Transcripts
1. Introduction: Hey guys, welcome back
to another workshop, but I'm going to
show you how to use atmosphere in your exterior and nodes and create a nice mood and setting for the
exterior windows. So you're going to
start off by using a 3D model setup delayed set up the materials,
set up the camera. We, of course, then we learn some cool 3D settings to create this fog effect in
Vd for SketchUp. So this is a quick
tutorial to help you get better and
really force ketchup. And with each new
model that you render, the better end those you
get to create as well. So we create a nitrogen
though are they render? And also we will try experimenting
with some materials. Example these glass
blocks on this facade. Correct? So I'll see you guys
next video. Cheers.
2. Setting up the Model: So to start off, you
can open SketchUp. You can use any units
which works for you. We want to start off by
bringing in my 3D model. So let's go to Windows
and click on 3D arrows. Now, there are some feature community models
that you can use. I would recommend that you
use the same model that I'm using for this workshop and
then you full practice. You can select any model and create your own Exterior
render as well. So I'm going to use a model
created by John Luke drop, who has a lot of cool
looking models that is created when you guys can use any of these models as well. I'm going to use this
whole 16 by 16 by six. So let's click on
Download, click on Yes. Give it a bit. I then
place it at the origin. Now we need to
clean up this model because there's a
lot of extra stuff. So the first thing
what I want to do sentence it's an anterior group. I'm going to right-click
and click unexplored. So now we separated it into
like different entities. So now I can select all of these 2D figures
and the trees and delete them because
you're gonna be using proper 3D trees and 2D figures, which look much better
in those as well. And we can use a puppy as well since he's added
a puppy and leucine. Alright, so he sort
of clean that up. And now what I'm
gonna do is we're gonna use a plugin
called cleanup. You can install it from
the extinction of arrows. So this Code extension of
arrows, search for cleanup. And you can go
ahead and download the sclera up three plugin. So once you install this plugin, just go to Extensions clean
up and click on clean. Can use the scope is the model. Click on purge unused, so deletes all unused materials. You can leave the
rest of the settings as is, and click on cleanup. So this will essentially bring down the size of your
SketchUp model as well and make it
faster for you to model and render in SketchUp. Great, So the cleaning
process is done. And now we can see
that this model, and also I'm going to delete
the Jeep because I can use the VD cosmos models
for Jeep as well. So deleted that. So I'll have to clean up again because I want to clean
up the Jeep materials. So I'm going to go
extensions cleanup in with last settings. That's a quick way to
clean and it's done. And now I can save
this model load. So go to File Save
and click on Save. So that's about it. In next video, we'll
set up the camera and we'll further proceed with
the vendor of this model. So see you guys
next video. Cheers.
3. Setting up the Camera : Hey guys, welcome back. In this video, we'll
set up the camera and also set up the camera
output for this scene. I like to start off and
we'll place a camera right in the center
of this piece. So I'm going to draw
the reference line, which is gonna be
from this edge. Let's snap it to the
green axis by pressing the left arrow key and
then click on this edge. So now we have a line,
let's move it out. You can see you other liners
was always moving out, not blindly move it out. Make sure to snap it by
pressing the right arrow key to the red axis. That is an order loser. I'll draw a line
from the center. I'll actually draw a line from this edge to this edge because the center of this
space would be more compositionally
looking better. So we're gonna draw a line
from this edge to this edge, and then I'll move
the last node. So don't draw it all the
registrar to the center there. Then moved out. So
**** it this way. Okay. Now let's place our cameras. Go to camera position camera, and then please point, yup. Alright, so now it's nicely bang in the centre of the scene. Now what I need to
do is I'll quickly create a scene first and
then update the settings. So let's go to our scenes tab here and click on the plus
button to add the screen. Okay, great. So now what I can do is change the render output because I can only see half of the billings. So let's go to our
asset at a Tojo. Go to Settings, let's go to the Render Output and
such on say a frame. And let's see the
aspect ratio from 16 to nine to forced
to fight portrait. So now you can sort of
see then diode willing. But the problem is we sort of zoomed out a little too much. So I'm going to press Z on my keyboard to activate
the Zoom tool. Now you can see that
the field of use 57, I'm gonna change
this to around 35. Once I changed it to 35, I'll then use the scroll
button on my mouse to zoom. Or you can also bend
and sort of scroll. Make sure your, I hate to set at this level so
you're looking from a lower point and
doesn't look like you're looking from a higher
point into your building. So it's better to
have a lower angle. And finally, the last
step is to go to camera and click on
two-point perspective. Now your lines up perfectly
vertical as well. I always make it a point to give equal spacing on the top
and the bottom as well. Alright, This looks
good. Let's use the zoom tool and
zoom out a bit more. Let's try even thought
he should work fine. Yeah. Once you change the angle, it goes back to perspective. To go to gambler and click
on two-point perspective. Works well. These settings, I'm going to update the scene. So I click on scene
and click on Update. Let's reset the camera. You can set multiple
views as well in case you want to show
more use of the building. But in this workshop
we want to just be working with one scene, which is the Francine off the building or that
sells you guys. In the next video
where we will set up the lighting for this model. See you guys next video. Cheers.
4. Setting up the Lighting : Hey guys, welcome
back. In this video, we're going to set up the
lighting for our model. I'd like to start
off and we're gonna go to my asset at Udot. Going to go to settings
such on RTX interactive on intact is what helps you lend on real-time and make changes
in real time as well. And I'm going to
switch the denoise on and set this to NVIDIA ear. And I will also update the
effects to rapid so that I see that the noise app and I
surrender progresses as well. You'll get a black screen
with these settings. Then I would recommend
that you switch to CPU and switch to. So these are things
you can continue the workshop make is ever an RTX graphics cards
and wants to start dx. And I'm going to switch to NVDA. Now these settings, I'm going to run non-interactive random. Right? So this is our
plane render which we got and we need to
improve this render. So the first thing
what I want to do is set up some layers here. I'm going to click
on the plus button to add an exposure layer. And then sort of
increased exposure. It cleaves to highlight bonds, add a curves layer, and then make an esco. So click on the bottom-left
diagnosis to boost the shadows and click on the top-right and create
sort of an S curve, which is a sort of
boost the image. You'll see more difference
once we set up the materials, better lighting and more. Then you can go ahead and add some additional layers as well. Let's add a filmic don't map, which gives it
that extra length. If you don't see that dial
is drag this to the left and reduced effect by
reducing the amount here. And we can also add a white balance to
adjust the temperature. I'm going to add this
to these two year three now if you
don't see ISD VFB, Yeah, go to Options, VFB settings, click
on history and make sure this is enabled and setter history folder as well. Make sure Ollie auto loudly
as a switched on and usage of AutoCAD because
you don't need to keep saving each
and every random. I'm going to add
this to the SDV, a fee to do a before
and after as we progress through
the render objects. And I'm going to set up the natural lighting in the scene. And then if we have time, we will set up the
artificial lighting or we'll set it up
in the next video. So to set up the
natural lighting, I'm going to be using
the dome light. So I'm gonna go to Asset Editor, sunlight and such
off the sunlight. Then I'm going to go to
Settings environment and switch off the
environment late. So now if I render, we will get a black
screen because there's no light in the render. It's coming from the
self elimination. You will need to add some
Dome lights into the scene. So let's go to chaos cosmos. What we need to add
HDRI is into our scene. That is, click on HDRI is. So now I'm going to
add some evening STIs. So we start with creating the Nintendo and then
we create the data in. So you can go ahead and
download any of these H2RAs. And I'll show you how to mix and match these HDRI as well. So I'm going to add
sunset to sunset 30 and maybe sunset
for you as well. So I'm going to download
sunset five and add it in. So just click on Download
and then click on Import. You can see that asset
importance and progress. It's already added to
this very acid at Udot. So if I go to my texture 0, you can see that we
have all these HCl is added to add Asset Editor. Now what I'll do is
I'll add a dome light. So I'm going to click on
the dome light option you're from relates to
click on dorm late. They start n. So that's one. I'm going to place another one. That's two, and that's three. So we have three Dome lights. But now we need to go to asda TO cool textures and copy
each of these two, the corresponding don't need. So I'm going to right-click on the actual sunset five copy, go to dome light, and
then paste it here, paste as copy of
basis instances. Well, and good if
you make changes here to reflect your as well. This ship to sphere. Let's do the same
for that though. So copy this, paste it, your copy this,
and paste it here. We've added three Dome lights. Now let's go to Scene one. Now we're going to use a
cool new feature called glycogen to generate the
lighting in our scene, you can click on Login from
the 3D lights Toolbar. Make sure you click on
exterior. Click on HDR. You can also use
custom HDR setting in case you have a CRA
files in your folder. But we're going to use the
dome light rays in unseen. So you can see that we are
going to generate 105 radians, which is all laid in case
you have a good system, You can go ahead and generate these Harlan and phi radians. But I'm going to reduce
this unique slides to say about grantee and then
data about 60 variants. So we want to click on gender. And let's see what can
a friend output we get from the light chain tool. So we're going to
come back one store. Glycogen is being generated for all the H2RAs, right guys. So we've generated our
lighting and you can see that it's generated various lighting
scenarios for art scene. Now you can go ahead and select multiple
lighting scenarios, or you can select two
or three and mix and match them using very light mix. So I'm gonna go ahead and
select couple of them. We're going to start
with the nitrogen dose. I'm going to go for
a darker background. So I'm going to select this. I'm also going to get select
one with some clouds. Now, each time you click, what happens is it creates
a light Jin dome late. So if you want to add multiple, you'll have to
rename this layer. So I'm going to rename this, call, this underscore one. And now when I click on another
light, dome, for example, if I click on this, you can see that a
new one is generated. So let's rename this
to underscore tool. So it gets, so how did
the same one twice? So let me just select them
and then rename them. I'll add one more. So Let's go for this with the orange color and
we'll try to mix and match this in
the very late mix. Okay, so I'll
rename this street. So we had three lights. Now we can delete
these layouts because this is an output from
these three Dome lights. So now what I do as agenda, all three of these dome leads to know your three domains
that are active. And now what I'll do is I'll add the light mixed land
element so I can go to the end elements and
click on late mix. We can leave Group
By individually later on for the
natural lighting setup, and then go to Settings. Make sure your interactive
sending is right. Click on scene one and
render 3D interactive. So now it's overexposed. So let's go to our source
light mixture on the right. And then we can
switch them off by clicking on all sorts of stuff, all the light, and then switch on each of them one by one. So you can see that this later, the literal too
bright for the scene. So I'm going to use this. Then I'll switch this
off and then it sits on the next one and see how it
matches with the first late. So I'm gonna switch on
the first late as well. Like reduce this as well. The third late. This is how it looks. The door, let alone reduce
the door late as well. Now let's agenda
for slate and what I'll do is I'll
change the color. Let's go to color. And
then I'll make it dark. I'll do the same for
these lakes as well. Alright, great. So now we have a good background or cool-looking background. And we can set up
at night renders. I'm going to add
this to the ACFE. Let's do a before and after
by clicking on a and B. So a, set a and set B, the previous image status. And then you can do
a before and after. The background looks good, it gives a dark sort of
a mood to the scene. And now we can set up
the artificial lights, which I will do in
the next video. So I'll see you guys
in the next video.
