, I'm simply going to download and print them in. So once you click on Import, you can see it switches to the over window. And then you can easily place your Cosmos acids. You can also go to each of these categories and then select the model. It gives. You don't find a particular model. You can also search for it. We're going to search for Rugg. I'm going to bring in this module. I'll rotate this. So when you're rotating, you can notice that right now it's not rotating to the right plane. So select the model, activate the rotate tool before clicking anywhere just stepped or top arrow key. Once you tap the top arrow key, it snaps or lead to the blue axis. And now even if you place it at these ages 0, it doesn't change the angle. So now you can click once, click the second time, and specify your angle or just rotate it to. And so tonight, which is a word 85. Students same year as well. Let's go to the top view and activate the X-ray mode. So I can see what I'm going to hide the top slab. Then this mode is also good idea to create a scene of your top view so that you can use the equal to the top view. Now let's play some decor and some plants, and also add coffee table. Notice that I've already downloaded these assets, so that's why it's showing up under the download tab. Now when you place your wall frame, make sure to give it at a high height, you can see that it's placed at about 330 MO, which is about decent, I hate, is going to move up by 150 MM. Now the midpoint of the frame, that central board doesn't violate them. A good height. Again, go back to the top view. Select these two frames, the midpoint and then also a new more vote in the top view. Make sure to snap it to the relaxes, hitting its place in the midpoint. It's a good idea to make these two assets a group. I'm going to select both of them because G, to make it a group. Just going to scale it out a bit. Finally, to finish a room, we're going to please God and add lamb for eyesight, they will rotate it. Make sure this Kimball is not seen in the camera, simply orienting it back. Right. 5. Models - Adding Interior Details: We will also like to add some extra realism decedent by creating our pro failure, which is also known as coating. So I'm just going to draw a line using the line tool on this corner. That corner. Then I'm going to select this line. You can see fit through per-click, selects all connected edges. And I'm going to make a group. So press G to make it a group. So you can see it's a group. Let's enter this lane group. If you're not able to enter the lane group, just hide the other groups, then Endo the line group. Now I'm going to draw my profile. I'm going to use the line tool on top. Let's say a 100. Mood out the red axis, snap it to the red axis using the arrow keys and type in 20th. And then bring it down. Again. Learn to model in SketchUp by snapping your lines or whatever tool you're using to a certain axis. So I made my face. Now, let's use the Arc tool. Click once, click the second time. And when you click on the third time, make sure it's not another plane because you can see it creates this way. Press Control Z to undo. Just use the Arc tool. Click once, click the second time. Click on the third time. You can see that it snaps to the tangent, which is this pink line. So now if you clicked on time, you can see it. Do I still face? Let's use the eraser tool, which is V on your keyboard and delete these two edges. So now we have our face. So to create odd, skirting the select these lines, go to Tools, click on the Follow me Command, and then click on this face. So you can see that it creates a nice cool squatting. There's escape. But it's F4. Go Knight Hall. We've done creating our room. I'm quick clingo to show you how to create a window as well. So let's rectangle. Make this OH, group. The group give me an offset for both inches, which is 50 MM. Delete the inside face and give it a thickness of about a 100 MM for the frame. Now, let's create another rectangle on top of the window. Make this a group. The group given all set. For the 100 MM, which is the 3M thickness. The shutter frame thickness is delete the inside face again and give this thickness of what if DMM, nice thick window. Then finally we have IDE window. Glass shatters. So make a rectangle giver, make it a group, and to the group and give it a thickness of about phi m m. Then finally, just move this glass window and say, I'd like to apply a material for these windows, will use the bucket tool. As soon as you activate the bucket tool, you can see the materials window show up here, Jesus to glass and then pay the glass blue material. You will also find windows. In your chaos cost was library, so you can add that from you and then just place it and scale it accordingly. Now let's select all of these. I'm holding Control on my keyboard to select all the frames and the chateaus. Right-click and click on me group. So we've done creating our room. And in the next video, I'll show you how to place our camera. So see you guys next video. 6. Camera & Composition: Hey guys, welcome back. In this video, I'm gonna show you a step-by-step on how to create your camera correctly in Vd for SketchUp. So we're going to use this process for all the interior shots to compose your camera is better. Hello, The first thing what I'm gonna do is I'm going to activate the zoom tool. So I'm going to tap the Z key on my keyboard. So now you can see in the bottom right we have something called the focal length. The focal length is basically the distance between the image sensor and the camera lens. And it correlates directly to the field of view as well. So if you're seeing field of view, all you need to do is type in m, m. So just having 57 MM and tap Enter and it changes to focal length. If you'd like to see the field of view of this value, then you need to type in 35 and you need a diaper and DEG and DHAP stands for degrees. So now it's in field of view. Now for this course you're gonna be using the focal length. So I'm going to tap in 57 men and tap into 57 m. By default is the field of view in SketchUp. But for interior shots, a good idea to keep a field of view from 12 to about 35 MM. Before IT in the field of view, it's a good idea to compose the. So I'm gonna just saw sort of zoom in and scroll using the middle mouse button. I'm placing my camera such that the camera lens, this data key facing furniture. And if I scroll on top, you can see it's looking down. This is not a good competition for interiors, especially if you look at the interior photography pictures. So make sure that your camera is sort of facing furniture object, auto, height of about 902,200 MM. If you'd like to exactly place it at a certain height, you can do that as well. So I'm going to use a line tool for reference. Click on the midpoint and drag out a line. I'll go to camera, position camera. And position your camera, your changes to the A2 Leo. And in the bottom right, you can see that I hate to set at 1676 this change that is stove or thousand and tap Enter. And now you can see that our camera and set at about thousand M from the Florida. So this is another way to place your camera. And finally, you can create a scene as well. Activate the default rate. You can see it's hidden, you fits in and you just need to click on the pin icon there and then it gets pinned as a window to the right of those SketchUp software. So now let's go to scenes. In just add a scene. And now you can see it adds this scene. So now we need to change the field of view. Let's say that 57 Arabic word for interiors, it's a good area to set it about 36 or 35. Number for energy in the field of view, it's a good idea to set the frame has picked width and height. Now for this composition, I'm going to go for the cinematic shot. So which is Laker, 2 thousand by width and one way hype shot, sort of change it. All you need to do is go to your acid though, go to settings. And under settings you have something called her and output. So let's start off by switching on the CFA, which shows how much of the render in the sketch up window it's going to get into it. So I'm going to switch on the same frame. So you can see it creates this sort of a window. It shows how much of the window is going to get into it. Now if I tap the zoom tool, you can see that the focal length changes its node set at 35 M by default. Let's change the aspect ratio to a custom aspect ratio. You can also use these other ones if you want to render for Instagram and so on, for example, one is to one to three phase two for the N for us to favor, which is again for Instagram stories. So let's click on custom. Let's uncheck the image width and height, and let's give it a value of two thousand. One thousand. Then simply Jian it back or lock it. So this looks good. Now inaccurate the zoom tool, you can see that the focal length is 30 foramen, which is what I need. And then I'm just going to right-click on S2 and click on Update. Now we'll need to compose this random better to see where the center of the spaces. So I'm going to run an interactive render, which is simply a real time visualization tool, NVD, to adjust your material slides in mood and visualize that Endo in real time. So that's not a final rendering, just like a real time render engine. So let's go to asset editor, go to settings. I'm just going to use the default settings here. I'm going to change it, will change it in the next video. Then under Render, do not check on the window width. We need to start interactive window. So let's click on the drop-down button and then click on lender 3D interactive. You can also under Interactive Render button from the 3D tool. So you can see the VD to bio. And then we have that end over three, the interactor. See the one works. So let's click here. And then it would start an interactive render. Now this is called a frame buffer. This is where the interactive render happened. And this is where you can adjust your end as well. On the left and right, we have the history panel, the layers panel. If you drag this to the right, it goes away. But you can see these buttons here. If you click and drag it to the left, it shows up. Now we're going to add something called a proportional rate to compose this random better. You will find it in the Layers button. So you can see this plus button, Create Layer, click on that. And then the bottom, we have something called proportion grade. So click on that as well. Now you can see that it creates this proportion great. You've composed the render really well. So you can see that it sits right in the center of the frame and it's compost pretty accurately as well. But I would like to make these lines here. If you don't see them. It's sort of guilty to an angle, especially these vertical lines. These horizontal lines as well. So to make them perfectly horizontal and vertical, just go to camera and click on 2 