Landscape In Blender Beginner Friendly, Step-by-step Class | šime Bugarija | Skillshare
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Landscape In Blender Beginner Friendly, Step-by-step Class

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      3:01

    • 2.

      What will we do

      5:18

    • 3.

      Layout and workspaces in blender

      7:20

    • 4.

      Camera settings

      10:55

    • 5.

      Sky texture and viewport navigation

      7:20

    • 6.

      Creating hills

      10:44

    • 7.

      Importing models from the internet

      12:57

    • 8.

      Volumetrics

      10:30

    • 9.

      Work with .obj and .glTF format

      10:36

    • 10.

      Low-poly trees part 1

      12:24

    • 11.

      Low-poly trees part 2

      9:25

    • 12.

      Close-up trees part 1

      9:03

    • 13.

      Close-up trees part 2

      5:49

    • 14.

      Close-up trees part 3

      5:49

    • 15.

      Snow shaders part 1

      9:33

    • 16.

      Snow shaders part 2

      18:22

    • 17.

      Mixing shaders part 1

      13:47

    • 18.

      Mixing shaders part 2

      9:32

    • 19.

      Snow photoscans part 1

    • 20.

      Snow photoscans part 2

      11:36

    • 21.

      Lighting

      16:00

    • 22.

      Render settings

      4:46

    • 23.

      Compositing in blender part 1

      33:10

    • 24.

      Compositing in blender part 2

      28:04

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About This Class

Learn how to create large-scale scenes using Blender in a 4-hour-long step-by-step class. 

Hello and welcome to a detailed, step-by-step blender landscape class. 

In this about 4-hour-long class we will go through the entire process of creating this scene.

The class is step-by-step, which means that the entire process of creating a scene is recorded and is suitable for blender beginners, however, there are things in the class for more advanced blender users, especially as we get closer to the end.

Since the class is also intended for beginners, we will start with the Blender layout.

After that, we will do scene blocking so we can choose the right camera and make the process easier later.

