Transcripts
1. Lumion Class 2 Trailer: Welcome to Lumen. Realizing the vision of your design has
never been easier. Luminus features such
as real skies and photo matching will help you achieve a high
level of work. Together with PBR textures, they provide more accurate
representation of how light interacts with
material properties, resulting in stunning renders. Additionally, animated effects
like easy in or easy out, along with a new render style, offer more presentation options to engage viewers in dialogue. Incorporating Megascans
into your model allow architects to add realistic
elements, enhancing scenery. In this course, we will uncover all the
secrets and teach you how to create compelling
visualization for your projects. Let's get started.
2. Landscape_cutter: Okay, and right now we are in the preview mode for our scene. As you can see on
the bottom where we have the wood material,
there is flicker. It's mean that in some
area you can notice that the grass also go through our texture that was very often seen
in Lumon nine. To solve it, we need to reduce the height
of our landscape. Or for example, we can
just move up our building. But to speed up our work, Lumon ten, there
is a new feature, the new options to fix this
issue in a very fast way. If you go to utilities and
you will click on the place, there is new landscape
cutter feature. The options will give you
possibility to cut something. This is not the
same as clip plane, but this will only cut the
landscape in the area. As you can see, if I put this rectangle on
my wood texture, everything that that is
landscape will be removed. You can see that in
a very fast way. You can remove, for example, the grass from the wood texture. This is also very
useful if you have the basement in your scene or
for example, swimming pool. You can also modify the shape and select which
area will be removed. As you can see, now I'm going a little forward from my wood and there will also
remove the grass. What is the most important, you can only add two landscape
cutter for your scene. This is good to
remember about this. I don't know why this
limitation has been added. Maybe because it's
very PC consumpting, you must use it mostly for the objects that are
close to your camera. Now we are going to the
render, and as you can see, the grass has been removed
from my wood texture but also from the place below. This is what I exactly
don't want to make. You must look out where you put this landscape
cutter on your. As you can see, this
will speed up your work, especially if you need
in a very fast way to remove landscape
from your area. This is everything about the new feature in
utilities many.
3. Real Skies and Aurora: Okay guys, this
time there will be the night scene and Lumon ten of two quite interesting
features like real sky at night. We just add normal
sky in the top night. We can add the real sky that will be displayed
during the night. If you like the
scene like this one, this will be
interesting to use also the real skies because this will improve the quality
of your render. If you create not only
scene during a day, you will probably use this one. And there is also
aurora effects. If you want to add quite
interesting new features, you can use it with
the brightness, you can increase the
brightness of the scene. There is also color shift. If you move the slide
up to the left one, you will get more green. Seen to the right side, you will get more red or orange. There are also speed
and time offset. Those parameters are only used for creating the animation. If you add some key frames here, then you will get
some animation of the aurora during
your movie scene. The scale to increase the size
of the aurora effects and heading to choose the
correct position in, according to your camera. As you can see, this is also quite interesting new feature, maybe some of you will use it. This is mostly dedicated
for people who like create the night scene in Lumen. Personally I don't
use it but who knows? This is everything about the
new effects in Lumon ten.
4. New_Render_Style: ', There is also one render style
effect that you can add at your final stage of work. If you go to Add
Effect in artist two, there is new AI artist style. By clicking on it, you
will apply what is the most important
effect will not be displayed in
the fast preview, you need to make the full
render of your work. You can also go and click on this icon and you can
select the artist style. As you can see the title of
the artists that you select. For me, there will
be Monet style. After click render,
Lum is working, during the render, you will get the visualization like this. This means that Lum
generate the final stage. Okay, you can see this is
the final render of my work. For some of you it could
be quite interesting. What is also good to know that 16 gigabytes of M is
required for this effect. This is because rendering generate this image so
if you have less rum, there will be a
situation that lumen will not give you any results. So this is everything about the new style effect
in lumen ten.