5. Setting up the Artificial Lights: Hey guys, welcome back. In this video, we're
going to set up the artificial lights
in the model lead. So John is created this
model with a lot of tags, so it makes it easy to add
lights and cyto model. So let me just open tags here on the right and
our default here. You can see that he's
categorized each of these elements into different
tags, which is awesome. So if I switch off
while exterior, you can see the interiors. Keep the wall interior zone. To solve the stack is
let's draw the windows. And now we can place
our artificial lights. Now the best way to eliminate
the interiors in your scene is by using the mesh
light are those VLANs. So we're going to play some
CLAs and say This space. So you can go to yard
VD lights toolbar and click on sphere late. And then click once and
click the second time. Creators feel it
is very important that you not
intersecting the sphere late with any elements. So always make sure
it is floating in space and not intersecting
with any objects. Now if you notice,
if I right-click on this competently competence, you can see that it's
a competent if I make a change to one company and it will reflect on
the others as well. So now since John is created tags for each
of the elements, I'm going to follow his
philosophy and also create some tags
for my 3D elements. I'm going to click on Add
Tag, call this lights. And then you can either change the tag by going to the entity Info and changing it your all. You can use the new feature
called Dactyl under tags. So you can click on tech
tool and then simply apply the tag on though
we re sphere later. So now if I select this
light and go to Entity Info, you can see that the
tag has been applied. It's an old copy
this to the bottom. So let's use this
reference point. Copy it to your zoom
over to the side a bit. So it's not intersecting
with any objects. Let's create, select this
one would do the top, right. And that's more another
sphere laid on top as well. I'm using the snapping
it to the top arrow key to move it in one line. It's a place for sphere late. So here there's no space, two places you're late, so I will place a mess
late or omni light. So we can click on Omni later and then simply click once to apply
your own me late. So basically the difference
between the CLA it and only later is that Omni light
illuminates from a single point, whereas a sphere light illuminates from
the entire sphere. So you can see that the point for Mary to limb
lead to this point. Right now I need to
change this as well. So I'm going to use the
type tool and I play the Late tag for me late. So now if I switch
off the lights, you can see that all
the lights get off. So let's place this on
each and every level. So I'm going to copy
this down and then copy it about that. Great. So now let's switch on
the windows and the walls. So we placed our late in almost all areas
of the building. That any lacking areas, you can always
place more lights. And I'll sort of
move this in a bit. Then I'll go back to Scene one. Now before running the render, I just change some
of the settings. So let's go to our acid
at Udot and select a CLA TO good options
and make this invisible. So we'll have to see the
source inside the billing. Same goes for omni light, but normally they generally as a single point so it doesn't
really show in the render. So there's no individual option to make sure your sphere
late and set as invisible. Okay, so now what we do is
run in interactive render. Before I run interactive render, what I'll do is I'll go to my light settings and
I'll group Bay instances. What they do do is it
would group all this relates together and group
all the omni lights together. And I don't have to change them individually in though,
really interactive render. Let's are now later on
interactive render. Okay, so now the
problem is it's blown out because it's gone back to the original
light settings. So we need to copy the
settings from the center. Let's stop there and
learn load this in. Now if I go to Source late mix, you can see these other
values that we need to use. So I'm going to save this
late when setting out. So click on Save. I'm going to call this
late June dorm setting. And then when I run an
interactive render again, I'll simply click on load and then load this
late setting in. Let's do that again.
Let's click on load and live load the setting. Okay, Still not reading. Maybe we have to stop that Endo and then try
loading it again. The reason why it does not
able to load is because the name of the late
Jin Jia is different. So in this case, we
will simply have to use the same
values in the render. So what I'll do is
I'll take a screenshot using the green screen plugin, which I've installed
from Google. So take a screenshot, keep it in the side somewhere. Then when you run
interactive render to simply use that
screenshot settings. So 0.158041240.6160 still seems a bit bright. And the reason is because
the color is not dark. So let's make the
color dark as well. All right, great. Now what I do is change the
color of the interior light. So I'm gonna go to my CLA TO
and make it sort of warm. You can see it
becomes warm inside and do the same for the
army later as well. Then of course, you can
increase the lighting inside. You can also copy the colors. So for example, make it warm. You can just copy the Kelvin temperature and
then paste it here. So we placed our
artificial aids as well. That's looking all right. Let me just add this to
the history VFB. So if I do a before and after, can see this is the Endo without light and this is
the window with lights. Now, we love to, of course, further improve this window. And that comes
from adding trees, adding an atmosphere,
adding people, cars, and bringing
the lender to life. Most of you end up creating a render like this,
which is okay. But the more realism
you add to the render, the better the render will look. So we will be tackling
that in the future videos. I'll see you guys next video.
6. Setting the Context - Trees : Hey guys, welcome back. In this video we're going
to set the context for our buildings so that Endo looks better because with contexts and setting the late
team with trees, figures, and mode, your Endo would look drastically better. So let's start off by adding
some grease in our scene. So I'm going to go to
my kiosk cosmos browser and add some trees. So let's go to 3D models, and let's go to vegetation. Let's be out
different categories. Let's select trees. And I'm going to
bring in some trees. So you can go ahead
and download and then imported to your
scheduled failed. So if you click on Import, then it would switch to the
SketchUp window and then you can place your tree
anywhere in the scene. So I'm just going
to sort of zoom and please one-year
behind the scene. Let's go to another tree
and select another tree. Maybe there's American beech. The green version as well. About four to five trees should
work well for our scene. Like to add a decent
amount of trees. And as always, we want to
assign these trees to DAG. So I'm going to create
a tag called Reye's. Then select all of these trees, use the Control button
to multi-select trees, and then use the DAG tool. So select the Type tool
and then apply though. If you would enter the NFO, can see that all of
them belong to trees. Okay, great. So now the manual way
of placing trees is to use the move and then the copy. And then also it's a good
idea to rotate them. Because it's good
to add variation, also a good idea to scale them. So this is the manual way, and I'll show you a
cool way to add trees. And the faster way is by using
a plugin called scattered to know this is a
paid plug-in what you get for free in
a trial license, you can check the
links in our mastery. So she'd done download
the same plug-in. What you need to do is first
create a new composition. So click on new composition. And I'm going to call
this tree composition. So let's first add the host. So the horse is going
to be the ground here. So click on because office
and select the host. So now you can see
that it's gone, scatter multiple objects
around this surface. So let's reduce the
amount that we're going to scatter
because trees are big. So we can go here to the
density and reduce the density. You can see that it reduces. Now I will add the trees. To add the trees,
you need to add it to your scattered
objects lists. So let's click on pick a new
object and select the trees. Can still see that it's a
little too much for the ground. So it will reduce the
density a bit more. Right? This should work. Let's select the
other ones as well. So pick the other trees. So each time we pick a new tree, it's going to assign a new
color to that bounding box. Selected 56 trees. I think that has extra easier. So you can see it
shows up here on your, what you can do
is you can change the probability of
a certain tree. Say, for example, you want to
assure the maple tree 50%. And in this case the
other TAs who would show up in the maple trees case, you can sort of reduce
the probability of certain trees and keep white
oak as the predominant one. You can also play around with the scale, translation
and rotation. So if I click on this
random scale option here, if I toggle that on,
you can see that it changes size of the trees. And you can also
mentioned the size that you want to randomly transform. You can also mention the
minimum and maximum values you want the trees to scale. So let's say it starts from 60 and it goes all
the way to 130. We can also randomly translate, which basically means it
will move around the x, y coordinates to a
certain distance. So the URL, in this
case it's in inches. So you can move it
from the center point to a certain distance
of 36 inches. A good idea to gender z. So I'm going to
leave that as is. And I'm also gonna randomly
rotated to how cool is that. You've generated our trees. Now before you
click on Generate, it's a good idea to
make sure you switch on Render only so
that it'll show up early in the render and
not in the sketch up window. Because if it shows up in
the SketchUp or indoor don't make those SketchUp
file size heavier. Now, in case you want to reduce a tree is at a certain
patch in the ground. In that case, you
can add a mask. So I'm going to
add a paint mask. So click on paint mask. I'm going to increase
the brush size. I'm going to be interior. Yeah. That should suffice. Be interior as well. That is only being
added in the mask. So what you need to do
is invert the mask. So we have an option
here to invert it. So if you click on
this button here which says this
mask is inclusive, click to make it exclusive. It dude inverted. There wouldn't be any d is added to this area, maybe this area as well. So let me just edit this
and add some more yellow. You can see that are Gs glory. Oh cool, do that. Finally, you can
click on Generate. Now if I go to my scene one. So there are some trees
which will appear we can, this generally happens because such that g is the origin point. So what you need
to do is there's a locked objects right-click
and click on Lock, and then just move
it to the side. So scattered generally adds the scattered objects of the composition to the
origin point of your scene. Grid. And I can also hide the trees because I guess the trees are going to regenerate it from
the competition editor. As you can see. Now let's run
interactive render, right, so we have
some trees in you. Now let's say you want to add a particular tree
to a certain point. I may want to add some here, the back, maybe somewhat
the front as well. Let's stop the
interactive render. Let's edit the
composition again. And let's play some trees
so you can click on this big position
to insert object, and then you can place t 0 here, maybe around here as well. So it will add a d
automatic PTO scene. We'll play some
trees at the back. So the more trees you
added the background, the better the render looks. You can also of course,
delete the points. So you can click on remove points and then
remove this point. So you can do
multiple things with the scatter to plug-in. And then finally, once you're
done, click on Generate. Let's go back to Scene one. And then this render, I'm going to leave the
existing trees as is. Let's see what kind of an
effect it has on the scene. Looks much better. You have
a nice background of trees. You can sort of see
the sky as well. Some background, you know, I can do is also add
a compound wall. Distant gaze. I don't want to see
much of the background or you can leave it as is. That's up to you. I'll do
that in the next video. So this is a quick
video to adding trees in media for SketchUp using
the scatter to plug-in, you guys can go ahead and add other objects as well,
for example, rocks, plants, and so on and experiment with this awesome
plugin called scatter. To the next video, I will be editing the
materials because the materials are sort of making that Endo
look not that great. As you can see, it
doesn't look too great. The existing materials. So we'll edit the materials and then we'll come back
to finishing the scene. So I'll see you guys next video. Joe's also don't forget to
add this Today's to VFB.
7. Setting the Materials - Vray File Path Editor : Hey guys, welcome back. In this video, we're
going to set up the materials for our model. Now, before I proceed
with this model, I forgot to save the
previous models, had to redo the trees again. So if I go to my composition, I would go and click on Edit. You can notice
that the trees are coming only in the
part of the camera. So if you want to set this up, all you need to do
is to just scroll down in the scatter
composition editor. And under camera, you just need a switch on, exclude
non-visible. And also set the scene. In my case, I set the
scene as seen one. So if you do this, the trees will only show up
within the camera view and also reduce the three
polygon count in your model. So hope this helps the
quick hack for you all. Later. Now let's get back
to the model and start with our materials are at. So the first step, what I'm
gonna do is I'm going to save all the existing materials to the same folder as the model. So I'm going to go to Extensions and click on file path editor. So now you can notice
that all these materials are yellow in color, which means that
they're not saved and add in our temporary relocation. But if you want to see which of these metals are in a
temporary location, you can just go
to that material, click on the bitmap and
you can notice the symbol. You can see that the
file cannot respond. So we will need to
save these meridians. So let's do that. So let's go to Extensions, relay, file path editor. Select all these materials,
including these. We can see the dome lights as well to a particular folder. Then we can
right-click and click on archive cave and repacked. I'm going to simply create
a folder called maps in our exercise files and
select this folder. So now it'll start saving and archiving the
previous bitmap. So you can see all
of them are sealed. And now if I take the
bitmap for this material, can see that symbol goes
away. All right, great.
8. Creating Materials - Iron : So we're going to start off by running an interactive render and fix the basic
materials in this model. For example, the walls to Bosnia and then the
steel framing and so on. So let's go to asset at Udot. Go to settings and
non-interactive random. Now if you have a
really good system, we can also run an
interactive render within the viewport. So you can just go here and click on viewport render
from the toolbar. Now you can see that it's
running interactive render directly in the VD view port. So let's just zoom in and then start fixing
the materials. Well, it saw the first
Medial that I'm going to fix is this red eye in bio, I don't like this
dark red color, so I'm gonna make it black or I'm going to keep it black and match it
with the eigenvalue. So let's go to answer the door. This is the red material. Or we can also turn down the red by adding a bump map and so on. So let's first add a bump map. Let's go to bump. Then let's
add maybe a splat material. So you just need to go to bump, go to the texture slot, do, and let's add
a splat material. So here it is, the
splat material. Let's just go back to now you can see that
it comes on the surface, can make the material kind of darker by moving
this to the left. That makes it slightly darker. Let's add a reflection as well. And its radius to glossiness. This is a little too much. Let me see how this looks. You can see that sort
of a repeating pattern. So what I'll do is
I'll stop the render. I would like to check the
binding in this material, for example, I want to
see how big the textures, if it's only a color,
I don't really see how much area it is being added to the
chain, the binding. Let's go to binding here and change the texture
mode from auto to texture helper.