I will show you how to easily manage large-scale scenes and blender so that everything is in real-world dimensions and at the same time easy to work with.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to a detailed step by step blender landscape tutorial. In this almost five hour long tutorial, divided into 16 parts, we will go through the entire process of creating this scene. The tutorial is also intended for beginners, so we will start with the blender layout. After that, we will do sen blocking so we can choose the right camera and make the process easier later. I will show you how to work with large scale scenes in blender so that everything is in real world dimensions and at the same time, easy to work with. We will cover the hells with low pol trees using the low poltrees, geometry nodes, scutter that I created for scenes like this. After the low poly trees, we will focus on the trees closer to the camera using the smart trees as tech. I will share both products as well as other resources and links used in the tutorial with you. After the risk, we will create the snow. The whole part with the snow is divided into three chapters and list 1 hour and 10 minutes in which I explain in detail where to find who shaders, how to mix shaders, how to create real mesh with a displacement map, how to use the photoscan element to get more details and more. Also, we will mention a few free addons that may be useful. We will talk about lighting, volumetric effects, and more. The entire scene will be completely created in blender, including compositing, which is the last part of the tutorial least 1 hour. In the compositor, we will significantly transform the final result and try out many options. The final blender file is also available for download. 2. What will we do: Hello, and welcome to new Blender tutorial. So this will be step by step blender tutorial in which we will recreate this artwork from start to finish. If you follow my channel, you know that I do some post processing in after effects for this work. But because after effects is not free, and this is blender tutorial, this tutorial, we will do all compositing and post processing in Blender. I also try recreate this again yesterday to remember all steps and to be easier to record this tutorial, and this is what I get yesterday. But if you go to composite tab, you can also see that I do all post processing in Blender. So this is render result, and this is if I go to er Nodes not completely done, but you can see that in this tutorial, we will completely transform this render result to something like this. So this is how this look in Broder compositor. You can see that we have a lot of things happen here from color grading to masking and adding some overlays. So here I add this image on top of this render to get better sky. I also add here a little warm color and glow to this castle. So we add another mask here. And we also add some overlays from Internet. This is a grain overlay. I also create one texture inside the blender and then we have a lot of again, color grading tools. I think it is not point in comparing these two renders, which one is better? Because if you just slightly move any of these points or tools, you can see how this drastically affect our render. I think it is point in learning how to use these tools so you can later play with all these values and these values until you get the result you like. At the end, we also add some snow overlay so you can see how this look. And if we just move some of these sliders, we can add more snow Okay, I add another snow over here and you can see that you can drastically affect your render with Imblnder compositor. So this will be at the end of this tutorial, and we can now start building our C. And this thing here is maybe most important. So I add this guy. So if we move, you can see that we basically move this image. We will download from unsplash.com. This is before, and this is after. And here is how our thing look in three d space. One thing which is important, you will also get this low poly tree scatter and this smart tree. So you can create a high detached tree with this smart tree. And you can add as many details you want to your tree so you can shape the tree. So let's add some maybe ivy. You can see how this look. Or we can add some more twigs here with just these sliders. And this part is not visible, so I leave this empty, but you can also add some leaves here. But we will talk about all this later in tutorial. And this is how these low poli trees look. We can also control this very easy. If we go to render preview, we can scatter millions of these low police trees. You can choose a lot of types. So this is, for example, snow category, we get a lot of these trees covered with snow and all this is very fast and low but look good from distance. Just one final note, if you like more this result, you will also go through my after effects file to see what I do last time. So if you use after effects or DaVinci Resolve, we will also go through all these layers so you can maybe learn something new from here. 3. Layout and workspaces in blender: Have a lot of things to do here and we can now start. First, my recommendation is to create folder where you want to save all these files. I already create inside my project folder landscape tutorial folder. So I will just copy this and let's now start with blender. I can go with right click and this is Blender 4.3. Now I will first save this file. So file save, and I will paste this folder here and let's now call this landscape tutorial. First, we need shape our workspace or layout here. What I usually do, I like to split this window, and on left I go with Nape zero to go to camera view or you can go with. Viewport and camera. But because this surrender is horizontal, we lose a lot of space here and here. And in this case, I will go with right click here and join right and I will open. So we already have this timeline here we don't need, so we can just move this up, and I will just when you see this cross here, I will just move on right. And we have here nice horizontal space, so we can place our camera here. So I will go again to three view port, and I will press number zero here. And now we can use this space. We have here, for example, for shader or UVEditor or what we need, for example, for Asset browser and we can work here and we can look what we have here on left. Let's now shape this part here a little more. So we have this transparent part here, but I want focus only what we have inside camera, so we can go to camera settings. But before I do this, I want set resolution, and I will first set these two cycles because we will use cycles, GPU and let's set this maybe 50 and this here also to 50 to speed up viewport maybe even less. And now I will set resolution. So I will keep this value here and I will set this to 800. And I copy this aspect ratio from this artwork here. So this is my inspiration. If you watch my YouTube video, you can know that I mentioned this render inspiration. So I start from this point because we have these trees closer to camera and a lot of trees in background. And because I want to promote and share my assets, which I create before this render, I decide to recreate this render, this composition. So I use trees closer to camera and on ground. And with this tutorial, I also can share all these assets with you. But this is not important. For now, I copy this like cinematic aspect ratio from this render here, and that's how I get these values here. But you can always change this aspect ratio if you want, and this is what we will go for now. We don't need this overlay, so you can maybe hide these overlays with this clicking here, and we can also hide this Gizmo and these tools. By clicking here and here we need to switch to render preview. So here will be render preview. And if you don't see these icons here, you can with middle mouse button, just click and this here. Okay, so now we have much more clean space. But I think you will see this part here. So you can I think press T for toolbar. So if you press on your keyboard, T, you will hind this menu. And if you, for example, see this menu here, you can press to find this menu here. Okay, so now we have a very clean word space here. I think you will see even more of this. So you can just go with right click, maybe here, okay. And you will see these settings here, and this is not so important, but you can also just know that you can also click here, right click and hide all these menus. We need this menu on top so you can, for example, hide this show two settings. And you can also hide this header here and you can make this with clicking here. Okay. And now I want to make this part. So if you click here, you can see that we can see some parts here, which is little destructive, so we can always go under camera settings, and we can go down Por display. And we can just move this to right to hind this part or make this completely black. And now we have very clean preview of what we are doing here online. So if this is small preview you want maybe bigger preview, you can go with control space, and you can make this full window control Ospace again, to back to our s. I will now try install screencast keys so you can see what I'm typing. So I will try go to edit preferences, and I think we need first get extension to install d on. So screencast keys. So I will try now install this and let's now try activate this. Okay. And if I now press N, it should be somewhere here. Okay. Okay, let's see if something happened. Yes. Okay. So let's font size, just make this bigger. Okay, so now you can see what I'm typing here. And you know also how to activate this addon. So all this is inside blender you just need to go install this from extensions. Okay, so I will hide this tab here with N. 4. Camera settings: Now I will play with camera settings. The first thing here, I like to do. I like to move with this Gizmotur you can just press G to grab camera and X. I will go with Numpet seven to top orthographic view and you can go with. Viewport and top. For example, if you are here, you can go with viewport and top, but shortcut is numb at seven, and we can now move this on this YXs. And now I will press N and I will now back. So if you see something like this, you just need with middle mouse button, scroll to item. First, I want to line up this camera and I will type here, zero. But this X axis should be to about 90 degrees. Now in this point, I will okay, so this camera is in the age, so I will go here with maybe 1 meter. So now we can see this cube. But last time I go with 0.6, so I want also go closer to ground. But let's first create ground. I will go with Shift A. Plane. So we can now get better perspective with this ground. And let's make this big maybe 100 meters. I don't want this part behind camera, so I will move to about here. So we can now see our ground here. And if you go to our reference image, you can see that this camera is pretty close to ground. So this is not even 1 meter. We are almost maybe half meter from ground. And I also want to get this perspective. And if you look my render, you can also know that I'm pretty close to ground. And the last time I type here 0.6, so 0.6 meter from ground. And you can see on left what we do. So 0.6 here. And next thing we can learn from this render here is that mostly when you do landscape, renders you want white angle camera. You can see that this guy who create this render catch a lot of this landscape so we need very low focal length, for example, this focal length is practically Zoom. So if you go with this value up, you zoom this object here, but to catch more area, we need to go to left and I will go with value of 25 here to catch more this landscape here. You can go even with lower value here, but I think this will be too much. So this object here or this main character will be if you go to left, it will be like distorted. I will go with very low focal length here but not too crazy, about 5 millimeters. And now we have this camera setting. So this is perspective, which is default. But for landscape or panorama, we have this panoramic camera here. So you can know that when we change this camera, we also get default length here, so we need the two s five. Explain better difference between this camera, I think we need to create fake tree. So we can see all the distortion and difference between camera only if I have some elements in scene. So I will go with shift and right click, you can place your origin where you want, so shift right click, and I will just go with Shift A. So Shift A to create fake tree. So I will go with cylinder and I will type here 0.3. So if you just click and drag this down, you can change both values, maybe 0.3 and maybe 5 meters here. So we have three we will replace later. And I will go with Shift D X, and I will place one on right. Again, in this render, I know that this tree is very close to the camera. So I will just move this will shift select both of these trees and I will move this close to the camera. Mm hm. We get similar perspective in this render. Let's now create our main character here. So for this just create cube about here, and I will go with mesh Shift A, mesh cube and maybe on X axis. I will try create similar shape, like similar dimensions like this horseman maybe one, two, and maybe on Z axis little more, maybe 2.5, and let's just place this here. Air Z maybe rotate this a little. If you want to get similar or same perspective, like in my last render, you can just quickly see where I place this. I just want see distance. So about 15 meters and here we have about 4 meters. So we can now go with P seven and we can go with Shift A in middle and we can just type here. Maybe 14 meters from camera and OX is about 4 meters. I want to place this horseman in about this corner here. This is not so important, but I want to get similar composition like in my last Brander. One tool, you can also use for measuring in Brander is this measure tool. If you use this, you want to go with Numb seven and maybe we can now just click and press Y to stick on Y axis. We have about 15 meters here and now I want press six and about 4 meters here. One thing you can also use for measuring is these increments here. If we go here to remote, you can see that this is 1 meter. So this part here is 1 meter, so we have one, two, three, 4 meters. You know that this is 4 meters and we have 15 of this here. And this tool I use here is annotation, so you can use this for drabing in your scene, but this is not visible in render. And to delete this, you can press N, and I think under view, you get this tab, and now you can just remove this. So if you want to just drop something in your scene, you can just quickly delete this or remove this here. And when we have now these elements in scene, we can now clearly see difference between perspective camera, which will completely line up with our camera and with panoramic where we get all the distortion. But we also catch more of this panorama here. So you can see in this case, we see completely this tree and with panorama, we get this and in this render, I'm a little confused. So I think this is also something like panoramic camera, but this tree is not distorted too much, but I think this can be done post processing program. So I think this guy maybe use something like this. Maybe he use panoramic camera and later in post just disort this and line up these trees. In my case, I think panoramic camera is better choice for this. We also have one option here, which is called fishy lens, polynomial, and this is something like we can shape any of this corner of camera. So if you want, you can play with these values here and you can also get similar results. So you have more control with this in Blender, if you press Shift, you can move this slightly. You can be more precise. But I don't want complicated too much with this, so I will go with regular fishy camera. One thing which is also important here, you can see that when we select this object, we need to enable this overlays. When we select this object, we have small offset between this object and this selection here. In Viewport this don't use panoramic disuse perspective. So if we select this object here, it will select in perspective, even if we use panoramic camera and we get this small offset. Offset is small because we change this to 25. But a lot of people don't change this value. For example, this will be by default, 50, and you open Blender and you just skip to panoramic. And then you try select this object, and you don't know why you cannot select this object. True is that you can select this object, but this object is not here. It is about here. When you use panoramic camera, you need also in perspective, make these two, same value as in panoramic. Okay, so now it is okay, let's now get to panoramic. Now, it is not perfect, but it is much easier to select objects here. Closer to camera, we have bigger offset. So this tree is not here, it is here. And that's because viewport preview is not the same like render preview, but we get pretty close with changing these values. 5. Sky texture and viewport navigation: And before we start adding hills in background, I just want change lighting. So now, this point lamp is only light source here. So if I delete this, we still can see something, but that's because in world setting, this color is not completely black. It is a little gray, but later we will change lighting with maybe DRI or something. But for now, just for quick preview, we have inside blender kitecture. So this is HDRI, but build inside blender. We don't need any external file. We can now just click here and choose tecture here and we get better lighting. By default, I think this is too much, so we can change here this 2.1. I will present to close this tab. You can also. We are here inside the shader editor. So this object is when we select any object, we can change shader here, but this is not object. This is world. So we need to change the world. And you can also here. You can see that everything we have here is also here, but this is extended version. We also get a lot of we can also play with a lot of nodes here. So I will type here one. And this is not important for now, but you can also play with all these values here. So this is elevation. So it goes from sunset to sunrise. This is also intensity. You can also add more a dust also. And also some rotation. So with this, we change shadows here. Okay, but we will change all this later, and this is now just for little better preview than before. And because I start talking about this sky texture, just to know that you have also another two types of sky texture here, but this is not so important for this tutorial. But you can also play with these settings here, and I will now back to this sheet. Now we have horsemen. We have trees close to camera, and next is these hills in background. And one thing which is important here, we need to be about real world scale. So we need to estimate where these hills are, and I think it is maybe 1 kilometer from our horsemen. So I will try in real world scale, and I will now back to our scene. And I will go with Shift A and cube. We can use this for measure, and now I will press N, and I will type here on Yaxs. So we have here Yaxs. I will type here thousand for about 1 kilometer. We can also type here maybe 200 to see this better and I want place our heels here. So we can maybe just make or we can just go with Shift click to put cursor here and I don't need to delete this object. So now we need to estimate how big this hell is. And for this, I can just quickly go. And I can see that last time I make this big about two kilometer on X axis on YAxis and about 200 meters on Z axis. I will type here. 2000 and here, we have about 1,000 and we can now. But you will get this problem. This problem is clipping problem. So you can see that if we now go to view. So this here is viewport. If we now go to view, you can see that clip end is set by default to 1,000 meters. And we need to increase this. I will add two zeros here. So I don't care later about this. And now we can see bigger perspective in our viewport. Maybe you think that you don't see this because this is completely on ground like this. And this is true. But if, for example, rotate this, if I go with RX, you still don't see this plane because this viewport clipping is not the same like camera clipping. So we need to select camera. Our camera is here and now this is very complicated to select because we now work in a big scale viewport. But you can always click here. Okay, I need this overlay and you can click here and you can see that you select camera. And now I will set this clip and also too. I will also add two zeros here. And we finally can see our hell here. When we work with this very big scale, it is very complicated to select camera. So you need to be very precise to select this camera. And when you zoom, you get this problem, you always zoom in middle of the two space. And you can move with this tool, but this is not practical. We can go close to camera and next time when we zoom, we miss this camera. There is one option in Blender which is very useful for these things. So we need, again, press N under view, we have one option here, which is view lock. So we want if you want, you can use this lo to object, but I want use this option lo to read cursor. I will now click here and you can immediately note this zoom to this cursor and now for example, if you want like this camera, we just need to go with shift right click. And we now place this cursor here and we can now easy Zoom to this camera. So if you want to be even more precise, you can play this here. So if, for example, want to play with this here, we can just go with shift click, Zoom to here. And if you now want back to our camera, just shift click and now we can easy zoom to this object. And if you want, for example, select horseman, we can just shift click, Zoom to here. And this is very useful when you work with large scale Ciblnder. 