Create Cinematic Architectural Renders with Vray 5 for Sketchup | Archviz Masterclass | Manish Paul Simon | Skillshare

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Create Cinematic Architectural Renders with Vray 5 for Sketchup | Archviz Masterclass

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

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:46

    • 2.

      Cleaning up the Model

      2:23

    • 3.

      Using Pureref

      3:54

    • 4.

      Setting up the Camera Views

      4:10

    • 5.

      Setting up the Natural Light

      6:27

    • 6.

      Using Trees to tweak Lights - Vray Scatter

      8:30

    • 7.

      Adding Artificial Lights

      9:14

    • 8.

      Adding Grass with Vray Scatter

      8:13

    • 9.

      Adding Trees with Skatter 2

      8:17

    • 10.

      Adding Grass with Skatter 2

      5:02

    • 11.

      Adding a Stream Effect in the Scene

      9:22

    • 12.

      Create Architectural Materials

      4:44

    • 13.

      Adding Render Elements

      9:20

    • 14.

      Post Production in Vray Frame Buffer

      6:28

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About This Class

Master Resource Sheet - Download Links

Exercise Files

WELCOME TO THIS ARCHVIZ MASTERCLASS WITH VRAY 5 FOR SKETCHUP

  • WHAT YOU WILL LEARN?

In this class, we will learn to create a photorealistic Cinematic Architectural Render with Sketchup, Vray & Skatter 2.

Here are some new subjects you will learn with this class

  • Creating a Stream Effect with Vray Blend Materials
  • Using Environmental Fog to set the right mood in the scene
  • Using Vray Scatter to create Grass & Trees
  • Extensive use of Skatter 2 to add various  elements in the Scene
  • Using Pureref for referencing & inspiration
  • Creating Architectural Materials
  • Post Production in VFB

By the end of this course, you will be able to create professional Cinematic 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: Intermediate