You can see that. So one part of
structures only so much. I can increase the
size of the material. And let's select the material, go to the midi editor and the
default re, click on edit. And let's maybe change this
to five feet or 60 inches. Now you can see becomes bigger. Now you should see
the bump effect more pronounced on this
steel bar as well. So let's done in
interactive render again. So let's click on the
view port window. You can see a much
more pronounced effect since the material cord bigger. So in that case, we will need to reduce the size
of our bump here. So let's go to bump here. Let's see if we can
reduce the size. So now you can see it
comes all over the plate. That's cool. And I can reduce the iterations. Play around with the threshold, just give a bit of this
spots here, here in there. So you can play around
with these settings. And once you feel that you have a good effect and
leave it as is. So what it does is it
will sort of pronounced the white areas in this bitmap
and leave the black areas. As you can see, this sort
of goals in the black area, the white area sort of come out. Or you can also mix this
with another material. So you can right-click, go to wrap in and
click on mixed map. Then you can add noise
map for example. So let's add noise. Let's try a noisy. And you're again, you can
play with the radius values, make it more frequent, increase the
amplitude, and so on. Then when you go
back and sort of merges with the two maps, and then you can show a
particular map more than the other by dragging this mixed map slider to the left or right? Right. And then when you go back,
let me just zoom out. You can see that that plays
all over the material. But if you want to
reduce the bump amount, if it's a little too much, you can just reduce it to two now with very
subtle as well. You can also copy this. So let's copy this and paste in the reflection
glossiness map. So right-click paste this copy. If you want to
reduce the effect of this bump on the texture, you can right-click on it, go to wrap in and click
on color corrections. Reduce the saturation, and reduce the contrast
and the brightness. You can do the same
for the bump or you can reduce the
bumper more deal. Right? And finally, I'm going to change the color because they
don't really like red. Let's go for something
more darker. It looks better. You can see that it's
sort of stretched. The textures are stretched from this corner to that corner. So I'm going to enter
this group and click on try planar projection world. And now it should sort
of uniformly be scaled. And you can also reduce
the size the stem. So let's say two feet. So it takes like
one full box here. Let's keep it at three feet, and let's run interactive
render again. So click on the
view port window. That looks much better. You can see that we don't
have any weird beak shapes. But from this year, Let's see what that is. Stop that Endo. I'm going to put
the j to toggle. Visibility. Looks fine. It seems to be a reflection
from a certain material. Let's run interactive
render again and just reduce the
reflection amount. Let's run the interactive
and go and you bought it. So let's click on view
portrait and over. This is coming from the trees or the reflection
on the other side. So let's see what
that is. Going to be. The environment, the
trees are just basically anything you can see
that it's actually coming from this horizon line. Now, if you had an HDRI or say any other material that
would take care of it, are you going to reduce the
reflection amount as well? So let's reduce the
reflection amount. So if I reduce the reflection
amount, z that goes away, or you can also go into this and sort of reduce the
contrast the Platonists. Once you've done
that using this, you can go back to the
refraction and reflection to 0. You can see that that
sort of goes away. So that is basically happening
because of the reflection from the environment
and other parts. But let's give some
unwanted reflection doesn't matter since it won't
be seen in the render. So you can see the
more reflection I get, the more it is reflecting
the environment. Examples these trees to the three color comes
on the material. You need to understand
reflections a lot to give good materials
in 3d4 SketchUp. We can also increase
the metal as to make it more of a
metallic material. Just, you can just leave
the metal as to one. And we can also give IOR
value. So you can switch on. And generally IN materials
when i o r of 1.006, I will be sharing the table with you all which you can use. And you can refer that
table to give the right IOR values two
different materials. So we created our IN
materials and we'll rename this file as a underscore ion. Alright, now we can apply the same material to
these top bars as well. I'm going to select the top bar. So if you are in the SketchUp, you vote and you can select the material
directly from yours. So can activate the bucket tool, hold Alt on your keyboard and
then click on the material. So you can see
that changes here. So let's follow the same steps to create them same material. So let's make it more darker. Scored the reflection gives some reflection and
some glossiness. Let's go to bump and let's
try some other materials. Maybe it noise be. So click on noise b and just give it a
bit for it to update. Let's increase the size. These are safe, that is, and let's maybe play
around with the face. You can also change
the type from regular to fractal
to turbulence, but I think regular
should work fine. You can also play
with the levels here, which blends between the colors. So I think this should be fine. Let's blended with
another material. So we need either mixed map. So right-click, go to wrap
in and click on mixed map. The nice media gets
added to the bottom. Now let's add something else. Let's go for maybe marble
has changed the color of this black, red to black. And you can play with the
settings here as well. Whatever works, once
you're done playing with these settings, can go back. So now you can see
it blends with the noise texture and you have a nice crack on the material. We can of course reduce
the size of this. So in that case, can increase the amplitude, maybe something
like this. Go back. And now we can show more
of the left or the right. So let's keep it
somewhere in between. Should be fine. And then let's go back again. So this is added to
go bump material. And let's make it
slightly brighter. And let's copy this. And let's paste it into
friction glossiness. If you're using 3ds Max, we have something called
a slate editor where you can sort of connect nodes
and create the materials. Sketchup doesn't have
that feature yet. So you will have to use the default way of
creating materials, which is by adding
color corrections, control, or other stuff
on top of these layers. So it's stacked as layers. If you want to move earlier to certain hierarchy or
to a higher hierarchy, but to the top of the table, then what you can
do is for example, if we want to move or
leaders noise map, and then all this other stuff, then I can right-click copy and then go back and then
simply paste it in here. So right-click paste this copy. So now that mixed map goes away and it's only
the noise determines. Great. Let's make this
darker even more. Now you should note that if you have a very dark material, won't be able to
see the bump has much as compared to
a brighter material. Right? That looks fine. Let's check the binding
for this material as well. So let's stop the interactive
render CO2 binding, and change the texture mode
from auto to texture helper. So you can see
it's pretty small, so you won't really see
the bump effect or you may have to change
the size of the bump. But I would recommend
that you change the size that the binding instead. So let's select this material. It's already selected. And
we can change the size here. So let's try 60 inches, feet. And let's run an interactive
render from the viewport. Now you can see the bump or the inundations on the material. So you can see these parts here. Now if you want to make it less pronounced, you can of course, reduce the bumper mode and that will make it
less pronounced late. I'm happy with the material. I'm going to leave it as is. And let's go back
to Scene one and see the progress that
you've made so far. Now a small tip for you all is that if you're not going to be rendering a high
resolution render, for example, a fork, a render. You don't really
need to add a lot of bump or traditional
embed maps and stuff. You can just change the color as some reflection and
you can let it go. But it's a good idea to
play around with materials because it gives you more
creative capabilities. And you can extend your creative capabilities even further as you're
learning something new, playing with materials and creating something
awesome as well. I hope you found
this video useful. You're done with the steel
bars are the plinth beams. And you can see that
the render looks good already in the next video, we will fix the glass material and the wall material as well. So as you guys in
the next video.
9. Creating Materials Glass Block: Hey guys, welcome back. In this video, we're going
to fix the glass material and this wall material
yard as well. So I'm going to select
the glass material using the sample paint. You can see that dark matte, see if it's an image applied
on top of this material. So you could see like
this is the sort of material that
they've created. So we're going to try to
replicate the same material. We can also take a screenshot of this and keep it on the site and then reffered
is every now and then to create this middle, if you want to see
the medial better, you can sort of make it darker. You can make a reduced opacity
or increase the opacity. So now you can see
this material. So let's take a
screenshot of this, open it and we can leave
it as is for reference. Let's start off. I'm going to select this
material go, That's it. It, it though, I won't be
running interactive render yet. I will sort of genes the basic
stuff first and then just rename this causes the
endoscope glass blocks. And let's remove the
texture because you don't need it got cleared. And that will remove the texture called reflection
and refraction. Go to the fraction and
increase refraction to fool. Yeah, let's clear it. So right-click clear. Yeah, that should get rid
off that medial there. And that shouldn't make
it opaque as well. So you should note that if it's opaque and sketch
up in ODD show you. So let's move this to the left. And now you can see
I'm ADD Create. And now let's run
interactive render. So I'm going to click on the viewport render IO,
that viewport window. So now it's a simple yes, that's sort of where
you can see through. And there's enormous reflections because there's
nothing to reflect. Opposite is material. So we'll fix that quickly. You can see there's
nothing opposite. So for this guy there, so it can fix that as well by adding some objects
opposite that window. But for now we need to
fix the actual material. So let's go to the Settings 0. Let's start off
by adding a bump. So you just need to go
to the texture slot. And let's add a mixed Maps
or Google Analytics map. The doped layer, I'm
going to click on Texas lot and I'm
going to add tiles. So click on tiles, and I'm going to change
the color to white. So click on white. And I want to change the
mortality or the grounding to blacks or just
slider to the left. So that'll make it black. So now you can see
the lines Material, all these lines here. So now let's reduce
the vertical count. So it's made the
vertical count to one, makes it as four lanes to 1234. But there are many lines here. We can fix that in the binding. So let's go back to make it sort of an opaque,
translucent material. I can add something
at the color bottom. So let's, let's click on
Color bottom, Texas lot. And let's add a noise. So let's click on noise B. So now it make it opaque,
but we can fix that. Alright, so we've
added our noise. Let's use the default settings. Let's go back and let's drag
the slider to the right. So you can see less
noise in the material. Now you can see that it's
sort of frosty nature. Don't drag it all the
way to the right, just leave it a little
bit to the left. 30, get that fast effect
and don't drag it all the way to the left other easy
to make it more opaque. So I'm just going to drag
it to go right a bit. I'm going to leave it as is. This looks fine. Let's go back and now we need to fix the binding
on this material. So let's stop the interactive
so we can stop it from you. And then what you need to do is you need a switch on binding. I change this picture. Now if you don't see
the texture helpers because opacity is set at 0. So just increase the opacity. And now you can see
the texture helper. So you can see that
it's sort of weird. It's not aligned properly. So let's enter this group, select this glass
block and click on dry paint our
prediction world. And we can also click on
try planar projection. It fits the glass
block properly. And now what we can do is
run in interactive render, view-port endo, that is. And we can see
that we've created our nice-looking
glass block material. How good was that? Now the problem is that
this component here, There's not a competency. You will have to individually
change the position, change the wrapping of the material for each
of these blocks, all what you can do is you can select this block, right-click, click on May competent, call this glass block typical. And then we can delete these. Just move this to
the left and right. So just move this
to the right by two and move this
to the left by two. So we have one and we'll
have to delete all of these. So let's select all of these. Let's leave the,
because I don't know the distance or you
can draw a guide. So let's draw a
guide from there. And let's draw a guide from. Cheers, and now we
can delete this. Let's leave our guide here. So I'm just going to
draw a guide here. And I'm going to draw a guide. I'm using the tape measure tool, draw the gates, right, cool. So now what I can do is you
can delete all of these. And I can copy this to
the top, multiply by to, copy this to the bottom, and multiply by six or eight. Luckily, this is
a competent so it reflects all of those we love
to fix this year as well. So I'll draw another
guide here this way. Another gate here that's
entered this group. Select all of
these, delete them, and select all of these, and copy to the other side. I'm locking into the right
axis as well when I'm copying, copied it to the other side. That looks good. May have to move this to this edge because the spacing
is a little different. So let's move to this edge. You do the same
for all of these. Seems to be the same size. Yeah, definitely seems
to be the same size. And again, we have to delete
this stuff, copy it again, draw the guide first,
then delete these, and then copied this
from this corner. Let me just copy that again. We'll do the guide and now
we can copy it properly, so bring it down. All right, and then we
need to multiply by 89. We're done. Let's see how this
glass block looks now. So let's run in
Jack to render from wboat a grid that looks good. Let's make it more frosty. It looks fine. Yeah,
it looks fine. Maybe you can add a bulge
effect on the glass. So let's refer that material. So you can see it's got some
sort of a bulge effect. So we can add that as well. Yeah, This is old,
looks pretty decent. Still add the bulge effect. It's pretty simple. Just
opening acid editor. And let's create a mixed map again on top of this mixed map. So it's a mixed map on
top of a mixed map. So right-click, go to rapping
and click on mixed map. And then you can just add above the scroll to the bottom
and click on bulge. So now you get
that bulgy sort of an effect on the handle,
on the material. Let's go back and it's
increases to the right. So the bulge is not too
much, just a little bit. So you can see
that bulge effect. Now if you want to
reduce the bulge effect, of course it can reduce
the bumper material. Then that thread uses though
by the defect or cooler. I think I'm not going to
go with the bulge effect, but that's a quick hack for you guys. Want to play
around with that. So what I will do is I will
copy this, paste it on top. So we get rid of the
bulge effect layer. Now, if you want to
make it more opaque than just enter
the texture slot, which is drag the
slider to the left. So that would make
it more opaque. So you can see though
through Austin is on the glass as well. I'm going to keep it in between
and this should suffice. Well, it's a pretty long video, so I'm going to stop with you. But I hope you guys
found this video useful. You can play around
materials and create something
awesome like this. Create your own kind of effect with the settings within Vireo. You don't have to
use any bitmap. He does use the
settings within 3D and create some awesome
videos like this. I'll see you guys next video. Cheers.