5. Ease_in_out: In animation, there are also
some new and nice features, and I must admit that
they are quite useful. Let's go and create
some camera shot, maybe something like this, okay? And the second shot,
if we push play, you can see that our
animation look like this. As you will notice
at the beginning, at the end the camera
move slower or faster. This is because Illumin tender is new feature called easy. If some of you work before we video assembly or production, probably you know
what means if this is the properties that is used to speed up or slow
down the camera movement, especially at the beginning. Right now I set it to linear. And you can see that camera from the beginning to the
end is almost the same. And if we just on both
sides switch to linear, then you will notice
that the camera is for whole length the same. But to give some nice
looking effects, mostly it is recommended
to easy smooth. This means that at the
beginning the camera will speed up and at the
end it will slow down. This effect is quite nice
and it's quite interesting. There is also one new updates about DWG file that are from auto cut if you
work with those file. There was new improvements
in lum ten about this file and they are right now
loaded into um ten. Much better be before
there was some issue, Sometimes there
was some problems. This has been fixed
without any problem. You can lose file into lumen. This is everything about movie, feature and about the
DG file into Lumon.
6. Photo Matching: Okay, at the end, we'll talk about the new
feature feature that is quite interesting that Lumum
ten is worth to interest. This is photo matching. Probably many times you create a lot of different
visualization. After create the building
and the materials, you spend a lot of
time for creating the landscape and all the
objects from surround. Mostly you can use assets and buy from the online store
or you can do it manually. This was how you do before, but this time nowadays we have the very
speed computer and we can original photo or animation recorded with
the physical camera. And then we can compose some renders
animation into photo. Right now, there
is possibility to create only the photo and to insert our visualization
from Lumum to photo, which will speed up our
time with the composition. There is no information
about the camera, but I hope that maybe in some updates for Lumum ten
will be this new feature. If not, maybe in Lumium 11. If we already have
the buildings with all the material texture we want to make
the final renders, we can add the photo matching in Lumentan to our presentation. This means that we'll
add some background and we'll try to
assembly everything to finally get one image
with the visualization. And with the real photo
we are going to render. And we need to add the effect, which is called photo matching. In this part, I'm going
to talk only about this. The first thing we need
to go is to click Edit. This will automatically load the image from the aluminu ten. On the left side, we have some option. The first one which
is located on the top is with the name,
examples and tutorials. When you hit on it,
you will get display some scene and examples how
to use the photo matching. The next one what you
need to do is to let your own reference image to find the correct reference
image is very hard. And what is more, probably you will
need to pay for some reference with
high resolution. Okay, I will use this
one for my building. You can also find it in the folder with the
exercise files. We have some option
that we can use to composize our visualization into this image on the left side. The first option is orientation. Normally this box will display your house
or your building. But first we need to select
the reference play point, because normally is located on the zero axis in
the 0.000 on x y z. We need to move it
in our building. For example, this entrance, we just hit on entrance and
hit the okay or back button. Now as you can see, the
reference point is right now, place on our entrance. And with orientation,
we can rotate our building with the scale. We can rescale it. We need to scale it to get the correct proportion between our building and the
landscape above the scale. You can see that
you cannot choose exactly some value
for your scale, how it's done in drawings, as you can see that the
scale in Lumon ten is. It's something new but some
options are still missing. You can use helper for example, box or the grid. This will help you to set
the correct position for your building in accordance to the landscape or image
that you choose. Okay, now we have
the transparency. This transparency will also help us to place the
building correctly and the dark end to make more bright or more dark
our reference image. Those options are
everything that we have. There is only one
thing that we need to do is to find the
correct perspective in our landscape and to use the axis to set the correct
view for our building. If you have some reference
image without the building, it will be really hard to
find the correct perspective. I have some experience with the drone footage
and video footage and image in this image. There will be good to use
the road as my x axis. For z axis, I know