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Transcripts

1. Introduction: Hey guys, welcome back. In this workshop I'm going to show you how to create the cinematic Randall NVDA for SketchUp using a simple 3D arrows model from John LOTRO. I choose step-by-step on how to set up the model. You can see this is SketchUp seen every set up the model, the landscape, and so on. And we create some nice renders. You also create some renders for Instagram, where you can create some cinematic renders like these using the fog effects in media for SketchUp, also produce different lighting scenarios using light mix. So you learn quite a bit in this quick masterclass workshop. And you can use the power of 3D within SketchUp to create awesome renders. You don't need 3ds Max anymore. All you need is just SketchUp and 3D. I'll see you guys in the next video. Cheers. 2. Cleaning up the Model: Hey guys, welcome back. In this video we're going to download the model, set it up, and then take it forward or legs. I'm going to use architect centimeters for this workshop. I'm going to delete me Raj, delete those SketchUp model. And if you click on Home button here, you can see that these are near edges materials. If you want to clean SketchUp file, then all you need to do is go to Extensions, good extension of arrows. So it's for clean up. And then go ahead and download and install this plugin. So once you've downloaded and installed cleanup, three, all need to do is go to Extensions, cleanup, click on clean, then click on clean up with the default settings. And you can see all those materials go away. Now if you only use this template in your future ketchup workflows, then go to File, click on Save as Template, call this SketchUp clean. And then you can also set it up as a default template. Also make sure to mention the meters and then click on Save. The next time when you open SketchUp, you'll find this plugin without the SketchUp figure. So SketchUp clean meters. But you can also load in certain stuff that you probably use in most projects. And that'll be easier instead of loading them up each time you open SketchUp. Now let's bring in our model. So let's go to Windows 3D videos. I'm going to use John loot drops model. So this is the model that I'm going to use, diamond cabin. So click on that. Click on Download icon. Yes. Just place it in the center of the scene. Once you've placed it, we can go ahead and clean up this model a bit more. So I'm not going to be using any of these trees because they wouldn't look nice in the renderers. Let me just go to tags and see if there's a separate tab for trees. That isn't. So all I need to do is enter the group, select all these trees. Hold Control on your keyboard to select multiple trees. And then press the Delete button. Let's see if there's anything else that we need to delete. This looks good. And all you need to do is go to Extensions, clean up and glucagon clean with last setting. So that would delete the materials from the trees as well. Now we can go ahead and save this file. So press Control S to save and do a name for your file, and click on Save. All right, so we have a model ready to go. The next videos, we will start setting up the window. Since you guys in the next video, Cheers. 3. Using Pureref : Hey guys, welcome back. In this video shows you how to use pure tiff, which is an awesome plugin to add fences and use those references before you start with your end-all workflow. So you just had to pure F.com, click on get Bureau of then download it. If you're using Windows or Mac. We can select the customer mode, set it at 0, and then click on download. Now if you want to help them out, I would highly recommend that you give them some amount as well because this plug-in or the software is pretty useful and used by a lot of CD artists to create that renders. So once you've installed, you can open PRF and you'll be introduced to this blank screen. Now if you want to add stuff into this blank slate, all you need to do is for example, if I'm going to go to Images, Google.com, search for, for this cabin vendors and wait for something hazy. So let's copy this. You can just right-click copy. And then you can just Control V and it would paste it in place. Now I can use this as the reference and as a backdrop before I start to render. The goal for this Randall is to create an atmospheric scene. So you can see, I've collected images where there's sort of a fog in the background, then I like this bushes in front. So maybe we can implement that in our own scene. And I liked the camera angles as well. So we have a nice scam language during this guy. By Twilio. There's also some waterbodies, so we can sort of try and implement all of these elements in our Endo. Know what I Louis, I sort of minimize this. You can also press Control a and then make it smaller together. There's couple of useful options in the order that you can use. But the basic stuff, Just to add your images, make it smaller. You need to right-click to move them into orbit and then the scroll button to scrolling. Once you scroll in, let's make it even more swallow. And now what I'll do is I'll open SketchUp and move this to the corner. You're allowed to control a, to select all of it and make it even more. Swallow. Make this smaller. And then I'll press Control D. So this would make it kind of locked in the corner of your screen. So if you press Control D, this will lock this window. And now when I use SketchUp, I can always see what I want to do. And it's a great way to reference your stuff as well. If you're using two monitors, I would highly recommend placing this window on the other monitor and then working with SketchUp or late. So that's how you build F. This is a quick tutorial for you guys. I will be adding a detailed tutorial on various other options you can do with bureau, for example, if I go to pure ref now, yeah, and then press Control D and then that would make it go away. But if you want to lock it, you just need to open press Control D or the other option is that you right-click and you go to settings. It has various options here that you can play around with it. For example, you can arrange them optimally by pressing Control P back and optimize as well. So let's try some of these. So if you press control, period, it would optimize everything. If you press control and if you press control shift P, then it would pack them all together. So that is a quick tutorial into using pure ref, which is an awesome plugin, which I would highly recommend you guys to use as well. Once you're done setting up or bagging abidance together, just press Control T to lock it. Make sure you are in PRF and then press Control D, then altered LOC it, and then you can go ahead and use SketchUp or let. So those quick tutorial to PRF, I'll be creating a detailed tutorial, which you should really check out on my YouTube channel later. Now let's stack in the scene setup the views, setup the landscape, and so on. In the future videos, I'll see you guys next video. Cheers. 4. Setting up the Camera Views: Hi guys, welcome back. In this video we'll set up the views. So first thing what I'm going to do is setup a view from the front. So let me just draw a line from this midpoint here. Gonna be a reference line and drag it out to you. We can place our camera at this point here. So let's go to camera, position camera and place it here. Alright, that looks good. I can also use the middle mouse button inside of Albert down a bit so that it's looking up towards the house, which would make it a little more dramatic. Alright, cool. You can also hold Shift and the millimoles button to pan. And then you can bring it down a bit more. And now we can delete this line and we can create our scene. Let's go to scenes and click on the Add Scene button. And now I need to update the scene a bit. So let's make it a 2 perspective to make the lines perfectly horizontal and vertical. And then right-click and click on Update. Now I'd like to see how this fits with some compositionally grids. For example, the rule of thirds. So let's go to our asset at all. Let's go to Settings. Let's touch on interactive. Use our dx and I use the Nvidia AAA. Like I always mentioned the previous workshops. If you have an older system, stick to CPU and stick to the VDD and ISO for the rest of the course. My kids have an RTX graphics card, so I'm going to stick to our dx and in video. Let's go render output and such on safe for him to see how much of the renders being rendered. Also genes aspect ratio from 16 to nine to face the full landscape. Finally, you need to change the field of view. So I'm going to press Z and I'm going to change it to around 35. So it's sort of really highlights the house. So you can see that zooms in and is absorbed by the building. So that's what I want. And now I'll just right-click and click on Update. Now let's run an interactive render. So this is our house. John Locke drop zones. So let's add a background to this image. So let's click on those layers button and click on background. And click on Browse to Lord EXIF image file, which you will find in the exercise files. So click on Grid to from your exercise files folder. Click on Open and make sure you click this as foreground option. So this would bring it in front. Alright, so now what I want to do is placed his house in the middle of these two grids. So let me do that by moving this window to the right and moving SketchUp window to the left. And I can press hedge on my keyboard to activate the hand tool and then simply orbit on top. So this feeds more composed because the place to a building right in the middle of the scene and there's equal spacing for this guy, for the ground as well. So once you're happy with this, right-click on scene one and click on Update. Now we'll add this to this to VFB. So you can see that this is from simple exercise that I use. So I need to change the folder. So let's go to Options, VFB settings, click on history, make sure you click on Enable. Let's change the folder. So I'm going to go to the exercise files and create a folder called VFB. And click on Select Folder, click on save and close. And let's add this to the history. If we also need to do is make this a 2 perspective and drag it down a bit more. All right, looks good. Now I can just right-click and click on update. And we'll use this view for the rest of the course. You can also set up other views, for example, in beef from the same. These grids definitely help you compose your handles better. So I'll create a scene for this as well. So right-click on scene one, click on Add. Let's, we've created two of our compositions, which looks good. You can also add this to the history VFB, and we can proceed with the next video. I'll see you guys next video. Cheers. 