Transcripts
1. Introduction: Greetings everybody. I welcome you to this looming
and advanced level course. I hope you have already covered my previous Lumia
and course where I teach how to advance your Lumia knowledge
from a basic level. My name is Chris
Sean Parker Ana, I'm a civil engineer in 3D designer and founder
of creation renders. I have done more than 70 architectural and
structural projects, including expertise in virtual
reality, 360 views, etc. Here are some of the work
I have done previously. I'm an expert in Lumen, twin motion D5 renders SketchUp, rivet and BIM related software. By subscribing to this course, you will learn photorealistic
interior and exterior, both day and night
renderings and Lumia. And you will be able to
advance your knowledge from more than two
hours of these lessons. The whole course
includes some of the hidden tips and
tricks of lumen, which you can use for
your own project. I will discuss image and video rendering settings in
depth in this course. Also, I will talk about how to build a realistic ground cover, animated phasing, how to import third-party assets and
textures to Lumia. So I welcome you to
this lumen course. You will be amazed at how quickly you can learn
from this course. I guarantee you will
not disappoint at all. Please feel free to contact me if you have any doubt
on this course.
2. Lesson 1.1-3rd Party Textures: Hello and welcome
back everybody. This is my lumen second course. This is actually
the advanced level Lumia and rendering course. In previously, you
might be able to find that basic to intermediate
level course. I hope you have colored that. If not, if you are a lumen, a user that you know
the basic function, how the asset management and the image and
video rendering. So how this stuff works. So you can still progress from this course onwards because
this is an advanced level, that means we will
be talking about more in depth details about image and video rendering
settings as well as some texture settings and
some of the material, how we can create
it through lumen. Because some people have asked from me about how to
create a mirror images, how to create some
of the objects, and how to animate
and how to import some other third party 3D from 3D softwares
like these things. These things will be
addressed in this course. So in this course, I'll be first discuss
about the image rendering. In order to get a
photorealistic rendering, you need to have
a photorealistic go high-quality PBR or textures. Just remember that. The first thing is you,
you are materials, you are textures need
to be high-quality and at least for K2,
eight K resolution. So don't worry about that now because while
we are progressing, we will get to know
about how to improve our normal albedo maps
and reflect two maps, diffuse map, those things and those things
will be addressing. While actually. So this is actually a Lumia,
not the level. In basic to intermediate
level course. I have covered the lumen
level and this is looming 12. There are some certain changes, but this course is not for discussing about the difference between the Lumiere
11 and the lumen. This is basically PO, learning to upgrade your skills. If you are having a
Lumia, I'm skill. So don't worry about that. Most of the settings I'm changing in Lumia
into L will be, you can, you will
be able to do it in at least lumen eight
or nine, up to nine. So don't worry about that. If you haven't to just
skip that part because while if you have a day to
Lumia 1009 or maybe 11, so you can do most of
the settings at 98%, you can do, don't
worry about that. So here I have load. Farnsworth house, a
pretty good example. Earlier example given by
the Lumiere team actually. So in this lesson, I'm just going to talk
about high-quality touches. Actually, when you're talking about these
high-quality textures, you will be able to find
it in internet in free. Actually, most of them
are free in PBR textures. Or maybe a quick
cell mega scans. Actually I'm using clicks
omega's can because it has a wide variety of textures,
very high-quality. So this is, if you do not know
about quicksand mega scan, it is now part of
the Epic Games. So this is actually quick. So omega scan, if you just go to your browser and just put
these clicks are mega scan. Just search it through and
you'll be able to find, you will be able to load
this interface actually. So here are some
of the textures. So I have downloaded these coffee marble and
some of the materials, so we are using it in Lumia now. So once you have
downloaded data, you will be having that
file as a zip file. You can unzip file and you'll be able
to find some albedo, normal map and diffuse map at
glossiness, reflect to map. And those maps will be, you can find it from
the Quicksilver. And just remember if you are downloading these
quakes omega scan file, just click this one. You can change the
resolution here for K or eight K or maybe
two k. Probably. I'm not using tweak to k, using pokey and eight k. And remember that you need to
check these settings button. Here you will be able to find
the texture texture maps. You can find it in the
Quicksilver mega scans. I usually take everything because some of the
map doesn't contain. Some of these
settings, for example, you will be not having
diffuse map in 3D model, 3D texture like coffee marble because it's a plane texture. You don't have any 3D
effect on these texture. So once you have
clicked this download, you'll be having a zip file. Then you can unzip the file
and you will be able to find the older maps
related to this texture. Here I'll just click
this texture here. Just go to Materials and
just click this flow store. This is the lumen material. So here you will
be able to find, sometimes you will be able to find like this in
Lumia and toil. And in previously Lumia
11 or older versions, you will be having a
separate menu here. You don't need to check this
show more or less buttons. So here you will be able
to find the colorization. That means a colormap usually
gives the color to them. This color will be displaced
because of the color map. And here you will be
having normal map. It will give some
illusional 3D effect to the the surface. But we are using a marble, so we don't need and we don't have any 3D illusional effects. So in this downloadable thing we have done need to
quicksort omega scans. You don't, you don't
have any normal map. Usually you can understand about the normal
map because it's purple or blue color
shape, blue-colored. And here you have
the reflectivity. You can change the reflectivity. And here you have the gloss map. You can upload it from here. And you can have the
displacement map, or you can have here, you can have the
reflective tMap. So I'll just click
this color map here and just click this
important new texture. So these are the material I have imported through
Quicksilver mega scan. Yeah, i'll, I'll just
click this Albedo map because albedo and the colormap, we'll assume all gives
the color to be surfaced. I don't have the normal map
because it's a plane surface. You're going to have any 3D
illusional effects. Here. I'll just go to close gloss map. Just click here and
go to glossiness. And here you just
click displacement map and you will not
find any, any gloss. Sorry, displacement map here. Because this is a plane surface. You don't have any displacement because the displacement
is almost similar to this normal map because
it gives the 3D effect, the variation of the depth. So here you don't need
to have a displacement. And here you will
be able to find the reflectivity
map. Go to here. And here you will be
having the roughness, that means the reflectivity. So similar names, some textures identified as a different name but Albedo map piece
and the colormap. The glossiness is same
and the roughness is preference, is
the reflectivity. Just click here. And
some maps contain this peculiar map that can also give some idea
about specular, that mean the
transparency related. Here, once you have imported the reflectivity
map, you will be, you will be able to find
three different tabs. That means the texture mask
reflectivity, texture clips, objects, and the
texture mass MAC units. That means that how the reflectivity works
in the textures. If we just go to
near this surface now it will be like a
global elimination. You are surface will
reflect the light. If you just click this
texture clips object, you will be, a spot will
be appearing like this. And if you texture
mass m is universally means you are light will be
MAC bonus because of the, the reflectivity
we have selected. This cool with. But you have known
because most of the surfaces or reflectivity, so like this and some of
them are in misdemeanors. So go with the
knowledge about that. And I'm not talking about
these settings because in previous videos we
have talked about it. Here. You will be able to chain the
opposite y of x, y, z dogs. I don't need to change now. You can change the
heading pitch like this, can change the bank as well. I don't need that one as well. And the transparency
you just click here can see spots appearing like
the texture clips objects. Just click the vaccine us. The emissive like this texture. And the weathering
effect that it's good actually from Lumia
to Elon nodes, they have introduced decals. So without use
weathering effect, you can use decals to get high
photorealistic rendering. Here foliage, that means
the leaves spread. I don't need it from here. So this is a very
high-quality texture. So you can change the
reflectivity as well from here, and change the gloss as fair. So this is the idea about how to chain the textures and how to import textures from
the third party. It's a great deal actually, when you're introducing
these maps. Now, there are plenty of options where you can
download it through internet and use it
for your own model. So I hope you
understand about this. In next video onward, we will be dividing four videos because we'll be discussing
about interior and exterior, both day and night. We'll be talking about some of the light settings for
interior, maybe night function. So likewise, we'll be dividing our videos and we will be
talking about one-by-one. What are the settings and the
image and video rendering, the need and the
basic definition of these settings and how the
settings will be effective, our overall rendering, those
things will be addressed. So stay tuned.