perspective. Now that would fix any tilted lines as well. Then finally click on scene to right-click and click on Update. Let's all just crawl in a bit so that we can see the interior space a bit better. So I'm going to activate the zoom tool. And then simply just scroll up a bit more. Need to bend to the left of it because you can see this gap here. So I'm going to just activate the hand tool again and bend to the right. So I'm just going to pan to the right. Now you can see are seen as composite really well. And finally likely contain two. And click on update. This looks good. And then you can stop the interactive render. And then it's a good idea to add this to the history VFB, which basically shows a before and after if you render as you progress through these entering as well. To activate this is good options VFB settings and go to History. Click on Enable to enable the History Window and then specify our project folder. So click on Open Folder, can create a random folder and select that folder. Then simply click on Save and Close. Once you've done that, you can just add this to the CFP. And it would add it here. So you can do a before and after Endo. Let Solver, you've composted render. And to recap, step one is to specify the render output. In this case, it's two is to one or two thousand, one thousand custom cinematic render output. Step two is to place your camera inside the scene. And composite says that camera height is facing furniture object the camera hate can be from 900,200 m, especially for interior photography. Step three is to set the focal length. Now when you change from the regular sketch of renew and you specify a render output, it changes the focal length automatically to 35 m, which is perfect for interior scenes. Remember the focal length for the interior scenes can range from dwell MM to 35 m. And for the depth of field shot where you want to show a close-up, then you would go for the Ohio focal length about Santa Fe, MM and more. Once you've composed your image, create a scene. Finally, the last step would be to make the lines perfectly horizontal and vertical. And you do that by Kodak camera and switching on two-point perspective. Not forget to update the scene each time you make changes to go view. I hope you found this video useful. In the next video, we'll tackle the most important part of this workshop, which is the lighting. I'll see you guys next video. Cheers. 7. Lighting - Clipping the Room: Hey guys, welcome back. In this video, we'll tackle the lighting in our scene. And we will be using the three-point lighting system, which is a primary or the key light, or it's also known as the mean late, which you laid up the entire scene. Then we will have the fill light or the secondary late, which is to lighten the shadows and also lightened up darker areas in the scene. And finally, we'll have some accent late to add some interest in the space. For example, lighting for the wall art, table lamp and so on. Now before I started the lighting, I'm just going to run interactive render and see what kind of a lighting we have in our scene at the moment. So let's click on s2, and let's click on Render attractive. So you can see that this is our present seen that we have is added to the history of hope you know how to add this GFP. So let's add it here. You can notice that there's a lot of noise in our scene, and we can fix this by changing the settings. So I'm going to stop the interactive render. Let's go to isolate a dog or settings. So we use the default render settings in the previous video and then try to render. Now you can stick to the default settings if you are using an older system or if you do not have an AudioClip Africa, what you can do a search on the denoising. So this would get rid of the noise in Orlando. If I run the injector and again, the noise isn't going away because, because the update effects is set to at the end. So let's change this to wrap it around the render again. You can see the data and also it's being applied, but there's still a lot of noise in the scene. And that's because we have a larger end output. And you can see it's slowly going away with time. So if you feel that it's taking a long time to render, just go to render output changes to say find it for now. Then this would render faster. So now you can see the noise going away faster as well. Now, this is the default settings that most of you would be using. Now if you do have an RTF graphic card, you can switch to the RTX render engine. So I'm going to stop the interactive render. I'm going to switch our dx. And I'm going to go back to my image with the ratio of 2 thousand because I have a decent system and vendors pretty fast as well. And the final step that I need to do is change the denovo from VD to NVIDIA. Use this settings. If you're using RTX graphics card, it's a good idea to save this autism. So click on save and call this our test window. So it gets saved as a PDF file, which is a 3D render settings file. Save this out. And the next time you want to load the test render settings, just click on load and load this in. Now let's run interactive render. Alright, so now you can see it gets denied and super-fast with NVIDIA EI. And so I would highly recommend that once you get good at rendering that you upgrade your system as well. Alright, so now we can start with the lighting. So I'm going to stop the interactive close this video frame buffer, the acid editor. Let's open the video frame buffer and analyze this image. So you can see that that is some lighting entering the scene. This is coming from the open area. The room is open, and you don't get such a big opening in real life as well. So we need the light to fall from this window into our scene and not from the opening. So what do we need to do? We need to close the room. So I'm going to select this wall, the Move tool, tap control, and copy it to this edge. So now we have a closed room and light is only going to be falling from the window. Now the problem is if I go to s2 and, and the interactive render, you can see that I'm actually rendering the wall. And if a sort of scroll out and open the radio frame buffer again. You can see we constantly see what's happening into it. So how do you fix this? There's two ways. Now with the latest version, which is V64, sketch up. You go the Asset Editor. You go to S2 first. And then under advanced camera pedometers, we have something called camera Clipping. Let's just as on. Now let's run the interactive render lead so you can see that a wall, they show up again. So now let's go to Asset Editor. Let's do install clipping new value. So I'm going to start increasing this. I'll increase it such that it starts clipping the wall inside. So you can see that clipping near and set to 150. It flips the world. So this way I can see what's happening inside the interior scene. Now if you see those section edges, you don't have to worry. You can change it in Photoshop. Now the problem with this method is that you can use it only in one scene at a time. Now for example, if I orbit around, you can see that the clipping goes away and it's because it has a different clipping value. So now if I increase this, you can see the clipping comes back. It's great to work with clipping only for one scene, but if you're working on multiple scenes, then it's better to use something called the section plane. But if you'd like to create like sort of orthographic views, sections and so on. The clipping plane or the camera Clipping works well. So let's switch off the gambler clipping. Now what I'll do is I'll add something called the section plane. So it's a good idea when you're adding new objects in SketchUp to switch off the interactive render, because sometimes SketchUp tends to crash since it has to compute everything. So I'll stop the interactive render, close this window. And now I'll place my section plane. So you can see that our view is this way. So we love to place our section paying on this one. So let's go to Tools. Click on Section Plane. We'll find section blame your light under 3D text. So the Select Section Plane and then place it on this one. I'm going to use the default name and symbol, so please, Okay. Then select the section plane. You can just select it by clicking anywhere on this section. And then use the Move tool and then move it in. Now when you move your section plane, make sure it's not right at the edge, but at least offset about 50 or a 100 MM. From the edge of the section. You can see that now right now we are inside the wall. So that's why you're seeing this black sort of odd will be Xofigo Canvas. If you'd like to see the inside, just move it in and make sure it's not right at the edge as well as you can see right now it's at the edge. The reason is because sometimes when I run the interactive render, you would see some circles. Let's check if we see those so-called. Let's click on C2. So now when I click on scene to the clipper or the section plane goes away, if you want to bring that back, just go to your geometry settings. Click on Section Plane and activate clipper. Now you can see, we can see the videos. After you activate the clipboard that you update the scene as well. So I click on S2 and click on Update. Now let's run the interactive render. So we can see our section properly. There are no circles at the moment. But to be on the safe side, what I would do is I will select the section plane. And this mood in a bit. All right? So this way it's sitting perfectly inside and it's not overlap with any walls. So let's go back to see into an interactive window. So you can see that the latest still coming from that section opening. We need to block the late. There's a quick hack to block that light. You just need to go to our section settings again. Just go to options and mixture of regulate a switched off. If it's off. You can see there's no more light coming from that opening and the latest only coming from that window. 