that there need to be set perpendicular to our x axis. Now you need to only set the correct direction
for your access. You need to try with many, many ways how to
set it correctly. There will be also
needed to again rescale it and again to set
the correct orientation. Okay. So for me, I think that this
should be okay. And right now you can see that the building is placed
mostly correctly, according to the road and to the perspective of this image. Okay, this should be nice. Let's go back and
hit the preview. Everything look really nice. The next step is to
select the correct style. I will just use the realistic. The next option is to set the correct position
for real sky. We can see on the image that the shadows are located
to the left side. The heading probably also need to be set in
the same direction. Maybe we will increase
the brightness and there will probably needed some tweaks in color correction to make this building more
green as our landscape. But first I need to add some
tree we are going to build. As you can see, we have some types of three. We need to select the same
from the Lumen library and we can use the point
to mass placement. As you can see, this is
a really nice feature. Of course, the problem is that when you hit
on the building, the three will also appear
on it. We need to remove it. It's nice that we can also, not only to add the object
but also remove the point. This is quite interesting. Okay, so this is how
we look right now. And we can go back to our photo. Maybe I will also add
some tree just here. Okay, In this position to cover the connection between
building and ground, I mask right now this area. Now we are going to the photo. There is the problem that I
put some trees on the road because in editor I can't
see my reference image. I must manually remove
some of the trees. I need to guess which
one should I remove? Probably some of them
and on the right side. Okay, now it's look quite nice. As you can see this is quite interesting feature
that in a very vast way it could give you a chance to assembly your visualization
with image in Lumium nine. There wasn't this feature
but you could use some additional software like
on top replica or drone. And those software give
you possibility to low at any image from your PC and set it in the front position
of software that you use. For example, you could let
your editor in Lumon set the correct camera
in accordance to the image that was displayed
with those software. If you still use Lumum Nine, you can use those software
because they are, probably both of them are free. You can try to use it and to make also the composition of the visualization
in lumium nine. Later in Photoshop,
you can assembly it together with some
reference image, lumium ten. This option is already
included as a new feature. It is quite interesting but there is still missing
the camera tracking. We cannot use the animation
and at it into Lum, then make some composition. You can see that photo
matching is quite interesting. It is useful but personal. If this is a really good feature to buy or upgrade from
Ubon line to Lumen ten, you must calculate it by
yourself for your company. Is it worth to
upgrade to Lumen ten? Only for this one feature
which is photomatching. This is everything about the
Lumen Ten photomatching.
7. Maps Glossines, Reflection and Alpha: Okay, in this lesson, we will focus with the
new 42 pit texture for aluminum because
lumium has possibility to low out such a
type of materials. Of course, we'll need to
make some preparation before that and we will probably need some kind of graphic
tools this time. I will use the
Photoshop, of course. This will add as
possibility to add the reflection or glossiness map to each of our
texture for aluminum, so it will make more advanced
material for our objects. I will start with very
simple example to show you how to prepare the more
advanced texture for aluminum. I will add two boxes. For those boxes, I will add
the material grid or net. First of all, we have the
standard color grid material. Then we have the next one
which is displacement, which gives us the hay of
the area darker and lighter. Then we have the normal map
also to get some depth, we have the roof. Roofness and glossiness
are the same, but roofness has opposite color. And we of course have the alpha. It means that in the alpha, the black color will
be transparency. Now we will back to our box
in the Lumen and I will add traditional color
with the map where we choose our texture
with the grid. And you will notice that after applying the
material, nothing happened. This is because we don't have the alpha texture
and this is why we need the Photoshop to
prepare them separately. Okay, so first we are going
to the Alpha and we'll select all the mask
and we'll copy it. Then we are going
back to green color. We are going to
the channel and we will add the new layer. We are hit the plus and
we are in the alpha. Right now, I will paste
here the alpha texture. After that, I will
select everything and I will make visible the
rest of the channel. As you can see right now, everything is turned on. And we can save it right now. I will save it with the
additional index 32. We'll save it in two
different extension, the first one with