3. Lesson 1.2-3rd Party Assets: Hello everybody. Welcome back to
this lumen video. Actually, we have learned in a previous video that
how to import textures. Today's video is also similar, but we are importing a 3D
model actually from Max tree. The tree is sexually pretty
object creation company where you can find plenty
of high resolution, high photorealistic 3D objects. You can find some interior
objects and mostly max tree. So about veggie, vegetation, that means landscape related
3D object creation company. So if you like, there are two methods actually
to import these max trio. Any other 3D model actually fits SketchUp or rabbit you can
live St. Pete The Lumiere. That's a different scenario. But here what we're gonna do is we're going to
import a 3D model. Or maybe, that's
maybe an FBX file, that may be a 3ds Max
file, doesn't matter. There are two methods. The
first method is manual method. Now what? That is what I'm
going to teach you. And the second method
is you have to export it to Lumia and that is
color lime exporter. So the, what the lime
exporter will be done is actually till create. And it will map all the related
maps into the 3D objects, then you can import it to Lumia. So it's a very easy
process actually, and it's a paid version. So this is a little
bit hard version and you don't have to pay because
it's completely manual. I will be teaching you that now. So now we'll go to
the imported model. Just double-click and
import model here. Here, these are the
max tree files when you purchase two, max three. So you can find FBX files. We re corona any other
documents and the maps, all the files will be
contained in one folder. So you just have to
go to allocate it in maybe a PX file or maybe
a 3ds Max doesn't matter. You have to manually
do the map, mapping. So here you can check. You have to can, these are the files you
can import it to Lumia, Autodesk real drawing and
the 3D objects files, FBX files, autodesk
collateral file. There'll be its
final sketch up fast MAX files 3D is
final object file. So here, these are
the 3ds Max files. I'll just click this one
and I'll just click Open. I just put a name here. This basic. So if you want to add this
into a different layer, you can select it from
here that that is up to you Actually
the layers we have talked about in previous course. So I imported JSON line. I'll just put this toggle
on and I'll just put, Okay. So actually this process is, this manual processes
little bit hard. But once you have
learn this method, it can be really easy. But just remember that not only lumen to this manual setup, you need to have
Photoshop as well. So you need to learn
a bit of Photoshop. You don't need to be a pro. I will teach you how to do
this Photoshop part. Okay. These are the 3D objects
or maybe Px, Py files. Fbx file may be in white color, but this previous max 3D
modelling is only gray color. We'll just assume
little bit tend to get and knowledge about
these 3ds Max file C, there are no maps, no trees, no trans, anything. So first thing is you have
to click this material. You just have to
click this leaf here. And just said standard. And here you have, you have to choose a color map. Okay? Just click this albedo. Thank you. Now redeems the colorization. Now, you might be
able to find a bit difficult because
these are some, there are no weights. That means inside this leaf, It's all the map. It's not a PNG file. That's what happened. So before going to normal
map and the closeness, you have to go to Photoshop. And you have to import
these Albedo map. Just drag this one. Again. You have to import this
opacity map pass fail. Okay, let's click Enter. Now you have two layers here. These are very basic. You don't have to worry
about these Photoshop. For this one, I just have this layer mask.
Just click here. And you will be able to find
this white color layer mask. So just go back to
the opacity map. Just click Control a to
select all control C to copy. And just click this layer too. And just press Alt
in your keyboard. While pressing Alt, just click this white area, like this. Okay? Now the white area is selected. Now just Control V
paste. Now it's done. Now. You have to unhide, hide this opacity map. Okay? Now you can see all
these words are gone. Now. Only the, the, the leaf
pattern will be there. There are no other
spaces left here. So just go to here
File and Export, Quick Export as a PNG. So it will be completed. So now we have completed how? From the Photoshop.
Now what you have to do is just go back to the Lumia. Just click again. Colorization.
That means Albedo map. Let's click this one. These are the file I have
imported from Photoshop. Just click Open. Now you will be able to
find a good texture here. Just a quick normal map. Again, JPEG file, normal map. And the glossiness. There are no lawlessness.
Doesn't matter. If you want. Have the reflective my password. Just remember the,
remember what I have TO two in the last lesson. This texture maps. That means the
disease you alpha. In here. You will
be able to find this as Alpert
group map in here. You will be able to find as
a reflectivity map here f2. To cut this one to this
map as a PNG file, you just need to click
this texture clip. Okay? And that is done. So now what I'm gonna do is
I'll just click other layer. Same procedure. There are two leaves are
presenting these 3D objects. There are two
albedo files I have converted already
from the Photoshop. You'll have to do that again. Again, go to colormap,
important new texture. This is a second
LB2 domain, open. Okay? Colorization and import the Opus, the normal map. And lag this. Just renew so glossiness here. And I'll just release the
glossiness as fields. So now you can see a pretty
good photo realistic 3D similar to high-quality
freezing the lumen maps. And we have to use
the trunk as well. Same procedure. And the normal map.
And this is the trunk. Quick that no colorization. I don't need that. Quote, normal glossiness map. I will check whether they
have available or not. No, actually, you don't need that seamlessness because
it's a natural elements, so you don't have
any glosses here. Good displacement map. Usually I yes. Usually they have
displacement map because it's a little bit 3D. Realism on that. Click that one as well. So you can see it's a
good trunk traction here. Now, there are other
trunk as well. So what we're gonna
do is just click this menu and we'll just
copy this material. And we're just going to
click this one standard. And we'll click
this one and paste. Ok. So now you can see
how we have a map, all the textures from
the third party, I said, but you know, the process
is a little bit longer than exporting it through
the line I exported. But it's better to have land this one because you don't have to pay
anybody anything. It will be take time, but while you're practicing, you will be get more quicker. And just click this
one and just go to the photo mode
image rendering to see the good quality random. Yes, it's a very
good college around. See how this tree will be a
look like in the final image. That's pretty good. So I hope you have
learned about how to import a 3D model
from a third party, especially max tree or
any other third party. And you can locate, and you can save this as
your model zoo in domain. So in next video we will
meet a different scenario. Okay?
4. Lesson 2.1-Exterior Day Scene: Hello everybody. This video will talk
about exterior. Basie, usually say
exterior model. And we will be rendering a daisy as well as we
will rendering and 194, same kind of example. So that will be useful for
you to understand about how the image and video
settings will be applied to your photo
realistic rendering. So we will just
go to photo here. Actually this example will
be given by the lumen. It's preloaded to you
or Lumia and pro. So these are some
settings applied to this pre-loaded images. I'll just go to a blank one. And I will take a photograph. Just click here and you are photographing will be like this. And just click on the
space to get an idea, getting a preview for
what you will get as a final output. So just go to Effects. Now, you will be having
this kind of a menu here, you will be having featured. That means these are
the commonly used, that is the meaning
of this feature, the tab actually,
first thing will be, I will be adding
these 2 perspective. I hope you know about
two-point perspective. That means 90 degrees. If you just reduce the amount, the now the amount will
be at its highest. So it will be like the older angles will be 90 degrees is the
meaning of this one. So that is the coolest thing. I'm usually when I'm doing a rendering, Let's
go to the next. And I don t need depth
of field at this moment, but we will take
that up in later. Okay, Now we will adding a very important setting
that is real skies. Just apply here. See how the difference is now compare with
the previous one. Because Okay, just
click real sky here. You have plenty of options. Hdri polygon skies, evening, morning, overcast,
sunset, clear, and night as well. So I will be going
with this sunset. Okay. So you can change the heading. That means you can change
where you are some event now currently here can
change that as well. It's up to you Actually, if you want to have you
sign on this side or maybe other side,
that is up to you. When the brightness and
the overall brightness, just remember that
this brightness and overall brightness means
you are HDR sky brightness, not the image brightness. If we just increase
the brightness here, you see that that
will brighten up. And overall brightness
also say clips k-means it's like almost 180 degree
angle rotating C. Okay? So we will keep
this as it is now. And we will be moving to the, another aspect that
is some, Okay? Now, you will know that
you will have any sense of idea that you are real sky and the sun
if it will not match here. Because as you remember, you assign will be other
side of this image. And the sun effect is different than what we can do is you
have to match real sky, sun and the sun option,
some location. Okay? So what you can do is you can chain now, match with the match with the good morning surprise. Now, you are real sky is here. The 50s here. That T is. I'll just go back to Wales guy and
just increase our hitting. It will be like this because otherwise I cannot understand the sun is located. Can now go back to here. Now we have located a little
bit just press Shift. And she was increase
because when you press Shift and just increasing your height or any
other this option, it'll be really easy because
it will be slowed down. Otherwise it will be like a very long, very long duration. And the period will be applied
to these settings will be very difficult to
handle without shipped. Okay. Adding a little
bit now, okay. Now our Sun, if I can
the real sky effective, it will be completed. I'll just go back to here. Now just remember, if you put your real sky
on top of the sun, that means real sky
governs and you are suddenly pick will
be laying off, okay, now the real, real sky will be there. But usually you should have your sign on top
of the real sky. Then you have some effect also can be applied
to your model, as well as URL sky also there. So just remember that always put some on top of
to the real sky. I'll just increase the
overall brightness here. Little bit. Overall
brightness a little bit. Yes, that's good. And the sun increase
brightness a little bit. Now it's pretty good. So I hope you have an idea about the
real sky and the sun. So from the next video we'll be talking about
some other effects like shadow reflection
and the Hyper Light related to the
shadows and reflections. So stay tuned.