8. Lighting - Primary Light (Key Light): We can start with the three-point lighting system. I'll show you two ways. One is the sunlight Android rent late, which is our main late. And then we can add some secondary lights using the rectangle late. And finally, an IES late for wall art, you know, I liked the defaults and settings. We can see that that is some light falling on the sofa, on the Palazzo. The Daemon set about 858 and the 11th of November. Now if you change the values here, you can see, of course, the angle of the shadows change. If you want early morning sun, you get this kind of effect as well. The shadows are too sharp for me, for my taste, so I would like to make these shadows more softer. So you can do that by going to ask her to toe good old lights glow sunlight. And when you scroll down, you'll find something called the size multiplayer. Now it's very important to note that when you have a smaller light source, you get sharper shadows. What if you have a larger light source, you get softer shadows? Let's increase the size multiplayer to say two. And now you can see that our shadows, Edges tab getting software. If you're on daily soft edges, you can take five as well. And now we get some nice soft shadows in the scene. Let's add this to this to VFB. Now, we have decent lighting and we have some light coming from a lamp, which is from chaos cosmos. But to really understand the lighting, you'll need to switch on something called the material over eight. So I'm gonna go to my settings, you go to material over and switch this on. So now all the materials are gonna be overridden by a single color. Now I would not like the glass window to get overwritten by the scalar. So let's go to the materials. Let's go to translucent glass blue. Let's click on Edit. And really, it was a SketchUp material and now I've made it a very material. What you need to do is make sure under binding you have something called can be overridden. Switch this off. And now you can see though, material better. I'm going to quickly change this to a proper glass material. So let's go to the reflection. Reflection color. Let's go to the fraction and increase the reflection color as well. So now you can see there's more light entering the scene. So it's important that you keep reflection and refraction to fool. To create a plain glass material. You can see there's more sunlight entering the scene as well. It's up there to see it because I liked this lighting effect. So right-click on seed to click on update. And that would get updated with the current shadow settings. Alright, so the next step would be to add something called the light mix. Mix is going to be offering in lighting and help you compose your renders better as well. So I'm going to stop the interactive render. I'm going to click on this button. You're colder and elements and add the mixture and element. What I'll also do is add a group BY instances, because I would like to see all the lights group instances. And if I change one value, it will change the value for the other instance of particular late. Let's click on Group instances. If you'd like to edit each layer individually, then you can read in individually lights. Now let's run the interactive render again. Is drag the slider to the left and click on source light mix. Now you can see these are all the lights in our scene. Let's switch this off. By switching off all lead to Johnny's late one by one. Let's start with the sunlight. So this is our sunlight, and let's start with the environment light. We can increase the environment late, so the slider to increase the light intensity. So I'm going to increase this to ten and press Enter. So now you can see there's a lot of light entering the scene, but there's a lot of sponsors or block genus in the scene as well. We will fix this quickly by adding fillets. Before that, if you would like to change the color of the late, create some chromatic contrast. You can click here, which is the color swatch, and change the slider to the right to make it blue or to the left to make it more warm. So I'm going to drag it slightly to the right. Press Okay. Then we have a lamp table you as well. Now, right? No two ordered in by a particular material, so that's why you don't see it. But once we switch off material oil, you will be able to see it. Hello. So now let's add our secondary relates to fix these dark swatches here. It actually goes away as you keep that end up progressing. So you can see that it's slowly going away. It's just taking time for the light to sort of calculate how it bounces in these areas. Now, this is called global elimination, where the late endosome, the window bounces off the surface and then bounces off multiple times to create yard. This is how we re, primarily works as well as the principle of how it was built, something called Global Illumination. Okay, so now you can see that the swatches goes away, but the room still feels a little too dark to make the overall room brighter. What you can do is you can go to your camera settings. And under camera we have something called the exposure value. So right now it's set at 14. Now this correlates directly with the Advanced Camera battery meters. Now if I drag this to the right, you can see the room getting brighter. The reason why it's getting brighter is because the ISO value is increased. Now if I drag this to the left, it starts getting darker. Now for interiors, I generally keep an EV value of about 11 and press Enter. So now we get a nice bright in the Eocene. This is too bright. You can also click on auto, and then it would automatically calculate the ISO for your scene. You can see that the ISO set is about 937 for the scene. Now you don't have to worry about the noise and all of that. Because usually when you increase the ISO to such an amount in DSLR camera, you get a lot of Endo, Endo, Endo. But since this is our render engine and works on software, you can just see the ISO values. Now if you're using EV as auto and if you would like to make it darker, then you can simply drag the compensation to the left. So this would make it darker. Alright, so I'm going to tap 0. I'm going to switch off auto because I would like to have control off my exposure value and I'll keep it at about 11. Finally, we also have white balance. And if you'd like to automate the white ones, you can click on Auto as well. So this wouldn't be either make it warm or dark depending on a light. Switch those off as well because I would like to have more control over the white bands. Added all the lights. Let me just do the history VFB. I read it all the main lights or the primary lead status. Now let's do a before and after. So I'm going to switch on eNB. Let's assign this as z, and let's assign this as B. So you can see the progress you've made so far. Just by adjusting few of the settings. In the next video, I'll show you how to fix the lighting or the sportiness better by adding some lights. Since you guys in the next video, Jews. 9. Lighting - Secondary Light (Fill Light): Hey guys, welcome back. In this video, we'll add our fill lights or the secondary lights in our scene. So let's start the interactive render. Alright, so this is our interactive render. Now what I would like to do is when I move in SketchUp, you can see the little view also changes here. I would like to lock the view. So let's go to C into, let's click on Lock camera orientation. So now if I locked camera and now if I rotate in, SketchUp doesn't really affect the scene. Let's place our fill lights. It can be any light from your light toolbar here you can see we have a rectangular light. Light, spotlight. I is late. Omni light, not dome light is similar to enlightenment lights. We won't be using it. We'll use it after this quick workshop. So let's add a rectangle late. So click on the rectangle late. Then simply place it on a wall. Click once, click the second time to place the light. Now you can see that the light is being added. Now we need a switch off the source so that the source is unseen. So let's go to Asset Editor. That's called the lights. It's called a rectangular shape. Let's go to option 0. So let's switch on invisible. Now you can see that as soon as the switch on, the slide should go away and only the light will show up. What I'll also do is I'll switch off all the other lights and then only switch on our new light. Of the new light doesn't show up here. Just simply rondo interactive render. Again. Go back to S2 and Randall interactive render. Now it should show up here. All right. Now what I'll do is I'll rotate light. So again, let's lock the gamble orientation. Let's select this rectangle late. It's more than front of it. And then let's rotate it. I'm rotating it. So that does some light on the side of the room. Smooth out. That looks good. I can see there's some edge here. So to fix that, you just need to move the light up a bit so that edge goes away. And what I'll also do is rotated at an angle. So I'll use the Rotate tool and snap it to the red axis and then rotate it this way. If you see this edge here, just smooth out a bit more. I'm just going to move it out that it should go away. All right, cool. So now what I'll do is in the rectangular late option, let me just move this video frame buffer, the bottom here. So in the rectangular late option, we have something called directionality. So now if I start increasing this, you can see that the light starts focusing on a particular area. If you notice the preview here, you can see it starts to focus it in a particular area. So if I increase this mode, you can see these areas don't get dilate because the latest starting to focus at a particular area. If I increase it to one, then the latest simply beaming on the ward similar to the sunlight. So let's keep it to about 0.3.35. And let's reduce the size of the light. Now, you can reduce the light source by using the scale command. So if I press S, you can reuse it this way. The better way to reduce the size is to simply go here in your shape parameter 0 and reduce the u and v values. So it's a good idea to use two monitors. You can see I'm struggling to sort of show you guys everything in those screen. Alright, so now let's reduce the u and v values. So this is the u value. This would increase the radius of it. I'm also going to reduce the vertical says. It's also important to note that as I mentioned in the previous video. The size of your source is directly proportional to the sharpness of your shadows. If you have a really small late, for example, if I make this really small, you don't see the light because it's really small. But if I increase the intensity of this light, we can increase it here. So I'm going to increase it to say, 300 per center. You're going to get sharper shadows. So you can see the shadows here. They are pretty sharp. Know if you want softer shadows, then you would of course, need to increase the size of the light. So let's change this maybe toward 50. By now you can see that the shadows get softer. I hope you keep that in mind, really helps with the lighting in the scene. That principle, where you have a small light source, it gets sharper shadows and if you have a larger light source, you get softer shadows. And that is why when you increase the size multiplier of the sun from one to five, you get softer shadows. Now let's go back to rectangular plate. Keep the intensity to 30. This looks good, and let's reduce the value. Just affects a bit of the room. Great. So now I'll stop the interactive render. I place one later. Now let's place another light here as well. So I'm just going to copy this later, the other side and then rotate it at an angle. Now, let's go back to see into always go back to the scene and then run interactive render. Let's turn then Jacaranda. So now you can see we are using only two