traditional JPG and with the maximum quality. And the second with
the extension G. I will just only select
the name and I will switch to Tagra TGA. After click Safe, you will get the new pop up window with the possibility to
select the resolution, and we will select 32 bits. We will click okay, the same. We will repeat for
the normal texture. First we need to
copy the grit alpha. We select all the
texture, then copy. After that we are going
to grit normal to the channel at the new
channel past the alpha. Then we'll select
everything and make visible all the channel. After that, again, we will save this texture with
the new index 42. And we will save it as
JPG and of course TGA. Tga. And the next one,
the standard format. Okay, now we will go back to the aluminum and this
is what we will make. On the left box, I will apply the texture
only with the extension JPJ on the right side GA. I will just add it
on the left box, and now I will select the
right box and I will add the same GA with the
30 bits texture on it. Colorization of to. After we will zoom in, you will notice that on
the right box we have transparency parts where we
apply the black texture. Of course we need to
also on color map alpha clips object
on both boxes. Unfortunately on
the left side with JP J we don't see
any difference. What is more, I will also, I will rescale the both
texture for better view. On the left side, we will just make map scale
something about 2.4 the same on the second box as you can see on the left side
we have some depth, but unfortunately there
is no transparency. This is because JPJ don't
include 32 bits texture. This is why we need to add TGA file as an extension
on the render. We will also notice that we
have difference even this is the same texture defects are quite different
the next example, but this time with the
texture glossiness. We will go back to the
Photoshop and we have some texture with
the D on the mud, there is some of water. We have the high normal
maps and the roofs. Roofness, as I mentioned before, is the same as glossiness, but with inverted color
for the roofness. First we need to
select the texture, then we need to heat control in Photoshop to
reverse the color. We can now copy it in the
same method as before. We are going to the
normal channels. We need to add layers and paste the roofs and
visible or the channel. Then we hit disselect. And the same with
the color channel. Paste the roof ness, make visible or the layers
and disselect everything. Now we need to save those
files also with G extension. I will do it for the JJ and TGA do present
different results. On the left side is
without the 40 bits and on the right side we have 40 bits applied
colorrization of course, to no displacement scale. And we need to add color mask, alpha, reflectivity for the
texture alpha for both boxes. And we'll go to the renders. As you can see on
the right side, we have 30 bits texture. If I will just rotate the sun, you will notice that
the reflection of the sun also change
on the right box. Unfortunately, we don't see this on the left side because we don't have 40 bits
channel on it. This is why it is
so important to use and to add more
advanced texture. Always remember to select the correct texture alpha
option for your texture. So this is how you can do more advanced materials
for aluminum.
8. Create Displacement Map: Okay, in this part I'm going
to show you how to very fast create any displacement
texture for your project. To do this, I will
use the Photoshop. I will apply the
standard diffuse texture that you could see in
the lesson before. After we apply it, remember to double click on
this new layer to unlock it. And the first we need to
desaturate the image, we are going to image
adjustment and desaturate. We can also hit on
keyboard shift control. And this is the first
step that we need to create to
desaturate our image. The next one is we need
to add some adjustments. So we can click on the
stab on the right side. And we need to select
levels exactly this icon. And we'll do this to
create the contrast. Mostly we need to decrease
the value on both extremity on the left side and
on the right side. And maybe something like
this because we need to get the exactly different
bits between the peak and lower area. Okay, the next adjustment
is the brightness and contrast for enchantment. This time we'll increase
the brightness, but we'll reduce the
contrast between them because we have a lot
of small details elements. We need to also remove them by apply the filter
blue and Gaussian. By increase it will remove the edges and all of those
small details objects, It will be easier to also apply this texture
into our objects. You can also add
some custom brushes, shape and size, if you
need more adjustments. But you must remember that you can only use black and white. And use the hardness,
for example, by just burn the edges, we'll tell our future objects that here we will
get less depth, it will be more flat. Right now, we are almost
ready and we can of course, apply those textures
to our objects in aluminum or in any
other free software. This is how we create
the displacement map. Okay, so I hope you enjoy at
this part about this Lumon 10.3 and we'll see
in the next classes.