6. Creating hills: Press and let's now go to item and line up this to zero. We now need the shape, this hell here and you can see how this look render. So we get something like hell here I will scale to one. So I can go with Ship A and apply scale. And because this is two by one ratio, and I want to add a lot of subdivision here to get more mesh. We can work I will now go to Edit mode. So you can go from object mode to Edit mode or you can just press tap on your keyboard and you go to Edit Mode, and I will go with Control R. With Control R, you add one loop cut, and I want to add this in middle to get perfect squares here. It is important to keep these squares because when we add subdivision, we don't want stretch parts here. For example, if I go with Control Z, and if I now add subdivisions, you can see that we always get this stretch. We get double length on X axis and on Y axis. And to prevent this, we just need to add one loop cut here and now we can get perfect squares here. Okay, now I will add maybe four or five subdivision here. For this, I need to edit mode, so you can press them to get back to edit mode. Let's now maybe place these two about here, and we can now start shaping our here. For this, we need back to edit mode, and we enable one tool, which is proportional editing, you can enable this with O. Also to enable this proportional editing and with clicking here, you have different brush types. So we can keep the fourth one, and now we can maybe select few. I think I will switch now to phase selection to see this better. And now, if you press select some of these objects, we can now press G and move this up. But you can see that this is pretty sharp. That's because our brush is small. After pressing G, we can scroll mouse up or down, down to make this brush bigger and up to make this brush smaller. Now we can start shaping our heel here. Okay, I think I select too much area here, and I will select maybe this part. Okay, let's add just small hills here to see perspective of this plane here. And I will now make this bigger hill here. Let's look our reference image. So I want to make bigger hill here. And if you want, this depend on your computer and your system, but I think I will add one subdivision more, so I will get just more details to work with. But if you want to keep this low poly, you can you don't even need to do this because you have enough information, especially if you go with shift with right click and Shade Smooth. Okay, we have now in new blender version, this shade out of smooth. And I think now this is like modifier so you can change this angle. So everything which is bigger than this angle will be smooth. We can now continue playing with this kill here. Okay, I think if you select bigger area here, If I go with S to scale this and Z for Z axis, I can smooth this. This brush size also affect this so we can make this smaller than maybe a Z to smooth this part here. I want to make a little flat zone where I can place our castle later. And we can always go to camera to see what we select. You can see this empty space here. That's because let's go with shift like here. This plane is a little too small, only 100 by 100, but you can also move this little down. So I will press G Z to move this little down. Okay, now we fill this gap here. One thing I forget to mention here, we can also import our reference because this is similar aspect ratio like our reference image, you know, for this option, you can import this image background and compare with your renders. So this is if you want get similar perspective in render, copy or image you copy, you can just go here and we have here option for background image, and we can add this image. So you can skip this part, but I will show you. I have this reference here and now I think if we said this in front and we can now make comparison between these two render and I now see that I forget to do one thing. So because in this render, camera is, like, closer to ground, you usually want like look little in sky. And I forget to do this before. So we can now fix this and this render help me to see this problem. So if I now move this right, I can see where this render is. So we can drop this here. And if I now back to our render, we can see our render where it is. Okay, so we can now fix this. I will select our camera and I will press N. And we can now just change rotation on X axis. So I will zoom to our camera so you can see this. So if I now change this, we look down and up and last time I go with value so by default was 90 and I go with value of 96. And now you can see that this match completely our reference image. Not completely, but it's pretty it's much closer than before. So this annotation here are stick in three D space. So this is not good, and I want to remove this, so I will press and view and annotation, and I will delete this. And we can also move these trees on place. So in this render, we can see where this tree connect with the ground, and I also want to make this visible in my render. Okay, let's now add another hill. So you can note this hill in background, which is further from camera than this hill here and also something similar here. So let's just copy, duplicate this object, Shield D Y, and let's move this further from camera. And let's now go with Edit mode again and Okay, I will try and subdivide this. Okay. So I don't need too much detail from background. So I delete some of this mesh, and I can now play with this hell here. You want make this brush bigger, something like this, and you get smoother mesh when you make this bigger. But we will cover all these hills later with low poli trees. And I can make this bigger, so I can place this press S to scale this to make this bigger and we have some hills in background. And if you want to make these hills bigger on the axis, you can press SZ to stretch this on the axis. And to fill this gap here, I want to move this down. So G, Z move this slightly down. And if this is not so visible, you can always go with SZ. If you do this in edit mode, if you press A to select Tl and as Z, you can also flatten this. So as SZ zero, it make flat plane again. 7. Importing models from the internet: Have first layer of s, second layer. And in this render, we also have third layer of hells, which is not so visible here because I destroy this in post processing. But in this test render, you can see the nice hells. For this, I didn't use proportional editing because I found this for free, the els on ambiencg.com. We can do say now. I think I click here to three D and you can click here or you can find this here and you can download this nice three model. And you can download any of these resolutions, I will check now, but I download. I download four K, but for this case where this is background, my suggestion is maybe two k. So you can just click here to download OBJ. So you need download the maps here. So this is height and additional maps. I'm not sure what is here, but this is how this look when I download this last time. So you will get this OBJ file and the texture. So I have here color details and snowfall. And what I do last time I create new Brander file which is here. But let's do this from scratch. So I will open new Brander file. And the file save. I will navigate to this, and I will just create the second version of this lender file. And now we can just delete all this with A, selectl and now I will load this OBJ file. I think we can just bring this here. Okay. And it will appear. And we have same problem, so we need Chris clipping to see this. And this look bad, so I will scale this on Zaxs as Z let's do something like this. And let's now check mesh density. So for this, what we need, this is too intense. And I will go with tab to edit mode A and mesh cleanup that's my geometry, maybe 0.1. Then this can take some time to process, but this is too much still. So I will go 0.03. Okay. And we can go also with maybe F three and merge by distance. So this is a little different than that's me geometry. It will merge any vertices that are closer to this between this volume. So this is maybe this is maybe $0.01. I think this is 1 centimeter, we can increase this value. We work with large scale object, so that's the reason why we need to increase this value a lot. Okay. When we increase these two 50 meters, we get we delete 4,000 vertices. I will keep this for now and let's scale this on the axis. And now we can add shader to this. Okay. So I will switch to material preview. And we can go to Shader Editor. We can create new material. Okay, now I will just bring these two materials inside blend. So this is color map and now this should work. This map here we can use for displacement or maybe roughness. I'm not sure. Usually we get a name with map, but this is just call details. But let's see how this look, and I will go for roughness with color. And the white value will be pretty rough and black value will be more shiny. And I think because here is snow, I think this can go in roughness value. So this part here will be a little more shiny than this part up. And if you want add more like glossy part to the snow, you can just move this value but this have no sense. So let's use this for this place. So I will go with displacement and usually you need say this to non color. But because this go from color ramp, which is black and white, this is still non color. So we can raise this to height and these two displacement. And we can always go to preview to see before and after. So if I press M to mute this you can see before and you can see here after. Or we can load some HDRI to see difference. But I think this displacement is good but to intense. So maybe 0.1 and maybe here 0.1 or down maybe 0.05. And we can also use this for bomb. Same up, so maybe to height and this to normal. So this is maybe too much low poly. For my opinion. I will delete this new blender file because I have this blender file. And the reason I save this in another blender file is because next time when I need these assets, I can reuse this blender file. But you can also import this inside this blender file, but this is not my recommendation because maybe you will need this for next time. So I have this asset folder and every time I download something I say in this folder and I can use this next time. And I will show you correct way to import this new blender file, in my opinion. So if we go to Edit mode, then here under statistics, we can see that this here like 50,000 vertices, which is not like small value. And I don't want to import all these vertices inside our blender file. I just want this mountain to appear in our scene. If you can skip this part, but if you go with copy object and paste this in our scene, you have full object here, but our scene is now a little slower because we import a lot of vertices here, 50,000, so you can see this all these values here down. If you don't see this, I'm not sure which is shortcut, but I think I just move this down. No, I figure out you just need right click and sin statistic. What I talked before, we just import a lot of vertices in our scene, which is not necessary because we just need object we will not edit or do anything with this. I will just appear in our scene. So I will delete this and I will now copy address of this folder. And I want to import this object as link. That means that this object will still be only stored in this blender file, but in our scene will be just visible. So it will just appear here, but all data from this object will be still stored in this blender file. We will not duplicate this to another blender file. We can do this easy if you go with file Link, so if you go with Append, you will append this blender file inside this new blender file, but we just want link this. Link place this address here and select this blender file. Now Blender asks us what we want append or Link. You can choose materials so you can see that we have three materials we use. For this, you can import only mesh. For example, light, so we have sun in this scene so we can paint the sun link. And what we want to paint, we want a paint object. Okay, so we have two objects, and this is Sun, so we need a pen. I again to append but we want link. And you can see this icon link icon here. That means that this object is link. But now you will get another problem because this is link. You can see that this moveTol don't work, so we have move tool for everything, but not for this object. So move tool don't work. If we go to Edit mode, don't work. If you press G to move, don't work. So nothing work with this object because this object here copy everything from this main blender file, even location. So if you press SN, you can see location is zero, and here is also location zero. And if we move this blender file, for example, here, and I will do this for now, just to show you. Let's say this. And if you now save this and revert or reload, you can see that this also move. So we can control this object only from this object here. But this is not completely correct. We can still control this blender file object from this blender file because we have one tool which is called Library override. So if I go with right click and select here Library override and make selected the content, you can see that we get this move tool, so we can now control this object inside this blender file. And you can see what this does. So we have here these blue values. So if we move this if, for example, rotate this, we change rotation and you can see this blue value. So these blue values are overt data. So still in this blender file are all data such as mesh, textures, UV maps, and everything. But Blender give us option to overwrite some data such as location, rotation and you can also, I think, change modifiers if you have modifiers. So we can do a lot of things with this. But for this example, we just need transform data. We can just maybe you can scale this and we can just move this inside this blender file. Let's now turn this lender review and we can place this in position. You can now use G and Z. Okay. And I place this more in distance. So we have layers of kills. And this is now not so visible. It looks like everything is same distance because we don't have any volumetric here. I will close this terrane Blender file just one thing. If you want even more, make this useful for next time, you can also add this as mark as asset and then you just need like copy this address and go to edit preferences and add this new library here. But I will not do this for now, so I will just click here save. 8. Volumetrics: Now on volumetric to see to fill depth in this scene. But I will now make first render so we can compare before and after. So what I like to do with F Lleven you can open this render or image this is image editor. And we are now in slot one, so this is by default if you don't change this, and we can now press Ftelve but I will first check render settings. 50 samples is okay for test, and I will now press Ftwel. Okay, and this is very fast because we don't have any volumetric. We have very simple lighting. This take only 3 seconds. This is my system. And I have 64 gigabytes of rams. Now what I will do, I will switch these to slot two because we will now add volumetrics and we can compare this later. And this is very simple. So we just need to add one cube here and I will type here maybe 5,000 meters. I just want to cover most of this and maybe here 200. I just want cover wholes. I'm not sure if I want cover this part, we will see later. Let's increase this maybe to 500 on Z axis. And now I need apply scale, Control A, and apply scale. And now this is just cube and I don't want this visible in viewport, so I will go here under object properties, viewport display, and I will say this two bounds. So we can just see this bounds here. Okay, and just be sure to bring this down. So numpad one is for front orthographic view. And now we can switch to object because this is object and we can create new material, and I will call this volumetric. And I will also rename this cube to volumetric cube. So just double click and you can change. You can rename this. And let's now delete this principle, BSDF and I will go with I think I will go with volume scatter. And I will plug this to volume. And in new version, you have a few of these options. One of these is for water, and one of this is, I'm not sure maybe for smoke or something, but I think we need to keep this first option. If you now bring this value down, you will start see something, but this is still too dense. So if you go with 0.01, we start see something but not too much because we have now too much mist or fog in our scene. So we need I think last time I go with 0.002. No, 0.00, zero, two, three, zero and two. And this anaotropy is like it will add more glow around light source. We can make another test later. So I will now press F 11 to open image editor, slot two and F 12 to render. So still 3 seconds before we have Maybe just half second here. Let's now do another test so you can play with this sotropy let's see how this book. Now you can go with J. If you go with J on your keyboard, you can switch run between these slots. This is before and up. But this also depend on let's bring this later on left. This depends on lighting, so we can go to world and we can change maybe some rotation here. Depends where is some direction. But I think I want some direction behind this. So here will be castle and I want, put focus on this castle. So maybe something like this and we can maybe bring this elevation down. And you can clearly see these layers of these hills here. And you can note that whole this cube have same amount of this fog. So it is completely flat. Each of these pixels have same amount of fog, and I think we can try improve this a little. So I will back to object. And this value here, density is important. So, each of these points have same density of 0.002. And we can maybe copy this value and we can plug here noise texture. Now it is completely black because if you go with color ramp, you will see that we have very intense value here. I will apply skill, so I'm not sure why okay this is stretched because if you go with Control T, this use generate, maybe we can change this to object. I'm not sure for now, but we can now Try preview this if we make more contrast here. I will back this to generate it because I think these parts on side are not so important. And you can now preview how this look. And I now, go to this last node. Usually, when I click here, I get viewer node and then I just remove viewer node. But I think this is a little different with this volume scatter. Plug plug this last node to surface. To remove this preview, you can just go with Cold control and right click on mouse. Just cut this. Okay. And now you can see that this volumetric is not evenly distributed to this. We have some parts with more fog and some with almost no fog. So if you move this white value, you will add less fog or this black value. So we get something similar like clouds. And now you can play with these values here. Okay, but I don't want to make this very high contrast between these two areas. So what I will do here, I will paste the same value as I paste before I have in this density. So I will plug this again here. So now this density value is between these values here. So first value is zero, completely zero, and second value is completely one. So we have areas 0-1, and I want something very close to this value here. So let's plug this to density. And now I will just play a little more with these sliders. Okay. And what I will do now, I will click here. And if I now click on this color, so we have huge aeration and value node. So this value it is same value we have here. So now if we now move this slider, you can see that we change this value, and I will now pace here this value of 0.30 and two. And here I will also. Pace this value. But now I will go here with maybe 0.0 001, and I will just slightly move this value, maybe a little up to maybe zero point, maybe six. I'm not sure. And you can now see what we get. We get something similar like before, but just small variation in area where we have more fog and less fog. And if you now press F 12, we change lighting, so this is we cannot compare before and after, but so this is before and this is after we increase little this value because we add here 0.6, maybe 0.5. But you can maybe note small areas with less fog and with more fog here. Not completely flat like we do here. And let's just for test, maybe some crazy values. I will maybe delete 10 here. Okay. And you can note this effect here. So this is up to you. You can play with these values even more and you can play with these sliders. Maybe we can try invert this like 9. Work with .obj and .glTF format: Think in this point, we can import our models models in our scene. So I will shift tricliq to Zoom to this horsemen and we can now place our horsemen model here. So I will share this all links from this tutorial in one Link Bender file, so I will create Link TXT, and I will share all links with you. Let's see how I do this last time. So I think you need to make free profile. Here, and I go to download, and I think I download this Blender file, GLTF and after downloading, you will get these textures and this pile. And let's now try. I'm not sure how I do this last time, but let's try, is this work if you just move this inside our new blender file. Okay. Click Okay. And I think because we use this GLTFfle, this should also create materials inside Blender. I will now go to material preview. And yes, it looks like this works, so we can now go to shade the editor and see how this look. So we have base color here, which is good. We have this roughness. And one go to Metallic, I think this should also be good. And we can also click Preview. This not so visible. And we have here normal map which is nor color which is plug to normal. I think all this looks good, and I think this is advantage of this file, this format. So we get everything and the inside blender. And I will not say this in ASEL browser or anything. I will just go. Let's first go too. But I think my computer can handle this amount of mesh. I will just go with F three and merge by distance. So F three merge by distance because it is not problem if we delete vertices that are too close to each other. I will go here with 2 centimeters. So we delete almost 6,000 vertices, maybe again, we delete a lot of this we can go with I think this is now 1 centimeter. So we delete a lot of mesh also, but we don't lose any details here. When you see that you start losing details, it is enough. We can again, import this as link. So I will copy address of this folder and I will save this file save. And now I can again do what I do before. So file, link. Let's find this horseman brand file. Object. Okay, I need to check. Looks like I have more objects here. Let's see. What is this. Okay, and Okay, so we need to join this together. Control J. Now this is one object which is called Object two, we can just rename these two horsemen. Let's now file save and let's now again go with file link. Navigate to this Blender file object and we have this object here. It is here and again, we cannot move this or do anything. We need again make this library overa make selected the content. And there is one note which just to know that this can happen here. So sometimes can happen that this object just disappear to get just one point, but not object. In this case, just go with file, save and file revert because this object can sometimes lose connection with this blender file, and I know that this sometimes happen. Let's now place this to position. We can now use Z to rotate this on Z axis. We can now move this and do everything we want. We can just go to Edit mode and edit this mesh, but we don't want this. Okay, now you can see that size is similar. So this is about real world scale, and now I will just mode this here. Delete this cube, and we have our horseman here. Next object we want to port is Castle Object, and this is object. I used last time, so this is PhotoScan again from sketch Fub and you can see here how this looks. And when you go to Sketch