5. Lesson 2.2-Exterior Day Scene: Okay guys. So now we have already talked
about some real skies. So now we're feeling the
exterior day seen video. We will be moving on to the next effect that
is called the shadow. Will just click this one shadow. And you will be able to
find some settings here, especially this Omni shadow. Actually this Omni shadow
means it will be in, it will enhance the
small details in the geometry and the materials. So it's really important
to just increase it. You are detail will be, your shadow details
will be enhanced. The two we have to remember
that fun on the shadow. Shadow correction means if
you have any error in shadow. So it allows you to reduce
the shadow errors caused by the when you have like two
places in very nearby. From this shadow correction, you are shadow will be
corrected automatically. So it's better to have this
shadow correction has failed. Again. Here you have another
one that is called soft shadows that there'll be more sharp details
we'll be using. And here also find
details shadows, a more realistic
and final render, shadows where you face the sun and the shadow
will be more details. So again, there are some other, a little bit less
important effects. Here you have some shadow range. It means if we just increase it, you arrange will be changed. So here you have the coloring. That means overall
you are coloring, there'll be change if
you just increase it, is press this one and if
you just decrease it, you will be having more, a little bit darker version. And here also you
have the brightness. That means if you
just increase it, like you don't see any shadows at all because you are
shadows are too bright. And if you just decrease it, you are shadows will
be ultra sharp. So it's better to have a
default value like 0.200. That's better. Here you have another function called interior and exterior. That means if you are dealing with basically
interior rendering, just go with hasZero, doing it in exterior, just have a little bit so it
will enhance your shadows. So again, they are
another one that is foreshadowed type,
sharp, outro sharp. That means a very smooth
detail will be appearing. I'll click this one as just
remember that if you are using a shadow type Alto shop or maybe the sharp you don't, you cannot turn on
these soft shadows C. So it will only allow
with using a normal. Okay? And again, if you just
press this sharpen, your soft shadows will be gone. And fine details shadows will be there even though you
are using auto shop. Okay, just remember
that as well. So now I think we have added a little bit shadow
details to our rendering. Now we will go to
the next effect, that is for reflection. Actually here you have some
kind of reflection planes. You can apply it manually. It's better. Who
otherwise? This. Once you click the speed free, that means the only speed
tray will be only available for the lumen probation
and mostly accurate on any surface and it will
be window really fast. I'll just click
this enable feature and the preview is on. And don't worry, because in some Lumia and older versions you will be not having a
similar kind of a menu. It will be a little
bit different here. But either way you
will be having this active planes just
go to axial plane. So you can have planes where
you want the reflection. So this is the area where
the glass appearance. So I'll just click here and I'll just add a new plane
and this plane as well. And again, I'll just
add here as well. Likewise, any, maybe
a water or any other glass material you can have this reflection planes as well. Here you have this. Another one that is
called lumen will analyze the current p When tried to
place a reflection planes. So it will be
automatically added to your scene if you just
press here and here, if you want to remove
the old planes, that means the
already added one. See that the reflection
plane will be already added. Now automatically. Just press, Okay. Just remember if you are using reflections and if
you're using preview, live preview, you are Lumia and overall speed will be reduced
because you're grumpy. Graphic card will be utilizing because
of this reflection. See now they are a very smooth
kind of a reflection here, better than the previous one. So we will move on to the next effect that
is called Hyper Light. Actually, this
highlight position will be appearing since I think as
I remember lou me an eight. So what is this
hyper light effect? That means it will be, it'll be Act has a power booster that overall it will be improved your lighting
quality and accuracy. So it's a really good if you can apply to any image
or video rendering. So usually it will be
automatically around 25 per cent, but I prefer to have around 42%. We just enabled it really good now because of
the high delight as well. So I hope now we have covered
shadow reflection and the height Hyper Light. And we will be talking
about skylight as well. If we just go to the
skylight and there are some other functions that is called skylight in
planar reflections. What is actually
displaying a reflection? It's a planar surface actually, it's a two-dimensional surface, a 2D area that is straight
into two directions. In other words, it's a
plane planar surface, like a flat
two-dimensional surface. They are only half the
length and the width, but no height or thickness. Okay, just remember like that. So if age is unable, this planar reflection in the skylight it
till like render. It very accurate on
the planar surface, but you are render
will be really slow. That means you are overall
time where you get final outcome will be more because of this
planar reflections. And just remember that if you
use projected reflections, that is not very
accurate like real life. But Brenda's really fast. So either you to see this one or maybe I just choose cleaner reflection or
either you have both. So it doesn't matter. And
this is the render quality. You can have high
or ultra as well. So it's up to you. I usually go with the high. So it will have a smooth
skylight reflection on the surfaces. See. Now it's almost a very accurate, more realistic than
the previous ones. Actually, you just
have to remember that the reflection
speed reflections, projected reflections and
the plane reflections, both three can be applied
to single lumen render. Just remember that the
speed trailer reflection only you are you'll be having if you are
having a Pro license. Otherwise you will not have the speed where
reflections and the plane, any plane and the project
reflection that is up to you. You can either have planar
projected or maybe both. Okay? So I think we have already covered about
the skylight effect. So in next video, but basically we will talk
about color correction and the layer visibility and some other functions we are
having in these settings. Now, I think now when you compare it with the
overall rendering, it will be really realistic. We just unhide older
one, which just, I'll just keep the
two-point perspective in order to show how
the first render and see this is actually the first render. And after awhile after
applying some settings, this is the Render
we're getting. The difference between
two renderings. Okay? So this is the way actually
how you can learn. Because you should not follow my theories until
you are practicing it. Because practicing is the most
important thing in Lumia. Because while you are doing it, while you're practicing,
you will get more, faster and more accurate, realistic renderings because now you're going on a
little bit slow pace. But once you have identified, you will be able to know
about the exterior, interior settings really fast. So you can apply through this
fx at defects straightaway. And you can get a very
smooth rendering and you are that overall timing you'll
be really good afterwards. So it is all, always remember the old shadows. All the reflections are, all things are interconnected.
Just remember that. Okay. Now we will stop this video and we'll be meeting in
on the next video.
