Interior archviz in blender - short course | Mohamed BENIANE | Skillshare

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Interior archviz in blender - short course

teacher avatar Mohamed BENIANE, Archviz 3D artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Part 00 intro

      1:37

    • 2.

      Part 01 Uvs

      3:43

    • 3.

      Part 02 Texturing

      10:20

    • 4.

      Part 03 Glass material

      4:04

    • 5.

      Part 04 Camera and composition

      5:29

    • 6.

      Part 05 Lighting (HDRI)

      5:50

    • 7.

      Part 06 Render settings

      2:46

    • 8.

      Part 07 Post production

      6:32

    • 9.

      Part 08 Bonus Sky texture

      3:30

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About This Class

Hello, Architectural Visualization Enthusiasts,

Welcome to this concise course where we explore the creation of an interior architectural visualization scene utilizing the powerful and freely available software, "Blender."

Throughout this course, we will not dive into the modeling process, but we will delve into various crucial aspects of the arch-viz process, all done entirely within the open-source realm of Blender. Our journey includes:

  1. Texturing: Learn the art of texturing, covering UV mapping, and more.

  2. Lighting Techniques: Discover effective methods for illuminating your scenes.

  3. Composition: Explore the intricacies of scene arrangement and design.

  4. Rendering: Get the lowdown on rendering within Blender.

  5. Post-Production: Elevate your work through post-processing within Blender.

Furthermore, in the future, we'll expand our horizons with bonus content, such as:

  • Exploring different lighting approaches.

  • Harnessing the power of light groups.

  • Leveraging the capabilities of Eevee rendering.

  • Adding a vignette effect to your creations.

  • Streamlining your workflow with batch rendering.

  • Mastering post-production using Affinity Photo.

  • Cryptomatte

Join us in this open-source journey to enhance your architectural visualization skills.

"3D model created by reference. Original work: https://www.ds-au.ru/projects/manchester"

Level: Intermediate

You should have some basics with Blender to start with this course, I advise you to watch the Blender Guru Donuts tutorial.

Blender version used: 4.1.0 alpha

My links to (Social media and portfolios..etc):

Bio link: https://benianus3d.bio.link/

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Meet Your Teacher

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Mohamed BENIANE

Archviz 3D artist

Teacher

Hello, I'm Mohamed.

. Arch-Viz | 3D Artist . Content Creator . Blender User . Assets Creator . Creator Of Benianus3D