10. Adding Reflections to Glass: Hey guys, welcome
back. In this video, we're going to fix
the reflections for our glass material and show some reflections on
the glass as well. So first thing is to
check this metric here. So let's select those materials. Translucent glass gray,
it's called Asset Editor. Select it again because sometimes it doesn't
get selected. So now you can see
it's selected. And now let's open
the properties of the parameters
for this material. So you can see there's no
reflection for this class. So let's add reflection, and reflection is full, maybe increase it a bit more. You can also check the
iOS values online food this glass material and use
the appropriate material. But this regular glass reflection should
work well as well. And you can change
the diffuse to black. We've fixed that material.
Let's see if there's any other materials
that we need to fix. So I'm gonna go to Layers, tags that is, and switch off
walls, exterior windows. And let's fix the stack
as material as well because yellow looks awkward. Keep it black. Let's
add some reflection. Radius of glossiness,
keep it fully metallic. And let's add a bump as well. It's a good idea to add a
bump to all your materials. Although it's gonna
be less amount. Let's try maybe
stuck with the same. You can, this kind of an effect. You want to sort of
reduce the size of this. You can go to texture
placement and you can go to repeat UV and genes
is to say 0.1 by 0.1. That would make it big. I just want to make it smaller,
just happen to buy it. So now that will make
it smaller as well. Let's say five-by-five.
Let's go back. Because either bump is
applied on the material, Let's check the medial
side is your results. So let's go to asset editor, go to binding, change the
texture mode to text. Your helper can see
it is not uniform. It is the UVs and
odd place properly. So I'm just going to
enter this group, select all this material, click on dry paint
our prediction world. So now it's wrapped
in correctly. You can go ahead and do the
same for the others as well. But I think they should
suffice just the mean all of the stack is. Once you're done with that, I'm also going to
increase the size. Let's say five feet by five feet have a nice
big texture there. And let's take the
other materials. So maybe those doors, just to add some
reflections to the door. I want to quickly go ahead and apply all the
reflections and so on. The various materials
in our scene. The interior is you
don't have to worry too much about the materials, but whichever model
shows up in the render, for example, this yellow, which is a metal aluminum. You can just add some
metallic material, produce the hormone to
add some reflection. Works well. So it's a good idea
to go ahead and add some reflections to order materials. So I'll
quickly do that. Now. Quick time-lapse. Now for your fall off map, you can just click on the Advanced Parameters
Yoko leucine. It says add some shading.
So that would make it sort of a clot material
at some reflections as well. And you can change the
view mode to say fabric. And I can see that it's a
decent fabric material. She knows a little too much, so let's reduce the sheen. That looks fine. The fabric material I won't be covering because
little complicated. You will have to
add textures to get that fabric effect that I
showed you another workshop. But since the next either I know you don't have
to worry too much. But for interior
renders definitely add a lot more fabric materials. Definitely be more detailed
with your fabric material. Alright, so this material
comes with the same, similar material that we created and anything else the glass will do later for another video. This should suffice. Let's just check this material
one last time. Yeah, we've added
the reflection. It looks good. Let's switch back our tags on. So I'm gonna go to what
extent is Windows? Go back to Scene one and
non-interactive random. So click on the viewport render. Now you can see the
reflections on the glossier, but let's try to
reflect some trees on this glass than
just the plain glass. And I also feel a bump for this wall medial because it's
looking a little too plain. So let's stop that. Let's continue running
the render, then. Change the settings
for this wall. It's got a cool
texture so you can use the same texture to
add the bump as well. Alright, so now you can
see that texture there. Let's go to Asset Editor. Select this material. There is no bump map. We can use the same
material for the bump map, so copy and paste into bump. Now you can see
though the Jacksons are the bump onto media. It's released the bumper mole. And that looks good. We can make this
material slightly darker, burgundy
color manipulation. And they're using
the color again. So that would make it
slightly darker as well. Cool. Now let's go back to Scene one and Renault viewport window. If you'd like to see
before and afterwards, I'll see the progress
of your render. I would recommend that you use the interactive render mode
within the frame buffer. But if you're not a big fan of seeing the progress
of your render, you can just stick to
those SketchUp Blender and keep progressing
with your random. Now you can see that the
median is look better. You can see some
reflection on the glass. Now, if you're going to add a three in front of this building, you can see the
reflections on this class, but you may not see
the reflections on this class so much
because this is a frosty glass and they wouldn't reflect as much
as a plain glass. So let's add some trees here. So I'll just move this to the left so you can see
some of these trees. I'm going to move all
these trees through the. Front of the building. Let's see if it's
aligned correctly. It is actually selected so
you can move it around. Okay, so this seems
to be right in front. You can make a copy decide, make a copy of this slide. It's just three
went to the bottom. So you'd love to
just move it on top. Okay, that's fine. It won't really be seen in the
viewport, the main render, so you don't have to worry
and it's a good idea to give the trees at a
certain height as well, because it would sort of reflect
the shadows on the wall. And we can adjust those sons
settings of the Cenozoic. So let's go back to Scene one. I'll let So now let's run
in interactive render. Again. Let's check the holder. Render looks great. So now you can see some tree reflections on the glass here. How cool is that? You can also see it here,
but it's very subtle. So now we'll go back to
our interactive render and use the original
lighting system, which was a dark lighting
system and set up all night. And it's an interactive render, yo, So that shows up in
the video frame buffer. So it's a little too dark. So I'm going to increase
the dome light settings so you can see the reflections. But once you switch
on the sphere light, it sort of reduces
the reflection. So you'll have to reduce the sphere light to
see those reflections. Again, you can see this
tree easier on the class and you can increase the
dome light settings. So increase the dome light. Right-click on the dial. Make it brighter and
does good to go. So now you can see the
reflections of the class, some nice materials, and we just need to fix the
ground and so on. So I'll fix the ground and other stuff in the next videos. Also, don't forget
to add this to this to VFB to stop the render, added noise and add it to
the SD VFB before and after. So this is a, this is B. You can see how much
we've progressed with the materials as well. Hopefully. See you
guys next video. Now let us play around
with the sun settings. I'm going to go to my shadows. So let's start that Endo, switch on shadows red so you can see that the
sunlight is falling this way. So that's why you don't see
any light on the building. So let's edit the sunlight.
11. Quick Lighting Tips: Hey guys, welcome
back. In this video, I'm going to show
you how you can use various lighting systems within V rate and how the lighting differs between
viewport rendering. And they're very interactive. So I'm going to start off by running interactive render IO. So let's click on the
view port window. So you can notice
that this render comes out a bit brighter. And that's the reason
why you don't see the insights or the lighting inside and doesn't
read the light makes values as well as the
3D interactive render. You can see that reads
light makes values inside and it shows us same
sort of lighting system. So it reads the dome light, but it doesn't read the
values from the late mix. So you need to keep that in
mind when you are using both the viewport rendering and they'll very interactive render. But the final
render output would definitely be very interactive. And you will have to set it
up within Davida interactive. Know what I'm gonna
do is I'll show you how you can use various
lighting systems. So for example, if you
want to use the sunlight and along with the
dome light and the environment late,
you can do that as well. Plus thing is you need to
switch on the shadows and set the right shadow setting in the scene so you can see that the shadows are
falling this way, but I need to make the
shadows fall on the building. So what I'll do is I'll go to my shadows here and
change the daytime. You need to understand where the shadows are falling as well. So you need to understand
where they're not Angular's, for example, the
North angle is 0. So if this is not, then we need to add the morning sun so that
it falls on the building. So let's go back to Scene one, and let's change it
to the morning sun. So around 90 should be fine. And let's update the shadow settings by
updating the scene. I'll let you set up the sunlight now we just switch on
the sunlight as well. So let's go to our
sunlight settings here. Go to sunlight and
switch design. And we can also switch on
their environment late. We have the light mix settings, so we can switch off and switch on Southern lights using
the light mix settings. Now I won't be using
the viewport render, 3D interactive VFB
interactive render because they can not just
the late make settings. So let's run interactive render. Now you can see that the
light falls on the building, which is pretty cool and you can adjust it in
interactive as well. So for example, if I
change the shadows here, or change the
month, for example, should change in
the interactive. So you can see the changes. So let's make it morning
sun. Looks nice. Scenes or two, maybe
December longer shadows. But if you'd really like to see, then I would recommend that you search on the
shadows and I'll just sit here first so that you
know where it's falling. Let's now you can see some
tree shadows on the wall. If you want to have
some more tree shadows, then you can do that
as well by adding more trees on the
side of the building. So for example, let's
go back to Scene one. What I'll do is I'll
lock the viewport because I don't want to really
interact with to change. So you can click on the
lock viewport here, lock camera orientation, and then sort of odd weight and doesn't really
affect the senior. And if you want more shadows, what you can do is just
place a trio so that the shadow falls on the tree first and then on the building. So let's have longer shadows. So now you can see the shadows falls and the entire building. So this is eight forty
nine forty four. Let's change the
Daimyo. Looks good. Maybe just move this
a bit to the right. Can also rotate it and check. Can also add some
additional trees. Or you can also move
this tree on top if you want more shadows. So for example, you
can move it up by CFA feet to now you
can see the trees fall on this part of the
building. You can move it in. So it's all about playing trees to create a shadow effect. You can also create
multiple trees. So if I create another tree on the right axis, that
makes it darker, so I'll just move it out.
That looks pretty cool. Let's move it in. So it's all trial and
error until you find the best shadow by setting,
adjusting entries. And then of course, if
you want softer shadows, then you will have to
adjust the sun settings. So just go to sunlight here and change the size
multiplayer to say ten. Then you will get
softer shadows, but you wouldn't see
the shape of the tree. So maybe keep it
around 55 works well. Now you can see the shape
of the tree coming in. This looks nice and soft
shadows on the walls and it percolates onto
the glasses as well. Cool. So now we have our shadows here. So what I'll do, I'll
stop the render. Now what you can do is you can play with the shadows here. So for example, if it's a child, the environment, the
environment layer goes off, switch
out the sunlight. Sunlight goes off and now it's all either
dome light setting. Then you can save this
out as a lead omelets. And if you want only
the sunlight and environment light, you
can do that as well. So John, that sunlight
and environment late and switch off the
dome light settings. Alright, so now you can see that I assist off the dome lights, but the background
is come as dark. You should notice that the environment light and dome
light don't work together. So either need to work only
with the environment late, or you need to work only
with the dome light. But of course you can
use the sunlight for both the dome light and
the environment late. If you want to fix this, what you need to do is you just need to go
to the asset at it. We'll go to lights and then
switch off all the lights. Now when you switch off
all the dome lights and run an interactive render, you can see the
background which is coming from the
environment late. So that's a quick tip in case you guys see
that black screen is because you're using both their environment late
and the dome light together. Of course, you can
use the sunlight. Who bought the environment
light and the dominators? Well, for the rest
of the course, I just used the dome light
and the sunlight together, the environment light when BUS for the rest of the course. So let's switch on
the dome lights. So as such on the dome lights. And then if I run an
interactive render again, we'll see the
background changing. You can see that the color
changes in the background. And if I switch off
all the dome lights, the background becomes dark. One reusing and the environment late for the rest of the course. And it will only be between the dome light and the sunlight. How cool is that? You don't really need to worry
about these shadows here. We'll fix that. And we fix the road.