9. Mixing Grass: In this part, I will focus
on creating the grass. In, especially in Lumen
ten we have red grass, which give us really
nice effects. But the most problematic is that this grass is almost common. It looks the same in each area. And by selecting Fred grass, this is most popular way to add the material grass for your
surface or for your object. But there are also other ways that we
can create the grass. Aluminum, for
example, we can mix grass with soil or for example, we can mix to different
or even free texture of grasses together. Okay, first I will select the surface
which is on the top. This is why I have surfaces
offset from each other. On the top, I will add
some ever motion soil. So we can change here or the
parameters like glossiness, reflectivity, relief,
displacement, and scale. Right now for me in the sample, the most important is of
course, displacement, because this will give me
some depth for my texture. It means that I will get
some high in some area. This is what is one of the most important to create
the mixing grass. Now I will select
the lower surfaces. Here I will apply
the free grass. Maybe I will select wheel
grass two and we'll apply it. Okay. Right now you will see that we have two
surfaces that are visible in our editor and also they will be
visible in the render. First, maybe I will decrease some parameters
like bending force a grass size because
I want to have the flickering between
those two texture. The map scale will
be set as default. Maybe I will remove
the rotation, the edges, and the roofness
also I will leave. Now if I will zoom in, you will notice that we
have two different texture. The first one is this one on
the top which is the soil. And we have our grass
as you can see on the render with the
realistic settings and some adjustments in
heading and brightness, you can see that on our render we have two different types of texture visible in the camera. The first one is the
soil and our grass. This will give you
better solution then only apply only
one surfaces only. For example one grass. You can also additional
surface which will be more set down and
then you can apply, for example, some grass
that will be higher. This will give you
also possibility to display it on your final render. This is the way you
can use to create, to mix different type of
grass with each other, or for example, to mix the
grass together with some soil.
10. PBR Textures: In this lesson, we
are going to talk about the PBR texture. The PPR texture are the next
generation of the texture. They are based on
the physical light. It means that the light has a very big impact on
your final render. And each texture
depends from the angle. How you look on them will
generate different result. What is more the
standard color texture? The base one is called albedo. Instead of diffuse. You have separated texture
like albedo, reflection, refraction, and all
of them connected together are generate
some final texture. In aluminum, of course, we can use the PBR texture, but unfortunately we are
limited only to three maps. It means we can use only the
albedo as a color normal, as a bump and displacement. Normally, if you decided
to order some PBR texture, you will receive a lot
of different layers, a lot of different map. Unfortunately, in
Lumen as I mentioned, we can only use three
of them. What is more? When you order the texture, you will receive two
different resolution, 4.88 give you more details, but of course it will
be more PC consumption. You must remember about this and only eight K resolution for objects that are placed
very close to the camera. This example I will use
real displacement texture. The real displacement
texture are created by the company with
the same name. In my opinion, they created the most realistic texture that can be find on the market. Okay, so we'll start with using maps like you
can see on the screen. This is from the
real displacement, some kind of wood. Right now I can apply it
directly to our round. I will just select the standard texture first
I will select the color, and here we will
insert our albedo. Okay, so what is more? I can increase scale to
better view this suit. After that I can
remove the color. Maybe I will change some settings like
glossiness and so on. Okay, and of course as default lumen we'll
add some normal map. In this situation I
will remove it so we will only use the color and we'll try to render this
image to see the difference. This is our render. We've applied only the
texture map on the color. As you can see, it
seems to be very flat, especially if we have the object placed close to the camera, it will look fake. This is why you should apply
only one color texture. The next map that we will add
to our object is the bump. And the bump has texture where we can find
three colors. The black one. It means that the value
on the axis is zero. It means that there
is no any depth. Then we have the blue color. This means that we
have the peak here in the area will be at
the high position. We have some high
value on the axis, the purple one, mostly this is between the blue
and black color. And this will give some
smooth transition between the area without any
depth and with the peak. This is what you
should mostly add to each texture where you
apply your custom map, the color and the pump
is very important to give some realism
for your texture, especially if the object is placed very close to the camera, we'll apply this texture. Now you can see that we get
some depth on our object. Right now, we will try to render it after render with the