Fub and search for Castle, you really get, like, a lot of nice models and a lot of photo scans so you can choose any of these you like. And last time I download a lot of this, and I make a lot of tests to see which is best for me. And I decide for this La Custer. So let's try search for this. I think I download this. This one is also not download, but you can see that we don't care this icon. For this, I download OBJ five because I note when I download this format which come with texture. When I decimate this object here, when I use this file, I get a lot of black spots in this area because I think I lose information in UV maps. For this, I just go with OBJ file. I download OBJ file and you get you get just color map. So diffuse is like color map. I download a lot of these castles here and you can see how this looks. So this is with this blender file I to before, when I decimate, it is okay when I import whole pash but this mesh is pretty dense, like millions of polygons. And when I start desipate with this, I get these black holes and all these spots like you can see in this example. If I go with 0.1, you will see that I will get a lot of holes here. And I think this model looks good from silhouettes. You can see that I did see my d, but I will not do this again because I show you in previous examples. So I can now just go with copy objects. And let's now just paste this in our vender file. So paste object. And now we can see this vendor file here, this castle here, this object. And let's now go with Shift click here because I want to place this object here. And now I can go with Numpad seven to top orthographic. And I can place this close to this origin. Numpad one to front orthographic and let's place this here. Now we can just scale this I will just check in my last blender file. How big is this? So this is big, about 200 by 80 meters on Z axis. So about 200. Let's just quickly delete this water. You can go with C for brush and just select everything you don't need. Bring this down. I duplicate this but not with Shiv D with Alt D to make instance of the objects Alt D Y, place another one here and rotate this maybe on the axis. Let's disable this overlay so we can focus only on castle and let's place this here. We can bring this down or what we can do, we can make this hole here. We can just go edit mode and just with proportional editing, bring this little up. And if we now go with J, we can see before and After oh 10. Low-poly trees part 1: Now we can import some low poly trees in our seene. And this is how this looks. So this is before. And when I enable this low poly gonode scatter. So this is after. So this is my old blender file. You can skip this. You can see how this looks so we can scatter trees in our scene with simple sliders. And this is Blender file. I will share with you. So here you have here instruction or video, so you can also watch this video, but you even don't need because I will show you how this works. So you just need to open this blender file. Here you get one plane with all these low pol trees, and we can now just go with copy objects. Or you can also go with a pen, but we can also just go with copy objects and we can now go to our scene. I will just go with paste object, and I just want place somewhere where it's not visible, but I still want to keep this object here. You can note that we import all these three models. You can see this here. We import all these low poly models. Okay, I will just select one, maybe a few of these models to show you how this looks. If you now go to material preview, you can see how this looks so this is basically just a plane rotated few times with Alpha value and also we have also here, normal value. It's a little more complex shader. So we have this it will look more like three D object with this normal map. We have here translucent effect, light go through these leaves here. All this is not so important for you. You can just scatter these objects on your model. I will go again with key to our scene and how to use this. When we import this in our scene, we don't import only, I will now back the volumetrics. We don't import only these three models. Imported scatter geode group. Okay. And now, what I can do, I will select this castle and this object here because we will scatter these models first here. And I will now go with nape key to isolate only this object, but just be sure to br this course or here with shift right click because we still have enabled this log to three course. Okay. What we can do now, we can select this object. I want first check scale. Scale must be one. This is important. And now I can just add geometry node group here. Okay, we can maybe apply this shade smooth. So I will apply so I don't need this anymore. And now you can go with geometry node group and just load low poly trees here. This is practically all you need to do to use this addon or this gonode group I created. Now, next thing you need to do is scatter the trees. So all these you sit down. First, I said these two categories. So we have more like spring, more like autumn trees with snow. So we have these three categories here. And inside of each category, we have a lot of trees. So I think we have like 50 trees here. And now, if you just move this slider, you can see that we scatter a lot of trees here. And if you go to render preview, you can see how this look. And okay, this one is maybe a little too green, so let's Okay, if I now add let's add small pine here, we can see that we add more of these trees. But one thing which is important here. So we have here density max, and this is like overall density. If we set maybe what you can do, you can just drag this and set this 0.1. So we have trees with same density. But we can change the overall density or density max to smaller numbers. So these sliders here will not be so intense. And I will reduce this maybe even to 0.02. And what you can do now, if you now, just move this this is now less intense. And one thing I need to do here, I think you can note some black spots here. And that's because these trees use transparent values here, Alpha value. And we need increase under light PAT. So under render settings and light path, we need to increase this transparent value to maybe 100. And now we can play with this geometry node setup. So I will again back to this, and all this is too intense. Okay, so what I want to do, I will go with maybe 0.01 to add some trees here, but not too much. I want more more, use this snow category. If I type here, 0.02. Okay, this is very small value so 0.2. I will now switch to material preview, and you can see that we import mostly these trees which are covered with snow. But I also want some autumn trees because this will add some yellowish and brown color to this it will add some variations. And I also want more the pine trees. So I think I will bring all these to zero, and I will focus on this pine. So we have pine categories here. Maybe 0.2. So we get more these pins, and I think we have pine big to get more variation in size, 8.2. We get these big pins here. But we have the same problem with volumetric, everything is evenly distributed here and how we can fix this. So I will switch to solid preview to speed this little up and I will for now disable this modifier here. And now I will go to weight pain. I want to create this I want create path to this castle. We have less know here because here is path to this castle. And we can do this with weight pain. We don't I think problem is that we don't before we click anywhere, we don't have any vertex group or weight pain. So I will I will make one part here and maybe another one here. And now, I know that because this red color is cheese will be scattered on red color. So I want invert this so I will go with weights and invert. So now cheese will be scattered on this part and this blue part will be of red color means value of one. So I want to make some variations here. I will just make this brush bigger and I will just reduce this. More you go to write, this will be less intense. Okay, we just want some variation. And one thing which is important here, I don't want any of these trees here where it's not visible in camera, so I will increase this brush I will add more. I want to add more like bluish color here where these trees will not be visible. Before, here was like add or remove brush, I'm not sure. But I think they move this now, and if you want, opposite effect, you need to change this from mix to maybe subtract. I'm not sure. Okay, this is opposite effect. If I now change this to subtract, I will remote what I want for now. Okay, let's make this even more intense. Even more blue to make this road more visible. And if you add more subdivision, it will be easier to paint here. So this depends on residence. Okay. Now when we have this way paint here, this create this group, we can, if you want, you can rename this to be easier for you, maybe too, but if you now go to our low poligscutter, we need this cutter here or enable. And now, instead, this value of 0.1, we can just use this vertex group and you can see what happened. Because we have a lot of red, reddish color here, we get a lot of the trees here. So we need to play with this density max because I see now that this will be too heavy or too much cheese. 0.0 for now. And let's now change this to put also. We can keep maybe some of these to keep some trees on this pot. You don't need change for each of these, but I mostly want to put all these trees to this area. So instead of this value of 0.2, render will now, calculate these colors and put cheese on this reddish, very small reddish color. Okay. And if you now go to render review. 11. Low-poly trees part 2: Now, if you want, more these trees here, you can add another another maybe more of these trees included in this scatter, or you can just play with this value here. So this is overall density, maybe 0.06 to add more of each of these trees. Okay, this look good for now, but I will now disable this and I will back to weight pain. I want to remove paint these trees from this area, which is not visible in camera. We don't need any trees here. We have one path here and I'm not happy with this part because it is not visible here. So I will try fix this. Let's increase this value all to one let's create another path. I think you can also scatter this in real time. It will also work. You can see this effect. I will try, remove this pot here, so I will change from subtract to odd. Let's see how this work. Okay. I said before, if you want to be more precise with this, you need to subdivide this mesh. Again, I can try do this now, so I will go with subdivide. Let's now go to paint, and you can see that this now much smoother. Okay, Let's enable this scatter again. Okay, so we can clearly see this effect. I want to add more cheese here. And we need, add mix or add. I think add will also be same effect. Add some cheese here. And this will now become a little more slower because we have thousands of particles here. But it's not it will be about 20 seconds. I want to enable this volumetric in render. So you don't need to enable this in viewport, but you want to enable this in render. I increase this sky texture a lot before, so we can maybe reduce this. We can also make this in render preview. So I can see here. And now when you are happy with this hill, I will my recommendation is to just disable this in viewport. So when you press F 12 and render this next time, it will be still here, but just disable this in viewport. And now we can add go to another here here. So let's go with Napa Key and go shift right click to place origin here, and we can make this quickly because we will not use any weight paint here. So I will again apply this modifier ondePlres. Now I know that this density max is too intense. Let's go all 2.1, and let's now just type here maybe. Let's check scale. Control A, apply scale. We can just add this big like pine big maybe 0.1 to get more variation here. And I think this is maybe even 210 or 0.07 or six. Before and after. So we get a lot of details on these hills in background. And now I will disable this in viewport in order to not slow down our viewport preview. And now we can just add a few planes with this low poly cutter closer to camera. I will go with shift right click here, and I will create maybe 100 by 200 play. So maybe 100 X and 200 Y axis Control A apply scale. We can bring this down. And now we can again, add geometry node, low poly trees, and let's bring this density all down. Maybe 0.1 here and a few of the big pine. 0.1. And you can see effect we get here. Now we can just position this in a few places in our C. I will go with GZ and shift to move this slightly up. Okay, but I don't want to hide the hills here. I will duplicate this shift X. So we have one we can place here but I will go with x, scale this on X axis, and you can see that we stretch this tree, so I will go with Control A and apply scale. And now we can go with Control Z. I don't want to hide this here. I will rotate like this. And we can go with three BX maybe place on another side. I will rotate this like this and maybe place closer to this castle. And you can adjust this here so you can add more of these trees. And this will not affect this one left. And when you scale this play, we basically scatter more of these objects here, so you can always bring this to 0.7 maybe. So you just need to watch left what happened and play with this because these hills are now not so visible, I will go with SZ to scale this little Z axis to make this more visible. And this one maybe move on left or just move this little on side. So this is before. And this is after. I think these trees here are pretty close to camera, and we need maybe hide this with better assets. This is what we have for now, but I will not lose too much time with this because we can always back to this later and we can always change when we have final composition. 12. Close-up trees part 1: Will play also with lighting later, so we will change completely lighting. But let's now change these trees in foreground with real or high quality objects. And for this, I will also share with you one of my asset package or geoode setup, which is called a smart. So after downloading, you have a lot of instruction, I think, three videos. My recommendation is to watch these videos, but if you don't want to watch these videos, you can follow this tutorial, and I think it will be enough. So you will get this and you just need to open one of these blender files. And now we will set this in Asset browser. So when you save this in your computer, just save somewhere where you save your assets, and we need to copy this address. And now inside, you will not get this tree here. This is I made some tests with this. But you will see here if you go up that we have five trees here. So we have 38 trees, but I divided this into these blender files, but you don't need even open these blender files because when we add these to asset browser, it will add all 38 trees. So you can note that these are mark as assets, so you just need to edit preferences. Why but copy, click plus here. And paste this address here. So inside this folder is blender files where trees. So add to Asset Library, and my recommendation is send this to Link. Okay, you can save preferences for next time. And next time when you close this blender file, so you can now close this save and you need reload this Blender file or just close this and reopen. So file revert to reload this Blender file to load the changes. Now, when we add these trees to ASEL browser, you can click here and go to ASEL Browser, and here you just need select Smarthis collection. And I think last time, I used this last three, but you can use any of these, we have a lot of these punch trees here. But let's now start with this one. So I will just bring this here. One thing here is important. So because we said this follow preference when we create this catalog, we said this as link, so important method. So that means that when we use this follow preference, it is same like we use Link. And we talked before about link option. We need to convert this to library override. So you can see that one thing I want to show you. So if you cannot find this object because we have a lot of these objects here, you can just select and click press full stop on NMPDblender will navigate to this object. And now to be able to control this tree, we just need to convert this to library override, make selected and content. And now we can control this tree. Okay, I think this tree is pretty big, so I will scale this little down maybe and place stend of this tree here. So we can now delete this Okay, so now we have much quality three than this. But this is just start because we have this geometry node set up we can use to add more details. So the first three are for animation. And because we will not do any animation, if you are interested in animation, you can just watch my videos. You will get with this ase pack. But for now, I will just enable this smart tree node group. And I will go with NAPE K to isolate only this tree. So we can just put focus on this tree here. And I will go to render preview. So I will remove these leaves. I like more this option without leaves, and let's now add snow, but snow will appear only on top. So this is also not option. We will do this later. This season is connected with these leaves. So if you set this to one, you will get like autumn season. So because we don't use these leaves, I don't need also this season. And this subdivision level is we will use this maybe one, but I will show you later how this works. So you can see that we have pretty low polymesh and if you add this to one, it is much better. Leaf color is also connected to these leaves, so I will not use this for now. So think we will use here are these particles. So if you move this, for example, to one, we scatter these particles on this tree. And you don't need move this to one. You can just slide this here. And you can also use multiple layers of this. You can, for example, type here like 0.2 to add a lot of layers of this bark. So all these small elements are actually photoscan part of three. So you can see this bark here. I will say this to zero. So we can add maybe this type of bark. Okay, I think I like this one. Maybe 0.5. Let's add this one and I think we have one yellow here. If I add this all to one, we get also this yellow like moss here. But create this nice effect, but maybe 0.1. Let's see how this look. I combine bark from different type of trees, which is maybe not good, but I don't care about it. I just want get as much details I can. And now we are finished with these barks, so we are now on moss. So you can also add some mose so you can see this green small green. Let's see how this one look. Maybe 0.1 of this maybe this last one. We add some moss here, maybe 0.1. And you can take more time to play with all these values. Now, this is trunk, so this will be still applied to this trunk, but this is twigs. So if you said this maybe 0.2, we get a lot of small twigs on trunk. But my recommendation is to play with each one. I think we have here 77, these particles, which is a lot. You can shape any type of tree you want. And next is mushrooms. So if you set this to one, you will, like, cut a lot of mushrooms here and maybe 0.1 here. And now we have this ivy. And this ivy is pretty intense. So if you like, bring this, we get a lot this is old. If we move this old ivy, so like brown ivy. So maybe 0.10 0.2. And now we have a green ivy. If you said this 2.6, you can see what we get maybe 0.1. 13. Close-up trees part 2: Now we have twigs, but now we switch to branch. So this will be distributed on these branches up. So if I set all these to one, you will see what this does. So this creates a lot of details on these branches. We can keep this 0.1, and maybe we can scale this tree even down to see this better. Now we have leaves on branches. So if I set this to one, you will see what we get maybe 0.1 0.2. But in camera, it's visible only this part here. So 0.1, and let's see, this type of this is like let's zoom this out. So this is visible only here, so I will not play too much with this. And you also have down like fruits. So if you want to add pine cone, this is still too intense. If you want a pine cone, you can type here 0.2, and you get also a lot of these pine cones. And all these are high detail photoscan objects, you can see how this you also have fruits like apple, tangerine and like a lot of these fruits. You can play with this. I decide to remove the snow. We don't need this. Okay. And now, when you are happy with this, you can my recommendation is to disable this in viewport. So we still keep this viewport fast, but we will get all this information in render preview. And we get back these leaves, but this is not important. This will not be visible in render. We also want to disable this in viewport to speed this up. And I don't have before vender, but this is how this look after. And I'm not so happy with this result. I can always back to this and try another type of bark and all these details. And we can now continue with another tree here, and later when I have more time, I will maybe replace some of these assets. This is the result I get last time. You can still see all these details and also this tree is also SmartT and this one is also SmartT. Scale this even down to catch more detail on this up part. Let's now continue with another tree here, and I will for this use another model. I think I like this one because we have a big trunk and not too much leaves. So I will use this tree 22. And again, I will go with right click Library Override make selected content. And now I think this is too big, so we can scale this down. And we can go with GX, GY, and GZ, and I will scale this even more. And let's now delete this tree here and let's of this dump. Okay. And now we can enable this in viewport and render. And one thing I forget to show you with this tree here. So I will enable this in viewport. So you can always add one subdivision level to smooth this. So you can see before and after. So we basically add one subdivision to base mesh. So you can also see with this example here. If I add one subdivision, it will just smooth everything out. So one subdivision is okay but don't go too much. So if you go even crazy with this, you get this bark shape, but the add too much mesh to this object. So my recommendation is to use this bark. Photoscan object is tend of this, but one subdivision is also okay. And let's now disable these leaves. And now again, we can just play with this and see what we like. I will isolate this tree and with Shift try click, I will place origin here so we can zoom, easy to here and let's now go to render preview. This lighting is not ideal for this example, but let's see how this look. This is pink note. This is limited to some numbers and it will not cover whole tree because these don't have sense, but we can add some pike notes. 