lights. Let's open the light socio. So you can see since it's an instance, it just comes as one later. So first to start off towards the light goes away. Now if you want to make it a unique late, you can just stop the render. We can select this light here. Right-click on the light and click on make unique. The reason why it comes as one instances, because this is an instance of the slate. They are similar competence. So to make them unique, just right-click and click on make unique. So now if I go back to s2 and run the interactive render and go to source light mix. You can see two lights in place. So this is a light on the left and the satellite on though. Great. So now we can get to the interesting part of the course, which is to add some chromatic contrast in the scene. So I'm gonna switch on all the lights. We can see our lighting is perfect. There are no Latinas or anything in the render. Now we need to adjust the values here. I'm going to bring back the environment laid down to one. And let's start with one leg at a time. So switch off all the lights. Let's start with the sunlight. Sunlight looks good. It's a little overexposed, but we will fix that in the next video. So let's adjourn the sunlight. Let's return the environment late, which looks fine. This agenda late on the left. Let's reduce the value of the late. Just a really subtle amount fill lights need to be very low in intensity. Just adds that softer shadows on darker areas at the light on the right as well. Now this is a little too bright as well, so I'm going to reduce this. Now what I'll do is I'll go to the color swatch here and make these slides more cool. And let's make the environment later a bit one. So now we have a chromatic contrast where the light fades from blue to orange, which is coming from the sunlight. I'm happy with this light setup. So let's add this to the history VFB. Let's do a before and after. Let. So you can see now these dark areas, they all get evenly lit because thanks to our fill lights are other secondary lights. All right, cool. So the next video, I'll show you how to add the wall leads to add acts into our scene. So these are actually lays that we will be adding. And I'll show you three ways to add accent. Let's see you guys next video. Cheers. 10. Lighting - Accent Light : Hey guys, welcome back. In this video, we'll add the accent late to add some interest in space. So let's go to our asserted though. We have two lights here. Let's rename this layer. It's a good idea to stay organized as well. So I'm going to rename this. I'm going to call this foot light left and call this fill light, right? I'm also going to add a tag to all of these layers. So it's a good idea to stay organized a bit more, especially if you're working in larger scenes. So what you can do is you can select this layer, right-click, go to tags, and click on New. Now let's rename the tag so you can double-click on the tag called the secondary lights. Off a late. Let's drag the other lights to the stack. So now we have it under one tag. We can do the same for the materials. But in this case, since we're using kiosk cosmos models, we don't need to really adjust any of the materials. Now, this is going to be our main late. So I'm just going to add a tag called New and call this the family led. By the way, the environment late we're showing up from yours. If you go to Settings, go to environment, you'll find the environmental ATO basically just reads from the VD environmental scale. Now I'm sure you all do add our accent lighting. So let's add a rectangle late. We'll start off with the rectangular late. So let's click on the rectangle later. The spacer on top. I'm going to place a small rectangular late because I want like sort of softer shadows. And once I placed it, It's also a good idea to sort of make it at an angle towards the wall. So I'm just going to rotate it so that it's facing the y. So at an angle towards the wall. And then I'll move to the center of those frames. So I'm just going to move to the center of this frame and copy to the other side. Now, let's move it down. So select both these late and we were down. Just move it to a particular distance. Alright, let's see what is the distance from the wall as well. I'm using the tape measure tool. So what do we do for MM? Let's move it in a bit. About AT for them. So it's just about 200 m from the wall. You want to check it better, you can go to the top view. So these are our lights. Strip the distance. About 200 m from the world. Looks good. Let's see if they are in the center. They are in the center. It's wet. You can just go to Scene one, which is the top view. Or you can use the shortcuts that I mentioned at the start of this course. So let's go back to seem to be placed border lights. And these are similar competence, so do come as one single light in the light mix. That's the reason why I added the light makes settings that she instead as groupBy instances. If I change it to individually, then each of these lakes would be listed as individual in the light pinks. That's not what I need to make sure you click on Group instances. Now let's click on S2 and run the interactive render. I'll let you can see our later. And that is some light coming in places as well. So let's adjust this. I'll go to the asset editor, go to my lights. So this is the new layer that we've added rectangular late, let's call this, rename it and call it accent late. Now, you should be careful when you rename late, especially when the interactive render is on. You can see that the source light makes actually calling it as rectangular plate. First rename the light and then start the interactive render. So I'm going to stop the interactive render rhenium the late. Then go back to s2 and click on gender with tweeted contractor. So now if I go to my light mixture that shows our bus accident late, the switch off, all the lights. Let's start with the accent late. It's also important to notice that whenever I add a new light or rename certain lights, you can see that all the lights default back to the one value. So sometimes in case you change lights and you want to load back these lights, the values of these layers is a good idea to save the light makes up, let's click on Save and then say the late mixed preset called dot late mix. We'll do that towards the end of the video. Once we just did the accident, Let's index and late. Let's go to Options and make sure this is invisible. So that the source is unseen. Data source goes away, simply increase the directionality. So you can see that nucleus, that cool light effect. How cool is that? 0.77 works really well. And then of course, you can reduce the intensity if it's a little too high. You're late max value, then of course the ENSO color of the light as well. Now if you search on all the other lights. You can see that light coming in. So this is one way of adding your exit lights. Using the rectangular light and changing the directionality. Let me stop the interactive render. Know if you are happy with this effect here, you can leave it as is, and proceed towards the end where I will adjust the settings of the light mix or I will show you how to add accent layer using the spotlight and E as late as well. So let's delete our exit late because we won't be using it so I can delete the conjugate. Now let's place our spotlight. Now before I place a spotlight, I'm just going to draw some reference lines because it's easier to place a spotlight with the reference length. I'm going to draw a line from the center. Let's see if we get the midpoint. Yeah, that's the midpoint. It's moved up a bit. Let's move in the green axis away from the wall. Four to about 200 MM. When I placed the later would like to spotlight to be placed at this point and placed at an angle facing the wall at this way. So let's click on the spotlight option here, and let's click once. And that would place the spotlight. Now after placing the spotlight, you can use the Rotate tool and snap it to the red axis, and then rotate it this way. So this is one way to place your spotlight. I'm going to undo. And I'm also going to go and check off that light is being deleted. Yeah. Yeah. There is no late no. No. The other way on my preferred way is to click on the spotlight and hold shift on your keyboard. Now when you click, you can specify the direction. So I'm going to click here at this edge here. And then you can also plot, specify the corn angles. I'm going to specify the cone angle toward this distance. And then I'll also specify the penumbra angle or the fall off, which basically indicates how soft edges of the late needs to be. I'm going to click the third time to specify the penumbra angle as well. Now if you see it's a little overlap, you can just move it out a bit mode and moved up a bit more as well. Now let's copy this late to the other side. Let's click on s2. Let's run the interactive render. You can see our late. Let's go to Asset Editor. Let's adjust the settings of the light. What relates? Click on Spotlight. Then we have the cone angle and the penumbra angle. Let's decrease the cone angle to make this cone mode smaller. And let's decrease the penumbra angle as well. So now you get sharper edges for the correlate. If you want a softer edges, then you simply need to increase the penumbra angle. You get softer edges, but it also makes it more bigger as well. So you'll have to sort of make it smaller than the cone angle. So you can adjust these values till you get a decent lighting effects. And this is the lighting effect that you get. And you can also move these lights down a bit. You can select both these lights and move it down a bit. So that's the effect that we get with the corn late. And then of course you can change the color and so on. So that's the second method where you can use the spotlight. So I'm going to stop the interactive render. I'm going to delete the spotlight because you're not going to be using it. Now we're gonna be using something called the IEA slate, which is my preferred way to add lights in the scene. So that is later similar to the spotlight, but you can add a shape to the late. So let's click on IES late. Now you need to specify a IES profile. You can use the one which is in the exercise files. Now my preferred IS light is number 15. I'll tell you why. Because number 15 has this cool shape where it sort of has three kinds of lights. Are this kind of a fall off? It's very go back. You can see the various lights in our scene. So you can use this for table lamp and so on. But for our case, number 15 should work with. I'm going to add number 15. Let's add 15 years. You're going to open. And again, just hold Shift on your keyboard, click once and then specify the angle. Alright, cool, that looks good. Let's copy it to the other side. Let's go back to seem to list under interactive render. You can see that cool lighting effect. It's got