They'll grass and add some additional entourage
like God people, and make this come to life. Since you guys next
video, Cheers.
12. Creating Materials - Wet Roads : Hey guys, welcome
back. In this video, we're going to create our
roads for this awesome module. And we're also going
to create a wet road. We're going to create
a wet road by using a blend material rather than those simple genetic material. So first thing
what we need to do is draw our rectangle
to make the road. And I also assign
these trees to a tag. So let's select all
these trees, GO TO tags. We'll create a goal tree. Then use the tag tool and assign the street to know if you switch them off, it all goes away. We were unable to assign this to trees
because it's locked. So right-click and
then click on Lock. And now if you are
saying these two trees, it should go away. It goes away. So now we'll draw a rectangle. So let's draw a rectangle, make it a group,
and apply material. So before I apply a material, I just wanted to
share something. So for example, if I
move this to the right and I'll apply a color material. So let's go to color. And as I play this material, and now if I scale
this, now for example, if I scale this this way or
if I make it even longer, what happens is it
stretches the UVs. As in venue scale stuff, you need to use a try
planar projection void. Now for a better understanding, if I go to my acid or ditto, select this material
and change the binding from texture mode auto
to texture helper. And if I scroll in, you can see that the
texture gets elongated. And generally for
placing good textures, you need up uniform texture. So if we want a uniform texture, just click on try
planar prediction. So that's a quick
tip for you guys in case you see some weird
textures in your Windows. Delete this because I'm going to use the re, re blend material. But let's just draw a rectangle. And then scalars, we can make
it uniform later as well. I've made it a group as well. And since it's merging
with the grass phase, we'll give it some thickness. So let's enter the
group and give it a thickness of one inch. Should be fine. So no, it's not matching with
the grass fields. And this is a jelly button. So let's enter the group and give some thickness
for this as well. So it's above the
ground. Should be fine. It doesn't matter
if it intersects because it won't be
seen in the render. So now let's create
a blend material. So let's go to acetate. Right-click on generic
and click on Blend, has renamed this material
called this blend mean. And let's create
two new materials. So you can see that
the blend material has a base and then it
has various quotes. So this code is what will create a wet effect on the road. So let's create the
asphalt material first. So let's right-click,
click on Generate, rename. This causes blend ways. And let's create
the coat materials is when we will of
course change it. So right-click, click, Rename, call this blend, quote, water. Well it's all for your
asphalt material. We're going to add a bitmap. So let's go to our SketchUp extra club.com
website called asphalt. So you'll find are the
architecture roads asphalt, and you can select any
of these materials. Let's select this material you download and then
bring it to query. So let's go to bump and
add the bumped extra slot. Kick on Bitmap.
You'll find asphalt, you open this up, can make
it end experience linear. If you go back it will
add some bump to it. If you want a more
pronounced bumping can go to color manipulation. And you can sort of reduce the color gain as
much as we can do, but it's best to add a color
correction is controlled. So right-click go to wrap in
concrete operations control. Use this to black and white, the brightness a bit but
increase the contrast. All right, so that should add
the bump to this material. That's also copy this and to the group and copy this bitmap and paste it in there diffuses. If you want to make this darker, you can just go to
enter the group, coded color manipulation and sort of reduce the color
again to make it darker. So that makes it darker. Let's apply the base material which is blend based asphalt. So let's scroll down and
select brain-based asphalt. So now let's apply
this material to the road play and we will have to increase the scale
of this texture. So let's click on Edit. Let's say 50 feet. So that's a pretty big scaling. So maybe 25 feet. You can also sort of scale
it by entering the group, selecting the
fields, right-click, go to texture position, and use the green pin to
scale it to this edge, right-click and click on Done. So now let's go to
assert it later. Now let's add the quote. So the quote will be
the water materials. So let's go to quote water. Let's make this diffuse dark, black and let's increase
reflection and reflection. So this is our water material. You can add some tint as well. So you can go to fall color
and make it blue if you like. But I think this should
work fine as well because it will reflect
the environment. Now we need to go back to
main and add this as a code. So click on Code. Add the asphalt,
the water material. Let's go to a blend coat water. So now this will create
a coat on the material. So let's run interactive
render and see how this looks. So let's click on
view port window. So you can see that the entire
road is pretty reflective. So if I switch off the coat, the reflection goes
away and it's sort of more whitish in color. That's because of the reflection happening on WAS material. Let's go to our base material
and make it darker. Yellow. Light is a little too much. So this is why you're
seeing this as-is. So let's maybe switch off the sunlight and now you can
see the material better. Let's go to Blend
base asphalt and make this sort of darker
by reducing the gain. So now you can see that the
asphalt material shows up in. If you make it darker,
it will show up. Alright, so now you can
see that it's darker. So you should note that if
you add a texture slot, we are diffuse texture. The sliders wouldn't
really affect the image or the material because it's
reading from this material. Yeah. So you want to
change this material further or you want to change
the darkness or lightness. You can either change it
from color manipulation here by making it
brighter or darker. You can also add a color
correction is controlled. So right-click color-coded wrap in and click on
color corrections. And here you can
sort of make it more contrasty, bright or dark. What do you like? Alright,
so let's just zoom in a bit the CR material so you can see the
cracks and stuff. It's kinda visible. So that's fine.
Material looks good. And now let's switch
on the water medial. So let's go to main and then switch on the court
water material. Now this would make the
road more reflective. If it's not showing up, then you'll have to
restart the render. So let's just
restart the render. So now you can see that rod
becomes super reflective, but we need the water only at certain parts of the
road. So do that. You can use the blend
material texture slot. So I'm going to add
that extra slot or you can also reduce this. So if you see Fed reduces, the reflection reduces,
or we can add a texture. So we can click
on the Texas lot, scroll down and let's
maybe add noise ear. You can also play around
with these other textures. So let's play smoke. So now this is completely right, and that's why it's
super reflective. So what we'll do is we'll play
around with the settings. You don't really need to
know each of these settings. You just need to
play around with it. This looks fine. Now I go back and highlight color corrections to this extra. So let's click on
color corrections to make it black and white, and let's increase the contrast. So what happens is the
white buds would be the reflective pads and the black parts would be
the less reflective ones. So let's go to the texture
and inward this texture, Let's go to manipulation. Click on inward texture. All what we can do
is make color is black and color B is white. That can also be done
instead of using texture. That seems fine, but
it's still not seen. So this works fine. So you can see that the white
parts will be reflective. Now what I'll do is I'll blend this with some
other material as well. So let's go back
and right-click. You, click on wrapping
and click on mixed map. And let's add maybe
or noise texture. Nice texture is also
work well and you can simply use noise together. So the black parts
are the parts where the road texture will be
seen and the white part, either water or the reflective part of
the rodents be seen. So now let's go back. So now you can see both of them are mixed
together really well. So let's see more
of this looks fine. Now I need to boost
the white material and let's add a Bezier curves. So right-click, go
to wrap and click on Bezier curve contains
a tangent type to free and change it to mono. And you can make
this more weight. So now you can see the
reflections happening on the white parts and the black
parts as the road texture. So now you can see there's
more whites than blacks. So what I'll do is
I'll enter this group. So what I did was, instead of using too
many textures and making it too complicated
as automated simple, I just used a noise, a texture. I use these pedometers where
the frequency is set at 4.4 and color
manipulation is as-is, but these are default settings. And then I added a Bezier curve and made the whites
more prominent. And now you can see a nice cool water texture on the road. So now if I go
back to Scene one, you can see that cool
water added on the road. So I hope you guys found
this video useful. It was a bit long because
I was trying to play around with the settings and I was doing this in real time. I did create the
material before, but I wanted to play around with the other
materials as well. And that's the best part about this course where
I'm creating it in real time so that if I make mistakes, you guys
could get to know. And if you follow along
with this video and if you create the same mistakes, then you'll know what to do. Oh, by the way,
don't forget to add this to the three VFB. So let's run the interactive render the video frame buffer. Give it a bit for it to render either denoise as well and then add
it to the history. You know, if I do a
before and after, you can see that art than
those coming to life, adding a road did create
a profound impact on the render looks much
more better already. Well, it's on the next video. We'll adjust the grass genes some more settings and then set it up for our final render. I see you guys next
video. Cheers.
13. Adding Grass using Vray Skatter: Hey guys, welcome
back. In this video, we'll create the grass for our landscape and also add
some additional objects. And we're going to use
the inbuilt VDS ghetto. Now it's not as robust
as scattered tool, which has a lot of
additional features, but it gets the job done. So first thing is to add the
scat object or not host. And the host in this case is
gonna be a big plane here. I hope you know
what's the difference between horse and
scattering objects? Host is what is going to
host your scattered objects. And the scattered
objects is going to be scattered all over this host. So to add a scattered object, you can Korea acid editor
and then go to geometries. Right-click and you
can click on scatter. Or you can also select the
object here, or the group, in this case, and click
on scatter or selection. So click on scatter
with selections, we can see that it's created
that scatter on this host. And now let's add some grass objects to
scatter on this host. So we can add the grass from
our kiosk cosmos library. So open kills cosmos, maximize this good
online 3D models, vegetation, and let's click
on floors, grass and rocks. So you guys can go ahead
and select any of these. I'm gonna go with grass 0102. So download and import this and place it
somewhere in your scene. And let's add something
else as well. Maybe these brooms.