6. Lesson 2.3-Exterior Day Scene: Now let's talk about
some other effects. That means if you
just go to Features, we are left to talk about color correction and
the layer visibility. Just add this color
correction here. Usually pull my renderings. I will be using temperature
team ten, the vibrance, and the contrast also play a huge role in
the color correction. And these are the settings
will not Use much. So temperature, you, from the name you might
be having an idea. It will increase the
temperature like this. And the tint, also a tint, but I don't usually prefer it. So again, the vibrance
will be giving a more vibrant smoke
colorfulness of the image. But it's too much now. So I led a little bit. Yes, That will be good. And the brightness,
usually I don't need much because overall
image is quite good. But depend upon the
rendering you are doing. Sometimes you might be useful. The brightness tool
and the contrast is a good tool that control the overall
contrast of the image. Here, see it, there'll
be a little bit darker. But overall it's quite moody, kind of a feeling
we'll be getting from this contrast and just scroll
to reduce the contrast, you will be having a
pale, a light color. So the usual like this amount, the default amount will be
really good at this moment. And the saturation. See how the color
will be saturate. If you want a little bit darker, a little bit gray, grayish color, look saturated. Duration is the one. Actually, you can see this color palette will
be displaying that. There'll be a guideline where
you can have your settings. But it's from the lumen
dwell in previous version, that means older
version you won't be find similar kind of thing. So don't worry about that. It will it will act
as a basic guideline. And here you have the limit law. If you just increase
it, the overall limit will be getting darker. So it's for me, it's quite not truthful
for my when rings and limit thigh will be giving a
white color to your image. So having a full color, that means 1 will be useful
and the limit will be 0. So you can balance it like this. And you can have this, see really a portal,
not a photorealistic. It's like a very artificial
failing it'll be having. But still, again, these things, these settings will be useful in a different kind of a scenario. Okay, just remember that
I'll just reduce it and it will just go back to the settings and the
layer visibility. So here are the layers. I hope you remember. What are the layers? To understand about layers, we'll just go to the build. That means working model. If you hover your mouse
on top of the bar, you will be having a, a layers, this kind of a layer. Here you can add more
layers and you can have the always show layers like
this will be easy now. So these are the layers
actively on the model. The red color means that
these layers are turned off. That means Heidi already,
they are hiding. And if we just turn on, you can see the slides
will be on, turn on. So there are people as well, so it's already hide. So I'll just highlight. So I'll just go to us. So just remember that
if you are in a layer and you cannot hide that
layer because it's, you are currently, if you
want to hide a layer, you just have to go to a
different layer and enable it. Unable means you don't
have to click any button, just click any space around
here, not this logo. Then you can hide this
any other layers. Okay, So now moving back
to the photo, here, you might be seeing that the older layers there are 70 layers in this current image. So I think if you just
move to the layer, you will be getting a
smaller description. This Number 12 layer is
the ideal people who just click this one. Your model will be appearing
these humans and the people. Here you have number
three that is light. So if you are like
rendering and night, sky or maybe a
nighttime rendering, this slide will be using, but these are a little
bit even in time, so I don't need light, so I'll just hide it. So these are the
usefulness of the, of the layer visibility. So if you have many layers, sometimes your model also
getting slower because of this haptic vegetation and the 3D realism you are applying to this image
and video renderings. Again. Another point, I feel model, what you have imported from
is complex and the heavy. It will be fine to use your graphic card from the lumen and you are overall model. Like the movements will
be getting slower. So just remember these
layers are really important when you are
working with the lumen. Again. So we have talked about
all these features. Tab. Now we'll go to the concept and I'm not going to talk about this really basic
outline sketch and the pastel sketch and
the architectural here, another one, photo matching. So we'll do a small example of photometric and the
sun Sadie, because, because you are having
a real sky option enabling this model for
you assign study will be not displays like it will
be automatically defaulted. So here we are using
two-point perspective and the Blueprint I don't need the
story form is like this. I don't need that as well. Just delete it. Again. Goto is orthographic view
will be discussing about this as well in future
for the lighting. And we have used for sky, sun, the shadow reflection, skylight high pearlite, and
the gold race. So like it's like
filtering you are sunrise and the sun light through a cloud or
maybe from vegetation. If you have this one, if you are suddenly is
this direction and you have a tree or maybe a cloud, you are like there'll
be filtered, like a goat race. So don't worry about that. Not much hard settings. So I'm not going to teach
about gold race and the year. You will be having
global eliminations. One of the really
important factors about a global elimination. So don't worry about that now, because while we are
using it in interior, we will use global elimination because it's really important. Because it's a
model how the light will bounce off from the
surfaces onto another surface. Maybe if you are having a son or maybe artificial
lighting, you are. A light will be
bounds on a surface and it will be reflected
on another surface. Actually, it's indirect light. And it will be
limited to just the light hits surface directly
from the light source. And that is called direct light. And so, you know the difference between the indirect
light and direct light. So usually the sun will
be a direct light and maybe the artificial
lighting you can add inside. Inside your room. It will be in direct line. So while we are doing interior, a night setting the scene, we can have an idea about this global elimination and
the volumetric sunlight also for kind of effect
that means you will be getting know about
this volumetric sunlight. So usually you will be having like a folk kind
of a situation because now you can see your light
coming on this direction and the brightness and
the range c can see, and you can increase
the brightness as well. So it's dependent upon the
scene you are rendering. Now I don't need the
volumetric sunlight and the volumetric spotlight. We will be discussing the
interior nighttime scene. And again, we'll go
to this sky whether our lab relates that
means northern lights. Currently we are not
doing a nighttime scene. So while we are doing just
touch on that one as well. And the fog and the precipitation will be
addressing a different video. It's a really good one. And again, contrails,
volume, clouds, those things will be not tapply because we are
using Rails guys, just remember that the
horizontal cloud and the moon, all things will not apply
because we are using real sky.
7. Lesson 2.4-Exterior Night Scene: What's happening, everybody? So in earlier videos we have
covered the exterior DC. Now we are using the
same exterior scene, but it's in night mode. So here I'll have another
similar to this kind of image. I will have another image here. Just press here. We just go to here. Actually you can just copy these effects because I
can use them as it is. Or just remember
that you can save this into your computer as well. So if you just click
this Save effect list and you can use them in
a different lumen model. So you can load them here
and you can save them here. So it's really easy because
you don't have to do, for example, for exterior scene. So you can have a couple
of settings saved into lumen and you can
load them up because otherwise you cannot do it every time because it
will consume your time. The time is really
important here because still we are learning
and we are beginning, or maybe we add an
intermediate level. That's why we are
learning one-by-one. So once you have learned
and those things, just apply these settings
and just save effect. And once you want
to do exterior, interior and Bree, just load them up and you can adjust
them really quickly. Okay, Now what we're
gonna do is we just copy effect list here and
just go to here. And I will just paste effect. So it will basically do every settings on this
we have applied to, on the scene will be applied
to this scene as well. So here, since it's a nighttime, I'll go with the
CO2 real sky here. And I will go maybe
this kind of effect, but still there's
a lot of light, so I'll just reduce
the brightness of the gain Lipsky k. Now we will go back and we will just hide this one
because you get, you can see that some nice
appearing on our model. Okay? Now we are in almost
a night mode. So again, go back to here. Skylight. It's up to you, but because we are
using a real sky, need much one and color
correction and the exposure. So now basically we
need is light teens actually in when you
go to the Build mode. So this is a nighttime
also because I have changed the sun height. And now it's almost nighttime because when we are using light, it's better to have
a night mode, don't. That means a son
height will be reduced to a certain extent. So you can get an idea about the lighting
because otherwise, when you are using lightings on the day at the day
scene like this one, you don't see the lighting
effect correctly. So it's better to have a
little bit dark time here. So go to Content Library here. And here you have lights. So here you have some
lambs Spotlight. These all are spotlight, so it's better to have
a spotlight to here. And here as well. I just remember
for this example, lumen is already
compiled the lightings. We just go to the settings here, see lightings are already there. Okay. So we'll just go through what other
Lumia and lightings. So here I just click this
Select button. Select lamb 15. And nighttime activation of what this means is
actually, for example, if you are dealing with
the DAC and while you are dealing with the day
seen your lighting, it'll be always appearing because it's not
activated on night. If you just press this
one and if you just go to this weather and if
you just go to some height. Really down. So lumen will basically
identify now it's nighttime. So your lighting will be
automatically on, turn on. So it's a great function. I usually go with this
function rather than the turn off your entire layer. Okay? So here you have some
kind of lighting here. And here you have a
rectangular line lights. Or these all are not
nighttime activated. So just remember that you can add different layer from here. We can change, or you can
have a new layer from here. And you can add these
slides into this one. So again, here you have, if you want to show
the light source, you can turn it on and you
can change the brightness. For me examples. So I usually go with a
little bit warmer colors. So this Kelvin colors, I will go with this
4,600 or maybe less, 3,500 oh, something
similar to 3,500 to 4,600. Usually, these warmer color gives you a better
realistic look. So it's up to you Actually, you can choose whatever you like and the scene according to
see and you can choose. Okay, so now what I'm
gonna do is just control. Drag the mouse around
here of K. Now my, I have selected 27 light and
I will turn on this night. Activation of shadows
will be dynamic. And so here I'll just
delete some lights. Okay, I don't need
de-select all. I will delete these two. Okay. I'll go with this lab. Okay? So here, if we just press
this button, so you can, from this target light, you can point out where the
light point will be at. So if you just press
here and press here, so your light will be like this. But you know, it's
not a straightaway. So for this kind of a spotlight, I usually go with manual. So here I'll just rotate it. And just okay, and I don't need that
much of brightness. Will do and a little bit. And it will be same as
nighttime activation. Okay, so now you just
press Alt and you just have to drag from your
left mouse for the copy. And again, I'll
just do manually. Okay. That's better for me. So now you have idea about how to do lightings
and just remember that you can load a third
party or you can have multiple IES profiles
and you can load them up for this lighting effects. So we'll just go to photo. So I don't I'm not happy
with this current real sky, so I'll just go to real sky
and I will use a night. Or maybe this C currently only the sliding it will be appearing
because it won't identify. You are in a nighttime. So I'll try this fact. So sine brightness to
see Rowe and Son height. We'll be down. Yes, it found
appearing like that. So what I can do is just
apply these settings here, layer visibility, and
apply this slide. Okay? So now it's quite better. So you can have an idea about lighting effects
in the exterior. And now what I'm gonna do is
just go to the movies here. And I'll just record a movie. Just add this key frame and
move in a little bit here. And I'll add this one. And I just increase
it to seven seconds. Okay, turn on. And I will apply same
effects than the previous. I forgot to change
the real sky again. Go to, yeah, night. This n, I'll just turn
off the sun effect. K are just add the
layer visibility here. And this will be your video. So what I'm gonna do is I'll
just click these two and I'll just add them
to light fixtures. Lights. Yeah. Yes. Okay.