that shape as well. Make sure it's always pointed towards the wall because sometimes if it's pointed directly vertically down, the shape doesn't really come on the world, so make sure it's always pointed towards the one. We'll have to lock the camera orientation. So let's go back to see into this. Looks good. I don't need to lock it because I'm not gonna make any changes to the scene. What I'll do is I'll select both these lights and move it down a bit. And you can also increase the light intensity we're going to isolate. And just making it five, you get a nice bright I use late. Now you can see these already exposed area 0. So let's lock the camera orientation. The reason we end that would expose area is because this part of the chaos cosmos model is a reflective and the latest falling directly on that. But if you want to fix that, you just need to rotate it a bit more. So I'm going to use the rotate tool, snap or deleted axis and then just rotate it down a bit more. So now this overexpose, it should go away. How cool is that? Let's also move it up a bit because I think it's a little too down. I'm just going to move it back up a bit more. And that's created a cool effect in acid. Let's see in the color dye is late, make it more warm. So now you can see there's no order areas as well. Let's start switching on the other layers as well. Now you can see we need to reduce these slides because it's a little too much. So I'm going to reduce the rectangle late on the right, cisgender late on the left and reduce that as well. Let's switch on the sunlight. Now we will fix this by using some correction controls, will do that. The next video, the switch on the environment late and the lamp light. This will show up once we switch off the material overrides. Let's maybe just increase the environment later, but mode, yet more lighting or even lighting in our scene. Let's see if this light mix out. So click on save and call this slight mix draft. Next time you want to load back towards in the settings, you just need to click on load and bring their late mixed often. Finally, let's switch off the material audit and check the lighting with the origin and materials. I'm going to stop the interactive render. Let's go back to s2. Let's go to asset editor settings and such altar material over eight. So now let's run the interactive render. Now you can see we have some nice even lighting in our scene. And it looks perfect for our final render as well. Now, there are some materials that we need to add, so I will quickly add that in the next video. It's also important to note that you do not need to follow the MCL add method linearly, but it helps to follow that method if you are a big enough. Since it's easier to create photorealistic renders as well. But sometimes you need to mix and match the methods. For example, I have not added the floor, the wall color, and so on. So it helps to add these materials and then do the final rendering. So I'll see you guys in the next video where we'll add some materials will also fix these overexposed areas. I see you guys next video. Cheers. 11. Materials - Chaos Cosmos Materials: Hey guys, welcome back. In this video we will add the materials for our model. So I'm gonna go to my chaos cosmos library now, since this is a quick one workshop, I won't be creating the materials from scratch, but we will be adding it from the kiosk cosmos library. In the project section, where you will create multiple other projects, I will show you how to add materials and create that from scratch. So let's go to materials here that start with fluorine. So let's go to wood floating. Now the previous who show up faster if you have a better internet connection. So you guys can go ahead and select any flooring that you like. Now my personal favorite is this floating packet, herringbone. It's easier to 1120 centimeters. So let's download the material and click on Import. All right, so it's imported. Let's go to our asset at Udot, go to materials. So you can see that I've materials are being added suffering by k, 120 centimeters. Now let's add it to the floor. So let's go to the group which is a floating material. Use the bucket tool and apply the material. You can notice that when I apply the material, it comes in at the right scale. Although I notice just go to Edit. And you can see it's set at 1200 MM, which is 120 centimeters. So that's the best part about Cosmos videos because it comes in at the right scale. And it only comes in the right scale if you model SketchUp model in the right scale as well. So make sure to check the units before you model and makes you to model and the right scale. Let's add a wall material as well. So let's go to walls. And let's add some of these materials. So I'm going to add a vault, fine-grain white material with all the walls and then maybe accent wall with a different color. So maybe this wall paint, bumpy ochre color. Click on Download and bring it in. Now again, let's go to Materials and started playing these materials. So I'm going to play the white material to our other words 0. So let's enter the group and apply the material. And let's add one right of the layer as well. So let's click on OCHA and apply it to this one. Now if you see this texture is actually called a texture helper. And again, it reads from the exercise which is about a 100 centimeters. If I click on Edit here, you can see it's about thousands. Then if you check the scale as well using the Texture tool, you can see it's about a thousand. So it's in the right scale. Let's go back to Scene two. And let's render interactive window. Alright, so you can see how much of an effect it adds in the scene. As soon as we add the materials drastically improves the interior and also changes the lighting a bit. 12. Materials - Fix Overexposed Areas: Now let's fix some of these overexposed areas here. So you can see there's lot of overexpose areas on sofa. To check the overexposure better, Let's go to View. Click on Color clamping and click on false color clamping. These are although overexposed areas in our scene. So to fix this, you can just go to your layers tab here on the right. Click on the plus button and click on exposure. Underexposure via something called Highlight bonds. So if you reduce this slider to the left, you can see those overexposed areas going away. Now it's completely gone. And on all these areas are already exposed. And you can see the detail of our materials coming back as well. You don't have to worry about this. We will show you how to add a background and more in the post-production part of the course. Now, I'll also increase the exposure a bit more because it's still too dull and increase the contrast. And then I'll also add a curves layer and make an S-curve. So click on the bottom-left, you'll get this handle. You just drag it to the bottom and click on this red button here on the top rate. Let me get this handed. Just move it on top. Now if I switch this off and switch it on, you can see how much of an impact it has on the render. Let's also switch off for scholar clamping. So go to View color clamping and switch this off. 13. Materials - Fix Reflections: Now you can see that the painting doesn't show up. And the reason behind that is, if I scroll out, you can see it's actually reflecting what is in the background. So we will need to add an image so that it reflects only that image. Or we can also add a color. Let's stop the interactive render. I'm just going to add a rectangle in front of the painting. So let's click on this corner here and place it to this corner. Also snap it to make sure you're basing the right plane. One corner to the other corner. If you don't see that pain is because of our section plane which is active. So right-click and click on active cut. So that would disable the section plane. So now we have a rectangular. Let's select this and make it a group. So right-click make group. And let's apply a color for now and let's see how it affects the painting. Now the reason why that color came in the painting is because it has a glass material. We'll need the glass material to deflect something. So let's add color to this. So let's go to materials. Let's select any color on the face. It's also a good idea to make sure the normal phase is oriented towards the middle. So I'm just going to rotate this by 180. I always like the front face to face the camera or the materials in this case. Now let's adjust this material. So let's go to Asset Editor. So this is on material, rename this, call this reflective material. For reflection, whatever. Click on Edit and VD. Let's change the color. Maybe can change it this way as well. So make it sort of yellow. And now without changing any of the settings here, you can click on Add Attribute and make sure to click on retries properties. To know with ray trace properties, you can switch off visible to camera and switch off cast shadows. Now, this color will only be shown in the reflections and refractions. So let's go back to s2. You can see that the clipper gets on automatically in the scene as it was saved in this scene setting. So now let's run the interactive render. Now what I'll do is I'll use something called a region to Window, click on Render. And I'll drag a selection from this corner. This corner, this way they're entering will happen only in this part of the scene. And it renders faster as well. You can notice that I still can't see the image in the painting. So I'm going to stop the interactive render. Let me see what is the reason for that. Now, the main reason is because our rectangle that we just created is not within the section plane. So there's two ways to fix this. One is to either move that rectangle inside the section plane. You can just simply select the section plane and make it more bigger. So this is the other way. But my preferred ways to retain the section plane, right-click, click on active gut. And just smooth this rectangle. This is going to move this rectangle in a bit. And then let's go back to see into. Now you can see that rectangle in the scene as well. If you'd like to see what's happening inside the scene, you can activate the extreme mode by pressing Y. You can just go to Edit and reduce the opacity of the rectangle. Now when you change any of the settings here doesn't really affect the settings and video. If I go to my materials could reflect a material. You can see that it doesn't really affect opacity or any of the settings. This is independent of the SketchUp material. Well, let's replace my rectangle inside the section plane. And now let's run the interactive render. And boom, now you can see the painting in the scene. I can see the painting, but it can notice there are some artifacts showing up here. And this is coming from below rectangular late. So if I move my window here to the left or right, if I show the sketch window, you can see that this is actually