5. Setting up the Natural Light: Hey guys, welcome back. In this video, we'll set up the lighting in our scene and we're going to use environmental fog and set this up. Let's go to assert at all. Go to Settings, and let's adjourn volumetric environment. So there are two types of volumetric environment. One as aerial perspective. In one environment to the fog, aerial perspective generally adds a forgotten or missed in your scene. Whereas there's more options and environmental fog where it adds particles such as dust noise and so on. So you can select environmentally ****, you can play around with both. And if you feel that a real respect to works well, then you can go ahead with the aerial perspective. But for this workshop, we will be using environmentally select environmental forces that are various options here. So the main two options is the distance at night, which basically denotes how bad valgus from the camera. For example, this is set at thousand meters and the height is set at 200 meters. So the fog would be at a distance of 1000 meters from the camera, and the height would be set at a distance of 200 meters from the ground. Now the color is the color of the fog. You can change this to maybe blue or orange depending on your mood and your artistic taste. Emission is how much late default grid Emmett. You can make it more brighter by making this emission color white, dark. If you want a darker fog. And emission multiplayer is increasing the intensity of the fog within the intensity of the color. So let's run an interactive render and tweak the settings and see how it has an effect on the scene. So let's run the interactive render. So now you can see that we've added some fog. You can see that the focus is up to a height of over 200 meters. So let's play around with these settings here. I'm going to move this to the radio, the SketchUp window to the right, and really a frame buffer to the left. So now let's change the color. You should also note that this color is affected by the sunlight colors. Well, that's why you see some dust you. So let's make this kind of orangeish. So and I wouldn't becomes more orange in color. And if you make it more blue, you can see that it merges with the sky color there. Let's keep it wait. If you want to increase the brightness, then of course you can increase the emission. And then if you change the emission multiplayer to say, for example ten, you'll get a brighter fork. Now let's play with the distance. So you can see that the distance set elaborate thousand meters from the camera. Let's set this about five centimeters. So now it becomes more foggy. It should be noted that the fog is actually affected by the sunlight and the GA in the sunlight, which basically means how the latest bounced off from the surface and is scattered through the fog. Now if you want more scattering of the light in the fog, you can search on something called scatter GA. So now you can see that the light is even throughout the scenes. So this latest scattered evenly throughout the scene because of something called GA bonds. And in this case, with the scatter bones is set out for. So basically what it means is that the lake would fall on the wall, for example, bounce off from the wall, it default. And then bones four times within the far fewer genes is to say eight. You'll have more scattering of the light within the scene, so forth should suffice. Now let's change the height. For example, if you set this at a 100 meters, you can see that the fog aid comes down. This is set at three meters from the ground. So there's not much of a fog in the scene. So ideal height would be around 100 to 200. That said this, about 300. And I can see that it's completely enveloped by the fog. Maybe we can set this at a 100, playing with default because also being more artistic till you find the right light in your scene. Alright, This looks cool where we have nice bug in the render when we add more lights, trees and so on. That Endo would pop. Alright, so I'm going to stick to these values for now and I'll change this as we progress with the vendor. Next is effect. So you can see that it gets affected by various elements here, which is the camera trees, the background and the secondary rays. Gamma rays is the main light ray which hits the surface. So if I switch this off, you can see that no default goes away completely. And secondly, this is the second, third light bounce from the main room. So you can see that really doesn't affect the scene. And a fake background is if you don't want the fog to be affecting the background and you can switch off a fake background as well. But ideally, you need to keep all three of them on for a good part to stick around. And finally affected by, you can make this fog get affected by only certain lights. So you just need to click here and click on Select plates, and then select the appropriate light. In this case, we just have our sunlight in the scene. For now. We can leave all, let's pick on. You can also, of course, play with the camera. You know, for example, if you want a brighter scene, you can search on camera and change the exposure value to say, for example 12. That would make it a more brighter scene. So if you change the values here, so if you make this 12, then of course you would need to change the values here is well known. For example, if I set this to 600, then that would make it a bright, foggy interactive render. So you would need to first set the right camera value. But in most cases and architectural renders, a value of around 14 works well. If you want to see the exact aperture, shutter speed, and ISO of this value, you just need to go to advanced camera parameters here. And you can see that the ISO changes. So let's set our aperture value of four here. That would make it more hazy and we can leave the shutter speed to around 200. This is also playing around with those values here. We should want to make it more darker than you would need to increase the shutter speed. So that would make this even more darker. It's almost as working with a real-life DSLR camera, where you need to tweak the right settings to get the lighting in your frame. So I'm happy with this layout setup where we have enough hears. And now when we had more lights, like the interior lights and so on, either end, we'll pop. So I'm going to add this to the history of MI and proceed with the rest of the videos in the course. I'll see you guys next video. Cheers. 6. Using Trees to tweak Lights - Vray Scatter: Hey guys, welcome back. In this video, we're going to make this lighting a little more better by adding trees. And you can see that from this window. Also, if I did a before and after from the previous window, you can see how much of an effect there he is as on the scene. So it's always nice to add an environmental fog to make your renders most cinematic in nature. You can see that this ground is kind of more brighter than the rest of the scene. So you can make this darker by adding certain trees and also certain elements in the scene. So let's first start off by adding arteries in the scene. So let's go to chaos muscles. You can update girls cosmos. If there is an update available for you to lab date in the background, Let's go to 3D models, vegetation, and click on trees. These are the various trees that girls cosmos has to offer. But in our case, since we have a forest, Randall and since we were trying to replicate more of a winter style forest, we're going to add some coniferous trees in our scene. We can add those red spruce. Simply click on Download, click on Add. Now if you'll see this option where he will add the trees, you can just simply closed scales cosmos and open it up again. Then you can add it into your scene. Alright, so already please, NRC. Let's see what these are called as well. By the way, if you want a dark the default or you can drag it to the right and darker color that red spruce 010203. Now there are two ways to scatter teeth in SketchUp. One is the native 3D scatter surgery. How to use that? So for that I need to explore this model. Right-click, click on Export. Now we have this eight separate, the three separate as well. And you should also note that for this to work in various Gatto, you do not have an option to exclude objects like you do in scattered tool by Lyndon software. So you would need to draw order, make your topology in such a way that it has openings and that would avoid any trees in these areas. So let's start with various scattered tool. All you need to do is select this object. And then from your relay utilities toolbar, you need to click on Scat or selection. The student make it a scattered host. And now we can add the scattered objects as well. Do that Goliath's head to their toe. And then first select your trees. Go to your scatter geometry from Louis the acid at Udot and click on add guests. So now you can see that it scatters these trees all-rounder surface. Now the density is a little too much so I can reduce this. So let's try 0.1. Bind one feels a bit too much as well, so 0.05. That looks good. You can also change the probability of certain trees. Now I liked of Red Spruce one a lot more than others. I'm going to reduce the probability of these two. Let say 0.1.05. I can further reduce the density. All right, This looks back over. You can see the trees are scattered all around the host. Now you can play around with these settings as well, where you can rotate the trees to a certain angle. Also scale them up to make it even bigger. Radius it. So 0.9 to 1.2 is a good scale. And then you can also reduce the number of trees that you want in your scene by reducing the preview percentage. Now if you don't want it to ease to intersect with each other, then you can switch on collision detection, and then the TAs will intersect with each other as well. Finally, you can play with the seed value to change different orientations of your trees. So maybe C2 works well. I have some space for the camera as well. Don't want to go with C2. And now there's no option to generate. It'll actually show up once you're on interactive render. Let's go to Scene one, and let's see how this affects the scene. Alright, so now you can see that the entire scene gets a lot more darker because of all these trees around. And the reason is because it's not scattering the light onto the face, it's sort of blocking the light. So what you can do is you can go ahead and go to settings and you can make this brighter. We're reducing the shutter speed. Now you can see that it becomes a little more brighter. And you can also notice that the light is falling on this side of the wall is because there's some trees you're blocking the light towards the house. Let's try to fix that as well. So I'm going to stop the interactive render, going to add this to the history VFB. And let's check our scatter settings again. You want to see the scatter