Now it's in this layer. I'll just go back to the movie. I'll just show you some tricks
about key frame animation. So currently, I'll
just turn it off. This is current scenario. And I'll just create
a keyframe here. And I'll just drag
this one a little bit and just add this. Again. Click this one, and light will be turned on. Now. It will be. Okay. Go to go back to yeah. Okay. See, now you are lighting.
It will be turned on. So according to
similar keyframes, you can use them. You have the evening and
you are clouds also moving. And while you are animation
will take on nighttime, you are lighting
will be turned on, so those things can be added. I think I have already talked about this keyframe
in my previous video. Here you can change
the skylight. You can chain the
sun effect where you have sun and the
sun will unhide. We'll get down
something like that. So those things can
be added or just make it go to son. And I don't need
some brightness. Here. At this moment, you will have a little bit son. And I let these keyframe, this one as well. And around here like that. And you don't have
any brightness. Now we'll just play this one. Now you are light to turn on. Now I hope you have an understanding about
how this key frame animation and related
to nighttime rendering, how you can organize
them in new rendering. So in next video, we'll just talk about another scenario for
nighttime rendering, how exterior we'll be dealing
on with the nighttime. So key.
8. Lesson 3.1-Interior Day Scene: Hello guys. Welcome back. Today we'll talk
about interior D, C. That means we already
covered exterior easy, as well as the exterior in IT. So we are moving ahead and now we'll arrive to interior design. And once the system will go ahead with the
interior night scenes. So I hope until now you got all the knowledge regarding the image and the video
rendering settings, as well as some other options. What we have talked
about earlier. So I'm not going to
detail as I did it be the exterior scene
because same settings will be applied most
of the mass same as the exterior
scene, exterior DAC. So I'm not going into detail about each
and every settings, but I'll just explain to you about the best
settings scenarios for the interior scenes. So currently, this is another
Lumia and default example. It's a glass house actually. It's all around it are glass. So that's why it's
called glass house. So I'll just choose this camera angle and I'll just press this
to Camera button. I hope you remember. You have two method of
settings that is a custom, that is called the prearranged
presets from the lumen, where you can just go
to customs house and apply a realistic
or interior like. So it will automatically
generate custom settings. That was done in Lumiere won. But here, I'm not
gonna do this kind of thing because we'll just
go ahead with the manual one. Again, go to here and
just press your camera. And if you just go
to Add effect here, I just go to the featured here. So now the process will
be a little bit faster. So what I'm gonna do is I'm just going to grab all the settings. But I believe that gives you a photo-real exisiting will be added onto the scene. And once you have added
the oldest settings, and we will edit one by one. So initially 2 perspective. Again go to here. Currently I don't need
depth of field. Racecar. Sum and the shadow
and the reflection. Hightlight, skylight,
color correction. I don't think we need layer
visibility at the moment. So known no concept
designs here, architectural also, you don't
need anything in lighting. I'll use code race, as well as global
illumination, GI effect. So if you're using a volumetric sunlight or
the volumetric spotlight, it's better to have a volumetric spotlight
in the night scene. We will discuss it. No worries. Just go to sky
because it's amazing. We don't need our liberals. Sky and clouds will not
work because we are using real Skype, fog, precipitation. We'll discuss it, but not here. Again, go to the camera, handheld camera because
it's not a video, so we don't need it
exposure, we will use it. Lens flare or
chromatic aberration. So I'll use lens flare. Okay? Again, go to animation. No need artistic. You don't need anything. Here. You will add blue
and the sharpening. And as well as being naughty. I think now we have added all the settings that we
need for the same period AC, if you just press this
one, seeds not realistic. So what you can do is just go to the third row, third column. And here, the two-point
perspective is already enabled. Real sky. I'll just go to real
sky and I'll be choosing a morning one because it's a good sunlight coming. I need some here. That fun. Yeah,
this one is good. Okay. Because just remember
that the setting of your son direction and
the heading and the brightness will do a huge
difference to your model. So just remember those settings
in real skies as well as Sun is really important when you are doing rendering interior. And I just want to have, have an idea about here. As you can see, we have already added the
reflection probe. It is cool reflection control. But you have to understand is
if we just delete this one, you can go to Tools here. And here you have
reflection control. We just click this one. And if you just move here. So the lumen system will be automatically generate
realistic reflection in new into a model. So without the reflection
control, you don't, you will not get a proper rendering as
well as proper output. So just, if you are
doing an interior scene, just remember always
had this reflection and it will enhance your image. And overall, and the final
output will be a tremendous. So just press here
and just remember, if you are adding a
reflection control over any place inside the interior design,
that will be enough. Okay, just remember that. Again. I'll just go to the photo. I'll just change the
brightness a little bit. I'll keep it as it is. Flipped sky. So flip sky means without. For example, if you're
just heading this one. So you can do the same thing. So flips, flip sky, but the difference between the flip sky and the
heading will be you. Our sun will be located here. And without changing
your son direction, your sky will be mirrored. Okay, see. I hope you understand
about that. So brightness is, will be good, just cool to hear some effect. And here sun heading. Because these things
are appearing because why this we have already
added some other settings. This was caused by the
volumetric sunlight. So I'll just turn, sorry god rays actually, I'll just disable that effect. Now. You're good to go. Now go back to some and heading. I'll have some heading around. And okay. Just remember again,
you have to put some effect on top of
the real skies because then the sun effect
will be govern if you haven't put some effect
on top of the real sky, we are sky will be dominated and you cannot change some
direction and those things. So just remember that if
you haven't got an idea, just go to my previous
videos in the exterior one. So you will get to
understand about that. Just go to the page two. You have shadows. I'll have soft shadows because I don't need
a sharp shadows. And I'll have some fine detail because we just enabled this, because these are some
unrealistic and I don't need that kind of shadowing
my interior designer. So soft shadows again. Interior, exterior, It's
good and Omni shadow, I'll just increase it. You will not get any
much difference. Just go back the reflection. I'll add some reflection
planes from here. Just put this one definitely on this glass and this glass and this surface or maybe this
surface asphalt. Oh, Kay. And I'll just increase
the speed rate. Okay. Go back. High blight enabling previously. And I just increase
it to 40. Okay. And the color correction, I just increase the
vibrance little bit. And saturation. A little bit reduced,
Oh, God, race. So. Now I don't need that
much of intensity. And you can see how
this decay will be affecting the, the good race. Because now if we
just reduce the d, dk, you will have
more gold race here. And if you just increase
it, I'll prefer light. A little bit more. Yeah, that will be the length you can
change up to our plant. You need this gold trace here. Okay? Global Illumination, GI effect. And if you just click this
select lights button, so you'll get to know about
these spotlight GI amount. That means you can pick this one and it will
click as a correct one. So these are the object light sources that will do the Global
Illumination GI effect. So it will bounce back
from this surface to n, will reflect on another
surface that is the whole GI effect purpose. Now, currently we
are using a daisy. You don't need that
kind of a GI effect on these other surface. But here also you
have some spotlight. I just split this one as well. So again, you can change the sun amount and
see the bouncing. Good results and grades
will be reflected on this the bottom of the slab. So these are the settings
of the sun amount. And currently I don't need any certain amount
fallout, speed, reading, Sports, son Max effect, these trends, those
things are can change. But I don't need it
at this moment and I'll change the exposure
too little bit. Produce no. Increase it a little bit. Yeah. That feel too. And lens flare. I don't need a lens flare, but no, I don't need it. This lens flare. The bloom effect, that means C, there
is a bloom effect. The sky will be brightness
because of the blue. The older reflected
planes also got a bright. Right now because of the
blue, I'll just hit. Okay. Just increase the intensity of sharpening the vignette effect. The amount will be
a bit less o k. Just go back to the sun effect here and just reduce the
brightness of the Sun. Here I will just go to this one. And I'll just click this light here because some of the lights have obstructed
my interior design. So I'll put my activation on. So go back to the photo. Currently still on. So what you can do is just go to the featured layer visibility and just search the
interior lights and turn off that one. Okay. So see the, the
realism of this image. It's like a real rendering. So the one thing that obstructed will
see interior lighting because I want to change
it in final stage because they're all the
settings who applied. And I want to understand that the students who follows
this course to identify the, the bodies are wrong on this. I mean, what is the fault of this rendering or
maybe the project? So just remember
most of the time, the artificial light
source will give unrealistic setting
an unrealistic look. Joie rendering. In order to avoid that, just always go with the
nighttime activation on. So when the nighttime occurred. So your lighting will be automatically turned
on so that can that can be avoided
from that fund and use this kind of a
setting layer visibility. Or you have to go back to your model and just
turn them off. Or something related
to light that I hope you'll understand about
these interior they see. In next video. I'll just show you
how will the first image and finally made the difference
between those things. So this is the first gene H. So we just go to here. And this is final image. Okay? So after this video, there will be a small slideshow
that is containing how this each setting will be
changing your final output. So it will be there. I hope you have learned
something from this video. And until then, goodbye.