Click on this, download and add
this in your scene. Let's add one more. Scroll down. Let's see what we can add. Maybe this Mexican photographs. You guys can play around
with multiple objects. But for starters, let's
just play with three. And now let's go to our
scatter objects settings. Click on Scatter. Let's add our guests. So select all of these horse, I mean, these scattered objects
and had it as a guest. So now you can see
that it starts scattering all over the sourced. There are multiple options. For example, if you scroll down, you can randomly
rotate between 0360. If it's 0 to 0, it's
uniform in one direction. And if it's 0 to 368, randomly rotates around
from 0 to 360 degrees. So I would leave it as 0 to 360. And you can alter
gene this scale from 0.9 to 1.1 can also make it smaller from point to 0.9 to 1.1 should
work fine for grass. For trees, of course, you can
have more extreme values. Then you can leave
the guest origin as bounding box bottom center, which is the bottom of
each of these objects. And the preview mode you
can change from binds, which is like different
points around the host, two bounding boxes. You can also decrease
the preview percentage, but I would leave it as a 100. Now here's the probability. I would like to see more of the grass than
these two objects. So what I will do
is I will leave it at one and reduce the broom to say 0.2 and keep the
Mexican feathers to 0.1. So now you can see grass is more prominent and these
are the objects. And if you increase the density, you will see more
grass in your scene. Let's reduce the Mexican grass
even more so is 0.012.02. Now you can see more grass
and this is what I need. You can play around with
the values but make sure your grass is the most
prominent 1 first and then the other
ones can be any value that you like and which
is not to comment. So try to absorb
your surroundings. And then using your knowledge, you can set the
right probabilities. If you said John,
collision detection, who's going to not intersect
with any other objects, but in landscapes and leave most objects intersect
with each other. So I'm going to leave college
and detection is off. Orientation should
always be rolled up. If he's John along,
normals also works fine, but rolled-up should be right, and access filter
should be facing up. You can also play
around with the seed to create different variations. Can see some objects
here and so on. So now let's go back to Scene one and run over
your board render. So let's click on
viewport render. So now you can see are cool looking glass all
over the scene. It's covered the roads as well, which is not what we want. So let's fix that quickly. You want to stop the
interactive render. And I love to adjust the host. So this is one of
the drawbacks in VBA scatter where you can't
add or exclusion objects, for example, the road
model and so on. But in scatter, do you
have various options? For example, you can download lead transform,
scale translation, rotation, and then you
can also add masks. So it would be
great if we can add masks in debt or in 3D scatter as well soon with
mask you can exclude certain areas and which is pretty cool. You can also paint. The scattered tool
is a great tool for landscape artists and
hopefully in the future, we also updates its cattle
feature to something as robust as scatter
composition, edit or scattered. So to avoid this scattering
all over the host, what you need to do is I
need to edit the host. So I'm gonna switch off
the scatter where you can switch on and switch
off the scatter viewer. So let's enter this group, select this line plus j
to toggle visibility, and then moved in and sort
of edit these lines as well. Delete this. So as soon as you delete a line, you can see that
plus sign goes and it's no longer a scatter host. So just something
to keep in mind. And let's create a box here. Delete this line, so that's not scattered all
over the place. This as well to the corner. That's also move our
road to the center. Select this road and
moved to the center E0. Then can move this line closer. Maybe give something
here as well. All right, That looks fine. So it will scatter
all over these parts. Let's delete these extra lines
here. We don't need them. This looks fine. And now to again
apply the scatter, all you need to do
is select the host, go DO scat object
under geometries. Then right-click and click
on Apply to selection. Now if you want to see
the scattered disk, so John's got Tojo. Now you can see
this Gatto as well. Some scattering happening. You're scattering
happening, you. This should work well. So let's go back to Scene one, then run interactive render, either on the VFB are on
the viewport. So great. You can see some Grassia, some bushes looking great. Sort of zoom in and see
the detail bit more. Looks pretty good. So really scatter
also does the work. But if you want more flexibility then scattered or
works great as well, you guys can play
around with this, see what you can come up with. I encourage you
all to play around and boost your creative
capabilities with software. Maybe I can just
delete this part, since it's spilling over. Doesn't look that great. Delete this part of
the host as well. Fixed that. We're ready to go, maybe you can show more of the
flowers as well. It's increased the
probability of these Flavio. So let's quickly do that. This group don't delete it because the host
would get deleted. So you can just
move this line in. If you see the plus sign, that means the host is still on. And let's go to Add
Scattered settings. Increase the broom a bit more. So maybe 0.1. See how this looks. So you can see more
yellow flowers you are in that,
that looks good. And finally, what
I'll do is I'll add a compound wall at the back because they don't
want to see though is in line and it looks
kind of weird. Going to add a box. You can make it a
group, of course, into the group and give
a hater see, my feet. Feet is a good component while
hate add a brick material. So let's go to chaos Cosmos. You can also add, if
you're short on time, just add materials from you're creating
your own materials. These work well as well. So let's add this brick
wall into the group. And let's apply the
brick wall material such public right-click on brick and click on Apply to selection. This looks fine. Scale
also looks good. Leave it as is. And let's go back to Scene one and
run an interactive render. Let's see how much
of an effect that brick wall at the back
adds to your scene. You don't see that
endless horizon, but you see, you're focuses
on the building code. So let's add this to the st VFB and then we'll jump
to the next video. We'll finish this
course by adding some entourage and then set
it up for our final render. So see you guys next video.
14. Adding Entourage & Final Day Render: Hey guys, welcome back.
Now we're gonna do some final touches by adding some entourage and also fix certain parts of the model in
case there are some issues. For example, there's
no ground here. So you can sort of
see the bottom. So let's quickly fix that. I'm going to draw our rectangle from this edge to this
edge, make it a group. And then I'm going to draw a
rectangle from here to here. Delete this. All right, Let's
move this plane, this edge face that's applied, this grass material on top. Let's add a scatter
on this as well. Let's select this
host and click on Add to scatter, scatter
with selection. If I write like this. Yeah, so it's added. Let's go to Settings. Go to scatter, scatter one, you can rename this,
call this small scatter. So bad name but you guys can
rename and how old are you? Lake, right? So scatter small. And let's add our horse. So let's check for some
good materials are models. Maybe just go for this mortal. So select that and play
it. That should work fine. And let's add this as the host. So let's go to small
scatter, add guests. You can see now
it's scattering or that face and it can
reduce the scale. So maybe some from
Point tool to say 0.6. So it's pretty small as well. There's no option to offset. I wish there was an
option to offset. But anyways can
decrease the density, maybe 2.5 Vegas, and maybe reduce the
probability as well. Probability doesn't
matter because it's just one object in the scene. Doesn't really make
sense using scatter yolk because there's no much
features that you can use. So instead what I
would do is displace the object appropriately in the scene, so I'll
place it down. So let's scale it down. Then move it this way. And just make a
copy and place it. Say it is something happening
below the platform. And then we can delete
that other scattered. So you need to make sure
what you're scattering. Because for some scenarios doesn't really make sense using scatter rate to all
of that is set. Now let's add some entourage. So let's add a card maybe. So go to chaos cosmos,
go to vehicles. Cars, sat around,
maybe no cool ones. Pretty some some decent trucks. Yeah. I'm just going to stick to cars. Let's see if we have
an electric car because the future is electric. Ray, like Bosch a lot, maybe use Bosch as well. Just go with the scar,
download and place it, place it somewhere you
write down, right? So if you're in
Germany, you place your gauze on the rate, rate and let's place
some people as well. So let's go to people,
standing, splits. This person has placed
them inside the scene. So let's place them Yoda
and sort of rotate them. I would say. Cool, that looks good. Move them in a bit. And let's see if you have
something else too, please. This looks pretty cool as well. So let's please this. Maybe rotate them. Alright. That looks good. Standing as lead, we can add
we could change the door. So let's add a door, maybe. That's called
Architecture. Click on this door. Door
didn't delete this. And let's rotate this. Rotated by 45 more to the corner and scale it as a cool there anything
else that we can add? You guys can go ahead and
add whatever you like. I think that should
be good enough. Let's go back to Scene one. Click on track. So we need to bring our car in a bit and you're good to go. So our car wasn't in the frame. So let's just move
it in and make sure these cars or whatever you're placing is actually
touching the ground. It is because sometimes people tend to add
floating objects. So let's go back to Scene one. And click on 3D interactive. Right, so this is
our final render. Now, I will be
showing you how to change a footpath
using my gas gans, use the light mix, two solid changes to a night render and more in
the future videos. But let's do a final render
because it's like this render in this day shot,
everything looks good. Trees look nice.
The sky looks nice. To highlight is on the building, the shadows on the wall. We have some elements in the scene which add some
life to the scene as well. So this is already ready
to go for render image. You could probably change
the footpath a bit. So this maybe change that because it's showing
up as white. So let's check this material must be a reflective material. So that's why it's
reflecting a lot of light. So let's make it
less reflective. And that should fix that. Let's go back to Scene one. Let's check that Endo. Finally, it can make
it a bit more darker. This looks fine as well. Leave it as is a
great sort of setup. Our final render need to
go to, let's see this. It's a good idea
to save your file before setting up final windows. Then go to your acid or
adult, go to Settings. Change this to really
use the mediator noise. So for my final renders, and let's switch
off interactive. We can do the progressive render this time because that's a little bit faster and you can
set the time limit as well. So let's set a time
limit to say maybe 15 minutes long you
leave your windows, for example, if you set it
as 20 minutes or 30 minutes, the better resolution you get. A decent systems. I'm going to keep
it at ten minutes. Let's see what we
get in ten minutes. And the quality can
be set at high plus, but it would render fuel buses because it has to
reduce the noise. So let's keep it at high. High should do the job as well. Let's change the
render output from three-sixteenths to say 1500. And it should work fine
for social media as well. If you're doing it
for print and of course needed change
it to a fork, a resolution maybe
three thousand, four thousand pixels work well. You can also add some
random elements, but I'll show you
how to do that in the VFB post-production
video of this course. So this is just a
quick update so that we have product without spending too much
time in further. This is just to give you guys a glimpse of what do
we rendered so far. And then we'll also learn how to use the atmosphere and mood in the coming few videos.
So there's an Endo. And I'll see you guys wants to render is done, right guys. So the render is done and we got a really nice cool render. The lighting looks nice to
me to use it. Look nice. The model itself, all of these materials and the
design, it looks pretty nice. And if I was a client, I would definitely
think about buying this building based
out of this render. If you want to see how
long this took to render, you can go to stamp
and you can see that it took about 11
minutes, 45 seconds. It as close to the time we said, which was around ten minutes. Now, you can go
ahead and save this. So click on Save, call
it whatever you like. Click on Save. If you want to convert this to an
80, It's pretty simple. Cold sores, late mix. Let's save this
lightweight setting out because it's steady
late mic settings. So I'm going to call this ln, ln x dash D. And I'm going to adjust this to
make it tonight render so it's a job the sunlight reduce the values
of the dome light. All right, and I'll increase the values of those
fewer lights. This looks nice, but
for a night and all, you need to have
some streetlights and somewhat more severe. So that would make the
Night gender pop even more. We'll do that quickly in the
next videos before that and save this out Friday
night, partially. Next video I'll
show how to add TO streetlights that
must be on mode to make it and those
pop or donate render. Let's change the background of the dome light so let's
make it more darker. This looks nice. We didn't need to add
some streetlights and will be ready
with the scene. Let's see, I click on Save and
call this late mix, right? I'll see you guys next video. Cheers.