bump or normal texture, you will notice that our wood or our planks get some depth. It means that they are not the flat and they are
more realistic, especially if we
zoom the camera. But as you can notice, if we back to the editor, the texture is still flat. This is advantage of using
the normal map because only the depth all the objects with the normal map
get on the render. During render, you will notice that we have the
effects in the editor, there is no any
impact and this is why the computer don't
use so much resources. Okay, now we will add
some displacement map. Okay, we will select the
correct displacement texture. We will apply it to our
lumion displacement texture. Mostly in the name has the short cut as a disp
from displacement or the texture has also
color, light and dark. One means that
there is no depth. We have black between
the plan and we have the lighter area. It means that there
is some high. We will get some depth here. As you can see, the light area is mostly on the left
side of each plank. This can simulate
that the planks are in some way destroyed or damaged because of
time of as you can see. This can also give some nice
effects to present that, for example, some
objects is quite old. If you will apply the
displacement map, we will get the new slider with the displacement by
changing this value, we will get more and more
modification of our texture. Right now it's without, and we'll put it on the higher
position as you can see. If I will change the value
for the displacement. Also the texture with our
wood is bonded or modified. So we'll get some, as you can
see by changing the slider, we will see the effects
directly in our editor. Of course, this means
that luminus need to calculate the texture every
time we will move the slider. And of course this
will slow down our PC. What is more, when for example buy some
displacement texture, especially with the
eight K resolution. You will notice that during loading this texture
into the aluminum, the lumen probably will
freeze for a few seconds. This is because this texture
is very often very huge. So it about 40, 50 megabytes. So it's mean that lumen needs some time to look
at it correctly. Okay. Now as you can see we have the red with the
displacement map and you can see
defect is very nice. Each plank with some depth, they are different
from each other. For example, if we will
compare it together with the standard wood, standard texture that I applied
from the library from Um, you will notice that the
difference is visible, especially if we compare
to those texture. On the preview, of course, this one that we
apply together with a displacement map is
really nice and realistic. I don't recommend to apply displacements on each
texture, on each object. This is because we
will dramatically feel that our computer
just slow down. Mostly, you should add
the displacement for small object or for each objects that are placed close to the
camera, for example. For this view, it's
not necessary to apply displacement because
we don't need some detailed texture
for any object. Especially that we are far away from the object
with the camera. This is how to apply the displacement map
and color texture, normal map and displacements
when we apply it. We can say that in aluminum, we just applied almost PBR. Of course, this is not
fully PBR because we should also apply the reflection
refraction texture. Right now, this is
impossible to do aluminum. But of course, if we have the normal
color and displacement, we are almost
finished with the PBR because those free textures are one of the most important. As I mentioned before, it is worth to buy the
displacement map together with the normal and
color to hold the pack. Of course, we need to remember that they are quite expensive, buy it, and use it only on the objects that really need it.
11. Custom Background: In this part, I will
show you how to add your custom background
to your model. So for example, you can
replace the background, the sky, with your custom image. As you can see here we have our models now I will
switch into the sketch. Up in the sketch up, I will add some banded
plane with some image. Of course, in the aluminum
we will need to, again, add the custom texture, but this will give us the beginning, really
nice references. Now we will just start
synchronization with the aluminum. As you can see, we have the
screen already applied. After apply the image
to our background, first we need to remove the normal map
because it's useless. Always remember to set
colrization to zero, glossiness, reflectivity
reliefs also to zero. The map scale is depends, if you need to
rescale your image, you can increase the map. Of course if you want to increase the brightness
of the image, you can use the missive. If you will add image
will be lighter. Of course sometimes you need to adjust this value
because for example, you have some custom settings for real sky where
everything is lighter. It's obvious that image
also needs to be adjusted. Of course, in our scene, we need to remove
the volume sunlight. And it is also good to set the camera in the correct position to mask the edges from
the background. This is our final render. As you can see, I render this with resolution 3,840 It is also good to have the image with the
high resolution because in another way you will receive some pixels
from the background. If you want to add your custom
background to aluminum, you can use additional
background surface and apply it only that texture.