14. Close-up trees part 3: Now we have twigs, but now we switch to branch. So this will be distributed on these branches up. So if I set all these to one, you will see what this does. So this creates a lot of details on these branches. We can keep this 0.1, and maybe we can scale this tree even down to see this better. Now we have leaves on branches. So if I set this to one, you will see what we get maybe 0.1 0.2. But in camera, it's visible only this part here. So 0.1, and let's see, this type of this is like let's zoom this out. So this is visible only here, so I will not play too much with this. And you also have down like fruits. So if you want to add pine cone, this is still too intense. If you want a pine cone, you can type here 0.2, and you get also a lot of these pine cones. And all these are high detail photoscan objects, you can see how this you also have fruits like apple, tangerine and like a lot of these fruits. You can play with this. I decide to remove the snow. We don't need this. Okay. And now, when you are happy with this, you can my recommendation is to disable this in viewport. So we still keep this viewport fast, but we will get all this information in render preview. And we get back these leaves, but this is not important. This will not be visible in render. We also want to disable this in viewport to speed this up. And I don't have before vender, but this is how this look after. And I'm not so happy with this result. I can always back to this and try another type of bark and all these details. And we can now continue with another tree here, and later when I have more time, I will maybe replace some of these assets. This is the result I get last time. You can still see all these details and also this tree is also SmartT and this one is also SmartT. Scale this even down to catch more detail on this up part. Let's now continue with another tree here, and I will for this use another model. I think I like this one because we have a big trunk and not too much leaves. So I will use this tree 22. And again, I will go with right click Library Override make selected content. And now I think this is too big, so we can scale this down. And we can go with GX, GY, and GZ, and I will scale this even more. And let's now delete this tree here and let's of this dump. Okay. And now we can enable this in viewport and render. And one thing I forget to show you with this tree here. So I will enable this in viewport. So you can always add one subdivision level to smooth this. So you can see before and after. So we basically add one subdivision to base mesh. So you can also see with this example here. If I add one subdivision, it will just smooth everything out. So one subdivision is okay but don't go too much. So if you go even crazy with this, you get this bark shape, but the add too much mesh to this object. So my recommendation is to use this bark. Photoscan object is tend of this, but one subdivision is also okay. And let's now disable these leaves. And now again, we can just play with this and see what we like. I will isolate this tree and with Shift try click, I will place origin here so we can zoom, easy to here and let's now go to render preview. This lighting is not ideal for this example, but let's see how this look. This is pink note. This is limited to some numbers and it will not cover whole tree because these don't have sense, but we can add some pike notes. 15. Snow shaders part 1: And for snow shaders, I use shaders for QuickSl Bridge. But because I'm not sure what happened with Quill Bridge now because they move to fab.com. But for me, still works. I will also, if you cannot download assets from Quixll Bridge, you don't need to give up from this project. You can always maybe find free snow shaders on ambncg.com, so you can just you can download any of these shaders and make test and choose what you like. So here is Quicklbridge, and I now get message that they move to fab.com and you can find all these assets to fab.com. But I will click to this button, stay here. So this is application. You can download this app. You can just Google Quixlbridge and download this app. And this app also have add on for blender, but I don't use this add on. I use that addon, but I have problems with that add on. Sometimes when I click download, just nothing happened and I decide to save some assets to my asset browser, and I will show you how this look. Now, if I go here to Quixel Bridge, you can see all these assets. And you can also note that I download a lot of snow shaders. So in my case, I can just drag some of these assets here. Okay, here is the assets. Let's set origin. Okay. I think this is also set us link. So for this, I will just append this. Now we can choose where to place these assets, and you can see that I just can drag this and move here and I have nice snow shader. But I will now explain how I add this to Asset browser. And one recommendation which I forget to tell you when you log in to this software, my recommendation is to create epic game account. So this program will ask you if you want login with Google or sign up with Google, Facebook but my recommendation is to sign up with Epi game because this Quixel bridges from Epi game. And this is reason I get all this for free. First time when I login with Gmail, it was not free. But when next time login with Epi game, it was free for me. If you can enter to this Quicklebidge or fab.com, you can search, or you can just go here under surfaces and search look for snow. Okay. When you install this program, this program will ask you where you want to save this file. So let's see where is this information. Okay, here under edit settings. When you click here, this is where this program will download your files. So we can open this path here, Control V, I think, download it. And because we download surface, it should download here. So let's just test this now. So I will back to Quixel Bridge and I will download any of these shaders. Let's try maybe this one. So we can click here, and now we have option to choose resolution. And I think four K is okay. For me, this also depends on your computer. You can also go with two K, but I will try, This is already downloaded, so I download this already before. Let's try find one which is not downloaded. Okay, so this, no, I didn't download. But don't download this download any of this you like. With four K selected, I will just go to download. And you can see that now we're downloading this and this should appear here. So this one which I download last time for test. And now let's see this finish, yes. Now we download this texture here. Okay, so this is just previous. This is also like, Okay, we also get smaller versions, but I will delete this. And I'm not sure what is this. So this is Albedo is like color. Let's delete this. This is ambient occlusion. This is displacement, but in EXR version, I will also use this. So we have displacement, normal roughness and transmission. And now we can just copy address of this. I will show you how you can save this in your asset browser or how I do this last time. So all assets I keep in Asset browser, I save for Asset browser, I save in this folder which I call. Assets and I keep this on desktop. I will go here under QixLbidg Mega Scan assets, and you can see that I have a lot of Blender files here. And this is also my recommendation. Create folder and subfolder. So I know this is QuixL Bridge and now I can save I can create new blender file here. So I will go with new blender file here, and I will delete all this, and I will go with file, save. Let's copy address of this folder. And I will save here, and I can call this maybe snow snow 2025. Okay, now we have weather file here, and we can import here our shader. So in Asset browser you can save only shader. But I don't want to save on shader. I think it is more practical if we save like in this example, plane with shader. We can also import this plane and we can array this and we can get correct UV map with this plane. So later we don't need mess with UV maps because if I now, what I can do, I can select this object and I can copy this material here to this plane here. But then we fix this UV map. You can see that all this is stretched and this is not what I like to do. So my recommendation is just import plane with correct dimensions and you can later use array modifier. With array modifier, we just array this and we get correct UV maps. So I will delete this for now and let's now finish saving this in ASEL browser. I will now back to Quickl bridge, and I have one very important information here. So this is two by two, and I want to create the same dimension plane, so Shift A mesh plane. And by default, Blender two by two, plain and now we can just add shader to this. So I will switch to material preview. I will go to Shader Editor New, and I will call this maybe again Snow 2025. And one thing I like to do later I can find this. If I rename this, I can later find this in Asset browser so I will also rename this to Snow 2025. Okay, so we can say this and now we just need to import these maps into our shader. I will go with Control Shift. So you need node Wrangler. So if you go to addons, just enable Node Wrangler. No Wrangler, or if you don't see this, you need first install Node Wrangler here and enable this. So I will go with Control Shift T. And we can. With this, we can load all these maps in once. So if I select all the Blender now try connect based on these names. So if you move this here, you can see that this is Albedo and Blender connect Albedo, which is like Blender, connect color map to roughness to roughness. And we get this. And these don't look good. So let's see what we need to fix this. 16. Snow shaders part 2: We can also se like this and material and make open preview here. Sometimes this preview is more real than this one. So let's now see. Let's first use this ambient occlusion. So when you get ambient occlusion, you can just multiply this with color map. So you can go with shift right click and mix this. And for this, I will use multiply. And let's now preview how this. We don't have too much information here. It's almost completely white, but we get some ambient occlusion here. So if you now let's make this material. If we now move this all to one, we will get some little more ambient occlusion here with this. But this is not a big difference, and let's now go to roughness. I will go with Control Shift, and I think this is okay. Let's now go with normal map. So we have here normal map and let's now press So if you press, you can mute this node and see how this look. But for now, I will just disconnect this displacement. So control right click. So we can now focus only on normal map. So if I now press to mute this, we can see before and after. So we get some information with this normal map But this is not too much. So let's now see what we get with displacement. Okay, so with displacement, we get much more information and we can bring this maybe. This is too intense, so I will go or 2.1. But I think this transmission here is problem. So this snow look like it's black, and let's see what we get transition. Okay, so this is definitely problem because value so white color means value of one. That means that we have the value of transmission almost to one. So if I cut this, let's now make this material. So you can see that now this look correct. But if we move this all to right, it looks like we get with this map. So I will now be this to here. And I think I know what is problem. This Quixel bridge is not designed only for blender than for all three D software. And in some of three D software, this value sun are inverted. So I think in three D Max or Maya, this black color mean value of one and white color mean value of zero, which is completely inverted then in blender. So we can go with invert, no. Or invert color. So if we now click here, we can see that we get something which look much more what we want. I will just bring this to 0.05. I think in most cases, you want to just keep normal map without this displacement. But I will now show you for what this displacement map is useful. I will duplicate this with ship DX because I don't want destroy this shader here, I will just create new variation. I will click here two plus, and I will call this but displacement. But this displacement map usually need more mesh, and you can see if you go with tab, we have only four vertices here, and we basically get fake displacement map. But now change if you now go to material properties and change these two from bump only so under settings. Here, from bump only to displacement and bump, we will get much more information, but only after we add more mesh. So I will go with Tab and you can see that we start getting more information with this shader here. But this is not visible here, I think, because we need switch to render preview. So I will go to GPU. Let's bring these values down so we don't crash our computer and now I will go to Shader tab and I will add some maybe sunlight. Or we can also add sky texture like before. Let's bring this intensity to 0.1, and we can now add maybe also light maybe some lamp here to get some shadows. Okay, so let's see what we get now. If I now let's try increase. Yes. When we increase this displacement map, we get, it looks like it's real geometry, but it is not. So if you go to edit mode to object mode then solid preview, you can see that this is still like a plane. But because we already add a lot of mesh here, this is a little annoying. So I will not use this method. I will convert this to real mesh. This is bad because if I, for example, add this on top of this, we can see that we just get overlap faces, and I want real mesh here so I can, overlap to get this, I will just make adjustment with this shader, so I will not use any displacement map here. I just I just disconnect this here. And let's see how this look now. So this is before, let's increase this value, maybe 2.3. Okay, so I will remove this from here, and I will add same in modifier. So we have here displace modifier, so we can select this and this go up because if you want this to same position, you can just place this to one. And now I will create new texture. So we create new texture for this. Okay, I think the default is zero. And when you click to create new texture, here is our new texture. Or you can just click here and it will be same. And for this, now Blender asks us to load this new texture. And for this, I will use this displacement texture here. No, this is displacement texture. So I will just click here and paste this name here and I will load this texture here. And now we can back to displacement modifier. So first, we need to change from local to UV because we use UV for this. And now we need load our UV map, and we have only one UV map. You can see it's called UV Map. So we need load this UV map. And now we can just play. I think it's not zero and one, it is 0.5, default value. Now we can just play with this strength. This is, I think, same value here. Let's drive it 0.3. And one thing I will also do here, I will add subdivision modifier here to add more mesh. But before this modifier, let's drive it maybe 0.5. Right and I think I will try and go with Sha Smooth. I think this is now correct way to get this snow with real mesh. So we can now control how intense we want this. Now when we move this here, we can see the overlap parts, it is not the same before when we just get two planes in same position. And now we can use this part like real mesh in front close to camera and we can use this mesh for snow in background. Okay, I will try add more details here. Maybe 0.3 is right value, and maybe I overkill with this maybe 0.5. Just be careful because this is, like, I think one is okay also for me. But this also depends on your computer. And let's now see. I will rename this two. Real mesh. So this is just a plane, and this is same shader, but with real mesh. So when I move this here, and if I scale this a little, you can see that we have some of these edges floating, which is not good, so I will go with Control Z. And what I like to do with PhotoScan and object like this, which I want merge with the ground I want select these edges, so you can select first one and with control. With colding control, you can select all these edges here. And now I can with enable this proportional editing, I can just make this brush smaller and move this down, something like this. Okay. And now, when we place this here, it will be much easier to merge this with ground because we don't have any edges go up. Okay. Now we can save this in as a browser. So I will save this. We need or mark this right click, mark this as assets and mark this as assets. And we need copy address of this folder where this file is saved and you just need to go to edit preferences. File pats and click here two plus paste this part here and add Asset library. Now Blender will find this blender file in this folder and Blender will find these assets inside these blender files. But because I do this before, I will remove this. Now I can close this blender file and I come back to our scene. But we need reopen. It will not automatically refresh here, so just go with File, Save and file revert. Okay. And now I will it should be somewhere here. So I will now search for 25. Okay, I'm not sure why I get double, but it is here. Let's first try it like real reel no shader with geometry. And let's place this here so you can see that this works. And I will now also import this shader here. Okay. I think this is already with array modifier. But if you get this without array modifier, just go here array. And now we can arraign this on X axis, but we need one for YAxis. And now we need to say this X to 00 and Y to one. Now we can also arragn these two YAxs. One thing you can also do, you can select this material and go with viewport display and maybe change this to bluish color so we can see in viewport difference. I will go somewhere here to cover all this area, and now this RonXxs just increase. Okay, so we can now maybe place this real mesh about here. You can always play with these values here, so maybe 0.3. Let's go with D. Y, maybe place one here. You can always go with Z to rotate this sold the X. And I now get an idea. You can just go with SZ. You will get similar with this displacement, but more intense. AZ, you can also scale this a little if you want. And let's go with D. Why, again, maybe place one here, but I will now go with S, Z, scale this down. So what I do to get all these shaders, I basically just repeat this process. I just go to another shader, click download, download. And when I download a lot of this, I download maybe 20 or 30 of these snow shaders. I just go to this blender file. Snow 2025. And I just duplicate this shift DX. And now just make another shader. Variation of shader, you can rename this or you don't need, and you just replace this with another. Okay, so this is first one with second one. Just replace these maps and you get another shader. And later just rename this and say, mark this as ases. And instead of only one, you get a lot of shaders. So that's what I do. And then I have this and then I have all this inside my asset browser and I don't need this Vixel Bridge application, and I don't need download and any add on any port this from Internet. But just be careful. You need to adapt this plane. So this is only half meter. So in this case, you will need if you download this sder you will need adapt this 2.5. 0.5, and you need apply scale, Control A, and apply scale. Okay, so let's see what we have for now. But this shader I download just for practice. I think I last time used this one. So I will just replace this shader because I don't make a lot of tests now, so I will just use what do I use last time. So this is before and this is after. It's not so big difference, but I will keep this one. And usually when you do things like this, one mistake you can do here is like test first one and tell, Okay, this one is good, I will not test anymore. But if you don't test more than one, you will not know that maybe you have better one. So my advice is to test everything you have, and later just with J, you can compare what you like. So at least you can fill these eight slots and see which one you like more. I will just add this shader to this big. I will select this and I will just add this shader to this hill here because this is visible. I will not care too much about UV because we will not see these details, but at least we will get a similar tone. 17. Mixing shaders part 1: But this is not all. Now we have repetitive one snow texture, and we need make variation to make this better. And I think I didn't do this last time, but let's try just combine two snow texture here. So I will maybe bring this one, and I will go to shader editor, and now I will go to Object because this is object let's copy all this. So copy, and now I will select this one. So this is our main shader and let's now go with paste here. And because this is in same position, you don't see difference, but before you click anywhere, just press G to grab, and now this second shader we can move down. And we can organize this little better. So if I go with layout frame, we can put this second shader inside this frame. And this material output don't work, so we can only have one material output. So I will delete this. So this is shader two and the layout frame. So this is not now inside. So we need select this and Okay, I will move this left. Select this and with G, just put this here. Now we can move all this container here. Okay, so this is material output, and let's see what we can do. So I think we can plug this second displacement into first one, and now we combine both displacement. And one thing I will also check here is resolution of this texture. So this is four by four, and this one is if I remove modifiers, this one is two by two. Okay. So this one is double than this one. So we need to keep this in mind, and I think we can fix this now. So we need to scale this by two. So I will type here, two, and now we have correct UV. And let's now see how we can mix this. So for this, I will just use simple noise texture. So now it's texture and let's now go with Control Shift and click here. And now I will play with this scale. And I will go with color to make more intense contrast so we can see what we do. I want to make a big area of one and another. So I think I need work with very small values here. Maybe like this. Okay, I will for now take this and you can always add more one shader or another. I will see what I like. So we can now mix these two shaders and we can do this easy if we grab this last output here, which is principle BSDF control shift and right click. We get this mix shader, and now I will use this factor. W is white area, it will be first one and where is black area, it will be second one. But I invert this. Let's just change position here. Let's just repeat this white area will be this shader and black area will be this second shader. We can make test, but I think I want this first shader maybe more visible in foreground. So this is before this one is before, and this is after. It's not big different