15. Aerial Perspective & Night Render: Hey guys, welcome
back. In this video, we're going to add a
mood to our scene, especially for a night render. So you can see this
was our nitrile, but it's not really on a tender because you can see that it's
sort of like an evening, kind of a setting for the
Nintendo will have to add a fog to create that anterior sort of
a mood in that Endo. And show you how to
create that using volumetric environment
in really late. To start off, what
I'll do is add some streetlights in
odd SketchUp model. So I'm gonna go to my
other SketchUp model which I created before. I'm going to copy
the street late. It's pretty useful. It's a nice straight
way that they can use. So Control-C to copy and go to this SketchUp model and
Control V to paste. You can't really do this in
3D as max or other software. So that's something
cool about SketchUp, where you can copy paste
between open SketchUp fails, and I'll also move this. So let's go back to Scene one and just move it
inside the frame. So add one dead and add one yard is sort
of equal distance. And then I'll also
add some blue lights. So let's add our
rectangular light. So click on rectangular late. Let's place the late, the ground first and then
rotate it based on the ground. Going to move it up
by say, 15 feet, 15 feet as a good height, ford streetlights of
Dean feet, 20 feet. 20 feet works well. And then let's rotate
it by 180. Locked. So I rotated it by 180 as well. Let's move it in place. Let's see how this looks. Let's move it down. So it's sitting below
the street light, right? So this is our street
light bulb, by the way, if you're wondering how I
got to the top view so fast, is because I have assigned
certain shortcuts. If you've got a camera,
a standard user, I've assigned dog to all t, assigned better prediction goal, WE said makes me move to
the plan you pretty fast. So I'm going to move this here. Lenders in the center. I'll also move this here. So this is our
rectangular light. Let's rename this
because it's correlates. Rename this to street late. Open its settings,
make it invisible. So we make the sauce invisible. And let's change
the directionality so there's more light
falling on the ground. You added two lights. Let's
assign this to our tags here. So let's go to Default
tray, show tree. Create a tag called
streetlights. And then select both of these. Use the tag tool, which is a
new feature, SketchUp 2022, and then apply settings on a
plate it on the wrong group. So I'd have to just undo that. So to zoom this way, yeah, this is better and now I
can assign those rights. So now if I switch
this off, okay, if you're still not
able to assign, the tag tool works. Sometimes it doesn't do this because this is like
a bounding box. It's currently selling
stuff properly. So just go to Entity
Info and gender late to assign to the streetlights and then it goes off
because the tag was off. Alright, so let's
switch that on. And now we can start with that environment to follow
God ADL perspective. So John, environmental fog
or to add fog in your scene, just go to acetate a dog or a settings and such on
volumetric environment. In, from your settings. There are various parameters
here, which I will explain. So for the aerial perspective to work, you will need sunlight. Generally, most people use
environmental fog over aerial perspective
because there's more options in
environmental fog. It works pretty much the same, but environmental
fall can help you add dust particles in the air. I'll give you more options compared to aerial perspective. Whereas aerial perspective
is just to add some fog in your render. So let's run an interactive
render and then we'll see how these settings have an effect on the
interactive render. I'm going to switch off
the street late for now. I'm Erin sutured on later. I'll also touch on
interactive James's NVDA and gender and output size. So it's faster. And then I'll end up
with very interactive. So we've added our
environment late. No, adding the environment
light made it more brighter because actually darker before it goes like this before. The reason behind
that is because of the volumetric environment
aerial perspective. So let's tweak the
settings a bit. Let's also switch on sunlight and see how that
affects the scene. And let's move this to the left. And let's to get you up to
the right. All right, great. Now while also switch off the default rate because I
want to see the entire row. I'll let the visibility range is how much distance the
fog is from the camera. So it's in meters, always in these settings. So you can see it's set
at 6 thousand meters. Now the further you
give your visibility, the less fall you will
have in your scene. So for example, now it's
at 6 thousand meters, Let's say you said it a thousand
meters from the camera. And now you can see
that it instantly adds fog and atmosphere. Height is, of course, how much the height is of
the fog from the ground. So now it's set at
6 thousand meters, which goes all the
way to the top. Let's try with a 100 meters. You can also try
with three meters, which is up to this level. So let's try with three meters. So you can see that it
NCO from the ground, it is at about three meters. So in this case you can see
the background as well. So maybe you can set
it up about 15 meters. So you can see some
of the background. So don't go crazy with
atmosphere height. If you want to blend in your
background with the Fog, then you could set a low
value for artistic effect. Light multiplier basically
controls the amount of sunlight scattered
through the atmosphere. So if you reduce this, you can see there's
less sunlight getting scattered
through the atmosphere. And if you start
to increase this, then there would
be more sunlight being scattered the atmosphere, which means it gets
more diffused. So let's keep it at the
physically accurate value of one. So we can just leave
it at one there. Filter colors. Of course it
changed the color of the fog. So you can sort of make it
more bluish if you like. Night and does blue
works well and affect the environment and
background is to affect the environment
light in your scene. So if I disabled this, it's not going to
affect the sky, but it would affect the objects at the camera
rays are going to hit. But in most cases you should just leave that effect
I'm annoyed went on. And you should also leave the effect background on as well. So you can see that
it doesn't default, doesn't ethnic backgrounds. So let's leave both of those on. And this is the
volumetric environment. So you can further adjust
this in the light mix. Know, for example, you can see there's some nice lighting
coming from the side, which looks pretty cool. We can also switch
on the streetlights and see how much of an
effect it has on the scene. So let's stop the
interactive render. What we'll also do is I'll make one of the
streetlights unique. So let's show the default tree. Show the streetlights
and make this unique. So now we can control both
these together individually. And let's run an
interactive render. So you should see the light bounce off from the card and
turn the roads and so on. So you can see a lot
of highlights here on the car, on the road as well. Now, the sunlight is
affecting this entire senior. So Sundance following this way
and you can see it creates a nice sort of effect on the scene where the light
is falling into the scene. You can also make it darker
or more of a night effect. And we can make the street late, of course, orangeish color. And we can make these more
bluish the background. And more bluish. It looks good. The fog actually
affects the horizon, so you can see some
more modern light at the background can
leave that as is. And what you can also do is
switch on the lens effect to see the lights from
street lamps here too, Let's enable bloom glad,
from the lens effects. So you can see more
pronounced effects here. And we can increase the
size and intensity. This looks pretty decent now. And we can also play around with the streetlights
and make it ten because he,
there's more later. It's sort of hitting
that person's back. And that's reflecting as well. You can see here is L. So that's pretty cool. It looks nice. It looks
a little too late, so maybe you can switch
out the sunlight. So now the light is falling
on the street light there. That looks pretty cool. You can sort of reduce
the sunlight as well. Reduce the street light as well. Maybe ten is too much. This looks cool. He has some nice
light bonds here. Maybe the lens
effect of the little too much so we can
reduce the intensity. And we have a cool
looking render. We can of course
change the color of the light mix if you like, we can make it
more warm as well. But it's a good
idea to have a mix between blue and orange.
And here's an Endo. I didn't make that
endonuclease as well. Let's maybe increase
the chelate. And that should suffice. So we have our first render
with the basic settings, with the default
settings, that is, we did play around with
the visibility range. But generally the visibility
range should work for elevation renders
like bees where you can just set it at thousand
and set the height at around 15 meters
or even lower, or even higher
sometimes depending on your artistic taste. Now we'll go ahead
and render this out and add it to
the history API. So stop the Endo, go to
settings such off interactive. Let's set this at ten minutes. And let's set this at 3D. Let's set the height, thousand, two hundred thousand family, and now we'll render it. All right guys. So I didn't those
done? Let's add this to the history VFB. And this took about
11 minutes and 17 seconds based on the
final render settings. So it's pretty decent. And I like to render as well. So that's why I went
ahead and edit this. You can sort of play around
with these settings. Now the fall color is
coming from this year, so you can see it's still
kind of sort of still bright. So that's why the color
there was blade as well. So if you make it darker, then this part of the render
would be darker as well. So that's a quick tip and
this video is kind of long, so I'm going to talk
about enviroment default in the next video. I'll see you guys next video. Cheers.
16. Environmental Fog & Cinematic Night Render: Hey guys, welcome
back. In this video, we're going to experiment
with environmental fog and create an awesome
fogged window in our scene. To start off and will switch
off the street lights. It see for trees around. Trees are all there to see in one single street lights again. So each time you
click on scene one, the tag gets back on. So let's switch it
off. Do not update it because we need the steel
blades back at a later stage. Ole to switch on environmental folks is called
the Asset Editor. And switch on volumetric
environment and change the aerial perspective
to environmental fork. By the way, the aerial
perspective look like this. It's good, but
aerial perspective is limited to a certain extent. It only adds fog in your scene, doesn't add particles or
dust or stuff like that, which you can do with
environmental fog. So it'll switch to
environment to fog. And let's use the
default settings without changing any of it and run
an interactive render. I'm going to run
interactive render. By the way, let's just change the interactive render settings because it's eating from
the radiator noises. It's not what I need. This gene and staying
with their AI, change the size as
well, make it faster. And then run interactive
random grid. So it's added a fork
to the entire scene. Now, again, the units
are in meters and automatically changed
if you're using inches or any other
units in SketchUp. So in this case, you can see that
the distance set a thousand meters
from the camera. The larger you get the distance, the lesser far you
have in your scene. And the closer you get the distance, the
more fog you have. Let's say, for example,
you said this at a 100. So you can see that's
completely foggy and there's hardly any light that
makes it darker as well. And the height from
a certain Z 11. So I'm going to assume it's from the horizon line in SketchUp. Really hasn't really
clarified this, but we can assume
it from the ground. So let's say, for example, if we make this 300, that
will make it completely dark. We can see that
goes up the video. So let's set the height
around 15 meters. So you can see it just goes
up to 75, was appealed. So the height should be
set at a 100 meters. So it's a trial
and error when you use an environmental
factor figured out, which is that
distance and height. So let's set the height
at around a 100 meters. Will change this later. Once you switch on the lights, it's going to show
up like really cool. And the distance,
I'm going to set that around 200 meters. Yeah, that looks decent and the color is the
color of the fog. So if you make it, either make it bluish or you can make it warm wishes well, let's make it sort of bluish. Then use the color to
eliminate this fog. Emission is to eliminate
emit light within the fog. So if you drag this, you can see that the fog
becomes more brighter, changes color and becomes
less sort of darker. If you want more
emission in your scene, then you can use the emission. And you can also increase
the emission multipliers. So if I make this
ten, you can see that becomes darker, brighter, that is completely
becomes bright. Let's leave it at one. And
let's not use a mission. I think the fox
should work well, or maybe some amount of
white light might help. Because little too dark. And scattered years at a
pretty cool tool where it'll scatter the global
illumination within the fog. Sort of create volumetric
shadows and stuff like that. It is more CPU-intensive. So what, what it
does is you have even scatter bounds
we just set up for. So basically when
the sunlight hits, so it'll be one, it
hits the object, then it bounces off
from the object. Since this is a setup
for if we go 1234, so four bounces from
each of these objects. And that is global elimination. And I explained it very shortly. But I hope you get the idea where the light
bounces off an object and then goes to another object and bounces off from
that object as well. This is how primarily
we re works. So let's switch on scatter GNC, how much of an effect
it has on the scene. So you can see that you get more realistic environment
in your scene. And what I'll also do is
if you've got affected by you can see that's
affected by all the lights. Maybe I don't want
the interior lights together affected by the fog. So I can sort of use
only selected lights. And let's just select
the dome lights, lights, the street lights, and the sunlight. Alright. And effect is like if you want a fork there
for gamma rays, you want it to affect
the background are not usually I just leave it, leave all three on
because I want to talk to sort of create that
mood in the scene. And this is our fog. I
know it looks like crap, but once you add the light
is going to look lip. So let's stop then Dr. Randall can add this to this GFP is to do
a before and after. And let's adjourn
the streetlights. And now let's run
interactive render. Let's make sure you
click on scene one. So the light has affected
the fog, but not as much. So let's change the color
of the street late first. Make it more warm. And let's increase
the intensities. So now you can see the
fog affecting the render. Let's change the
atmosphere height. Let's change the distances. Well, let's set it at 500. And let's change the
height to say 300. And now you get that
cool artistic effect in your Endo can further
genes that distance. So maybe said it a thousand. Usually the default
settings work well for an elevation random. Now what I'll also
do is increase the dome light because I want more light entering the scene. And I'll link to this
video late as well. Let's keep the default color, so let's keep it as white. Keep their mission
to 0. And we have a scattered light
effect or the fall. Further increase it,
keep it at founded. Think the default settings
worked well for this window. Now since it's the
interactive render, you won't see the details. But once I do the final
render, it would look the E&S. You can also switch out this GA just to see how much of an
effect it has on the scene. It's very artistic,
kind of random, but it also brings in
that mood in your scene. Let's play around with
the settings here. This is a very CPU
intensive, would end up. So I'll leave you feeling
a little too artistic. Then you can go ahead and play around with the
environment it for. So I'm gonna go ahead and run the final render for this
render and see how it looks. So it stopped our
interactive render. The height seemed
great at find it. So let's leave it at 500, and I'll set up for
the final render. So switchover interactive set
the agenda to 15 minutes. Sustained, because the longer
you leave it in there, the better it is said that
thought into wondered. And let's set the
denoise that we do see the siloed and then click
on that render button. So I'll see you guys wants to lend those done. All right guys. So the render is done,
but it's pretty hazy. Let's try changing the
streetlights settings. So let's set this at three. It's three as well. That looks much better, but it's still too hazy and there's a lot
of noise in the scene. That's because he said
that final render progressive render it
over to 15 minutes. So it's better to use
the bucket render mode for our environmental foreground because it would render
these particles better and it would make the
scene look better as well, and not too noisy. So I'm going to add this
to the FBI and CIA. Those are the progress as well. In the next video,
we'll play around with the render elements
and do a final render. And then we lose some
post-production. And though we re frame buffer. So you'll learn some cool
new techniques to solve change colors of
certain materials, switch off the
atmosphere in composite, boost them a bit more, add some light fires, and so on. So I'll see you guys
next video shows.
17. Post Production in Vray Frame Buffer: Hey guys, welcome to the
final video of the course. I'm super proud that
you guys made it this far and super glad as well. I hope you learned a ton so far. And this is gonna be
the icing on the cake because we're going to learn
some cool new techniques and features and
read it to finish your composition
that ugly in 3D. So you can do the post production
directly within villi. How could do that? If you notice the previous
video that ended didn't come out as expected and that is
because of certain settings. So we'll fix that.