coming from the rectangular. So it's reflecting the reflections in the rectangular. If you want to fix this, It's very simple. Just go do a late career filled late, which is the rectangular light on the left. And then you can go to Options here and make sure the light is switched off to specular and also switched off two reflections of the material. Now if you notice that artifact goes away, Let's do the same for this painting here as well. So let's go to Fill late rate and switch off specular and effect reflections. That would take care of that as well. So now we can clearly see our bidding. Want to stop the interactive render. I'm going to maximize this. And I'm going to suggest a reason to end up because I want to know the whole scene. So let's run the interactive render again. And now we have had perfect, indeed your shot. Again, if the lighting is a little too dark in your scene, then of course you can change the light values here. For example, by increasing the rectangle late or the fillets on the left. You can also increase the environment late. It's a good idea to make sure you don't change the sunlight because one sits perfectly. Otherwise it wouldn't make these areas or the ex-post. Alright, so I'm liking the render. Let's switch off the follow most because sometimes it follows the ending of the most. I think that's what happens. So let's run an interactive render again. Alright, so I've run the integral render on the wrong scene. So let's stop the interactive render, go back to s2, and then run it again. These are small things that you need a given mind when you're working with video for SketchUp. Alright, so now we can see the lighting looks good. Let's go to our exposure layer and just increase exposure to make the overall scene more brighter. Alright, perfect. So I'm going to add this to this, to VFB. Make sure that the dinosaurs has done before you add it to the history VFB. So I'm going to stop the interactive render, makes sure that denies this is John and then add it to the CFP London tractor and a one last time because I can see some issues here. Alright. So there's no issues. 14. Materials - Round off Edges: But one last thing what I would like to do is that you can see these villages are a little too sharp for my taste. And the window edges as well. So we can add a rounding off to these edges here. So I'm going to stop the interactive render. So fix this sharp corners. What you can do is select this material. I'm going to hide the other material. Select this material. You can use the bucket tool and hold Alt on your keyboard and select materials. Let's go to acid at though. Let's add something called the edge texture. Let's go to bump. You need to add it to the bump map, which basically creates that 3D effect for your material. So they click on bump, click on rapid, scroll to the bottom, and click on edges. So again, I just show that to you again. Just right-click on the Texas law, click on rapid and click on edges, or don't add it on top of each other, make sure you just added one layer. So basically this adds or edge texture on top of the bump map. So this is the bump map, which is a cellular map. If you want to increase the rounding off, you just need to increase the video. So I'm just going to increase this to 0.3 and press Tab. Let's do the same for the window materials. But the window materials using the default sketch our material so we need to add a material. Let's go to colors and let's add maybe easy to do. Let's adjust the settings of this materials. I'm going to rename this call is window frame. Click on Edit and video. Let's change the color. Let's make it sort of grayish weight. Not all the way. Wait, some amount of gray really helps. Let's increase the reflection. And let's increase the metal is. So that would make in metallic, but not to metallic. Just about a little bit metal in the middle. And then again, just go to bump, click on the text to start your scroll to the bottom and add edges texture. Let's increase this to 0.3. Now let's go back to Scene two. And now let's run no interactive render. Now if you notice the edges, it becomes more rounded off. Let's wait for a bit for the rendering to work. Right? So now you can see that that is some amount of rounding off in our scene. On these edges here as our cooler that you'll only be able to see these vendors in detail once we do the production rendering. So that's a quick tip for you guys to create rounding off in your materials. Hello, I'm happy with that Endo, so I'm going to add this to this to VFB. So let's stop to interact with Endo such under nicer. And add this to the history VFB, as do a before and after where we started to what we've come so far. You can see we've come a long way. Pretty decent results. The next video, I'll show you how to set up for the final, and I'll see you guys next video. Cheers. 15. Rendering - Final Render: Hey guys, welcome back. In this video, we're going to do the final rendering of a scene and also do some post-production. So before we do our final render, let's run the interactive render. This is our Endo. Now, I would like to make some changes to the sender as well. For example, I would like to make the walls more whiter, like to make this wall more later as well, and not so dark. And maybe change the color of the rock, the color of the sofas, and maybe also add a background to this one. It all going to be doing anything in Photoshop, but we're going to do all the post-production Belinda VD frame buffer. And I'll show you how. Let's stop the interactive render button. Now, let's go to our asset at all. Now, you need to click on Render elements and we need to add some elements to make those changes. So you can right-click content elements. And let's add a crypto Matte mask. So we have crypto Mateo just click that and added in. What the crypto Matte mask does is it assigns a color to every object in the scene. Since we have our walls as separate objects, it would assign a color to each of these walls. Now if you want to assign a color to each material, you can also select material. But in this case, object name should work properly. Next, I'll also add something called extra texture. So let's add extra texture and place. What this does is that it adds details to the corners. And it's sort of like an ambient occlusion alternative. So to make this work, you'll need to add a material. So click on the slot here. Scroll to the bottom and you'll find it that texture. So let's activate the dough texture. And we can use the default settings for our scene. So let's go back. See you added three elements. Now let's go to Settings. Now for the final render, we can increase the quality to high or high. Plus, we can leave the dinner zone in media EA. Let's go to render output. We can increase the image width, height as well. But for now we'll keep it at two thousand, one thousand because they want a render which is fast. So 4 thousand by 2 thousand would be like a fork a render. But for now, image width height of 2007. So phase. We can also switch on presumable venting. So what this feature does is that it allows you to stop the render and start in case you want to pause the render in-between, or if there is a power cut or something like that. So to activate this, let's click on Save image. Toggle the Save Image button and specify or bad for your Endo. Hello, you can save it as a PNG file. So click on Save. And said John, as the removal of handling these settings, I'm going to run the trend. So click on the drop-down menu and click on Render with video. It's also a good idea to save your file before entering the financing. We're going to come back once it's complete. So that Endo is done. Let's check how long that undertook. So let's just go to the stamp here. Then you can see that the render time took about 46 minutes, 57 seconds on my laptop. Now I will show you how to reduce the render time in the coming few videos. But this quick workshop would enable you to create fenders just like these. We will show you some hacks in the coming few videos and make this render even more better. But for now, this should suffice. So let's go to source light mix. I'm going to switch off all the lights. Let's start with the primary late. So John to sunlight and the environment late. There are some overexposed areas. So let's check the false color clamping these areas a little too overexposed. So let's go to exposure and reduce the highlight bonds a bit more. Not too much. Just a bit more so that these areas don't get too overexposed. Let's go back and switch off color clamping. I will keep some of it to overexpose because it adds that cool look and feel in the render. Now let's go back to so slight mix. Let's switch on the next slide, which is secondary late. So the fillets. So this increases the overall brightness in the scene, which looks nice. And then again, you can go back to exposure and reduced eyelid bonds a bit more if you like. Next we can add our ambient lights, which can be the lamb plate and our accent layer here sits on diarrhea slates. And the lamb plate. I'm going to suggest the isolate because it's a data Endo. And you don't really need an isolate for the wall art for now. Let's reduce the field later. Eight a bit. Good, feels a little too much. When I reduce it, you can see the plague of shadows and highlights in the render. That's very important for photorealistic renders. If it's washed out with late to render, wouldn't look Create. And then we can leave that is laid off for one shot and you can keep it on for another shot. If you feel it's too less, you can also increase that yes, late to tend to increase the amount, but let's switch it off for the shot. The rest of the lights, you can just simply turn them on. It doesn't really matter. Just make sure to switch off, isolate. 