because these two shaders are very similar. Maybe I need use like one shader, which is not similar like these two ones. So blender use by default generated object coordinates, but I think it is little hard playing with this scale, so I will try with objects. And let's now see how this look. But we still need to play with small values. I think it is better if you play with this color ramp, about half value will be first shader and half second shader. I want to add one effect which is visible in this render. So you can maybe feel this pot here. I want to create p leading to this castle and for this shader, I want lower roughness value to make this little more shiny like this absorb little more light. You can feel this effect here. For this, we need first make mask to this castle, and I will now do this. For this, we need. First, I will make also this in layout in frame. So we can just grab this and with G, insert here. Okay, I will I think there is shortcut if you select this and just with one shortcut, you can put this inside the frame, but I'm not sure which is shortcut. And let's now create mask to this castle. Okay. To create mask, we need new texture and now we need to create texture. So to create texture, we can just click here new and we can rename these too. But you can I now need resolution of this texture. So this is very small resolution. I want about four k. And I will now press this small star by four, multiply by four. Or if you cannot find this shortcut, you can just type here this value and it is same. Now I will click here, new image, and now we create basically new image inside blender. And now if I go with Control Shift and click here, we can preview this image. And next I will do I will take this trees here and this horseman and this ground. And the reason I want select all this is to know where I want to create this path here. And next, I will go to material preview because we should see our material, we create new material or new texture, and now we can go to texture paint, and we can just start driving here. But there is one problem. We still have this RA modifier, so I will go with Control Z. And I will now try applying this modifier. So I will go with you can just click here, apply or to apply multiple modifiers, you can convert to mesh. Now this is one mesh. Let's now go to texture paint. Let's see what we get. Okay, we still get we still paint this as separate objects, not as one object. I think that's because we already have this UV map, and we don't want to destroy this UV map. So this is UV map which we use for snow. So I think we need to create new UV map. So I will call this pot and we don't need to change anything here because by default, when you set this UV, Brander use first one, and we just need to be sure that this one is first. But for this one, we want to change this. And I will now go with UV map. And I will place this here and I will select the second UVM. Let's now see what we get if we go with texture paint. Okay, we still have problem, but I think this is because we need to unwrap this again. So Control Z. And let's see. So if I select this and if I go to UV Editor, And if I go to Edit mode, we can see this problem. So we have one plane repeated for each of this phase, and we need to unwrap this. So be sure to select this UVU rap and maybe Q projection, but I just want to check scale, scale must be one. So U Q projection. Okay, this look good now. And I think we can now drab here. So I will back to shade the editor and I will go to texture paint, and I will change this color from red to white. We need black and white mask, and this should work now. Okay, this work now. But this brush is hard brush. So we need we want smooth brush here. And now we need again change color. Now we can start drawing p. So I want this pt between these two trees and I think I will move this little on right. And castle is about, and castle is in this direction. So this is not so important. We can so this is texture paint. White colours more radioc and this brush and we can now start painting. Okay, and this should be material preview here. But if I now click material preview, it will load all materials we have here. So maybe it's better if I for a second, select just to trees and this. And if I go with Napa Key now I can focus only on this object here, but I need to go to material preview. We need to go to render preview because of this distortion to see better. Okay. And let's now go to texture paint. Again, this part here look good, but I paint maybe a lot of in this Okay, so I will now paint this little better. But this is we have one problem. If you, for example, start here and zoom in, you get bigger brush. So basically, we want to make this just once. This part here is good. It will not be so visible, maybe we can add some white color here and now I will switch to black color because I don't want I want but going from here, not here, where is this tree. So I will just remove this part. Okay, I'm not sure why this is not updated, but I will just I will not care too much about this because we will also mix this with noise texture and we will make a lot of imperfections here. Okay, so let's see how this look from here. I think this look good. And I will go with Napelask twice to back all elements in our s. 18. Mixing shaders part 2: So now we have this mask. This down is not updated. I'm not sure why, but this is not important. For now, we can take look up. So if I go in render preview here, it is updated, but not down. Maybe we can go, again, we texture paint and maybe paint this part here. And now, this is perfect, black and white map. I want to destroy this a little, so I will go again with noise texture. Control Shift, mix these two shaders. And I want multiply this with these noise textures here. And now, I will go with color m because this noise texture is not so visible. Let's see how this look. So we need much more details than before. And let's make more contrast here. Okay, now if we go with control shift thank here, we can see result. So we basically smooth all these and make some imperfections here. Let's I think this roughness will help a lot. I want to keep this mostly white to place here. New texture, but I also want to blend this with this texture, which we create this one down. So let's add a little more imperfections here. Okay, so this look good. I just don't like this part here. So I will again try select this texture and try go with texture paint. I'm not sure if this will be updated later, but this is not so important. So now we have another mask. So this is another mask and we can If you select all this and if you press S, you can scale this, and I will again go with layout frame. If you press N, you can rename this to put mask. Again, and now we have very nice mask and we just decide which shader we will use here. But I will now go with Control Shift and back this material, and now we can go to HSL browser I want to find some dirt snow maybe with maybe steps or something, something like this. I'm not sure if this good example, but I will try with this one. And this is two by 2 meters. So this will match with this first shader. Okay. So let's go with Shader Editor, select all this and copy, select this shader and paste this somewhere here. So paste now just bring this down. And now I will delete again this material output. And now I will go with frame. So again, I will call this dirt snow. So we want to place this dirt snow on this white area here. So for this, we need mix two shaders. So we have like mix of these two shaders, which is this, and we now need another mixed shader Shiv D. So this is shader one. And now I want to place this in first place. And now we have this mix factor. So if I move on right, if I move on left, I get this second shader, and if I move right, I get this first shader. But I want to use this mask I created, not this slider. So we can just plug these two. And now it is little hard to see, but I think it is opposite. So I think I invert this and how we can test this. So for second with control click, I will remove this. And now I will go with simple diffuse shader. So this is just color with roughness. So I will now place this red color here and let's plug this here. Okay, so now we are sure that this second input should be this dirt shader which go down. So let's plug this here. And if I plug this here, you can see that all rest is red. So this should be this shader. We see with this red color that this is not so intense as we expect. So we can make more contrast here. To make this more intense. Because in fact, these shaders are very similar and this effect is not visible, but we can feel this pot here. Okay. And another thing I know that I want to do is play with this color ramp. And I want to make this more shine, melted snow effect here. Okay, so I will try. Let's see. Let's preview this. So more black colors we add, it will create more rough part or shiny part, maybe something like this. And I will also bring this completely white color, maybe little to black. Let's now make test ran. So this is effect we get. I'm not so happy with this. Let's try make this little better. So I will bring these photo skins with GX. I don't want them on this pot here. This don't have sense. And I want to make this, like, more dirt. I can go with maybe hue saturation value and maybe make this more black. Or we can also go with maybe mix color and mix this with maybe brownish color. So I want to bring saturation down, make this value down. No Alpha value. And now I think I will choose here, color, blending mode. This roughness is pretty intense, so this is too much. So let's I want make more contrast here. So this is before and this is after. Now this is much more intense, but if this is too intense for you, you can just play. You don't need to adjust this shader. You can just play with this mask here. So you can play with this black and white color. So if you make this white color closer to black, you will just add this shader to this part here. Or you will just make this less intense. So let's now again, control shift and click here. So this is before and this is after. Okay, I think I put too much black color here, but with this, you can now you can see that now you can control how much you want this effect. But basically, you can mix as much textures you want or shaders. So you can maybe add the fourth one and mix with all this. And I will not play with this anymore. And now I just want to add more real geometry, like you can see this example. 19. Snow photoscans part 1: I will now show you how I create more details. This thing, you can see here is MD, photo scan from Sketchfab. So I'm not sure if I can find this now, but I think I just type here MD. And you can find a lot of similar things. I think I download this one. So you can just type this name and you can download this for free. And we talked about this before about importing OBJ objects and connecting textures. So I will not repeat this now. And you can also find so this one is not free, but a lot of similar photo scans you can use for this purpose. And let's now see what I do last time. So this mud shader is what you get this color texture when you download this, this object. And I just plug this to base color and create some roughness from same texture and also some bump to create more details. And now, what I do, I copy one of snow shaders here. So I can delete this. And I just copy one of these shaders. I don't need three shaders for this. I just want one snow shader. And now I need these two shaders. And what I do, I will go with mixed shader not mixed shader. But you can just again go let's bring this here. Control Shift and right click to mix these two shaders. Okay, now, if we move on left, we get this mud, and if we move on right, we get this snow. So we can now choose between snow or mud, but I want create sk. So I want mostly snow, but I want to keep some mud on some places. And what I do last time, I just go with colorRamp. You can for this, again, use noise texture or something similar, but why not use this mud shader. So now, I see before that I inverted this. If I now tweak this texture, I get real nice mask. And let's now plug this here. Infector. Okay, I think I want opposite. Okay, something like this. And that's basically all I do last time, and now I have nice detail you can see here. If you go to edit mode, I keep a lot of mesh here and now we can go with copy objects and we can paste this in our seal. Shift click to place origin here and now we can paste this object. Okay, it is here. Now we can look down and place this in position. So this is before, and this is after. And I'm a little confused. When I reload this file, I lose this path texture heap, so I need to draft this again, and I will show you what is my recommendation. I just want to finish this path here. What you can do to avoid this, I'm not sure why this happened. You can just load this path two, and you can see that we have unsaved changes here. So I can just go with Save, but you can go with Ss and you can just save this in your folder. And if something similar happen, you can just replace this image with this image too. But this vendor should save automatically, and I'm not sure why this happened to me. So I will now make another test render. I see that these photo scans doesn't look good. First, we have a lot of mud here, and second, this snow shader doesn't match with this one. So this one is more like yellowish and it's more dark, so this is too bright. Let's try tweak these settings. So I will go with Napelask to back this object. So basically, we want to adjust both. This factor. I want more snow here. Let's go to material preview. It will be a little faster. So I don't want too much mud here, and I want to adjust this snow texture. So I will bring this value 0.8. Let's see how we can mix this with yellowish color. So mix. We can go with mixed color. Second input will be like slightly yellowish, maybe. It's all about taking these settings, and this is basically how I get these details here. And if you watch my YouTube video, you can see that like here, I photo scan this object, this mod, here. But in reality for this render, because first I made this render and then I record this video, I just use PhotoScans from sketch fub and this is just for purpose of promotional video because I get sponsorship from reality and I do this manually. So I take this piece of mud and I actually photoscan this. But of course, you don't need photoscan this. You can just download this from Sketchfab or similar sites. So here I also mix these shaders and snow shader with this. And this is result I get. I think at the end, it was real nice result. And maybe I will share this photo scan also with you because I think I will also hold this blender file with you. Final blender file because most of this is mine. So trees are mine. This is free. This castle is also from I think from museum or something. So I think I can share this blender file with you. Final result. So here is with my photoscan what I do with reality raptor. 20. Snow photoscans part 2: So this is with these photo scans, and my recommendation is to maybe download more of this, not just one, not just one. And let's now do what I do in this YouTube video, which I didn't do last time for this render here. So if you have activated real snow add on, so again, go to edit preferences, get extension real. Real Snow, install this now in addon activate this, and then you get this nice add on. And what this does, so if you just select one of these object, you have only two sliders, coverage and the height. So how much you want the snow and height of snow. So if I now click At Snow This create these errors, but this works, actually. So you can see this snow patch here. And let's try create maybe another one here. So I create another snow patch here. It is little maybe too big, but we can blend this here and we can also maybe bring this down. And just check mesh density, this is good. It's not too intense. Let's create one here. So add snow. Okay, we can also play with these values, maybe bring this down. Select this object, add snow here, and we get another snow here. And let's see before and after. You can also add maybe the snow to these trees. Let's see what happen if I click here. Add snow. Okay, this add snow on these leaves and up because this use normal or Zaxs only to add snow. But one thing you can do, maybe you can rotate this tree like this and apply transform data and add snow here. Stored in another Blender file. But if you want to play with this, you can maybe add. Let's try and do this now to show you what I think. So Eric 90, scale this down and SY. SY, apply scale. Apply all transform, maybe set origin to geometry, and if I now go with real snow just maybe a small amount of snow. Okay, I select wrong object. Let's now do this with this object. Add. Okay, I see something here, but very small. So let's bring these values up. It's like this object, add snow. Okay, much more, but now it's too intense. Add snow. Okay, this is still I still want more add snow. Okay, I can keep this and let's now try delete this Napki to back this to our scene and Ex minus night. No, Eric night. Let's now try place this in this tree here. I'm not sure if this will work. So this is before and this is after. And we get this snow. So with J, I will go. And you can see that we now get small amount of snow here. This snow here is, like, too bright. And what I will do, I will just select this snow here, this snow shader and I will just apply this material to this Okay, so this is without material, so we don't have any material here. So just apply this snow shiler here. Okay, we have another one here. Just apply this material. And I'm not sure about map, but let's go with you. Just projection. So before we can see these white areas here after this blend much better. This is all about snow. I think I will not play with this snow. Maybe I will just play with these ground photo scans to add some details here. But basically, this is how I created this snow effect. One thing we can also do if we go to Edit mode, we can make some imperfections on the ground. This ground is almost completely flat. So G, scroll mouse down to get this brush. Just add like small hills or something here. And without recording, I just duplicate this piece of real snow and I just go with D Y, and I just scale this a little S Z to scale this on Z axis, and I just place in some places to make some imperfections also in background because I will delete this and if you go here you can see this small gaps, small holes. So this is before and this is after. And you can also know that I brighten this a little, so this is before and this is after. What I do, I just select all of the snow shader, and I just go with hue saturation and bring this to 1.2. You can see you can out here this small grass, and this is again, from Quixel Bridge. So you need to go to three D plains maybe, or you can just search for grass. Three D assets or I think three D plans. So it's all up to you. You can download any of these you like. So these are categories so you can just enter here and you can download any of these you like. And for this example, I don't want too much green color, so I download this. And I also have this. I also put this in asset browser so you can see how this And what I do if I just bring some of this example here, I didn't. So let's go with the Shift T click. This here are models. So when you download one of these, you actually download all of these pieces of grass. So in this example four, and what I do, I don't want, save these four different assets. So I just bring plane and it put this in collection. So I will, for example, call this. With you, you can just press M and create, for example, grass collection. And now you just need select plane, go to particles, new hair, and I don't want to so this is too intense. So let's bring this maybe to 50. So we have only 50 particles, and now you need to go to advance render us collection. So we want to render collection, and collection is grass. Okay. And now we have this is too small, so we need to bring this scale to one. Okay, not to one. Or let's just see if this scale correct. No. This is problem. So if you apply scale Control A and control A and apply scale to all of this We should now bring this to one, and this should be correct. Okay, but or you can just bring this until you see that this is about the real world size. And now, what I will do, let's go with full stop dumpet to find this object. You can call this Grassld or something, and you can now save this in your asset browser. So right click Markus assets and then you can save this in asset browser. Okay. But I will delete all these now. I will just copy what I do last time. So this is my old file. And because I know that taus instances for this, I will try I select link select linked object data. Okay. This selects some of this, but not all because maybe I press ShivD at some point, but I will now copy this and paste this here. Before and after. I see some ground here. That's because these grasses comes with ground. So let's just fix this quickly. And you can always increase value of this particle here to bring more assets before and after. So we have more of these pieces and we fix this problem. 