again, you just need to select the host and click on scatter viewer. So now you can see these trees here. So you can see that these trees you're blocking the light, especially are a lot of t. So it's also important to understand the angle of the shadows. So let me just switch this off for a bit and such on the shadows. So view shadows. You can either change the shadow angle to make sure that the latest falling on the house. You can't really switch on the scatter viewer and then see the shadow of the tree is because it's an odd generated the tree on the object that's generated as a proxy view which opens or LEA in your weekly interactive. So if you want to see this, so for example, these two Easier or blocking the light falling on the hose. So you can either Chandler shadow settings or you can remove some trees. So let's start with changing those shadow settings. I'm going to go to the shadows here. So you can see that's the evening sun. And you shouldn't need to know where the evening sun is as well. So this is the NADH, so this is why in the shadows falling this way. Let's maybe make it more to the known or genes though month. That is. So now you can see the shadows are shorter. So we set it at our own June where the shadows overhead and not too long in nature. So let's use these settings. So let's go back to Scene one. This changes to June and then update the scene. And now let's run interactive render. You can see that it's back to being hazy. And you can see a lot of nice light coming into the scene as well. So that's pretty cool. Let's add this. Today's through here p. So that is one way, maybe not too hazy, so maybe we can change it back to maybe September. Let's see how the shadows are. Shadows. You see some light like this. Looks cool. Update the scene. Let's run interactive render. This looks better. We have more dramatic lighting in the scene. You can't see the light deal because a lot of trees are blocked at late, which is our late, but that is the focus on the housing. So that's what we need as well. You can see these three shadows falling on the others as well. Alright, so and always stop the interactive render this to this GFP. Now, sometimes happens where you don't see the preview of the law, but it's actually there. So if you switch on a and B here, you can see the difference between the previous dose. Alright, so I like this lighting setup and we can proceed with this. So right-click and click on Update. You can go ahead and change the orientation of the trees. We can maybe remove these trees here as well. And just choose the various categories. So let's switch on this and let's change the seed value. So let's go to the asset editor. Go to scatter your G and the seed value, maybe try three this time. I like this seed value, which is seven. We add some trees here and we have some trees covering the whole thing. They should work well. Let's check that those seed values as well. Seed 15 also looks cool. Alright, so let me try with seed 15. Go back to Scene one and run interactive render. I didn't like this branch you're jotting out into the scene. So I'm trying out a different seed value. It's an a. You can see there's more light in the scene because less of the trees are scattering the late. Maybe seed 15 doesn't work well, so let's try something else. Let's maybe try 77. Looks nice where there is some light. It makes the bone dark. And that is light entering from the side of the scene as it I'm happy with seven, and we can proceed with lighting number seven or seed value seven. I'm going to stop the interactive render. We're going to proceed with the rest of the course with this lighting setup. So I'll see you guys next video shows. 7. Adding Artificial Lights: Hey guys, welcome back. In this video, we're going to add some artificial lights in our scene and make the scene look much better. So this was the render that we got from the previous scene, which looks pretty cinematic in nature. So now we need to add some lights in the scene, especially the interior lights, some lawn late as well. So to start off, what I'm gonna do is I'm going to select this material using the bucket tool, which is B, and I'm holding Alt on my keyboard to sample paint material. So you can see it's called material. Can change the name of the material. Yoda is when someone will call this a class material. And then that will change an acid, a dog. So if I go to my settings, you can see that it changes the glass material. So let's make this a glass material by increasing the reflection too full and increasingly refraction to full. So this would make it a glass material. If you want, add it into this class, you can change the full color. If you move the slider to the right, and then that will make it more bluish in nature. So let's just move it a bit. So there's a little bluish class tent on the material. Know what I'll also do is in the bottom we have an option called can be overridden. So I'm going to switch this off. I had when I had an intact or Endo with material override on this medial border and get affected. So we'll go to Settings, go to material over eight and so on. You can see that all the machines get overwritten by this color material except for the glass. Now if everyone has seen one in London, check the render. You can see that our glass material is not affected by that material on it. So I'm going to add this to this to VFB. Start off by adding some interior lights. Let's see if there are any tags to switch off the walls. That is on a great job, the roof as well. Now we can play some lights. Start doing those as well. The best way to light up your interiors by using a sphere late. I'm going to add the sphere light from the video lights toolbar. Click once, click twice to place a sphere late. And also make sure to mood on top. So I'm going to paste once you later. And I'm going to copy this violate using the Move tool and place it here as well. So we have to see your lights in the scene. I'm going to change the settings of the shear layer. So let's go to Window, go to Settings, correlates, go to sphere late and click on options and make sure those sources invisible. You can also increase the size here, so you can make this bigger or smaller. We won't be changing any of these settings because we will change it in the light mix on red so a place to store your lights. Now, I'll go to my asset return ADA late mix. So let's click on read elements and click on light mix. Now what I do is place a rectangle laid on our video. So let me just click on rectangle right here. Click once, click twice to place a rectangle late. It should be facing from the top. So I'm going to move it on top first, maybe the bottom of this object here, and then rotate it. I'm using the arrow keys to change the angle of the rotation or the orientation of the Rotate tool. And then I'm moving it up. Make sure none of these lines are intersecting with any SketchUp objects. Right? You can also hold Control and Alt to sort of move this light uniformly from the center light. And then I'll go to assert a toe, go to rectangle light, switch off the source for this rectangle later. What I'll also do is I'll change to a directionality so there's more light falling on the chairs. Finally, you need to go to settings environmental fork, and then you need to select which of these later getting affected in the scene. So click on select plates. I'm going to select sunlight and rectangular late because it's placed outside the sphere layers and save the scene. So I don't want it to get affected by the fog. You go back to Scene. One, can see all the tags come back up because that is switched on in the scene. And I'll run in interactive render. It. Now I go to Source late mix. I'll increase the value of the rectangular light at, say, let's make it ten. Now you can see that sort of effects that the entire front part of the scene, and we can also change the color. So you can click on the color option and make it sort of warm. Then we can also change the values of the sphere light inside the window that switch off the rectangular light. So you can see that sphere light inside gets lit up and let's change the values here as well. You can also increase them a bit more, make it more brighter, or you can add more lights in the scene. That looks good. Now, when I switch on the rectangle late in front. So to add some extra noisier. So that's not ideal. So maybe we can just reduce this value, may be 22. And that looks better on it. What I'll also do is a lot just to photographic composition of the Randolph because you can see more of the ground and less of this guy. So I'm going to stop the interactive render region only use the hand tool. So I activate the hand tool and then simply just move it up a bit, then update the scene. So let's run in Tracker. And again, we can move it a bit more up. And this looks a little bit better than the previous composition. We can add some lights on the ground as well. So I'm gonna go to Windows. 3d. Arrows. Search for boatloads, is going to add the first molar late and place it in the scene. So now what I'll do is I'll just more than please use the move and copy tool to place this at various points on the ground. You can also have control twice. Then you can place this anywhere in the scene without having to get it off the Move option. All right. Hopefully this is a competent. So now if I add a light to one of these competency toward Adelaide, to all of them. So let's enter the group. You can see that we can select this object here, which is a circular glass. So you can enter this competent, select this group. So you can see it selects a group of all the similar competence. And then we can click on Convert to mesh late. So that would make it a light source. And I'll go back to skin one. I'll go to my acid and it will go to Settings, go to the render elements and co-relate mic settings, and then change the group by in digital age two groups for instance. And what this will do is instead of listening out each late one by one, it will group these lights brain instances. So I'm going to click on Group By instances, and I'm going to run an interactive render. It's an all you can see these Bowl ads coming up in the render as well, which looks cool. And we can change the values here. So let's say if you change the mesh late to save ten, so that will make the bullet late more brighter and altering genes the color of the bullet late, make it warmer. And then we can exchange the rectangular late as well. Maybe not use the rectangle late as much. Just keep it out on two genes. The color to warm increases fewer late, and then make this warmer as well. 20 works better. Now what I'll do is I'll add some layers. So let's add exposure layer. Let's increase the exposure a bit more and make it brighter. And if you see that there are some highlight bonds in the area, then you can deduce dilate bonds and increase the exposure a bit more. You can also increase the contrast. Let's add a curve, sort of make it boost the highlights and the shadows by making an esco. And I can also try switching on the lens effect to just boost these late TO fairly, you can add a weight balance and make it either more warm render or more cooler temperature. And just keep it in the middle for now and change it later. While it's Will you please start artificial lights as well, which looks nice. And I'll finally see it as late mix out because I don't want to keep changing the value 0. So click on save and call this light mix. And click on Save. By Leah does to these two VFB. And let's do a before and after January. The light makes only works when the abiotic mantle is not activated. Alright, so we've made good progress in the Endo sofa. Now we'll start tweaking the materials and set this up for our final end up. See you guys next video. Cheers. 