16. Post Production - Change Wall Colors in Vray: Now let's see in the color of the walls. Let's make this wall more wider. So to make it more whiter, what you can do is click on the Plus button here in the Layers window and click on exposure. Or you can click on cars as well. Let's try exposure. Now under properties or next two properties, you have this Add new mask layer, which is similar to masks in Photoshop. So click on that and click on crypto Ahmed mosque. So the crypto might mask, is there an element which assigns a different color to each of the objects in the scene. So if you click on the drop-down menu here and select crypto, Matt can see that it assigns a different color to each of the objects in the scene. So let's go back to RGB color. Let's select crypto mature. Next two properties. We just added this mask, but do not assign the R selected the right color. So to select the right color, just click on pick and select this wall and this one. So now if I click on Show Preview and select it, you can see that the white indicates that these are the elements that are selected. So let's switch off the preview. Now when I go to exposure could have properties the same layer and increase the exposure. You can see that that makes it more weight. How cool is that? Now if you feel that it's too wide, you can also reduce the opacity. You can also reduce the highlight bonds. How cool is that? Let's do the same for the window frame is also, you can right-click on exposure or the exposure layer and click on Duplicate. Go back to crypto mat. Let's remove this because we need to select the window frame. Now. Click on pick and select the window frame. And this window frame here as well. Alright. And then let's go back to the properties and reduce the highlight bonds a bit. Then you can reduce exposure to change the color to make it darker if you increase it, to make it super array, let's just reduce it a bit. And it can increase the contrast as well. Now if you notice these reflections here, is because our glossiness are set to one. Go to my acid or a dog select window frame. You can see that the glossiness was set to one. So if you reduce this, you can see that the reflection in that material goes away. So this was something we had to do at the start of the Endo. But you can keep this in mind for you in case you're not rendered yet. Go back to the reading frame buffer. Let's see in the color of the background wall as well. This time allotted goes Leo. So let's add it goes live. And let's add the crypto Matte Mask. Click on pick and select this group here. Now, you simply need to go to Properties and drag our slider to the top, select the red point, and drag the slider to the top. So this would make it more lighter. You can do the same for that as well. Go back to crypto Matte Mask, click on pick, and pick the drug as well. So the rug also gets like, how cool is that? We've done adding some presets. Let's save this preset out. So click on save and call this final preset. Already save the preset. I'm going to replace that file. So the next time you do another render and you want to load the same colors, you can simply click on load and load this piece it in. Let's make the color a bit more whiter. I'm going to select this exposure. You can also change the name of the layer, you add it. So I'm going to call this wall color. And I'm just going to increase the exposure a bit mode. Alright, that's more weight. And let's change this color. This is the window frame to select the layer and change it to you. This is the window frame. We also have the background wall. Like cool. Now we can also add something called the lens effect. Senate will bloom and glia. So this would just add that extra bloom in the render, which is similar to India photography shots as well. How cool is that? Now you can of course increase the size or reduce the size. Also increase the intensity if you want more bloom in your Endo, just going to leave it to the default. And I'm also going to add a sharpened and glow. So this select sharpened blow and click on Calculate sharpen blow. So this suggests make the edges more sharper. Now let's save this preset out again because I just made some updates. So click on Save and save this file. Now let's go back to the source light mix. 17. Post Production - Add Background in Interior Scenes: Now let's go back to source light mix. Now we're going to change the background of the glass here. So click onto composite. And let's add a new folder to change the background. So you just need to select light pixels. Right-click on the light makes folder, go to New Layer and click on folder. Let's call this folder and rename the folder name to background. Then inside this background you need to add the background layer. So right-click on the background folder called a new layer. And then you would find out background than the element. Now let's add an image. So click on open. Let's add this skyscraper background which we got from pixels. So open that up. And so John as foreground. Now you need to specify where you need to see the background. So let's switch this off and let's add a crypto Matte mask. So we can add it on rent element called background. So we need to add it to the background folder, select background, and select the new mask layer. Click on crypto Matte Mask. Click on pick, and make sure you select the window on it to you selected the window. This is not the group that we need, so let's remove that. Now what you can do is select the background, the element, and click on as foreground. So now it will show up early in the window. Now we can adjust the value. So let's just move this around. I'm just going to move it a bit. I'm going to drop it down as it, I'm going to drop it in such a way that the horizon line, which is these lines meet at the vanishing points. So that's around the horizon line. Then finally, you can go back to the background layer or you can select by Galileo and reduce the amount of the background, can use it both ways. Now we've added a background in our scene. Finally, once you're happy with this preset, save this out and call this final updated preset. And click on. Okay. There's one last element that I need to add, which is called extra techs. Select the folder, right-click, go to New Layer and click on the element. So let's say in the element, right now it's RGB color. So select the extra texture and element. Let's change the blending mode from add to multiply. So as soon as I add that, you can see that extra details that get added to the window. How cool is that? Now if it's a little too much, Let's reduce the opacity of the element. So I'm going to just reduce it to about 0.40.5. Just a little bit of details in our scene. Now if you see that the denominator isn't added, some noise, you can sometimes just switch off. Calculator knows and to start back on to see the denoised image. All right, cool. So I'm happy with this render. Let's see if this out. Call this the final was produced or Endo. Let say, I hope you've been able to create this quick render, quick awesome vendor that is through this workshop. Now, I would love to see your work and what you come up with. So in the next lesson, please do add yard the windows to the assignments. I will check them out and they'll give you useful feedback as well. And in the coming few videos, we'll improve this render a bit more, maybe by using some additional plugins. And we can analyze this render to maybe improve it a bit more. But so far, it looks perfect. I loved the tone, the wipe, and lighting in our scene. So simply follow the four-step process, which is materials and models, camera and composition, lighting, and finally, rendering and post-production. Now you can use the same methodology to create more Interior handles. And you can further practice the same methods that I taught you so far by going through the projects. So practice makes perfect. And through these projects, you will learn more about interior design, lighting, and mode. I will also show you how to improve your Endo time and reduce that. Entertain that is, and still get amazing results. Please do leave a review if you found this course useful, goes a long way in helping the corkscrew and pleased to share this course with your friends as well. I'll see you guys next video. Cheers. 18. Depth of Field Shot: Hey guys, welcome back. In this video, we're going to create a close-up shot. So you can see that I've created a scene glove close up. So now we're going to create a close-up shot of this render and consecrated depth of field shot such that the background is blurred. First thing what you need to do is I need to change that and output. So let's go to settings. And since this from custom to one is to one, as soon as you change that end up leading to check the field of view. So present, you can see that the field of view is set to 52. Let's maybe try 75. So that's more zoomed in and you get a better sort of Depth of Field Render. I'm going to orbit out a bit. I'm going to use two-point perspective, the stain because I want the camera to be facing down. So it's that these elements are in focus. Now let's run interactive render. Let's use the interactive render settings. I think all of this looks fine. Maybe just change the quality to medium and then run interactive render. Let's add a proportion gate to compose this render better. Let's maybe add our points of interest to these intersections here. Alright, so I like this view better because we can see the lighting, the background, and this is composed better as well. I'm just going to update this close-up shot like this. Now I'll show you how to add the depth of field. So let's open the asset at all. Let's go to Settings. Let's open camera. The camera we have depth of field. I'm going to switch this on. Let's rerun the interactive render. Sometimes it was a good idea to stop your interactive renders and then switch on major settings, for example, as to standard out depth of field. And you can see that an adult to up. So it's always a good idea to sort of fix your renders first, switch on the Settings and then run the interactive render. All right, so now I run the interactive render. Let's see, hopefully it works. You can see that the depth of field is working. I can actually switch off the proportion, great because I don't need anymore. What do we still have this arrow, but we can ignore it for now. Now the focus is at the background, so we need to change the focus to our foreground. Do. So let's change this from fixed distance to a fixed point. And let's use this option called Pick points. So click on that. And let's pick a point. I'm just going to pick this point here. Let's do that again. Let's pick the points. Now you can see that the focus is on the books and our last year. You can also try camera target. And then once you use camera target, all you need to do is right-click. And then you'll get an option called camera focus tool. So use the camera focus tool. And then simply when you click on these options here, it will focus accordingly. There's also fixed distance. All three work similarly, but in this case, you can change the value from your results so you can see that the focus now goes to the background. So again, let's click on that point and select the correct distance. If you want to make the background more blurry, or you can do that as well with the defocus tool. So if you increase this, you can see that we get a very hazy background. So that's a little too much of auto-focus. So let's bring this down. This looks fine. What I'll also do is I would like to see more of the wass and the books. Sort of move it up a bit. This looks much better. It's focused. Camera again. Now you can see up books come into focus. How cool that? Let's update the render. Maximize this. The lighting also works perfect. So we can maybe just switch on the denial and see how much of an effect it has on late. It looks pretty nice. The books are in focus and