12. Add path to ground: In this lesson, I
will explain you how to add the path
for your round, especially if you have
already some grass on it. This effect is only possible in some graphic software like
Photoshop, but of course, um, also will be needed as
you can see this and we have some grass and the
visualization right now, we will render this image
as it is right now. We are going to render and
with some high resolution, this is our preview. Now we are going to render
and we will save it, will go back to our editor. We need to make
some modifications. First of all, I need to remove this small elements
from the edges, from our wood floor. And then I'm going to
the grass and I will make the invisible grass
that is below our soil. As you can see, I just remove the grass and I have
only the soil on it. Now we are going back
again to our renders. We need to use the
same camera as before and we'll render it
with high resolution. Right now, we are going
to the Photoshop or any other graphic
software that you use. We'll the image with the soil only and the
image with the grass. Right now, I have
two different layers with two different
visualization. Even if it's the same, you can notice that the
whole render is different. It depends. If we have
only the yellow soil, then you can notice
that we have also the yellow color
also on our tree. If there is the render
with the green grass, the most of the images
with green tone color, this is because when the
sun hits the ground, it also generates some color for all the objects
that are surrounded. This is how lumen calculate whole lights
in your render scene. Of course, normally
in the real words, probably the color of
the grass will not have such an impact on
all elements around. Aluminum has its own
render engine and some algorithm that calculates the final render
based on each object, on each texture, and all the
value that you set for them. Okay, so in our Photoshop
we have two layers. And for the layers
which is on the top, I will add the mask
and I will select the Kyles Pasta Palozza brush. And now I will just
try to draw the path. So I will start from this
point with the shapes, okay? And again, here you must only draw
the path on your grass. Here we will give some wider. Okay, So some fix on the edges. This brush is automatically
set to heart, so you don't need to
change any value. Okay, so now we need to add
some dark area on the edge. With the burn option. In Photoshop, I will
just draw the edges. Okay, here, here you need to go through whole edges
to give some depth, to give some dark area. And the same on the lower edges, and maybe with the soil. As you can see, this
is nice effects. If you want to add the path, you need to first render
two different camera view and compounds both
of them together in the photo editor software. If we talk about the animation, there is also
possibility to make it, for example, in
Adobe after effects. But the work that you need to spend on create
such a path on your animation will
take a lot of time. And sometimes it is really
not worth to do such a thing, especially in the
animation about the photo. It's not a problem because
as you can see with the mask and with the brush, we can do it very quickly. This is how to add
path to your grass.
13. Lime Exporter plugin: This time I will present
you some plugin for free Studio Max and for aluminum with the
name Lime Exporter. This is plugin that can
be used if you want to correctly import any
object from Fred Studio, any models directly
into the alum. Normally, if you import any
file with the extension B x, then sometimes you
can get some issue especially with the
texturing and mapping the lime exporter help you
to avoid this problem to low at any object from
Fred Studio Max into the aluminum incorrect way. This one is very helpful. Personally, I use this
plug in very often. We have two different versions. Both of them are paid
and goes 25 euros per. Here we have two
different versions. If we already have
installed prestudomx, we can use the version 1.4 If we don't have
Preds Studio max, we can buy the version 2.15 And this is some
kind of web converter. We can load any model directly into the web interface and convert them into the Lumen. Now I will show you how
it's work with lumen. Okay, directly
into the aluminum, I will try to import high poly
three from pre studio max. I will apply and I will put
it directly into our sin. In the Pri max you can
see that we have the three mostly the
three are high poly, it means that we have a lot of details texturing every thing in aluminum will be
almost impossible. This is why with the help, we can use lime export. But first what we need to do
is to add missing beat maps. I will use the Ling Beat maps. I will add the correct path to place where I have the
materials to that tree. I will select Ling right now, my materials have been
imported into free studio Max. Now I need to change
the Do Engine V, Ray Corona or Storm because
only those three and engines are supported
by Lima exporter. Now I can go into the material library
in my Fred Studio Max. I can select the
material and applied directly into my tree. Now my tree is ready and can