21. Lighting: And let's now talk about lighting. So because we will change complete appearance later in compositor, I don't care too much about lighting here, so I will just test a few HDRIs and I will choose what is closer to look I want achieve and look I want achieve is still an orange vibe, cinematic, dramatic. And for this, I want sunset or sunrise effect. So something like this, I want orange color on sky and most this part in foreground, it will be more darken and it will be bluish. So I want sky, something like this. And because I will add sky later in post processing, I will now focus only to add the sun behind this castle to make this area bright. And you don't need copy exam exactly what I do here, you can choose HDRI you like. And this is always the same process, you go to polyhavn and click here two assets assets and HDRIs and then you go. You search for HDRI you like, and you want to download more of this not only this one. So we have nice sunset here. Maybe this should work. So you just need click here. And because this will not be visible, like this sky in background will not be visible. We will cover this later. My recommendation is one or two K maximum. So just now select two K, download this and I have folder where I say my HDRIs. Okay, this is our blender file, and now we can just go with environment texture like this to color, and let's now open. Open and now we can load this HGRI. I like this loop. So we can now go with Control T. So when you select this and with Control T, we can bring this mapping and texture coordinate. And now we can rotate this HDRI until we get something we like. And I will go with Try fine volumetric here, and I will just for second disable this so we can see where our sun is, okay. So here is our sun, and we can now rotate and place our sun behind this castle. One thing you can also do, you can see this horizon here, we don't want this. And in this example, you can always with holding shift, move this slightly. So now this go up and we want to go, this go down. But I will not recommend to go more than 3% here, because this we rotate, whole world which don't have sense. But we can always do this slightly, for example, like this. Let's now bring this volumetric and one thing you can also do, okay, this background is just 0.3, which is not too much. We can always bring this value here. But we can always separate lighting which affect the objects and what is visible in background. And how to do this, we can go with shield to duplicate this. And now we can go with Shift click to mix these two shaders. And now, if I sent this to two, and this is point A, you can see that when we move right, we get more light. But in our three D models and also in background. But if you go with Shift A and light but so light, but we can now use this in camera array for factor. And you can see difference now. So this is what light our scene. So if we now bring this all 2.1, we get much darker scene here, but our sky still stay same. So if I type here, then, we can see that we bright our sky here. And we can use this but not as much. So we can maybe type here 0.4 to avoid too much light here and we can maybe type here 0.7. This is, for example, two. This is 0.1. This is just first example of RDRI and let's now make more test. So I have one RDRI folder in my computer and let's here to see what we do. And my recommendation is to let's bring this values up. To make test render. Fleven. So this is lot one. And because this will be only test, I bring this value all down to make this faster. So just make first test. Now we have example one, which I don't like, but we didn't play with some rotation. Let's see. Let's try this one and maybe rotate this But we have this part here, which is problem. If I place, now this is not visible. Maybe we can make test here. Let's enable volumetric. And now you just make another test and go to slot two. And now we can go with J to compare these two HDRIs and now I will go with another one. And I made eight slots of different HDRI. So this is how this look. So with J, we can just see how appearance of this change just with HDRI. And this is all up to you. You can choose everything you like here. And I think we need more trees here in background, so you can fix this easy. If you remember we use this smart smart low poli trees act. So if you just bring this to 0.08, it will add more these trees here. I will bring this all to 0.0 50. And just to show you before and after. So this is lot seven and let's make. So before and after, now it's much better. And I will now just show you what I do last time when I make practice for this tutorial. So I just use this Coppenheim 04, and with these values, I will copy this. And with value of one. So let's just copy this very quickly. I will remove this mix shader because I didn't use this last time. So let's plug this to surface so value of one. Let's find this CopenhimKlopenhim. Okay, so just copy this name in polyhn and you can find this one. Okay. And this rotation is this one and here. I use on x 2.7. Because if I disable volumetric probably, if I said this to zero, we see some trees, so I bring this down. Okay, so this is what I use last time. I'm happy to make these two renders. So this is our render, and this is what I do last time. I add more resolution here, so I bring resolution. Let's just quickly check. 200, so we get much cleaner image, which is not a problem. Problem is lighting. And now I figure out that I also use Sun lamp here, which is here and we can now just check setting. I go with value of two. So I place sun here and in this direction. So let's now try make something similar. So this is our render file, and let's now ing render preview here and let's try place. Sun somewhere here. So light sun. And I just go with RX, I think, rotate somewhere in this direction, and I go with value of two. And one thing I also do, I go to object, and if you click use nodes here, we get more option that we have here. And you can change here, a color of sun but this is not correct way. My recommendation is go with black body node, and we get this calvin color temperature. So if you plug this here, we start with completely reddish color. So if you go to Google and not Kelvin, kelvinelvin color. Temperature, we get this map here. So we start from completely red, which is mostly for candle, light, or fire. And if we go to 10,000, we get completely bluish color. So we want something about 3,000 here. Which is a value I use also last time. So let's type here 3,000. Okay. So we get this effect, but I'm not sure only about rotation. So rotation also affect a lot. You also get some shadows here. And because I don't want mess too much with this, I will just copy which I use last time. So I will go copy objects and I will paste this object here. And if you want to get same effect, you can just copy these values here. But this is not something you must do. You can always. Maybe we can remove these volumetrics and I know why I do this to get these highlights here. So if you now rotate this on Z axis, we lose these highlights here. This is the reason I rotate the sun in this direction. But now we get some shadows, which is also nice, so you can do everything you like here. Okay, so we get this nice effect. So we highlight this glossy part we do when we make texture. Then we shape texture with all these masks here. Okay, so I will save this. But I think this is not all. So if we now go down to color management, we get some options, and let's see. So if we now change this from filming to AGX. So this is now color transform which most blender users use. So in your blender version, they update this film to AGX. So let's now use this AGX. And if you want, you can play with this exposure and Gamma values. So let's see how this affects. So we add more. Right here, let's go maybe with 0.1. And I will not play with this gamma. And I think last time I play with this white balance. So let's check. Yes, I changed this to 8,600 and this is ten, I think, default value. So let's type here maybe 850. So when we go up, we get more temperature here. If we go on left, we get more bluish and cold colors here. And this is also up to you. So you can play with these values and choose what you like. So we tint, if we go on left, we get more like greenish tint, and if we go more up, we get more magenta colors. This is similar, like in all image editing software. So like in Photoshop and similar. So but let's just tick what I do last time. So this is ten, and I go here with 80668010600. Okay, something like this. Now, this should be more similar like what I do last time. I still see a big difference with these two renders, and maybe I found what I do wrong. So here, we have this volume scatter, so we need to select this box and in object. So change from word to object. I said this 2.7. And let's try do this also here. Okay, this will add more glow around these highlights. So let's also keep this. Let's see. Okay, so this is now pretty similar. So this is what we do now. This is what I do last time, and, like, it is almost completely the same when we talk about light. 22. Render settings: Now talk about rendering and we can now basically render this because we are almost finished, we only need to do post processing later. So for samples, my recommendation is maybe about 500 or 1,000. This is all up to you for export settings. If you are happy with this result and you just want to render this and paste somewhere on Internet, you just need JPEG. This is again, this is all blender five. So this is what we do now. So let's again, set this to maybe 500 and what is important here. So I bring resolution. I keep for testing this resolution, but for final render, I want double of these values. Okay, so let's now go with talk about import options. So if you just want share this render, you just render this in JPEG. With JPEG, you get very small file size less than 1 megabyte maybe, but you still get all colors you can display or Internet. But if you need to do some post processing and like we will do in compositor, or you need to switch to another program like After Effects or DaVinci Resolve, best option is this open EXR. And if you have multi layer, so if, for example, want say Miss Pass or similar, you need to go with multi layer. So let's click here. And my recommendation is this float because you will lose some colors, but not too much some information, but not too much. And I think we need choose this one. So this is best settings to keep as much information you can and also to make this file not so big. And I will share one video or I will show you one video. You can watch where one guy explain make all tests and explain why to use this. This video here is video where you can find all information about what format you need to export. And here he made all these tests, and I think this one is winner. One thing before we go to compositing is we need miss past. So to enable miss past, you need to go here under U and enable miss past. And now we have settings here. So if I go with number zero to material preview, this can take some time to load all these textures here and from combined switch to miss pass. We can see how these miss pass look, and this is not good because we have only this range here, which we can check here under world miss pass, which go from five meter to 25 meters. But when we change this value, we can now maybe affect our castle. So we need affect our castle and we can always add maybe one cube just to measure. So from start from our camera to castle is 1,000 more than 1,000 meter. But I will just copy value which I pace here last time. So last time I use 3,000 meters because we still have hills behind this castle, which are here. So 3,000 meters and if we go to material, you can see that we affect this castle, and I think we also have some information behind here. Let's now make these two combined. And now we are ready to render, I think. So samples is 500, we make this double of resolution. We enable miss pass we need. Let's now go with render image. And because I have a little more time, I will maybe send this to 1,000. Render image. 23. Compositing in blender part 1: Compositor is a place where we can add different effects. We can add color grading or we can combine multiple photos. For example, we combine this sky, we download from Internet with our render. We also add some overlays like this ns dirt, film grain or for example, the snow. And here we can find a lot of options which exist only in compositor. Let's now start with compositing. So first, we need to click here to compositing and if you click Use Notes and with Control Shift and click here, we can bring this UR node here. And then we can close this tab and we can zoom this out or t to zoom this scene. First, I will press N, and I think under options, I will change from CPU to GPU. And I think this now should be faster. We have this backdrop, but we always have these notes over this backdrop, and this is not what I recommend my recommendation is to open here image editor. And now we can just search for viewer node here. And now we have clean preview here, always. And we can now change this to composite. And we have here. We don't need this backdrop here because we have nice preview here, and here we can just focus on nodes. So I will disable this. And I will close this timeline here. I mentioned earlier that I get this result in after effects, so I do post processing in after effects, but because this is blender tutorial, we will try recreate all the inside blender, but I will also keep after effects open so we can disable all these layers. And we can try to copy all these layers and effects from after effects to Blender compositor one by one. And I note now that this render is different than this we do now or lighting is different, but we will not care too much about this. And let's see what I do last time. First thing I will do here, I will try soft and little this image because renders are usually pretty sharp, and I think if you go with filter, So first one is soft ten, and let's just compare before and after. And we can compare this if we go if we press M, so we can we to this. So this is before and after. This is too much, so maybe 0.2. Then I will enable this with M. And let's see what I do last time in after effects. So first thing I do here, I just add blur. I use for this Gaussian blur, and if I press T, I can see opacity only 10% with normal blending mode, Shift A and blur. In after effects, I go with value of 300 and now I will go with mixed color. And now here, this will be like second result. And first result will be this soften image. So if we go all to left, we don't take any of this blue node, and if we go to right, we take this blue node here. After effects, I go with value of 0.1. And if I now press M, this is before and this is after. So we basically add bloom or globe effect over whole image. Actually, in this example, I just blur this in background, this castle. So we can also replicate this very easy. With this, we blurre everything. So this is before and after, and now we can blu just a little more this castle. So what I will do now I need for this our miss pass. And I will just take this color. And let's go with Control Shift here to preview this. And I think this is already good. So we will blue only white parts. I don't want blur this horseman foreground. And because we have a lot of black colors here, it will not affect this part here. So let's now go with Shift D. Again, let's plug this to first input and this one to second. Okay. And now, if I go with Control Shift, I can back this preview. If I move this right, you can see that we add more blur here, but I just want to use this factor or this color, and you can see result. So this is before and after. We only add blur where we have these white colors. How we can control this, we can just control with this white color here. If I move this completely to black, we don't have any of these effects here, so we can just add maybe slight effect here with increasing this white color. And let's just add small value of this effect. So with before and after not so visible. So let's increase this little more before and after. One thing which is important, you don't want overkill with all these effects because we will add a lot of layers here. And if you add just small value of each effect, later, it will be too much. So we can mute all nodes if you select all this and if you press, this is before and this is after. I will bring this event to 0.08, and this is before and after. We can now start organize this better because we will have a lot of these nodes. So this composite node is actually our render result. And we just need this. At the end, when we are happy with all these nodes, we can just plug this to composite, and this will be our end result. And you will know this our preview node. So we can preview this here. For now, we don't need this composite node, so I can place this here. I will now just place all these nodes in frame, and I will call this maybe blue or haze or something. If you select all these notes, you can also press S to scale this. If I now, press Control J, I think, we create frame. Now I can press, and I can call this B. Okay, now we can move a whole frame here. And one thing we can also do, we can make reroute, same input, use this one and also this one down. You can search for re route. And you get this dot here and you can plug this dot here and then this one. And then from here, go to here, but there is also shortcut for this in blender. Shortcut is shift right click. But when you already have two nodes from one input, you can go with shift, holding shift, and you can just connect these two together. So we can now bring this here, and now this will be our. Okay. I don't want to place this inside this frame. So we now know that this is our image, and we can always take this and plug in another input. And let's now see what is next what I do in after effects. So we have three color correction tools. And if I now enable first one, this like bluish tint and I usually have a lot of lots on my computer and instead of playing with color correction tool, like like lumetri color, I just like to import lots from my computer. And now I just like import this here and then I test before and after. So instead, losing time with these color tools, I'll just see what I like. And because we cannot use this in blender. And because we want to achieve similar effect, I get last time I will just try add bluish color to this snow. I will not care too much about all these details I get in after effects. So this is before and this is after. Inside blender, if we go with Shift A, color adjustment, we have this color balance. So in this step, I will just try get some bluish color on this snow. Okay, first one affect more shadows. So this one should be for, like, highlights. But this also add thin to everything. So I will let's try playing with these mid tones here. Okay. So in this point, I'm not sure if this is good or bad. So if we press them, we can see before and after. But we can always back to this later. Next thing I do in after effects is try and get better sky. So if I start enable these layers, you can see that we add some layers of sky here. And how I do this. I go to unsplash.com and I download a lot of these guys. Finally, I use this one. This one here. But we can maybe for this example, test this one. So what I do, I just bring this here. And now I can go in after effects with Shift plus what does this change, the blending modes here. For this, I need to use miss pass because I want this effect only on sky. So with this isolate this sky. I will apply this sky mask here and let's enable this. Now we can see this effect only here, where sky now I can continue playing with changing blending modes with shed plus. We will also, of course, replicate this in blender later. Maybe this one so screen blending mode. Maybe we can try with this luminous blending mode. And what I do now, I just place this on position. So this is not obviously good result. Let's try it screen. Okay, now I just add mask where I want this effect. For example, here and, of course, feathers. So with MM, we can add to this mask feather, maybe 400. Okay, so we get this effect. So this is not good example, but just to understand what I do last time. And what I do here, I just test a lot of these skies. Mostly I search for this sunset or sunrise. Now we can also try make these to luminosity. Okay, I need maybe sharpen this mask here. And now we can also press T and bring opacity down. Let's make more space here with G, we can move this here. And now I will import this image from splash and I will try find this. I think I will also put Link in Links file or description. So let's bring this inside blender compositor. And if you go with Control Shift and right click, you can see that this aspect ratio don't match from our render. So I need to go with scale. Fed these to render size. But now this is stretch. I think I want fit is also not good. I think we want crop this. Now, this part match our render. So let's see this case, yes. This XX is matched with our render and we will also take only this part here. Now I will go with Control Shift click here to get this viewer node, and now we can mix this with our render. I will go with Control Shift and mix these two nodes here. Okay, so if we go to left, we get our render and if we go to right, we get our sky. And I note that my horizon is about here. So we need to bring this horizon also up. So we need another transform node. But now I will just bring this X axis up or down. So not X axis or Y axis. So bring this up. I don't want to see this sky over these hills. But and so this is our render and this is our sky. And now we need miss pass for this vector here. So what I will do here, I will go with miss pass here through color ramp, and we can go with Control Shift to see how this look. So we want isolate this. Everything we just want. Okay, I think this color ramp is not good because we cannot see these skills in background, so I think we need adjust this value here and maybe place here for 1,000. But I will not care about this for now because I will keep sky maybe over this part here, and I will show you later what I think for now, I will just plug this here as factor. And now you can see that this texture here is only on our sky. So I combine multiple of this, and I use screen and luminosity, and we can also try maybe screen here. Okay, screen is not like you can see a big difference between two softwares. So for this example, screen just don't work in blender. We don't even have luminosity here, but luminosity is, I think, same like volume. And now I need to fix this. I lose all these heels in background. And because I don't need these details are very similar. I don't get anything here. I will just make mask here. So I will now bring this up. Let's make space for mask to create mask. So horizontal split, and I think shortcut for creating mask is under image editor. And I will now load render result here. And here, if we click under this view, we can find mask here. We can create click plus to create new mask. And I will call this maybe sky mask, so it is not important. But now we can go with Shift A and I will create circle mask. Let's now press and now, I just want to protect these hills here. So I will create mask like this. So if I press G, I will start with something like this. Now when we create this mask, we can bring this down. And let's see. So this is factor we for this texture here down. And let's now go with mask. So we have this mask and if you go with control sheet than here, we can preview this mask, but we need to select our mask here. First, I invert this mask, so I want black color here where our sky will not be visible. So invert. And now we need also blur this, so I will go with blue because we don't want sharp mask and let's go with maybe 100 for now. Okay. And now we need combine these two mask. So I will press S to scale this, and let's place this one over. If we go with Control Shift, right click, we can now press Control Shift and left click to preview this node. So we have basically one mask and another one. And now we need to multiply this to take only black color from both of this mask. Let's now see what we get result we get. So we now back these kills because we protect this with this black color here. And now with this white color, you can control how much you want this effect. So if you bring all these down, we lose all the sky. We can it type maybe 95. Or 98. This is pretty sensitive. I see this sharp mask here, we can try play with this color m here to see if we can fix this. For example, if you are not sure if this color correction here good or bad, you can always go with mixed color. This results is result after this. Now we can just play with these sliders. Maybe we can choose just 0.5 of