9. Lesson 3.2-Interior Night Scene: Hello guys, welcome back again. This is a new video, video regarding nighttime
interior rendering. So rather than the interior
nighttime rendering. In next video, we
will be addressing a different environment that is exterior, a city environment. So, you know, each and every
elements of this interior, as well as the exterior. There are specific,
very unique styles. So they are not
interconnected actually, they are independent
onto their environment. So remember again,
the settings will be, some settings will be good for this interior environment as well as some settings will
be useful in the exterior. Also, there are plenty of
categories like exterior. We have already
covered the exterior. How strained ring and some city rendering the environmental
be totally different. You will use different
kinds of lights. Usually the nitrogen
rendering will be based on the
lighting designs. So now I think from the weather, I have turned down
the son height and so almost nighttime
here in this render. So now we'll just go
to the lights here. And here you have spotlight. Now as you can see, they're small spotlight in here. So we will apply this
lamp around here. Yeah, That will be good. Without adding other
lighting sources. We'll just edit this 1 first, which is from this one. We can copy it and drag
into another position. So here, the lighting profile, I'll prefer these 2800
K and the brightness, I'll just redo it, reduce it to 250 or something. Yeah, that's good. And
I prefer to have light, Sophia because there are
no lighting fixtures. So if you have
lighting fixtures, you don't need to
show the source. But here there's no light source and I will just apply
show light source here. And nighttime activation
that is up to you and the shadows will be high. And there will be, as you can see, there will be
a shadow exclusion, so on. So there will be no
shadows at this range. So here I'll have this
kind of thing, k, and I'll just go to the
photo here. Actually. I'll just go to this one. And I'll add new settings, new camera angle here, just click this one. And prior to that I will have some two-point
perspective that is good. Yeah, that is applied. You'll just see
the lighting here. It's not bad actually, so we'll just go to and
copy it to another place. Just click this one and old. And I will add another
light here on top of this one because it will brighten up
this wall as well. So now we'll go back to
the image rendering. Now it's almost good. And again, you see here,
here are fireplace. So this kind of effect, I mean, for a fireplace or
maybe a lamp like this, we need another light in time that is called
omni direction, not like a spotlight. Spotlight only focuses
on a specific point. But omni light will be
like everywhere I'd like any direction
it will appear. So I'll just apply this
omnidirectional light here. So as you can see, once you close see
omnidirectional light, it will light up
the entire area. And I'll just click here. And I'll just reduce
the brightness. And I'll just warm that
up to this kind of a, this is a fall off. So I'll have this kind
of love because fall off LB brighten up the
other surfaces. Once you have your
sun, the lighting, it'll be pulling from
that kind of areas. So gain here. For this one as well, I lead another direction light. Now I'll just use
the height of it. Less brightness. Back to the photo. And some lighting just increase the brightness
a little bit. Okay. Okay. So as you can see, there's another, a lamp here. For that fun. We'll just
go to the spotlight here. And I'll just add
this lamp here. And I'll just click it. And as you can see,
brightness is too much. Just decrease the
color temperature and cone angle a little bit. I don't need to show
light source because it's already there is a
fixture here and the high shadows and brightness will be this
feeder school to the yeah. That will be fine for me. Yeah. Back here. Now, we'll just go to the photo settings. Now what I'm gonna do is
I'll add some effects here. So real skies, gonorrhea skies, but it's an eye defect. So go to the night, the clear night sky
and just cool too. You don't need to have
the sound shadow. And the shadow and the soft shadows and the
fine detail as well. So it will enhance
your shadowing. And again, we'll just
go to the reflection, will add some
reflection planes here. One here, one here, one on the surface, and one from this class. And will just enable
the speed tray as well. Hyper Light definitely
increase it up to 40. And the skylight we now
need color correction. I'll have small vibrance. Other than that, I will
need it. Layer visibility. We don't need concept, we
don't need architecture, we don't need in lighting. Bill. We don't need good race
because it's a night scene. You'll have some
global elimination. Yeah, just select these slides. This slide and this slide. Amount. There's no standard
amount because it's an IT. You don't get any sudden
amount and the reflection. But here you can see a smaller effect because
of the sudden amount. I believe that's
because of the outside, the lighting, the
full load speed. O son Max effect distance. We don't need that term. Volumetric sunlight,
not useful here. Volumetric spotlight, it
will be really useful. Yeah. So here what you have
to do is just go to Select lights and
just select lights. Spotlights will give you a
volumetric spotlight effect. That is a hazy effect. Now it's too much. You can do is just
decrease the intensity. Again, go to here, Skype. If you want to have Moon. But unfortunately we
are using real sky. The moon will not appear. And the camera
exposure too much. Just go back. And the chromatic aberration. I don't need that plan as well. Animation you don't
need as artistic, you'd only enhanced
when you can have blue, where your light
sources will be, have a blue sort of effect. Nice, sharpen a little bit. And the tools and utilities, you don't need anything here. Okay. So that's another catch here. As you can see, you
are the top flow. That means that the bottom of your slab doesn't
have any lighting. It's already it's too dark. For me. It's not a good sign. Actually, you need
to light up there. If you have a real
life flighting, you or the area will
be brighten up. That is a real life scenario. But here you have applied
all the artificial lightings and you don't have any lighting
source directly to them. So here what we'll do is
we'll just go to light here. And we'll just go to Area Light. And here you will place
an area light here. Just press this one and
just rotate it up to here. And now just reduce
the team like this. And if you want to have, we'll just go to
the image rendering and see what will be the effect. Yeah, that is quite good. So I believe our rectangle
lighting is really small, so we have to increase
the length and width. So I'll just increase
the length. Sorry wheat. And I'll just place it here. And the fall of means, if you just increase
or fall off, that means you are fall off. You will be reducing the length. How we are lighting, we will be going. So I'll just decrease it. So now it's too much falloff. Just click this one. Okay. Now I think we have covered
about interior lighting. So again, this is
also your preference and see that all
the environment, I mean, not inside the house. The old environment is
looking really dark. So you can chain that
actually by adding some lightings toward
these plants here. It will generate a very
realistic looking lightings. And overall, image
rendering will be, image rendering quality
will be goes up. So these things are
very minor things. So these things are up
to your preference. If you have, if I
just render this one, you will have a very
proper realistic rendering because all the lighting sound, proper angles and almost
similar lighting types will have used than the area light and
the omni direction. Most of them spotlight. I hope you understand
about this in kerosene. In next video, we
will learn about some exterior lighting effects, such as how to put headlights onto vehicles
while it's moving. How those things are
to be done in Lumia, those things will be address. So stay tuned.