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Level: All Levels

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Transcripts

1. Part 00 intro: He Architectural visalization community. Welcome to this course where we explore the creation of an interior architectural visualization scene utilizing the powerful and freely available software called Blender. Throughout this course, we will dive in into various crucial aspects of RVs process, all done entirely within the open source realm of blender. Our journey includes texturing, learn the art of texturing, covering UV mapping and more lighting techniques. Discover effective methods for eliminating your scene composition rendering, and get the low down on rendering within blender. Post production elevates your work through post processing within blender. Furthermore, in the future, we'll expand our horizons with bonus content, such as exploring different lighting approaches, harnessing the power of light groups, leveraging the capabilities of EV rendering, adding a vinet effect to your creations. Streamlining your workflow with batch rendering, mastering post production using affinity photo and finally, crypto meet The level of this course is intermediate. Should have some basics with blender. To start with this course, I advise you to watch the blender guru Donna's tutorial and have a blender version 4.0 beta and above. Finally, join us in this open source journey to enhance your architectural visualization skills, said, an. 2. Part 01 Uvs: Everyone will come to the start of our short RCVs course. In this step, we'll do a step after texturing which is UV and Rabbi as is. Here we have our scene. You can download the base mash model. We need to know that I'm not going to dive into modeling processes because it's a simple process which is box and push and pull the extrude method. You can download the references with the plan of this project, it's designed by another group of interior designers. You can download this, you can find the link in the description of the content. You can download the file and work with us in the UV and texturing, and lighting and post production. Everything after making UVs issued to take consideration to apply the scale to all your measures. In your first, I need to select and select all and click control A and apply the scale. The first thing or the second thing I need to do is to go to Viewport, Shading, and apply material here. And you see that we have principal vis D. So we need to add an image texture with mapping and texture coordinate. To do that, we need to enable our node, we call it node regular to have shortcuts in our show shader editor. To have this node set up image texture and texture coordinate mapping, we need to select the principal SDF and click control D to have this image texture in the base color. The next step is to click in this plus nu and go to generated type blank and UV grid. Click this and you will see that we have a UV grid. To apply this texture to all other elements in the scene, we need to select all bike, clicking A or select and all select this last by clicking Shift and select this last like this, and click control L and link Material. You see that the great texture is applied to all other elements in our scene, but you see that we have some problems. We need to fix the UV's. To do that, I need to let the elements selected go to the edit mode and go to edit mode here. And select all in the edit mode. And click or go to UVs and keep projection, keep. Projection is a good method to UV wrapping in R industry. Or you can choose smart EV project like this. Select the Q projection, we needed to be scaled to these boxes. I think that project is very good for this situation. You can choose from both here. In this situation, I choose the projection. I think that the UV is good because all it squares, if you see this UV grid squares, it means that you are in the right way. This is everything for the UV mapping. See you in the next one which is checking. 3. Part 02 Texturing: Welcome to the texturing part. As you see here in our references, we have four different materials and other standard materials for the four different materials. We have wood for this cabinet, we have floor wood for this floor here. We have marble here in the countertop, we have this terrazzo here. There are standard materials here. We don't need the PBR material in this MDF texture and the wall material. Now we need to apply our texture. We will go inside our base mesh model. We already do the UV mapping in the previous video. We need to apply the wood here first in this table here. What I'm going to do is to delete this grid material and add a new material like this and name it wood or anything you need to name for. We need to use an M texture in this tutorial. What we need to do is to make sure that asset manager is installed. And we need to go to the section of materials here and make sure that you download this wood material in your folder direction. I will give you the name of the wood texture to download it for free from the IMs website and IMs shop. The wood is called Wood Oak Orleans. We need to click on it and import the material. The second step is to apply this material. We need to delete this wood material and apply the wood for the table. You see that the wood is applied for all the table. But in the reference we see that we have this metal here. What we're going to do is to add another slot to our table. What we need to do is to add new material and call it metal. To assign this material to the legs, we need to go to the edit mode and click here in the empty space. Then click here in the legs with L to select all connected pieces and vertices. Then go to slot two and assign the material. Then we need to go to the principal PSDF and make it metallic like this. Make metallic one and change the color to black as you see here. We have our wood in this table, in the references, this wood is in the wrong direction. What we need to do is to go here and select this part here by clicking L to select all connected measures and go to the UV editing here. I will select and select this and rotate them the 90 degrees. I need to select this and select this and rotate them to 90 degree. As you see here. We have another problem. What we need to do is to go to the table here and click Shift to select just these phases here. What I need to do is to return, select just these phases like this and rotate them in 90 degrees. I don't know why select all and rotate it in 90 degree. If we go to the layout, you see that the wood is in the right direction. We need to apply the wood material for other parts. In this scene, we have wood material in this, what I need to do is to select the material and go to material here. And apply the wood oak also that the direction here in the right sense. Also, I will apply the material for this part, and this part, and this part, and the other parts in the kitchen. What I'm going