8. Adding Grass with Vray Scatter: Hey guys, welcome back. In this video, I'm going to add the grass in our scene using the VTA scatter plug-in. Alright, so NVDA scatter, you can't really add two different compositions like you do in scatter to which I will be explaining in another video. So what you need to do is move this object up. So I'm going to select this host, use the Move tool and move it up by 0.01 meters, which is around ten. To move this up now and right-click and click on export. Now you can see that line goes away, which means it's not a scattered object anymore. Let's hide this. But this is still a scattered objects. So we need to select the scattered object, can click on the edges here to select it, and click on F2 to hide. Or you can go to Edit and click on Hide as well. So now we're going to add a new scatter object, selector host and click on Schedule a selection. Now we need to add some grass elements into our scene. So let's open chaos cosmos. Let's go to 3D models, which station? Floss grass and rocks. And then you scroll on the bottom and find some nice glass elements. I'm going to bring in Vegas seven, the scene, and six as well. Let's see if feeding grass eaters good. Yeah, we got to eight. There's more thick and that's what I need. So you have two elements. Now we'll just go to our accelerator TO called a geometries. I'm going to rename this because this is scattered tree. And I'm going to rename this because this is scatter graphs. Alright. Now let's add our guess. Select elements first, and then click on Add guess. It's an a, you can see it starts scattering on this ground. There are a few settings you need to change. For example, here, I would like to scattered objects to follow along the normal of the surface. So there's change the orientation on the world up to a long normals. So now you can see it comes on the slope is red and let's increase the density to say dorky. So now you can see that it scatters pretty evenly along the entire surface. You can leave the rest of the settings as-is. And now we can go back to Scene one and run an interactive render. Alright, so now you can see bluegrass elements. Let's switch off the material lower rate. So let's switch off interactive render, glass or Toko to settings and switch off material over eight. And let's run the interactive render in the frame buffer or in the SketchUp window. So you just need to click on the viewport render you. And now you can see the grass in the scene. How cool is that? We may have to increase the density. Let me stop there and let me also switch off volumetric environment because I want to see the material better. And let's go to scatter graphs and increase the density may be to 40 and render with very interactive. I generally prefer using really interact with, but you guys can use the viewport render as well. So now you can see that the grass material comes in. It looks nice and gives a very realistic field to the render as well. Then you can see the lighting in the scene. If it feels a little too much, then you can reduce the lighting and say, look good. And we can see that there's a lot of shade in this part of the render. I would like to bring in some light into the scene. Now let just say John Doe environment as well. So let's switch off our interactive render settings and such on the volumetric environment that's around the interactive render. Settings seems to have been changed. So we love to do the odd to start again. Let's switch on scattered GA to scatter the light throughout the scene. And let's see in the distance, get a more foggy effect. Now you can see that there is no light here. Even if I switch off the environment light, you can see that it's covered by the police surrounding this house. So what I'll do is I'll stop the interactive window and I'll go to my scatter settings. And then sort of reduce the density a bit more. Keep it around 0, and see how this has an effect on the scene points. If one seems much so 0.001, that seems to have reduced the number of trees. Let me just try. 0.005 is okay. Now there's hardly any trees in the scene, so maybe bring it closer. 0.009. Let's turn interactive render. It seems to be the same. So to stop that Endo, you just go to the top view for better understanding of the trees. Let's bring this down to 0.005. Alright, so that's definitely reduce the number of trees. Alright, 0 to, let's see how this looks. That switch on the fog as well. Make sure the lights are only affected by the rectangular, the sunlight and the mesh late. I agree. So now you can see there's some light on the ground as well. I would also recommend that you removed the scatter for trees and place the trees manually so that you can sort of add some shadow effects on the ground here as well. Or you can use the existing scatter of the 3D trees and additionally play some trees to add some shadow effects on the Chrome. I can do that quickly to show you guys. So I'm going to switch off the 3D preview of the scatter element because it's a little CPU intensive. And let's move these trees in place. Going to move on here, let me see how the shadows are falling in places. Well, so you can see that the shadows are falling this way. So I'm going to play some trees this here, and maybe play some crazier as well. So now if I switch on shadows, you can see that it covers that part of the ground. Let's go back to Scene one. Maybe move the tree a bit more in the frame, the shadows and see if it's falling on the ground. It is. You can see that it falls on this part of the ground here. I'm just going to move it out a bit. Alright, that looks better. Let's go back to Scene one. Let's run it under view-port. Now you can see that we have my shadow effect on the ground. Now if you want to make the shadows most often, you can do that as well. Just go to your light settings, color sunlight, and just change the size multiplayer to say three. That will make the shadows off. Let's go back to Scene one. And we have a final render. You can go ahead and increase the density of the grass as well. So for example, just go to our scatter settings your grass, and let's increase this to say 50. And now if you run interactive render, you may have to increase it a bit more. Let's increase the probability of FieldGlass eight because it's slightly bigger. So we can reduce field R7 to say maybe point one. Then let's run it. And now you can see that most of it is covered. So far, a few patches urine then you don't have to worry too much over these patches because I'll be showing you how to use a mask material and create some green moss in your land as well. Alright, so in the next video, I'm going to be using the scatter to plugin by Lyndon software to use the trees and grass. Because that is more creative flexibility with scattered through as it has a lot more features. And I will be showing to you in the next video. If you do not have the software, you can skip the next video and jump to the final lighting and final render of this workshop. So I'll see you guys next video. Cheers. 9. Adding Trees with Skatter 2: Hey guys, welcome back. In this video, I'm gonna be using the scatter to plug-in two scattered trees and grass in our scene. So the first thing I'm gonna do is delete the top plane. We already going to use the downplaying. You also need to delete these cat objects. So let's open answered at all. Let's select Scatter tree and click on Delete. Alright. So first let's create the recomposition. So click on the composition and tutorial. We're going to create a new composition called the street composition. Let's select the whole so click on big surface to select the host. Click on that again, select the host. Now you can see the different points that it's going to scatter the tree. These are quite a lot of points for trees. So we will have reduced the density. So we can drag the slider to the left. So that you can see that definitely reduces the number of trees on the plane. And we can also add objects to exclude. But first let's just add just scattered objects. So click on this button, you'll create your objects and select all the trees. If you selected the trees, three of them. And you can see that still feels a little too dense so we can reduce it. We can also create a mask. And Moscow the areas where we don't want to see the trees. So let's click on Add a paint mask. Let's increase the mass size. And now when you start painting, by clicking and holding, you can see that trees are created early on this painted area. But if you click on the Exclude object, then it would exclude that area and not add trees. There are cooler that. We can also scroll to the bottom and set the scene. For example, if I said just seen one switch on, exclude monetizable. You can see that none of the trees show up here. How cool is that? I can also increase the camera offset. So you can see that this is the camera point here. If you increase the camera offset or sort of degrees that make the value mode, you can see more number of free showing up in the camera. Again, definitely reduce the number of mask to easier by using the clipping plane. So the switch on distance clipping and reduce the distance. So let's keep three is up to about 55 meters, which looks good. And we can of course reduce the density. Now you can see we have only these mini treats, which is perfect for leucine. Now we can also randomly rotate and scale. So let's click on random scale transformations. And scalar from a d11 Burundi equally on all three coordinates. And then we can also randomly translate if you want to bring the three down. And so on, are more the x and y-coordinates and honorably rotate as well. You can rotate it didn't 0 to 360 and mode. So let's just keep it a little 3 16th. You can also of course, either be gammas in case you want to hide certain trees. So if I click on B2 Moscow, and if I add it, add