our losses well, now I would like to make this flower a little brighter. So since this is a kiosk cosmos element, so if I select this, can see it's a kiosk cosmos element and you don't have the option to edit these. So what I'll do is I'll just select this and click on Merge. Now these would be showing up in the materials window. Let me select one material, right-click and click on tag and click on New. And I'm going to rename this call this cosmos materials. And then I'm just going to drag these Cosmos materials so they stay in place. And it's nicely maintained desert. So now what I need to do is increase the brightness of this material. It's all you need to do. The right-click go to rapid click on color correction, and then simply increase the brightness. So that will make it brighter. So now if I run interactive render, you can see if you have brighter flowers. Alright, so I'm happy with this. So we can set up for our final render. We stop the interactive render. Let's go to Settings, and let's just stay on the quality too high. Let's go to the end output and change the stolen finder, the stain because 2000s a little too much. And I'll save this file out and then run the window. So I'm just going to click on Render with 3D. We're going to come back once the render is done. Rendering is still going on, but I'm pretty happy with the result. As you can see, we get a really nice sharp Brenda. The quality is pretty good as well. So this is the best part about progressive, where you can actually stop the render midway and you can see it this old as the final render if you're happy with the result. So I'm going to just stop the render. And then I'm just going to go to exposure and just increase the exposure a bit to make it a bit brighter. This looks nice. And then I'm going to save this out. That's how simple it is to create depth of field shots. In the next video, I'll show you how to light the bedroom using the dome light. So I'll see you guys next video. Cheers. 19. Adaptive Dome Light: Hey guys, welcome back. In this video, I'm going to show you how to eight up our interiors using the adaptive dome light. So let's go to the front shot. I can see that right now we're using the Depth of Field Settings. I'm going to go to the Asset Editor. I'm going to go to settings. Before I change any of the settings. It's also a good idea to save these settings out in case you are going to create depth of field lender shots. So I'm going to click on Save and go to File, click on Save button now. And I'll call this Depth of Field Render Settings. So if I make any changes and I want to load back to render setting, you just need to click on open and load this back in. That's a quick tip for you guys. Now, let's change these settings. Let's switch off the depth of field. Decrease the quality, the low plus. It's got to render output and change this to custom, and change it back to 2 thousand. So we will have to unlink that chain and thousand to two is to one. Let's come back. Let's click on front shot. Is there anything else that we need to change? We can maybe just switch off, save image as well because you're going to be testing this. Yep, This looks good. Now, I'm going to lock it back because I need to sort of Locker to this frame and I'll change this back to thousands. And I'm have really setting. So let's hear it out. I'll call this two by one test. Hello, this is our settings to check the render. Now, when I opened the video frame buffer, you can see we have our previous renders in place here. Tonight is to VFB. Now if I hover on top of the renders, you can see the time it took around one night, 12 minutes for this scenario, the Depth of Field Render to cover 26 minutes. Now I stopped at halfway because I was happy with the result. Let's see how long O adapter boom laid undertakes. So we're going to use only that after dome light and switch out sunlight and environment late. Let's add our dome light. You can find it in the light toolbar of really added dome light. And let's go to the editor, can see the dome right here. It's using the environmental sky from the Sun so we can leave it as is for open this texture, you can see that it's actually from the sun. I'm going to leave it as is. You can bring in your own, It's the IRAs as well. So if you go to chaos cosmos, good HD IRAs, and maybe go to D. So you can see we have various HDRI. Let's bring in maybe one. I'm going to download this. Let's bring that in. So when you bring it in, it actually gets copied here called D35. Let's first try the environment or the interior scene with the default HDRI. And then we can copy this and paste it to our HDRI slot for the second test. So let's go to the front shot. Now, before, when you add a dome light, especially in the older versions, we generally had a rectangle laid on top of this window and we make it portable late. But with the latest version of 3D, these are called adaptive dome light. So what it does is, instead of using the portal late, it's smart. No. It would be able to bring in the HDRI late into the interior scene. And it would calculate in a very smart way using machine learning algorithms. And subtle brighten up the space. So the GI works really well with these Dome lights. And it's also said to be faster compared to those sunlight and environmental later. So let's go to the front shot. Now before you run the interactive render, I'll disable the sunlight. So I'm gonna late and disabling it here. And I'm also going to disable the environmental eight. Now let's run the interactive render. So let's click on this drop-down here and start the interactive render. Alright, so let's go to our light mixture. Let's switch off all the lights and let's just switch on only the dome light. Now you can see it's pretty dark in the scene. So what we can do is we can decrease the exposure values. I'm going to change this to ten. Now you can see it makes it brighter. Once you've decreased that, we can also increase the dome later. So I'm gonna make this a 30 and press Tab. So now we can see that the light comes in really nicely if we have a nice soft lighting setup in the scene. Now I'll switch on these other lights. So let's switch on the IES late. Let's switch on the lamb plate. And let's touch on these rectangular lights as well. As soon as this is chunky rectangle, let's say it's a little too much for the scene. So these are our secondary light. So let's reduce them. By the way, when I replaced the dominate and was actually replacing the primary late. All right, so I'm going to reduce this. Just a bit of brightness there. Let's reduce it further. Alright. It's also such on the Secretary laid on the lightness a little too bright, too overexposed. So we'll have to reduce this again. The dome light is doing most of the work. So even if I switch off these layers, you can see that aromas pretty lit when we use the Adaptive dominate how cool that case. Now of course, when you switch on the environment late, it wouldn't show up because we've switched it off in the settings. These are all just in default. The self illumination comes from MSO materials. But we'll show that in the projects in our course, right? So I'm happy with this and I'm going to run our final render. So I'm going to stop this. I'm going to say these settings out so I can click on Save because adaptive dorm late test. Now let's set up our final lenders. So let's increase the quality to high plus the scenes that end output to 2 thousand. And that's about it. Let's save this file out as well. And let's click on Render with really no agenda with really interactive render with what our guys, so that renders done. And let's check the render time. So let's go to stamp. You can see the render time is 23 minutes, which is less than half of what it took to render with the environment light and the sunlight. So you can also see that the lighting looks much better as well. So if I go to my source light mixture, we can actually switch out the sick leave late on the left and right. And you can see that it's evenly lit just with the dorm late. How cool is that case? Now we can reduce this, maybe keep it at ten, and then we can switch on the security late and you don't have to use the secondary late on the right, just the one on the left. Ten fields a little too less. So maybe 20, 15 for the IU slate, and 24 that dominate. This looks nice, nicely bright data and I'll switch off the slate so you can see how much of an effect that has on the scene. And I'll save this out. So click on Save. We call this. Let's do a before and after. So I'm going to add this to this to VFB. And let's do a before and after with this window to him later on though. So you can see that after the lighting looks much better. And the reason why I didn't show this at the start of the course is because I wanted you guys to get used to the three-point lighting system. You can follow and most interior renderings. And you'd be able to create really good renders as well. I'd have to dominate the sort of like a hack where you can just use that app to dominate. And it would take care of both your primary lighting and your secondary lighting as well. Sometimes it's a good idea to sort of play with the three-point lighting system for your windows so that you can get rid of any dark shadows or splotches in your Endo and have a nice clean render like this. You can also of course, add this to the composite. If you'd like to change the preset, you can just simply load and load slowed our previous preset. So we'll call this the debri cenotes a little too bright because of our values here. So let's just switch off some of these. We can also just create it from scratch. Now, the reason why it didn't work here was because I used a preset which was made for another lighting system. So I'm just going to undo your right. And again, if you want to sort of add certain data elements, we can just add the extra extent element just to boost the edges. So I'm just going to right-click on late mix for low code a new layer and click on land element. And let's change this to extract x and make this to Multiply. Now if I switch this off and on, you can see the extra details and arsine, which is really cool off, It's a little too much. We can reduce the porosity. What 0.5 should work fine. Then you can see it this up. Alright, so I hope you found this video useful. Now in the future projects, we will be following the same lighting system, but there are some projects which were created with the older version, so SketchUp and 3D. So when you come across the projects, I would highly recommend that you follow the lighting system and techniques taught in this short video workshop, V64 SketchUp that is implemented in your own workflows and create high-quality 3D renderings. I would love to see your work, so please do submit it in the assignments and I'll see you guys in the future videos. Take care, Cheers.