to do is to select this and this, and select this, and select this part as last part selected. Then click Control Help and link Materials. You will see that the materials are applied to the other parts. Also, I need to change the rotation of this wood here to make it in longer. What I need to do is to go to UV Editing and make sure that we are in the Viewport sheeting. Select. All in the UV mapping and rotate in the 90 degree. We have like this, the right sense rotation of our wood. We will return to this layout view part. What we need to do now is to apply the standard material for this. I will delete the UV grid and add the U and name it, paint like this for the color. Change it a little bit like this, make it 222, for example. As you want. You can make the color as you want. And I will apply the material for other parts that has the same color. I will select this and select and select the wall. And click this last click. Link Material. We have another standard material, this kitchen. It has a black color and black material. What I need to do is to delete this and add the new material and make it black paint. And change the color to black and the roughness a little bit to 35. Also for this white, I need to decrease it to 35, also the same color, black To this. I will select this and select this last click, control L to apply it. What we need now is to apply the terrazzo and the marble and the wood. We start with the wall, I will apply the Azo material like this, apply the terrazzo, and assign another material to the wall. Add a new slot and add the new material and name it Raz this. Select the principal BSD and click Control Shift Go folder where you store your texture. This texture named Terrazzo 014. I download it from MB and G. You can download it also for free. Assign the material to see like this, that we have the right material in our scene. What I'm going to do now is to change some settings. First is to decrease the scale to 0.00 0.02 And change the saturation of this color to saturated. What I need to do is shift a saturation and click saturation, make it 0.2 to make it in this color like this. Secondly, we need to apply the wood floor. We need to delete the grid. Also make it floor wood like this. Go to Principle BSDF, click Control Shift and go to the folder where you start your floor. I will apply this laminate floor. 02 Downloaded from Polyhven Textures, select all and principal texture selected. Also, I need to decrease the displacement and the color. As the last material is marble is the same thing. Delete degree the grid and name it Marble. Go to Principle SDF, selected and control shift and go to the folder and Apply. The marble material is downloaded from BNCG. Also select all and click principle SD of texture. You see our texture is good applied, same thing, decrease displacement and change the color to be as the terrazzo saturation. Color saturation value 02. Like this, I think that we finish all the materials, just this sailing material. I need to apply the same material as is this standard material. Make sure that I select just the sailing, then select this last and control L link material like this. I think that not missing other materials, just the glass material. I will check it in the next torial. This is everything for the textures. See you in the next torial, which is glass material. 4. Part 03 Glass material: For the glass material, we need to apply a texture to our window. I don't need to apply the wood texture for this. If you want to apply, apply it, you are free. But I will apply just glass material for this window. I don't need the wood because it's not in my camera frame. I will not work on it. First, I need to apply material to my window. Click and apply and make this metallic like this for the frame of the window. And change the color to black like this. Now I need to assign another slot and name it Glass Assign. And the faces click glass and assign. What we need to do is to create our glass procedurally because the glass of blenders ful need to create it procedurally. Click Sha, shift a shader and make the principal SD of glossy. Because the glass is glossy and transparent, what we need to do is to add transparent, add a mixed shader, and add these two materials together. What we need to do now is to add a factor which is fl, drag and drop, and search for F factor and change the IR to 40. This method I learned from blended guru, we need to decrease the glossy roughness to zero and make sure that we have a white color. I need to plug this to the surface. Now what we need to do is to add another mixed shader. Shift to duplicate this node and plug the transparent material. Here we need a factor. Also, drag and drop, and search for the light path. I need the shadow ray. Need to combine the shadow ray with diffuse and the glossy. What we need to do is to add a converter math and let it and click Diffuse. Add another ad material node, glossy ray, like this. Our glass like this. If you go inside the scene and I will show you that we have this glass like this. If I turned on the word scene, you need to go to cycles and turn the light on and check the scene word to work with HDRIs. Come up with blunder. You see that the light is inside the scene. I will increase the density to ten to see that the light is inside our scene like this. We have a good glass material in our scene. This is everything for the glass material in the next one, which is asset placement, I think that I already mentioned asset resources, for example, Choco for image and maybe poly high heaven or something like this. You can fill up your scene. I will not do a part for filling up the scene with assets. You can do this as homework for yourself. See you in the Lighting or the Camera Set up Tutorial. See you soon. 5. Part 04 Camera and composition: Welcome to another part in this short course, Arcs Interior Blender. This is the assets that I already place in my scene. You can distribute assets as I do, or choose your own distribution. After starting placing camera, I will mention something, If you place a sink here, you need to do a bullume modifier. What I'm going to do is to select the sink here. And click shift to make the cursor to select it, click Shift and add a cube like this. And they will scale it to be appropriate to the sink like this in y axis. What I'm going to do is to apply the scale and select this and select the console top. And select this last and click control shift B and make sure that you are already enable the bull to in a blender make a difference like this. I think I make it the opposite. I will select this and this and control shift and make it bullion. The second thing I need to select the bottom of the kitchen like this, what I'm going to do is to hide this instantly. I will add another cube by duplicate this shift D and hide this. I will select this cube and select this countertop and click shift control and make difference to have this hole in the kitchen