to it. You can see that those please go, goes away. Similarly close to the camera as well. So what I will do is I would switch off, exclude non-visible NL, add a mask to hide some trees. So let's go back, click on Edit. Let's just create Hamas debt that on the camera as well. So somewhere here. Now the latest falling from this direction. So maybe I can just delete the two easier. So now you can see that we have more flexibility with the trees. Once you're done. Instead of clicking Generate now, you can click on Render Only mode. And these trees will only show up in the interactive render. Let's click on Generate array to regenerate the trees. I didn't mix some changes so that there's more trees in the scene. Now let's run the interactive render before we proceed. Let's go back to Scene one. Now I can draw this tree, of course sometimes a new generated to ease our grass in scattered to it adds that object to the origin point, which is 000 seconds. Right-click unlock. Let's go back to Scene one, grassland to go to settings and take on the endothelium tract. We've got quite a lot of trees in the scene. Let's adjust them a bit so we can remove these kind of trees. Stop the render. Let's see where the shadows are falling. So you can see that these trees are creating a big shadow here so you can remove those. Alright? So I'm going to select all of these trees, what to say? And I'll open the composition editor and click on Edit. Can see there's some nice light coming in. Let's maybe edit the mask. So let's go to the mosque here. And since the shadows falling this we're just going to easier and easier as well. Alright. So we have one then some trees around. Let's see how this looks. Click on Generate, go back to Scene one, render 3D interactive. So now you can see there's lesser shadows, are hardly any shadows on the ground and owns pretty bright. So we need to adjust the settings. So let's make the exposure value 14. That will make it darker. And let's move it to ease around the house a bit as well. You can see that it's sort of engulfing the house. Click on edit your trees around. Me, add some trees here. So we can just click on the eraser tool and then delete some of these mass to add the trees. Right, so added some trees. And click on Generate and go back to seeing what. Let's run in drag to render in the viewport. Let's see, you can see that the houses and golf B-trees know tweezer that so you don't see shadows on the ground. Now if you want to see long shadows, you can make the shadows logo. So that would work better. We can do that as well. So I'm going to change the shadow settings. Let's go with shadows here and make it longer. But you will see the shadows update. Can see it becomes rather 315 seems a bit too much. So let's keep it. Forty six. Forty three. Twenty three, looks good. Let's go back to Scene one. Update that setting. So let's change this to 14. Now you can see that we have some nice shadows on the ground as well. So we're getting there. The scenes industry too dark. You can of course adjust the environment settings. So let's go to the settings here and maybe change this to 700 or even 800. And you'll see more of the house. And then of course, if you need softer shadows on the ground, you need to stop sons settings. So you can increase the size multiplier and that would make those shadows off to want to save this file because you made good progress so far. 19, We made a few set of where decent lighting setup as well. You can see that Agassiz's k, so the composition is coming to life. 10. Adding Grass with Skatter 2: So now I can add some nice glass to the scene. We've already added our objects from the kiosk, cosmos slavery. If you haven't added it yet, taking this call together, cosmos n3 models vegetation as grass and rocks. And when you scroll to the bottom, you find these field glasses. What I'll also do is add some of these mexican weather droughts. So just add that in. Then golfing that. It's more to the side. And let's see if we need maybe this as well. Alright, great. And maybe even these giant feather grasses. But first a will scatter domain grass, which is fields as 78. So let's select the host again, create a new composition called this class composition. Select doest. And I'll let select the grass. So click on the scattered objects, select these two. Now you can see it starts scattering. So let's increase the density. You can see that it's sort of just scattering this way. So if you want to scattered along the slope, all you need to do is go to binding and make sure the normal is up to a 100 plus it. Now you can see that starts getting along those slope is or even give it to around 89. To keep it up to a 100. You get that nice scattering effect. Let someone to do the same for the grass. So I want to exclude non visible objects. Then we'll click on scene one, exclude non-visible. So now you can see it reduces and also switch on distance clipping. Reduce the dissonance, further. Increase the field of view. And it is the distance that looks better. Now of course, I can increase the density. I can also tend to really scale. Let's increase the scale size to see 150. And we translate randomly rotate. Let's increase the density of bit more because I see some badges yet. So let's make this 50 maybe. Let's increase the size to about 100. And let's click on Generate, regenerated our grass. Now let's go to Scene one. You can also sort of a mosque god. Certain regions. Maybe if you don't want class around this area, you can do that. So let's do that quickly. Let's add a mask, excuse the size of it. So I'm going to draw a pathway from you around the house. Once you've done that, click on inward. Let's add a mask again. Sono, you can see that it's added the grass around. So you just need to click on inward and the grass goes away in those areas. It's further add the mask. Great, It looks good. So let's click on Generate. And what I'll also do is move our fingers. Also the gamma point, and move this away. Let's click on scene one. And let's run an interactive render. Before that, let me just pull this in place. Then I'm going to move it down and see what kind of an effect we get it. So that's what I'm interactive render notion. Definitely see that last change. Some nice graphs in the scene. Let me just lock this and move this to the side. Slope, the camera orientation. And now what I'll do is I'll move these in place. So now you can see some of that glass coming into the frame, which is pretty cool. Down a bit. Maybe by 0.1. I like that effect. You can, of course move away from the camera as well. Let me hide these. Now you can see some of the grass in the scene, which looks cool. Let me just bring it back. Delete these, maximize the window, go back to Scene one and open the frame buffer unlocked or you stopped a really interactive and re-render the scene. Alright, so now you can see that end up better. Let's move these. Don't like it like this. Just sort of coming out from the class. So I vendor's company lives. And next few videos we'll set up the materials and then set up the final Nando. Don't forget to add this to the history VFB is I'm going to stop the window. Go to my history VFB, then add to 0. I'll see you guys in the next video. 11. Adding a Stream Effect in the Scene: Hey guys, welcome back. In this video I'm going to show how to create the green algae material or maybe even like a soda stream water material and then add it to our scene. To start off, I'm going to open after that though, I'm going to right-click on my tools and click on blend material. Renamed the scholars blend mean the bed material will have two or three more materials based on a base material and a coat material. So let's create the base material. Right-click the concentric zany endless. Call this blend mean blend base. That is, Let's create another material. Rename this and call this blend code. Right? So the base material, I'm going to make it sort of grass texture material. Or what we can also do is we can use this material which is vegetation, honey local. Use the bitmap, you know, I forgot to say the bitmaps. I'm going to quickly see that so-called extensions file, but editor, want to select all of these materials, click on archive and repacked. Create a folder called maps. We're going to see these bitmaps there. So now what we can do is I can copy this, go to my blend base material, be AS220 and the next slot. Now let's go to the main and then main material and add the blend base to the base material. And let's add a code. So the code is going to be a reflective material. So let's add some reflection and refraction this, so this would make it sort of reflective water material. Now let's add that to the code. So let's click on Add code. Let's add blend code here. I can see it makes a deflector. I just want some parts of the ideal to be reflective and not all. So I can add a Moscow. Click here and let's add a noise, a material. We can increase the frequency to make it bigger. And we can increase the amplitude. So the white parts would be reflective and the black parts would be less reflective. Alright, let's try something like this. Reflection being applied only on the green part with them. Alright, so now we need our play those plant-based material on the ground. So let's select the ground. It was the bucket tool. Make sure it's blend mean, and then apply the material. Now you can see that it's applied. Let's increase the size. So let's go to Edit, make it to meters. And what I'll also do is I click on tripe renal production work so that the UEs are mapped properly. Does looks good. Now let's run our interactive render. Before that, I need to create a stream using the composition Editor. So let's go to Composition Alto, photographs composition. I'm going to create a stream that flows around this part of the class site. So let's edit the mask, making about two meters long and simply drag a selection like this from one end to the other end. You can see that we create a nice stream. Now let's see how this looks in the scene. But don't forget to click on Generate. Let's go back to Scene one, and let's run our viewport render. You can see that green grass material or that most material on the model. Zoom out. Let's sector composition editor for the gas. We may have to increase the density because you can see those patches here and there. So let's increase the density and also reduce the field of view on gender. As I've just starting material a little bit, which is a blend main material. Let's make the base material the water minute. So let's change this to blend. I'm going to rename these scholars water. Let's change the code medial to the base material. This looks better. Name for it. So now you can see that we have green material blender on top of a water medium, which looks nice. And we can of course, adjust the settings