We clean this video. So let's go to our frame buffer. And this is the Endo
from the previous video. You can see there's
lots of heads, sort of noisy as well. So to fix this, It's because of there's too much
of noise in the scene. So if I go to Source late mix and sort of make all
of these normal, you can see that
there's a lot of fog in the scene and that's
the reason why that ended chemo too noisy. So we'll have to
increase the distance of the fog or environmental
fog from the camera. So let's do that. Let's go to our settings here by a
switch on the sun as well. Because these lights are affected by the
environment to folks, if we go to the environmental
fog settings here, you can see that these
lights are affected by the environmentally fog to need to adjust them accordingly. And the best way is by
increasing the distance. So let's set this at 1500 MM as thousand founded
meters from the camera. And this should sort of
reduce the fog in the scene. So let's run it
attracted random. Make sure you're using
interactive media AAA and the output is set
that belongs 600. You can see that there's
less fog know in the render. And if you load the previous
light mix settings, which are the night
late work setting, you can load to find it in the exercise files from the final batch Render
Settings, click on load. You can see that we have a better window and there's
not too much noise as well. You can still see though
he is in the render. So this looks pretty cool and
I'm happy with this result. So I can also switch
on the sunlight, but you see that the sunlight
effects the entire scene. You could probably
reduce the sunlight setting and make it
slightly darker. And that puts fix that as well. So if you want
more hairs on top, then you can search
on the Scandinavian play around with these settings. Let's, I'm happy with this and we're going to add it.
So do they see VFB? And now I can set this
up for our final render. So stopped and window. And let's add some
rent elements. So the rent elements
allows you to add more reflections,
refractions, change the color of your Endo, change the color of
certain materials, certain objects and more. So let's click on read
element, right-click. And let's start by
adding a crypto met with automatically assigns
different colors to various materials
in your scene. Now let's say for example, you want all the iron materials. I was sorting Material
a certain color. Then you can select
this material. And then you can click
on the Plus button here and had a material ID. So this lady color will be assigned to all
the I in materials, and it'd be easy to select
that material as well. Let's just give her id number
of one for this material. And now you should go
back to rent elements and add a material ID number. So since we assigned the
number one to this medial, all these materials will
have the same color. And in the final render, Let's do the same for the
glass materials as well. In case you want to boost
the glass or so on. So you can click on
the plus button, add a material ID,
and Addo ID number. You can either add an ID number, watercolor, but make sure you add the right trend element. You don't need to add both
medical ID column, ID number. Id numbers should
suffice as well. And let's see which other
materials we can add. Id colors do ID numbers. So ID number three,
then there's volume. So let's quickly go ahead
and add videos numbers. Alright? And we can also assign material
IDs to an entire object. So if I go back to Scene one, I can select this car object. Right-click, go to 3D
object ID selection and click on Set given
object ID of one. So now since I have
assigned object ID, you need to add the
object ID rent element. And that would make a certain
color for the entire cup. I laid. These are the medial and elements that
you need to change. Colors are certain
materials in your scene. It's still the same for
this object here as well, because it doesn't
have a material lady. So let's give maybe 40. Cool. Now you can add something
more in your end elements. For example, you can
add a Z depth to add more fog generally views
the Z depth in Photoshop. So it's a good idea to
add the Z depth as well. And you can use this as
an alternative to adding environmental fog in 3D in case you want to add
the fog in Photoshop. So what does he does is that it creates a gray composite
image of your render. Read the objects closest to
the camera, more weight, and the objects which
are further away from the camera and more
black or gray scale, you can see the background
is completely black than the furthest away object
is sort of a grayish. This gets less
creation, more whitish, and then finally have
a nice weight object which is right in
front of the camera. What this helps is that we
can create a simple depth of field shot using the
Z depth in Photoshop. So we're going to try
using this NVDA if we can. But most scenarios they
use it in Photoshop. So you can add a Z depth. And then we can add the basic
stuff which is reflection. Refraction can try
adding specular as well. And we can also
add atmosphere in case you want to add more atmospheric effects
in your Endo. And we can also add
self illumination. Self illumination is
a great way to change the background color in Photoshop or even in
reading frame buffer. Add other elements as well, but these n elements
should suffice. We can also add lighting
elements so we can add the lighting and we can add
the global elimination. So what these do is they store the information of the
dyadic late and the global innovation
stores information of inadequate GA in ELC. So you can further take this
in Photoshop are also tried. The VT, VF becomes it and create some cool effects.
So this is good to go. And finally, we're going to
use the bucket render mode. Distance is going to
take ages to render. So we'll just come
back in an hour or so depending on
your system speed. So let's switch off
progressive. Let's use 3D. If you're short on time, I
would suggest that you use progressive and just
set a time limit. But if you want like a really
crystal clear and then you switch that off,
go to the end outputs, change the size, say a 1200, save the file, and then
smash that render button. So see you guys in a bit.
Once the render is done, ligase, the render is done. Also by the way,
the bucket render took a little too
long to render, so I switched it off and
then ended progressive. You guys can do
the same as well. Just stick to progressive
and set at about 15 minutes. Of course, the longer
you leave that and other better resolution,
you get great. So now we can fix this, render, this hazy or by adjusting
the light mix settings. So let's adjourn
the sunlight so you can see that it adds a
is throughout the scene. And let's make it dark. Maybe. Not too dark, just a little. Let's increase the
self elimination. Let's maybe keep it at ten. Genes, the color as well. Let's switch on
the lens effects. So let's go to Lens Effects, switch that on and
click on iTunes. So now you can see
that sort of pops. Let's go back to
the source led mix. Let's set the stage later 11. Now if you said it with 33, it increases the later, but you can see a
lot of noise there. So let's keep it to 11. Let's also change this, make it slightly more later. Then of course, once
you've added all of those, you can reduce the values. You can also switch
off some of them and just use a single
SDRAM as well. It's a good idea
to mix as JIRA is. I like doing that.
Let's keep the sun settings as one and this
looks pretty decent. To have a nice night render can maybe increase the
lighting in the scene. So maybe like set
to only let it 20. And there's fewer later 20th. Well, you can see that the
interiors it up a bit more. You won't see the reflections as much because the NPV
of the more lit, you can maybe read it,
use it. Let's see 15. Let's not make it to
warm that red warm. That's a face and maybe increase the street
light a bit more. Just to see that. Here's the maybe just
increase a sudden later, but this looks good. And now what I do is
set it up and change the colors and so on since we've rendered out and element. So if we go to crypto
math, you can see that, that same different colors, maybe lady number,
self-determination. So self-promotional to
change the background so you can select all the
black, then change it. Then we have object ideas L2, the car Z depth is not rendered, so we can leave it as is V me, I have not said that a distance or you can lose either plazas. You have a fraction. Specular. We also
have a reflection. Let's try to use all
digital and element. The composite, all
you need to do is click on to composite
mixture region. One is all selected and reduce the amount. This looks fine. You could see them all kind of an effect in the environment. Definitely it looks
like a night render. So let's click on to composite, and now we can start the video
post-production process. So let's add the element
to the glass material. I'll just add that element and then apply it to the vendor. So to add that, just
click on the Plus button, you click on an element. You can see its RGB color. Let's change this to reflection. You can change the overlay, so you can see the overlay
to screen that would make though reflections
more reflective. You can also apply it
just to the glass. To do that, select the material. So click here and click
on crypto Matte mask and pick a material and let's
select the glass material. No facial. The preview can see all
of the glass material selected and select this
glass material as well. And this glass material, as you can see, all the glass material selected. And now if I do a
before and after, can see that the reflection
increases on the glass. Similarly, you can add
some refraction as well. So let's go to the
plus button here. Click on the element, change this to
refraction. Changes. To Screen. And then of course
you need to add the mask or lifo the glass. You can see that,
that really pops that glass material,
that refraction. So just add it to
the class here. So all you need to do is click
on this button and click on the crypto Ahmed mosque
and pick the glass materials. You should see that the class
material is added and red. It's a cool refraction as
well on the glass medium. Light. Now let's add more stuff. So let's go to render elements. Let's add maybe the
global illumination. And you can change this
to screen as well. So this would make
it more brighter. Can see that it
makes it brighter. And you can also reduce
the amount too much. Just to make it
slightly brighter all these walls here and
make it brighter. Let's add more
than the elements. Maybe specular this time. So you can see it
lights up the trees, the car and so on
in the polls here. Now, if you liked this
effect, you can go ahead, added without a mask where it's a good idea to always
add some masks. So let's select the card, the glass maybe indefinitely do this polio because that's sort of started shining. That's cool. Maybe these steel
bars here as well. Now you can see that plays
all over that connect all these reduced specular. Not too much, just a bit. That looks cool as well. You can of course,
play around with the light settings here as well. You don't want to show
us particular late. Can do that. But
let's leave it as is. Reduce the intensity. Cool. And in case you want to change the color for certain
elements, let's say this wall. Then what you need to do is you need to
create a new folder. Right-click, click on New
Layer and click on Volvo. Convenient this, you can rename it to your
call this wild color. And then you can
click your click on crypto Matte mask and
pick the one material. Then you can right-click, go to New Layer and
click on Color Balance. And you can sort of
change the color. So you can make it more red. Maybe. You can also add a curve, for example, new layer curve. Then you can sort of booster adds a bit more red material. And then you can of course
change the color again. And some greens, maybe
green looks nice as well. It would be not too dark. So let's go to Effect. You're sort of
reduce the effect. And then of course, you can
also change the opacity. Who's not to Queen
just vastly green. Looks nice as well. I can
do the same for these Raja. So right-click or a
new layer on follow. This call these beams, changing the color of the beams. And then again, right-click
and then you can click here, click on crypto Ahmed mosque. And then select these objects. Let's show them. So all
of these are selected. These here as well. That's cool. Then of course he knew
right-click or a new layer. And this time let's use, for example, you saturation. You can increase the
saturation of that already. Use the saturation and the lightness or make
it more darker as well. But let's keep it at 10. You can change the
color this way as well. Boost the blacks or right-click go to New
Layer icon curves, and then sort of
boosted the sphere. You can of course,
go back to beams, to Matt and add
additional stuff. For example, this,
this year, this year. And these elements, these
that looks nicer as well, can go back to wild color. I don't like this color. So just keep a leather
and maybe make it blue. Orange looks nice. That looks nice, right? So this is our final render, and then let's
maybe add more fog. You can do that as well. So maybe right-click
go to New Layer, icon and the element
and change that and element to my sphere. And seeing the blending
mode to lighten multiply. So you can see that boost
the fog in the scene, makes it more prevalent on the top that
looks cool as well. You can reduce the
amount of light. So we created a
nice-looking Nintendo. And finally, if you want
to get rid of this nice, then of course he
laughed, reduce the street light values. But overall, I think
we did a good job. So let's add this
to this to VFB. See you in autism it also guys, I played on the
settings a bit more. It is a little too bright. So what I did was I added some additional exposure
of filmic tone map, radius opacity, or I played around with the exposure
and the contrast, added some white balance. So to make it more cool,
I'll make it more warm. It's a little too warm, so
sort of made it more cool. And I also reduce the
opacity of all of these. For example, the specular
wall color, the beams. So it's not too contrasty
and sits well in the scene. And then of course you can
reduce the atmosphere as well. I can switch it off. And then I also
have some of these. Finally, you can also
see this three set out so you can click
on Save and save it out as a layer tree preset
and you can load it in if you are doing a
larger resolution. And then of course, don't forget to save these. And you can also click and hold and save all the channels
in case you want to do some further post-production
in Photoshop. Hello guys. So this is the final render
that I was able to achieve and sort of tweak certain
settings as well. If you go to the ghetto, can see that at genes from
bucket of progressive, because bucket was
taking forever. But I did set the time
limit to 90 minutes. And you can also see that a change the distance
of the environment, 4,500 and height 2 thousand, so that there was fog
throughout the scene. And I also made some changes to the late mix, for example, as a list of all the dorm lights because I wanted a
more darker scene. And I also reduce the sunlight
and made it more darker. So you have this nice
cool effect that we get. Also increase the
street late to one. So you can see
these effects here. The light sort of
scattering through the fog definitely creates a sense
of mood in this random. And finally, I also save this preset so you click
on Save and save it out. So I have saved out dark reset, and I was also saved out light presets if you click
on load and click on. All right, so I hope you guys
found this course useful. Please do leave a
review and also stay tuned for more awesome content coming your way in the future. I'll see you guys in the
next course and videos.