10. Lesson 4.1-Animated Phasing : Greetings everybody. So today we're going to talk about some different
aspects in Lumia. Introducing Limon level that
is called Facing option. We are building
information modelling that is called also beam. So now what is most of the softwares
compatible with this beam? Because lumen is mostly
3D rendering software. But you know, with the time and with the advancing
of the technology, most of the 3D
rendering softwares, converting it to converting
the AI ecosystem to beam. So this is also a part of building information
modelling aspect. In Lumia. It is really great for
you animations and to show you a client how
you model, how you are. Project will be built. So those things really matters. So we will learn about
these facing tool now. In here, SketchUp, this
is a 3D Warehouse Model, typical free model actually. So just remember that
if you need to have an option in Lumia
and you need to have us catch up or to any other
file as a specific element. What I am saying about a specific element
means in SketchUp, you have these tags. Earlier it was a layers. So these are, all are now shown. So if we just click this
one or click these windows, you can see now this layer or maybe you are tagged
will be gone. So in order to understand
Lumi on about your model, you need to import this as
individual collateral files. I'll just show you
how to do that. So first, we will just hide
all the tags here. Okay? So one by one, we'll unhide it and we will export it to
asset Collado file. Initially, we'll do it
as a foundation file. This is the foundation and
this chimney foundation. Just go to File export 3D model. And here you maybe find these Collado DE
pile dot d a file. Just click this one and export. Kindly note that I
have already exported all the elements one by one. You have to do it
because in the next, while you just need to hide
this again and flow and the deck will be only appearing on the viewport
and just again export. So likewise, individual item needs to be exported
as a collider files. Just remember that once you
have imported all the file, just go to the Lumiere. And here I just go to
the import new model. And here first we will
import foundation. Just click this one. Okay? This is the foundation
one. Just place it. So this is the zeros, zero-zero point, that
is means pivot point. So one, once you have imported
into a specific object, like this is like a
whole model now you have fragmented all the elements so you need to place in one order, but don't worry about the manual placing or manual finding
about pivot point. Lumen has given options. So in a while I'll just
explain you how to do that. Just go to the
important new model. And we'll just import
the flow here. If you can find the pivot
point manual, that is good. But if you cannot, do
not worry about that, then the deck K, then the framing, then the worse. Just remember that you don't
have to do it accordingly. I mean, you can do whatever
the order you want. I'm just because I have
imported into order. So I'll just embodied that Fei, end of the window. The roof. I'm finally the furniture.
11. Lesson 4.2-Animated Phasing : So now we have imported
all the elements to Lumia. As you can see, these
are not in order. Some of the elements are like mismatching
the pivot point. So now what you can
do is just click Control button in your keyboard
and just select this one. Okay, Now we have
selected just here you will have another
Show Advanced option. Just go to that. And here you have option
called aligned positions. Just press this one. Now,
your model will be aligned. So, so easy. Now I'll just
apply some materials here. I'll do the concrete,
pure glass. Okay, now go to the movie. So we're creating
a movie because this facing tool only
work with the movie. But just record, just this. Just always remember
that if you are doing facing animation or tool, if you're using a facing
tool that need to be have some times for
specially if you like, if you're a videoclip,
they just five seconds, you cannot do your animation. That means facing
animation by phi. Secondly, it will be
really headache to watch and it will be
really difficult to watch. So just remember,
always have some times I am using 17 seconds, okay? Now, if you just play
this one slowly going on, and I'll apply some custom
style for my easiness. So oh, and I will
place some crease. Put the vegetation name. Score the vegetation here. Some random trees. Okay, that's enough. Let's go to the movie again. Now k laplace on different. That is good. Now. Now just go to the Effects here. Just put animated facing here. And here you have edit button. Just press Edit button here. Okay, this is the
phasing viewport. So you might not familiar with the phasing
in earlier versions, but in Lumiere lemon upwards
or you will get this kind of a lumen facing viewport. Here you have objects, that means you can select
whichever the objects. And this is animation. We can, there are four
types of animation. Pop in, Sky Drop, ground rise, and implode. We will use each one of them and then you can get an idea. And the ease in and stagger and also invert stagger as well. And you can copy animation
and paste animation. So this is the
timeline actually. So our video is 17 seconds. That's why I have said earlier, you have to have some times
because otherwise it's really difficult to put all
your animations in one. So for the phasing one, this is the layer one. You have plenty of layers. You can go up to some layers. I mean, more than ten or 15. I haven't fully done how
much layers they can mean. Lots of them might be able to apply because
this is one layer, this is second,
third, fourth, fifth. Likewise, we can add
one-by-one layer. So as a first layer, I'm just going to
click this one. And here you will get a
similar view port like the, the main lumen viewport. This is nature peoples like one. So we actually, I want
to animate this house. This house is embodied by
a third party software. So it's called, It's going, going under the important model. Just go to that. And here you have
the foundation. Just click that one and click Save Changes and just always
remember to have a name. For example, I'll just
using foundation. So here, my foundation
animation will be ground rise, and the duration
will be 1 second. That means my foundation
and admin, for example, if I just go here, my foundation will be
appearing in 1 second. That is not a good decision
and a realistic thing. So I'll just increase the duration at
least three seconds. Yeah, that's better. And I just want to know that
I usually don't like to straightaway start my video from appear
in this foundation. So I can choose a little bit time like
this and I can do that. Okay. So just remember always, like if you are
doing it by odor, that's always put this invisible before stack
because otherwise, when you add more layers in, in below this deck. So if you are not using
invisible before start, it will be appearing
because it will not act as a phasing ones. So just remember that one. For now. I think I have
applied my first layer here. That is foundation. For the
second facing animation. I'll just press this
amazing animation. Just press this one. And it will be start around here after almost 3.53 seconds. And it will be cold. Flow and tech. Okay, just go to objects and select this deck as well less. So it will automatically identify two objects
we have selected. And if you want to stack
the order of selection, if that means I have
selected first sends a deck outside deck and the
second name inside flow. So you can, in order you can import as an animation
so I don't need it, so I'll just save it here. And my animation will
be Sky drop of k. And the duration again
1 second, not enough. I'll just increase the time. A little bit of easing. That means how fast
you are going on. So it will be really easy, ease in if you just
press this one. You can understand. So I'll just play how things will be going. So again, I'm going to
Foundation and press. And I just reduce it to this
and again, just play it. And I'll just make
it around here. That's better. Can play. My easing time is the duration also decrease? Okay, Now it's fine. So next phasing option will be roles and this framing. Okay, now two objects
I have selected. If you want, you can add
these pinto as well. Okay, Now we let window
and stagger in order. Put that one and I'll put
around here, that's better. And this one, again, duration and the
pinwheel be a sky drop. Duration will be a
little bit less. So. Okay, And for that next one, I led around here. And for that fun, spoofing. And roofing will be Sky
drop is in little bit. Duration will be three seconds. Okay? Now we'll go back to here. Okay, now. Next one around here. So here I didn't give any name, so I'll just name it. That is actually
framing and ball. Yeah. It's called a proof. So if you just give
any names or sorry, I'll just call it roof. The fifth one is furniture. Just always remember
that you need to have a small plan how to do
this facing otherwise, we'll, all things
will be got jammed. Again. I'll just pick this
fourths and the furniture so it will be implode. And the ease in
time will be, more. Duration will be because
we have time now. Just put this one
a little bit here. Lord, will be. It's okay. So for the final one, I'll add another phasing one. It's called vegetation. Okay, just go to here, just click this nature button. Click all of them. Or whatever you like. It will be after 14. Yeah, it'll be
really good. Okay. C, However, video will
be finally as output, it will how it will look like. Okay, now we'll check,
save this pattern. So this is our video. We will go to start point k. That's good. Oh Kay. So just remember the, how far this URL object will be for those things also can be adjusted in your
facing opposite. Just remember that again. I'll use some key frame
animation for this one. Okay, Just school
year pulses here. No. I'll just use sun effect. Some effect can now
suddenly effect, okay, produce brightness. Now go to here. Now I have added a keyframe. Now I'll move it.