countertop. Now I'm going to be placing a camera in our scene as you see here. I will change this to the viewport and I will go to the top by clicking seven in the pad. And place the camera here, for example. And place the camera here, shift a camera. I will go to the camera by clicking zero In this left viewport like this, I will play around the camera, for example, in the x axis, I will make it 90 degree for the height. Generally, the heights in the interior photography, it's from 0.9 to zero to 1.2 For me, I will to select this one. Play around with the position of the camera. Also go to the camera properties here. Make sure that the camera is selected and go to the Camera properties in the Viewport display here option. Go to Composition guide and enable the third rule. If you want to change the resolution to a port stretch resolution, you are free. In my case, I will make it square resolution. I will place my camera here like this. I will rotate my camera like this to have position like this, and make sure one of your objects is placed in the intersection of the third of rule rule of third, what I need to do is to go to the camera properties and also go to the camera here. I always, in the most of time I use the full frame camera to have a good focal length, especially in the small spaces like this. I will use the full frame camera by typing 17 millimeter like this. You will have this camera focal length. I will a little bit place it here and place it there. I think that I'm going to rotate it like this, like this, it's good. We have an object here and an object here. If you go to Viewport Display and Composition Guide to enable other stuff, other rules of composition, you will see this composition like this. Try to place your objects in the intersection of this rules. For example, in my case, I have this chair chair here to have good composition and cool vision to our eyes. This is the storial for camera placement and the tricks that I follow to have a better composition. This is everything for this Storialee in the next one, which is lighting and rendering. See you in the next one. 6. Part 05 Lighting (HDRI): After creating our Ma set up and have a good composition, now we are in the lighting process. The majority of the lighting for interiors is natural. We need to apply our HDRI. Also, there is another type of lighting, which is aesthetic light, and we have this task line. In our tutorial, we will cover the HDR lighting and the aesthetic lighting. To add an HDRI in our scene, we need first to change the render engine to EV and choose cycles like this. And change the device to GPU if you have a powerful GPU. Also change the mode to rendering this and wait a second for the compilation of texture. It will take time, so be patient. Like this, our image is compiled to render view, what we need to do is to go to this arrow here and in the Viewport shading, you need to check the scene word to see the real HDRI worked in the shader editor. What we need to do now is to split our view to the second view like this and change this to shader editor and go from object to word node. What we need to do now is to add a texture environment or use an add on called Easy HDRI. I will put it a link in the content description, so you can use this add on. Or you can add directly by clicking control like this. And open your folder and choose the HDRI you want. For me, I will use Poly Heaven folder, They have a cool HDRIs and I will search for an HDR called Forest Like this. I will choose this, Forest Grove for K. I will choose this and wait for it until he loaded to our scene. As you see here, we have this texture coordinate with mapping and texture environment. What we need to do now is to play around the rotation, Rotate your HDRI until you have the sun inside of your scene. I will increase the rotation like this until I have the sun inside my room like this to have a better view. You can enable the noise option in the viewport like this and you can rotate your sun like this. I will make it a little bit 120 to make it as a fel light to my scene. The other side here, I will make it a little bit dark to make it as a field light. And the acida is a key light. This side here is a field light. So what I'm going to do is to go to Render Settings here and go down to color management and change your view transform. You can let it film, but in this version of Blender from 4.0 to 4.1 they include the GX, which is, I think, that it's better than film. In the concept of highlighting, I will choose AG X like this and change the look to punch. And try to play around with exposure value like this until you have a good lighting without any over highlighted setting. For me, 4.5 it's great. I think the lighting, it's great. Like this. You can increase it to five like this, you can fix it or change it. Also, I will enable this option which is Render Core. So I will render just this region here by clicking control B in the Render Viewport and Dragon drop like this to have just this viewport here. This is our method to light our scene, which with HDRI it's just an HDRI rest. Now just the aesthetic lighting which is this lighting here. I will go here and select this plane here and return to the object mode. In shader editor, I will delete this grid material and add the new material principal BSDF. Go to the emission option here and change the color to whatever you want. I will use black body drag and drop and search body color. I will use 3,500 color temperature for aesthetic lighting. Three of the strength, it's great. Choose this three value, I think it's great for you. This is everything for the lighting. See you in the rendering and post production part. See you soon. 7. Part 06 Render settings: We'll come to the rendering part For the render settings, I will not use too much setting set up. I will let everything to the default by starting by the render engine. I will select cycles and the device GPU. For final render, I will use the final preset and decrease the max of samples to 1024. Don't use too much samples in your scene. If you don't need it, don't use it for the noise I will use for the final render, open image noise because it's very accurate than the optics. I use optics in the viewport rendering because it's very fast. And use the GPU lights, I will use light three also. I will not check the advanced futures because I don't need it for the light path. After experimenting with the full global illumination and the default, I think that the default is very good for this scene. If you need more, you can choose the full global illumination setting For the clamping, I will led it to the default as I say already. For the performance I will use the faster render and check if the persistent data is enabled. Because if you want to rerender image, you will take time check the persistent data is enabled to not taking time to build BV H and so on. For the color management we talk about it already. We use GX with the