to see more of the green material. All right, so now let's go back to Scene one. Let's hide this for now. And let's don't know viewport render. This looks much better. Can see a stream flowing through as well, but some patches you are in the green angrier. Let's see how this looks with all the environment lakes, and it will switch off the environmental fork. And now you can clearly see the automated. Let's go back to Scene one. We could maybe add more, add, make this dream a little bigger. So it seem more of the stream and then the grass. So you can do that quickly. Let's go to Composition editor. Click on gas composition edited. Let's edit down mask. Let me just make this bigger. Let's erase some of the mask because I wanted to see more of the grass at the background. You know, you have a small stream flowing in. Alright, let's see how this looks. We can definitely see some water in the scene. So let's run interactive render. Now this looks pretty cool. Green alga effect as well as to John Doe, environment fog. We have the reflection of the light on the interior. Elizabeth, how cool is it? Let's switch on the environment or fog and then run interactive render. I may want to adjust the green moss material a bit because I don't like this texture showing up like that. So let me just stop the render. The materials. Select the green coat material. I'm going to move this. I'm going to just select some green from here. That looks better. We can of course add a bump to it. You gotta bump. Let's maybe add some noise frequency. You can see that nice bump there. Maybe reduce the bump. You have a nice bumpy material. Let's run interactive render. This seems a little too saturated, so we can just go here, make it darker, and we try adding a material from girls cosmos instead. Let's go for this grass tree roots. The grass tones and sticks. And let's add that to the code. Let's run an attractor and again, alright, so I'm happy with this. Maybe it looks better than before. Lollies get into the habit of using realistic materials. You can always also learn from how chaos cosmos have created that materials, for example, this may together you can see that just as a bitmap and also has a bump map and some reflections as well. Reflection maps. I don't like the spot, so maybe I can just delete that part from the competition editor. And maybe just erase some of this. But let's click on Generate. Go back to Scene one and see how the composition looks in scene one. It's going to delete. Someone, asks you, because I want to see more grass in front. And then I'll create a mask again. This is a CPU intensive process, so you definitely need a good system to create glass materials or grass and 3D SketchUp. So I'm happy with this. Let's see how it looks in Z11. Can see some grass in front and then the may to use them. Then the stream there. So let's click on Generate. Let's run the interactive render. This looks cool. Maybe just bring the grass down a bit so I can see more of the one, so you can do that as well. Let's go to the competition editor again and bring it down to C minus five, minus two. I could bring it down a bit too much. So maybe minus one, minus 0.1. Let's see, minus 0.3. Maybe. We should do the trick. Let's click on Generate and interactive window. Now you can see a lot more extremes in the scene, which looks pretty cool, sort of like a grassland. I'm going to leave it like this because I liked this effect. Some grass patches with some streams in the scene as well, and some reflections of the house or cooler. Then I'm going to stop the render and add this to the history VFB. The next video we'll set up the architectural materials and then we'll set it up for the final you guys next video. 12. Create Architectural Materials: Hey guys, welcome back. In this video, we're going to set up the architectural materials and also adjust some of the materials in the scene. Are they to start off with already is the size of this garden lamp, ya, because it's about six inches or 150 m. So enter the group, select the entire object, use the scale tool and simply scale it down. Now it's around a 100 MM or four inches. That looks much better because that was sort of being the focus in the scene. And what I'll also do is move this in a bit because it's right in front of the camera. Right. Now we saw with the materials, Let's start with the food materials. I'm going to use the bucket tool and Alt on my keyboard to select these materials. A quick way to select materials. And then I just need to open the material settings and add some reflections. That's all you need to do since this is a architectural renderer, you don't really need to add too much details in the materials because it won't be seen as well. So for the fabric material, you can add some sheen to add that fabric effect. So now if I make this a fabric preview, you can see that you get that fabric material. So let's quickly go ahead and add reflections to all our materials in the scene. What I'll also do it now. So you can see this is a repeating pattern. It won't be seen that Endo, but if you want to make the pattern sort of random in nature, you can just open the atrial setting, diffuse texture slot, go to text replacement, change to the UV channel to mapping Source. Click here and click on uvw placement. And then in the bottom you can change this to stochastic tiling and give us see them on the suit, randomize the texture on the scene. Now I'm going to go ahead and adjust all other materials. Ready enough reflections in the scene Noel create my lamp material. Yeah. So let me just create a two-sided material. Right-click on material and click on two-sided. Rename this column, this mean. Now I'll apply a material. Let's go with orange. You can use any material laterally. If you want to make an Walsh opaque, you can drag the slider to the left. And if you miss drag the slider to the right, that would make it more translucent or transparent. So we'll keep it close to the transplant side. And then we'll apply this material on though is once you apply, just click on aaa. An objection to the UEs are applied uniformly as well. You can click on Type planar prediction was sphere, and then you always will be applied uniformly. Now ordeal also do is enter those group was, let me just rename all the lights. So we have a sphere late, which is the room late. And we have this rectangular light, which is also called as though that formulate. This is an extra light which we can delete it. Let me just check this material as well. So it's a simple materials. Let's just make this material or mesh late. So we can make this a group, select the group and click on Convert to isolate. This would make it a layer. Let's rename that late. Call this lowland plain view added or dilate. So let's go back to Scene one, and we'll add this to the materials as well. And let's click on gender which we interact with. Alright, so SketchUp crashed. Hopefully it's Halo version of to fail. So sometimes this happens with SketchUp crashes. Make sure you've always saved before you're done, you interact, do renders. You can see it's recode the file. So make sure you open the recovery phase. I'm going to save this file out. And you can notice that again after make few changes which are made in the last five minutes. Now if you want to change the number of times it auto sales, you can just go to Windows Preferences, go to gender, switch on autosave. And you can save this to maybe keep it at five minutes. So you can also give it a two minutes, three minutes. But I think family should suffice. Let's quickly change the settings for all of these again. Some reflection to our basement material wall as well. And now let's just go back to Scene one. Save this file, then go to settings and on an interactive render. This looks pretty cool. We can set this up for our final end. On the next video. I'll see you guys in the next video. 13. Adding Render Elements: Hey guys, welcome to our final few videos in this course. Now, we're going to set up the file and OB flat. I'm just going to add some additional elements like for example, the human figure, just to add that leaf, extra leaf and do the render. So I'm gonna go to the girls cosmos library called 3D models people. And let's go for setting this time. I'm going to download Hideki. Looks pretty good. I'm bringing a little bit, so let's bring into their sum here. And then springing, it takes place on x2. Let cool. So we have two models and the scene two love birds, right? So let's go to Scene one. Now. Let's run an interactive render. Alright, so now let's play with the source light mixture, so the sunlight looks nice, but let's try going for the darker scene. You can see that this makes the scene darker, which looks pretty cool. The reflection on the ground looks nice as well. And let's play with the environment late. Know for example, if I make this too, can see there's more fog in the render. Let's keep it at around two. And again, let's change the environment later to make it more darker. Soda for night, NOT increase the latency to say 20, to make that brighter. Hello. This is what happens when you switch out the sunlight. So let us switch on the sunlit and let's bring in more fog. So that's called uracil are Dakota settings, volumetric environment, and change this to maybe 600. So now there's more fog in the scene. Let's remove some of the trees around the house because they can't really see the detail of the architectural element. I'm going to stop the interactive render. And this time what I'll do is I'll go to my composition editor click country compositions. And instead of generating random generator models. So now we can see the models and we can delete the ones which we don't need into the group and maybe delete this. Let's delete some of these as well. You can see more of this guy. Maybe some of these similar, the ground debt. It's Ajahn, the shadows and see how this looks. You can see some layering happening. So maybe I can just move one tree inside. Alright, so that's quite a lot of lighting in the scene, which is always nice. Make sure to switch off shadows before you're moving stuff because it's a little bit CPU intensive. Alright, let's go to seed one. Let's maybe just move these trees around. So you can see more of the sky. Switch on the shadows. You can see some shadows here, smooth as in a bit. Work the scene one, check all the shadows again. Alright, that looks nice. I would like some shadows in the foreground as well. Let me see if I can add more this. A better way. Now I think they should work with. So we have a nice shadow effect like this. Alright, let's see how this render looks. So let's run interactive render. This looks pretty cool. We add some light coming in onto the house. Like what I'll also do is increase the distance of the Enlightenment your fault, but