this. And you can always select all this and press to see before and after. So this is this blue effect. I think this blue effect is a little too tense. So we can make more space here. So this blue effect is too tense. So we can always go again, with mixed color. So this will be second input and this image input is before this Blur effect. Now we can choose how much we want this effect. Maybe just 0.5. So this is before and after. And we can rename this. For example, if we go within, Control J, we can press and rename this too. Blur effect. Blur effect controller. So this is color correction controller, so you can go with Control J. Next, you can see that I also use different blending modes. So this is Alpha odd, and this is colors. So you can also know that all these create a little different effect. I will go with G to make more space, and let's again go with Shiv D, and let's now try over this image, add color blending mode. So let's set this to color and let's see effect we get. So this create this reddish color, which I like. So I can put this only over castle here. For factor, we can again use this mask here. Let's press to scale this and Control J. Control J and create mask here. Okay. So this is mask and or we can just go with re route here and we can use this as mask again. So we get effect on whole sky. So this is our mask, so we get this effect on whole this area. But I want maybe just on this area where it is castle. So how we can do this? We need to combine two mask and let's now create second mask. To create new mask, we need to click here, I think. Let's call this castle. Okay, and we can again go with Shift A and New. Let's press this to scale and maybe. So I want this effect only over this castle here. Okay, something like this, and now I will bring this down. And so we have this mask here and let's now multiply this with this new mask. So mask. Let's select this castle mask. And now we can go with mixed color. So this will be our old mask we create before and this will be second mask. Which look like this. Okay. Now if we send this to multiply and sent this to one, we get this. But we need Blur, this sharp edge here and a lot. So I will go with Blur. Let's type here maybe 500. But we want to keep this very soft. But I also want to update this mask. This is too dense. You can see all these updates real time. So we have nice mask here, and now we can reuse this four factor. I will first select all this as to scale and Control J. Then mask to mask over cast. Okay. Now we can use this as factor. Control shift back to last node to see everything. And if we now plug this here, we should get this effect only on this part. This is very subtle effect. So if I go with M, I get something here but very subtle. So let's see where is problem. So this is our mask, and this look like we have a lot of white colors here, but it is mostly gray. So let's bring this down. I like to do this in real time, so I will make this last note here and now we can see change. Okay, now we get more this reddish color here. If you want this reddish color on this area, we can bring this here, but I don't want. Okay. You can see how this effect and which effect we get with this before and after. And this is a little too intense. So we can control this again. I will go with mixed node again. So mix color and I will plug in second input this last node we have before this one. So we can bring this here and let's now plug this here. And if we now move to left, we can basically choose how much we want this effect. Maybe just 0.5. So this is before and this is a 0.2, four, and after. I will select all this Control J. I will call this red sky O castle. This add a little orange color on this castle. So this is this orange tint and let's see how we can do this inside blender. For this, we need another mask, so I will quickly create another mask. Shift a circle. Let's bring this over castle this to scale, and I just want make mask over this castle. Okay, something like this, and we can call this castle two because we have castle one. I think mas Let's now bring this down. And now I will go again, with color balance. Now I will add a lot of reddish color here. I think I will just go with maybe mid tones and maybe highlights. So I will bring this down and I will go again with mixed node. Let's make this effect very intense for now. So I will plug this in first with this in second. Now what we have, if we go to left, we get this and if we go to right, we get this reddish color. And if I now import our mask, I will select this castle too. Let's see what we get. And now I will go with blur effect. And increase this maybe 200 or 400. But we now get this go also on sky, and we don't want that. We want this only on castle. Affect something like sun is going to this hill. And to get this, we need multiply this mask with miss pass. So we can go with shift likely and make another reroute here and this is missed pass. So we can now take this input. So this is miss pass and go with color. And now I will bring this over. Let's place this here, Shift, try click. So we want opposite. So we want black sky and this here visible. So let's go in opposite direction or invert this. Okay. I think this is good, and now I will go with Shift try click to mix these two nodes. And now let's see what we get. Now we need to change the blending mode to multiply. Now we remove our sky and we can now only take this hill and this castle. And to do this, we can maybe bring this 200. And let's now play with this mask. And let's now see what we get when we use the SAS mask. So this is before we get a lot of this reddish color on this sky, and now we only remove this sky and get this only on this castle. Okay. But I move this a lot to show you this effect and let's now make this to some normal values. Before and after. For this, I just use one color lot from Internet, which create more details than this color correction tool. So this is before and after. And I also use another one, which is again, combination of selective colors. I move this left to remove magenta to get more orange tint and I use another color lot. I also for this lumetri color change, bring saturation down. And if I now bring this, you can see this tone is more natural than this one, we get with these color wheels here, color balance. And you can also see how I draw this mask here, which is much easier after effects. So if I press the twice, I can remove this mask and now I can quickly because I also want some effect on these heels. So this is before and after, and then I reduce, so this is only 15%. Let's bring this down. Okay, this tint is not so good, but with combination in combination with this one and when we bring this maybe 30 is also too much, but just for this case to show you, you can see before and after. We put some focus on this castle before and after. And the blender is not so easy to replicate this effect, but I just want to dry replicate everything from this file here. Okay. So if I, for example, bring this to opposite direction, you can see that we add bluish tint here. But I want other reddish tint here. Maybe more to yellowish or green color than on this magenta side. So this is before, this is after. And again, we can control intensity of this effect let's see, with this white color here. So if I bring this white color more to black, we lose this effect. Let's keep just subtle effect here. And let's now put this in frame. Control J, mask for castle. Control J, reddish color on castle. Let's now again try play with this color balance. I think I can bring these highlights a little up. 24. Compositing in blender part 2: Next I do here is this calation effect. So let's go with T to increase this. It's already intense. You can see this red glow over highlights here. This is before and after. You can see now, it's very intense, but we need to bring this down maybe to 50. And what I do in after effects, let's now just put this to normal to see this effect. I start with one effect effect in after effects, which is called find edges, so we basically find these edges, and then I tint these edges to red. And with levels, I remove some edges, and on left, if you go left, we get too much of this. So I remove this on right. And then I go with fast box blur to blur, everything. If I now said this to remove black colors, when I said this to screen blending mode. We keep only this reddish color and remove everything. I will for now skip this in blender. We can do this, but we need a few masks, and it will take some time. So let's see what is next lens dirt. So this is overlay, I download from Internet. And these overlays are from action, VFX. You can find this for free. I download this for free. So if I forget share link with you, just search for this name and you will find this overlay. Let's see which one I use number 30, so we can bring this in side blender. I want more space here, and let's now mix this again with Control Shift and right click. Again, this overlay is so this is slice of how render this overlay is big. And we need to fix this we need to go with let's make more space here, scale scale to render size. And I will try to go with fit. Okay, we need to go with Control Shift and click here. So this is size of our render and if I go to stretch this stretch crop, Let's go with Control Shift click here again, we transform search for transform. And now we can move this y axis is okay. We need to move this on X axis. And I just want make one testify try do this with CPU. Let's see difference. Okay, so you can see how much slower is CPU here. We need to wait like 5 seconds. So with GPU is real time for me almost. Okay, last time I placed this here over this tree, but you can place this lens over where you want. And of course, you can choose any of these you like. And now we need to change this maybe to screen bending mode, screen or we can play with light and cool or Dodge. Odd. We can keep this screen, and let's bring this even more right. And we can now just fade this effect maybe 0.3, not too much, but it is still here. Control J and call this ans dart. So A, and now we can maybe compare the result with er node again, before and after. Next I do in after effects is this glare effect. First, we have this no over. We will also create this later and we have here this glow and glare effect, which is pretty intense. And for this, I use effect from after effects. We have built this glare or globe effecting blender, so we can just search for glare. And we have a lot of options here. Let's see. So Bloom is for this case, very nice. Effect. Let's just play with this. So If you want, fade this effect, you need to go to minus, for example, -0.8 or something. Okay. And if we go -0.9. Okay, we can do this, but I have a better idea, so we can just add another mixed node. So this is size. You can see effect of this size. We just spread area where this effect is visible. Let's first press them to see before and after. I like this effect, and we can go with mixed color. So this will be after and this will be what we have before. And now we can choose how much we want this effect. This is too much, maybe 0.3 or even 0.4. And what I will do now, I will combine more of this. I will go again with glare. And now I will change this all to eight or something. And now I will again go with this will be after and this will be before. Now again, have this slider, where we choose how much we want this effect. Maybe 0.2. So we have effect with small size, which affect only this area. This is before and after, and we have this which affect a lot of this. And I think both are too intense, so let's bring this 2.1. But this is only bloom effect. Let's now go with Shiv D. Let's see what we have here Ghost effect. I will skip this one streaks. This add this more like stars. So I will go with G, and I will again go with Shiv D. This will be second input and this one, first input. And now we can choose how much we want. We can keep 0.1 maybe. And let's duplicate this one more time. Streaks, folk glow. Let's see how this affect. So this is before and after. Let's play with size. And in this example, low is actually with low, we will get more of this effect. So I will choose this high, and let's press to see before and after is still a little too intense, so we can again go with Chi D. This is first result. This is second. And let's see how much we want this effect. Maybe again 0.2. And now all this is globe and glare effect. So I will press S to scale this Control J. And N, I will call this glare and globe. Okay. Now, if I select all this and if I press, this is before and this is after. Now, if I add another mixed node, so this will be input two and we can make reroute here and this will be input one. So if we fade, complete this glow effect, we can play with this. I like this part here. Maybe I can go to my scene and with color, adjust this option, this roughness here. So if I let's go to material preview. It is about these two masks, so I can maybe add more area, more white area to get more rough part here. But I will not re render this. For now, I will maybe do this later. Let's now add some noise texture. And for this, I will also use overlay from Internet. And I have a lot of similar things, but I think this one is free. So if you search for free film grain overlay, Shutterstock, you can find this map. And this is video texture, but this is not important. We need only one frame. But I think we can also try to create this inside blender to create noise texture inside blender, we can go with Shift A and search for texture, and I think we can here to you and can call this noise. And now we have some pre definited options here, procedural options here, and I will choose here noise. Okay, here, we have noise, and you can see how this look. So this is not the best solution because film gray noise is something different than just black and white pixels. But let's use just a little of this. So we can go with Shift try click. Mix. For this, I will use overlay blending mode. Now let's try different blending modes, but I think it will not work. So screen brighten everything up, multiply, darken and overlay. Should be best solution for this, but let's just go with maybe 0.1. If we go with 0.5, you get this. So maybe 0.2. And I think we can improve this if we add little blur here. Let's go again with blur. Maybe one pixel, just a little blur, and let's maybe go with 0.2. So this is before and after. As to scale, bring this about here. I think I will try to use screen blending mode because I don't want to darken whole image. This look a little better. I look little like noise, but also maybe tiny snow or something. So let's just use 0.05, and let's now do what we should do. So I will use this overlay from Internet Let's now review. This is big, but I think this is also okay. Again, with mixed node. Mixed color, and this will be second input. Let's now set also this as overlay. This also darken image a lot. So let's use maybe 0.3 here. So this is before and after. And you can see how overlay filmy overlay looks. It's a different than this one we get from lender. But this one is more intense, so we can also keep small value of this one. And I also look in my folders what, what I download from before, and maybe we can if you want to make all the film look, you can maybe try something similar like this one. Or maybe something like this. I didn't use this last time, but let's see how this look. Let's try with this one. So this is something similar. This is more like scratch and film dust than grain. Problem with this is that this is so small. Okay. Now when I import this, I also can try different things here. I think I will choose later this one, but let's see this light leaking. So you can also get this effect. But not sure if this is over the best blending mode for this, you can maybe try screen multiply. Let's try maybe this one. Screen. This folder here is useful if you want, get retro camera look. Let's see this scratches here, and for this, I think I should use screen blending mode. We get with this scratches, old camera imperfections. So let's try fit, stretch. But I will back here and use this thrain overlay. We can bring this 0.1, and I think we are done with this grain. So if I now scale this and if I press M to mute, so this is before and after. So before, after. And inside after effects, we have this grain effect which I like. So we have redefinited options here. So we just need select this and if I type here, maybe 1.2, we need a nigh for this. We get really nice noise texture here. And we can easy change this to something different. All this is maybe too intense, and I will go again, with Control J, and I will call this grain. And now we can go again with mixed color, and now we can plug this last note before this grain. So let's plug this here and then this down, and now we can choose how much of this we want. I want a lot of this maybe 0.8. Next is snow. And let's just quickly jump to after effect. So we have here snow overlay, but I have this peck from okay, if I go here, AI juice is all this is real snow footage, but this is not free. So you can always go splash and just search for snow overlays. And you need black and white texture like this so we can easy isolate. Remove these blacks and keep only snow. And I'm not sure. Which one I download, but I download these two. And I think you can maybe type this name and you will find this texture here. So let's see how this look. I also find this somewhere on Internet, and I'm not sure. Well, not so realistic, but we can use only small value. Bring this inside Blender. And now we can go again let's go with Control click here. Scale fit to render size. Let's see. So I think in this case, I will use this stretch or now I will bring this here, shift try, click. And now we can screen use screen bending mode. Now we can just choose how much we want this effect. And now we get another overlay. So this is before, this is after. Let's again go with maybe 0.2. Now I will again select all this as to scale, control ray. And I will call this Snow. Mix color, and now again, we can use this as first input this as second we can choose how much we want this snow. I will use all I will go 2.9. Now we can add some sharpening here, and I will show you how you can create this effect. So I will go first with Map range. And this will make whole image black and white, similar like colorm and now I will go with blue. So I want blue, all this, and let's plug this here, and I will go with value of 20. And now I will go with mix. Color, and I will divide this. I will choose here, divide. And now let's see how this go. I think I want click here claim. Okay. And now we can use this as overlay. So I will again go with Shiv D. So let's use this as overlay blending mode. So this should be first input and this overlay should be second. Now you can see this effect. So we get this sharpening effect here and let's go with Bring this down. So if I go to left, this is before, and this is after. This is also effect which you can find mostly on old cameras, VHS camera or similar, but we can use small value of this, maybe 0.3. So if I now press M, this is before and this is a. This is still too intense, so maybe 0.2 Control J. Sharp pen. And here I will check my white balance. And what is white balance? I just go to Google. So white balance refers to the color temperature at which white objects on film actually look white. And I see in one tutorial, so if you need object in your scene for which you know that it is white. And for this, you can actually, add cube. So cube is white. But I don't want to render this because I'm pretty sure that this snow here is snow shader here is actually white. So we can back to compositor, and we can try fix this easy. So I will go with mixed color, and I will go to divide. So we actually want to divide color from this white object. And I'm sure that this object here, this snow here is white. So I will sample this pixel and you can see what this does. This actually remove this color from white. So we know that this snow should be white. But in this example, this snow is actually blue. And now we basically remove this color from our scene. But this is too intense, and you can play with this value. But we actually don't want though this maybe just small value. So I think technically this will be more correct, but this is art, so you can do what you want. But let's just remove some of these color with this slider here. We get a lot of bright parts on these highlights here. But I say before that in beginning of this video that we should back to all these notes and play again, all these effects later. I think we need more contrast here, so I will go with curves. So RGB curves. Let's now bring this here. Now what we can do, we can move this all about here and now we can play with. And we can now play with this factor maybe 0.1. Now, I think we are done, but let's just go with Control J and rename these to wide balance. But we need now back to all these settings, and we need adjust this because this doesn't look so good, so I will go with joining down. So basically in this tutorial, I just show you all options. You have if you change any of these values here, this drastically affect our renders. So if I click here, you can see, we get completely different result. And if I move this. So basically, you just need to take a lot of time and play with all these values. And I do same in after effects. So I spend two days just tweaking all these settings until I'm happy with result. But I think it is a little harder to do this in side blender compositor. All this is pretty sensitive, and we have less options than in after effects. For example, this film Convert don is not free addon, but you can see with one click that this affect a lot of these renders. So I have a lot of This is like professional addon. It cost, I think, about 150 euros. But with this, you can easily, choose change film book, and with one click, you can do a lot of things. And you don't need to tweak and spend hours inside blender. So this is difference between like programs there just for compositing and blender. But I think we can also this example, we see that we can also improve a lot our renders inside Blender compositor. Okay, I think I will now take some time and try tweaking all these settings until I get better result. So I can always select all this and I can press M to mute this to see how this affect my render. And when I beg this, I can see if I like this or not. Now, I think I will bring this down maybe 2.3. And one thing we can also do, at the end of this. I think we should do correction at the end, so we can go with color, maybe hue correct. In this point, you can play with all these values here. So if I move this up, I get more like these orange tones, and I think with just one move, we make this render better. So let's this is all for this tutorial. And now I will take some time and try to make this better, and I think I will show you my final result. I hope you enjoying this tutorial and learn something new. So you can also check my other tutorials and see you next time.