Lumion -3d Architecture visualization: Advance level | Krishan Pathirana | Skillshare

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Lumion -3d Architecture visualization: Advance level

teacher avatar Krishan Pathirana, Civil Engineer, 3D Designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:32

    • 2.

      Lesson 1.1-3rd Party Textures

      12:41

    • 3.

      Lesson 1.2-3rd Party Assets

      11:43

    • 4.

      Lesson 2.1-Exterior Day Scene

      8:18

    • 5.

      Lesson 2.2-Exterior Day Scene

      11:24

    • 6.

      Lesson 2.3-Exterior Day Scene

      10:59

    • 7.

      Lesson 2.4-Exterior Night Scene

      16:37

    • 8.

      Lesson 3.1-Interior Day Scene

      18:38

    • 9.

      Lesson 3.2-Interior Night Scene

      17:01

    • 10.

      Lesson 4.1-Animated Phasing

      6:00

    • 11.

      Lesson 4.2-Animated Phasing

      16:18

    • 12.

      Lesson 5-How To Create Realistic Landscape

      8:31

    • 13.

      Lesson 6-Car Lights Tutorial

      9:21

    • 14.

      Lesson 7-Tips and Tricks

      3:19

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About This Class

Hello,

Welcome to this Lumion advanced-level course. I hope you have already covered my previous Lumion course, where I teach how to advance your Lumion knowledge from a basic level.   

As a 3d designer, it is a great responsibility to overcome small details and make your final presentation wonderful to the client. Lumion is still a powerful software in the market for architectural designs and 3d renderings. That is why you need to subscribe to this course. If you are a beginner or intermediate user of Lumion, this course will fill some gaps you have been missing.

During this course, you will learn photorealistic interior and exterior both day and night renderings in Lumion, where you will learn about Lumion presets settings. The whole course includes some of the hidden tips and tricks of Lumion, which you can use for your 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, import 3rd party assets from FBX or 3ds Max, and link missing maps with the help of adobe photoshop. Everything will be set up; follow this course.

 So I welcome you to this Lumion course. You will be amazed at how quickly you can learn from this course. I guarantee you you will not disappoint at all.

Please contact me if you have any doubts about the course video. After this course, I hope you will learn and make some good photorealistic rendering. I wish you all the best.

Meet Your Teacher

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Krishan Pathirana

Civil Engineer, 3D Designer

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Hello, I'm Krishan



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Level: Advanced

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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.