they'll also increase the height. So let's keep the store owned by a 100. We have more even fog in the window. Make sure these later non-affected way that's fairly high. It looks good. And now we can now relate a bit more. So we have a sphere lets you misled that is to the lamb plate. I'm going to make it ten. Make an orangeish. Such others who are late. You can see those lamb plates. Let's keep on the street lights in the scene. And what I'll also do is make them Waterman late, more brighter. This looks nice. Let's add some additional layers as well. For example, maybe a filmic tone map. And let's reduce the opacity of this. It's not too much. Also, of course, increase the lens effect to get that light effect on our floor lamps there, which looks cool. Let's also change the zoom effect. So maybe let's try 30. You can see that this tree is overlapping with the rule. So let's move this to Yogi. Enter the group on the street a better way. Similarly, these trees, all right. Of course I increase the length of the shadow, we're making it more longer. I'm gonna move it to 45. Let's go back to Scene 145, the scene and run the video interactive. That looks really nice. Now we can send it out for our final end up. I'll also try creating additional views. So let's go to s2. Let's place our view again. Want to place multiple views in the scene. Let's click on the Zoom maximum. Alright, so now let me just place my camera. This will create a scene. We can have seen two is seen as well. It looks nice. It looks better. So let's run this entry again. This looks pretty cool. We have some reflections off the wall on this stream here, which looks pretty cool as well. Maybe to show more of the sky. Make it 2 perspective, then update the scene. You can also try bought it handles. So for example, it has changed this to post portrait. Now you can see a lot of the sky as well as G in the field of view. So let's maybe go back to 30. And such on two-point perspective. Maybe update the scene and running injector. That looks pretty cool as well with the night sky. Maybe show more of the ground. Can also of course, which on the background here. Let's clean the house to the center of the scene. And now you can see it better. Can also of course, zoom-out. And this looks pretty cool. Let me stop the render, update the scene. Now we'll set it up for our final render. So let's go back to Scene one. Now you guys can go ahead and render either portrait or landscape Brando. Just make sure you change the settings here. I'm going to go for 16 to nine this time. Get a nice big cover for the course page as well. Go search on two-point perspective is on the hand tool and sort of show some of the sky. And let's run interactive window. That looks pretty cool. I can see a lot of the trees, the sky, and how settings in the center. I could bring it up a little bit more, but sort of crop or the sky like to see this k in the scene. This looks pretty decent. Let me do that. Just it a bit more subtle touches. Just making sure that window is sitting right in the center of the frame. Alright, so I'm happy with this. I'm going to run a final render. So I'm going to stop the render. You will see this file out. I'm going to add some brand elements. Let's add a reflection and element. Let's add a fraction. You can add self elimination if you want to change the background in Photoshop. And you can add background as well to change the background if you're using the environment late. And let's add crypto matter and element to change the materials and atmosphere, to add additional atmosphere in the window. Let's set the render settings. This time we're going to use our dx and NVDA for the final render because it's faster. And I'm going to set this to 1920 by 1080. Now you can either use the progressive render mode by switching over interactive and just keeping progressive on. Make sure that the quality is high. Plus you can set the timing as well. So for example, if you set the time limit, I can maybe set it to 15 minutes. You'll get a decent vendor. Of course, the longer you set the time dove, better clarity render you get dry one to enter with the bucket render mode. And if it's taking too long, I will switch to the progressive render. So switch off progressive for now and use the bucket render mode. Bucket render mode can take longer upwards of one hour to two hours depending on your PC system. Finally, the save this file. Under 18 to know, forget to update your CNAs. Otherwise you'll have to go through the entire process again. So I'm going to quickly adjust my camera again. Like I said, just with all the settings again. And it looks perfect. You can see that this is how our finder window will look. Do that, of course it has to handle. So once you do the final end, although noise external, I should go away. And it should look something like this. So once you're happy with all the settings, just click on Render button. Make sure to save before you render. Click on Save, then smashed. I don't know what I'm going to come back once the render is done and then do some post-production. So I'll see you guys in the next video. Cheers. 14. Post Production in Vray Frame Buffer: Hey guys, So the renderer is finally done and now we can do some post-production. You can see that we have a nice clean lender. We use the bucket render mode. And you can see if you go to stamp, it took about 35 minutes to render the scene, which is in 1920 weight NAT. And then I'll let alone we can use late mix and set up different lighting scenarios. For example, if I search on rectangular ATO and that will just light up the slide here. There's no noise as red light switch off the background because we don't need is the surrender as is. So I like the settings, so I'm going to save this out. I'm going to call this one. Let's switch out the sunlight. So you can see we have a nice, gloomy sort of a setting which is also pretty nice. Or maybe you can also reduce the sunlight is to get that blue means an effect. Alright, so let's see if this ODE late mix on the score to. Then of course, you can add additional layers. For example, you can add the white balance. We already added a white balance and then we can sort of make it more cool. This looks pretty cool. I'm making more warm thing, making it more cool, looks nicer. And you can also say John Doe, sharpening effect and sharpen the render bit more. Finally, the lens effect, if you want to increase the intensity of these layers here, I'll call it. Alright, so once you're happy, can again save this out, can also save the tree preset. So I'm going to say this call this preset one. The light makes setting as well. Let's underscore three. Now to do the composition of post-production, you can see that we have different elements. Since there is a fall grander, render the fog separately, then the grasp materials here separately. Unfortunately, we didn't get the hose materials. Now if you want to get those materials and you could add the multimap and element or Endo again to get those materials. Then we had a background in case you want to change the background color, Photoshop and so on. Then we also have the atmosphere, add additional atmospheric effects. I like to switch on RGB effects results to the final render, and then I click onto composite to start with our post-production. So first thing what I'll do is add the reflection refraction layers on top of this glass material. So I'm going to right-click, create a new layer and click on Render element. I'm going to select the reflection and element reflection. So you can see if I switch this on, just adds that extra reflection in the render. Similarly, let's add the reflection and element as well. So let's affliction. You can see that it adds that extra reflection on the water material, I would say, is if you wanted to reduce the effect, you can of course, where every single values. Then we can also add the atmosphere and elements. Right-click. Couldn't new Leo, recommend element. And let's add the atmosphere and element. Once you've added the atmosphere, you can see there's more atmosphere in the seed. You can of course, also multiply this. So for example, if I click on Multiply, that would multiply the random element. But in this case, ad should work well, or even soft light should work with. Let's add this to add. You can see X dot my sphere in the scene. Looks nice. I can also play the legs here. Now for example, you want to make this, want to show more than sunlight. You can do that as well. So you get those guardrails entering the scene. This is the sphere late. You're late as is the sunlight. Make this one. Now you can see we have a lot of nice late entering the scene. How cool is that? Some guardrails and leucine. Finally, once you're happy, you can click on Save and save this window. If you want to produce their effect, you can also change the color to a darker and then you get reduced effect. And then of course, you can reduce the intensity of this and see what the result is, what it also amplifies certain lights in the scene, for example, this fuel ATO or these mesh lights. So let me just go back to RGB color. Let's go to Mesh late. Let's add a new brand elements Right-click code and you click on Render element. Let's say you add the mesh late. So you can see that Booster Mesh late. You can also add the sphere late in this case, that would work better. And then of course you can increase the intensity of too late. I want to see. If you want to do some further post-production. You can add a lot fail, for example. So let's add that file will look up table. Let's load a lookup table. You can see that we have these Kashmir. A lot fails that we got from the Internet. So let's load this. You can see that that's just adds that extra fog effect in the scene, which looks pretty cool. Let's add an audition, a lead fail as well. So let's add another lookup table. Let's load, for example, number two can also change the position of these landfills so that it's applied on all the tags. So now it becomes super dark. So if you want to reduce the effect on the entire scene, then of course you can reduce the effect like this. And you can also change the blending mode. For example, if you keep it to soft light, make it dark, Lighten, works better, right? It adds fog to the interior. Obscene. This looks nice and this will be the cover of a render as well. Click on Save and college number four. Let's open those files. Different vendors that we will create with this workshop. Sort of cinematic and sets the mood in the scene. And so I would highly encourage you guys to set up different other views and create renders. Later we come to the end of this course. Please do share your work in the class assignments and please do leave a review if you found this course useful, I'll see you guys in the next workshop and cause Cheers.