Again. I'll add another keyframe and
little bit list. Son Eddie, again,
now hear this sound. I'm the finance arm Eddie. Now it's completed. So now you might have
an idea about how the phase interval
will be done in Lumia. It's quite new to the lumen, but some others hotels catching
up because the technology and the new innovations we
are having current index. So this kind of a thing is must for the lumen.
Just remember that. Okay.
12. Lesson 5-How To Create Realistic Landscape: Hello guys. Welcome back again. Before starting of this video, you might have seen some video which I have done through Lumia. Pretty realistic environment. That is a surface credit
ground surface I have created. So I will teach you
how to create the kind of realistic ground surface. And it's little bit tricky. And we need to use
our brain to obtain that kind of a realistic
rendering in Lumia. For that, you need to
have two surfaces. This is actually a broad one, is imported from
the 3D warehouse. And from that I have
created some surface. We can create this
surface like this. And just click this one, double-click and just press this button and press
controlling your keyboard. And you can have
multiple layers, okay? So currently we don't
need that current, that much of layers,
but it is up to you. I mean, if you're
doing a complex, complex check texturing, so you might need
two or three layers, but we can actually manage
it from two layers, which we are going to orient it. So just save it and
just go to the lumen. And this is actually example. Actually create new
plane environment. So this is a plane
environment actually. So you can do it just imported important new model rod
and open and give rod too. Okay, now we have imported rod, just press Escape button. And here you can do is
just click materials, go to various soil and just
apply some other motions. One because it has displacement. And just double-click that one and reduce the loss
and the reflectivity. Colorization a little bit
colorization, and save changes. Now, if you just go to here, you might be able to
find our next layer. Just click that layer and go to the various 3D grass
and wild grass. Just double-click it and
change your grass size. So now you are grasping will not appear on everywhere
on your service. You might be able to find
a pretty realistic one. Just press Save Changes. Now, we'll just go
to find detail. Vegetation. Well, maybe
vegetation, plants, small plows. Nope. I didn't
need that kind of. Yeah. This is good. Cool. Back. No, that is too big. It will have some tree
here to get some shadows. Okay. Now we'll
have small rocks. Small via Skype. We'll have some
small rock types. Too big. So also to pick. Okay. Okay, we don't need any rocks. Okay, now we'll go to the
movie and just record button. We'll just forming here. Just increase the time to ten seconds and we'll smooth it. K. Now we will see, oh, now we'll just apply some realistic custom style
because it's really easy. Now chain the real
sky To overcast. Overcast. And we'll just add another effect called the
sky with precipitation. And we'll just produce
precipitation type. Yes. The particle
quantity will increase. Oh, now it's pretty
good actually. So we'll just go back here. How realistic cases? So here it's kind
of a lonely here. So what we can do
is just go to this reads will just randomly
add some weeds here. Because our video is showing
little bit of that area. So otherwise we can
omit that part also. We'll just go to the movie. It's really good, right? Actually, you can chain the ground surface
and you can get a different realists realism
on to your model as well. So I hope you will get
an idea and I will upload another tips and
tricks video. After this one.
13. Lesson 6-Car Lights Tutorial: We are now back at the
nighttime exterior rendering. You might be wondering
why we have so much of nighttime exterior and
rent because there are plenty of things,
tips and tricks. I'll just teach you how to do that and you can
apply to your model. So if you're just wondering, this is sexually another
example file from the Lumia. And here you have a small
video clip showcasing how this exterior environment
and this sum must move effect will be
appearing here as well. So we'll just change this
to real sky to night sky. And I just want to show from this video is that I
want to move a car from here and make the
band and just go to frayed away here
and beat that car. You should have some
lighting for the car. Usually Lumen have
lighting on that car, but it is not a bright lighting, anything not appears like this. It will just happy as MSU material from the
object, that means car. So we need to get in movement car with
this slide depicts. So I will teach you
how to do that. Prior to that, we
will just apply some mass move effects to this. Here, here, this is
already applied, will apply a new path. I hope you remember how to add this mass move effect
from my previous video. If you if you just
forget all those things, just go to my
previous videos from the previous course and just
learn from that as well. I'll apply from here. Just press the Control button. And here we'll have
small bend. Like this. I just toggle or the other important in models and
the toggle groups only, I'm left with the total cost. That means all other objects lies on this path will not
appear unless it is car. Now chi is highlighted. That means I all others or actually we can say
that we heat it. So our path will be
increased like this. Oh, we'll just go
to the build here. Again. We'll use some
night time here. And we'll just go to
the Content Library. And I'll just apply
some sports car. Maybe this guy here, we'll just go to
just turn like this. And I'll just have the color to be blue or whatever
color you like. And the lights
will be turned on. See, this is the
default lighting you are getting for the lumen, but if your car is moving, you don't you will not see a similar lighting
like This car. Okay. So again, we'll have
some metabolic pain. To get more realistic rendering. We can change the number plate. This is from Lumia to aloneness. You don't have to
worry about that. So here we'll just
go to a movie. And I'll just edit this clip. And I'll just edit this to maybe 12 seconds and
just scoot a little bit. Now you can see
our car is moving. But as you can see, is there's no
lighting like this. Only the the MSU type
of lighting appearing on the car and there's this
kind of lighting here. So we'll just go to here and now just changed
the real sky to this one. I prefer. That is realistic. And I'll just go
to the Build here. And this is my car here. First thing is you need to
select some spotlights. And I'll just place
the spotlight here. And I'll just click
the spotlight here. And I'll just rotate it. I hope it's in correct
direction or otherwise you can click this target light and pointed up to
whatever the target unit, this is the target. Now, that is okay for me. And I'll just reduce a coning. Okay? And reduce the brightness
little bit o k. Now, shadows will be high. And I'll just copy
this one from here. Press Alt and this one a little bit. Now we have a small shadow here. What really happened here? Okay, Now it's okay. Now there are slight, we'll see it in video, how it will look like. See my lights are not moving by. There's one reason we have to
initially, they are slight, but when the vehicle is moving, there's no movement of light. So one solution is you
need to group them. So just select this,
select all categories. Just select this one, control. Select this flight as well, and this light as well, and make them a group. Okay, now, let's see how
the things happening. Okay, Now it's perfect. So if you just go
to your lighting, it will be like this. That's good. Now go back to game
slide and I will apply some other settings
here to get more realism. Volumetric spotlight
and select lightings. This one, this one. Now, I'll decrease
the density of it. Ok. It's pretty realistic, right? I'll just reduce the
density a little bit. I think this is really
a tricky part of lumen. So you can do many things, but those things are, surely they are not telling you. So you will have to
learn by this course, you will get in all
these kind of stuff. So I hope in next couple of
videos also we'll address some tips and tricks
for the Lumia stadium.
14. Lesson 7-Tips and Tricks: Greetings everybody. So this video, again, another tips and tricks. In this video, we'll
just talk about how to make a mirror like a surplus. So this one I have
created on Sketch apps and I have imported
into the lumen here. So this is the mirror area which I'm going to use
as similar surface. I just go to material
and here mu, just gold standard here, but you have to do
is just increase the relief and the reflective, sorry, not the relief and the reflectivity
and the gloves. And now you can see now it's already some mirror
surface appeared. But just press this one. And prior to that, we have already applied
the reflection control. Already we have applied this is C, reflection
control here. So now you are Berg model. That means when you
are at build mod, Whatever settings is completed. So just go to the photo here and go to the
reflection here, and just add reflection. It's already added. I'll just delete it
then I'll just add. This is a reflection and this
is a preview Speed Tracer. And now you can see you are mirror surface
already created. Okay? See that is how you done
on a reflection surface. That means mirror surface. How to create a mirror
surface? Very easy. How to create a stainless
steel material. You just have to go to
materials here and here. Go to Standard. And for the colorization,
go to Show more. And type C8, C9, C9. This code and just
increase the reflectivity. And the clusters will 0.8
will be due the thing. And here just go to weathering
and increase the weather a little bit to have a different weathering factor
and just call it the photo. I'll just go to depth of field. Now. Just school too. This is how we can create
stainless steel material. Hope you get the idea.