look punchy and the other values exposure in the gamma. After hitting render, we need to check some passes to use it. In the post production process, we need to use the noising data and we will not use glossy and direct and indirect, but who knows, maybe we will use it. But in the post processing we will use the ambient eclusionck. Make sure that you are checking the ambient ecclusion. We will talk about the cryptomat and the light groups in the bonus videos. This is everything in the render settings. We can hit Render and wait for our render to finish. Click Render and render the image and wait for the render to finish. I already hit Render, so you see that my image is rendered fast. Then the first time, because I already enable the persistent data, this image will take two to 3 minutes. I will post the record and wait for the result to finish. See you in the post processing part M. 8. Part 07 Post production: To the post processing part. What we need to do is to go to the compositing like this and use nodes and split our view to two. And disable the backdrop. Disable this like this and click in here to hide this panel and change this to image editor and search for viewer node to see your result. To see your result we need the viewer node. Click control shift and click on it to have the viewer note. We can zoom out and zoom in in our image like this. And click shift and drag. And like this. To collapse all these wire frames. The first thing we need to do is to add O. To add this, we need to click Shift a click color, and click Mix and mix color. As you see here, we have this O node. It's a black and white map. We need to mix it with the mixed color like this and plug it in the second image and change this to multiply. Because it's a black and white map, we need to decrease it a little bit to 0.1 If mute, mute, you see the changes. You can increase it to 0.15 like this as you want. Now we need to add some passes. We can adjust exposure. If you don't have this organization of the nodes, you should have the version of 4.1 or 4.0 We can add an exposure node to control our exposure. Like this, you can increase and decrease it. Also added to add some filter filter, we have box and sharpen, We need to decrease it to 0.05 If you need to increase it a little bit, increase it as you see here. If you don't have an accurate values, you can change the box sharpen to diamond and decrease it a little bit to 0.03 Like this two don't have this Tifft. I will decrease it a little bit, 0.02 like this, I think that I get the right value. Then I need to add filter or I need to add a glare effect like this. As you see here, This is a strict effect, but I don't need it. I need the fog glow and make the quality to high and decrease the little bit, the size to six like this. The final effect we need to do is to go to transform and add the lens distortion. If you already use an old version of blender, we'll find this lens distortion in the category. We need to click Fit and change those 20.001 To have the real simulation of the lens distortion of a real camera. Now we need some color correction. What we need first is the color, brightness and contrast. We go to color just and brightness and contrast to increase the contrast. I will make this one to have a little bit contrast. If you see that the contrast is very overrated, you can decrease it to 0.2 to have a little bit contrast the image muted and muted to see the result. If you don't love it, decrease a little bit to 0.1 and make it like this. The next node we need to add is saturation value. To have a little bit of vibrance in our image, we need to decrease the saturation to 0.9 To decrease a little bit the saturation of the image. The final node, which is the color balance, we need to add it like this and change the left gum again to offset power slope. To change the color of your image, the mode and the color of white balance. You can change it to bluish and you can change it to greenish like this as you want it, something of taste. This is everything for the post production, we interest the final node which is the noisy. Every realistic render or re, render, and real images has some level of noises. What we need to do is to duplicate this and add it here. And plug it with the noisy image. And change the blend mode to mix and increase a little bit of the noise because the real images has some level of noise like this. If we mute it and muted, you see that we have some level of noise to have some realistic result. This is everything about the post production. In the bonus videos, we will talk about the light groups and the cryptoma. This is everything in this course. I hope to see your results. If you make a result with this short course, please share it with me in Facebook or Instagram or e mail. See you in next and future courses. Have a nice day. 9. Part 08 Bonus Sky texture: Either. I already illuminate the scene using HDRI for the moment, I will try to use sky texture and use another method to illuminate this scene. If you want to, not wasting time searching for HDRIs, use this method. It's a method come up with a Blender. What we need to do is to go to the shader editor and change the object to word like this. What I need to do is to duplicate the background and plug it to the surface. Now we need the sky texture. Click here, drag drop, and search for sky texture and the sky texture. If you want to let it like this, let it. But I will show you some settings to do. I will return everything to the default. I will go to color management and turn the exposure to zero Like this. I want my son to be inside my, my scene. What I need to do is to rotate to the scene until I get the sun inside my interior scene. As you see like this, it's very good as you see here, that the sun is very intense. What I need to do is to decrease the sun intensity until I get soft light. Sun like this. The second setting is to make the shadows soft. With increasing the sun size. Like this, I will make it them ten. Like this, we have a great illumination. You can now play around with rotation, elevation and dust and ozone. I don't like, this is mood. I will decrease it to zero. I like the little bit of dusty. I will decrease the ozone and make the dust ten. Also, I need to increase the exposure to maybe 1.2 to make this look. Now I can hit Render and wait for render to finish. I always show you the result after see you soon, 12. This is the final render. What I'm going to do is to go to the compositing. If you already follow with us in this arc base course, you know that we already make noise layer here. I will decrease the noise layer to 0.25 This is the final result we get with the sky texture. This is everything for this video. I will give you a note that this course is a bonus for our full course. In, if you want to watch the full course, full course of this series, you can get the course on Gam Road. The link is in the description down below. And see you in next bonus videos M