be converted into lumen. First we need to go
into lime exporter. In the lime exporter, we select first our
tree and we have option to convert on the
object or whole scene. First we need to set the localization where we
would like to save our model. Then we enter the name. It will be easier for future to find the objects
we've selected name. After that we can select okay. There is some script running
cleaning the material, to remove all the materials
that are not necessary. Some meaning exporting bitmap. Okay, after that, in Numen we are ready
to import the file, the FBX created by the lime exporter where we
have the correct mapping, correct texturing, and even the object is
in the correct scale. After we launched the aluminum, we can go to the import
objects and start importing. V BX is a very specific file because it's also
include animation. For example, if we have some
animation for our tree, it's also be loaded
into our lumum. First we need to go
to the place import. And we need to
select our FBX file. We can add additional name. It will appear in the
aluminum library. We can also import
animation or edges. This time I will just set it to off and we are
ready to import it. And after click okay, you will see that
Lumens is working. And here we need
to wait some time. Because every time
high poly objects, and especially in the FBX
extension take a lot of space. For example, this tree is
something about 100 megabytes. It's requires some time
to add it into the lumen. After some time, our model
appear in the lumen scene. You can see that
all the mapping and everything is correct
applied here. We can just rescale our tree. As you can see the trees
really high details. It's almost the same
as the tree from the lumen category high details. First we'll try to render it. Maybe I will just move the
tree closer to the camera. I can tell you that
because as I mentioned, this tree is quite big. You will feel that
aluminum just slow down, especially if you put a lot of similar objects
into the scene. Maybe we will rescale it okay
and we can render it again. And as you can see, the details of this tree
is really impressive. This is what you couldn't do
without this lime exporter. Probably, if you will look
at directly into the scene, there will be a lot of
issue with the texturing. Here is the scene where I applied or five
pieces of this tree. So you can see that
models looks very nice. Lime exporter you can use
to import any objects, especially high details
objects into the aluminum. There is also option to
import the whole scene, but I tested the
options a few times. For example, if
you have a huge C and you would like to import it with the lime exporter into the luion probably
wouldn't happen because lime exp right now with this version don't work
correctly with huge scene. For example, if you have only
the interior, For example, room with all the accessories, all the elements and objects. This could be useful to use the holen in lime exporter
to convert it into telumum. But for example, if you have few buildings and you would like to make some exterior
rendering aluminum, you will use the options
in lime exporter. Probably the lime
exporter will freeze. And finally, there will be problematic with importing
such a into the aluminum. Probably it would be better
to go into the aluminum and import the FBX model directly
without this lime exporter. But of course, this is what you need to test exactly
on your project. Because we all know that each project is built
in another way. It is very hard to
say if the holes in converter in line exporter
will work or not. You have also the
trial version where you can test this plug in. I recommend to try it, especially that it can
save you a lot of time, especially with the text during.
14. Megascans: In this part, I'm going to talk about massive scan library, which is called Megascan. Megascan is a library
where you can find very high detail
models and texture. Megascan is well known
company that created the objects based on the scanning physical parts
in natural environment. They use some capture software. After that, they use
some software for creating pretty models based on the photo reference
in their shop. They offer a lot of
very high details, texture like ground arion, even with eight K resolution. There is also a
lot of environment objects like some small
tree rocks and so on. In Megascans you can buy there all the elements
with some subscription. It's means that you pay every
month some amount of cash. After that, you have
possibility to download some of the objects from them. Every month you get the points, and based on the
number of points, you can choose and download
any object you want of. For example, the huge rocks
will cost more coins, the smaller with low
quality will cost less. It could be the situation
that, for example, at one month you
will be only able to download one huge
tree because this will be very high
details and it will be cost really a lot money, a lot of coins. What is more Megascans offer all the objects
and texture for free, but only for only an engine. First, we need to download
the bridge software. In the bridge software, when we install the program, you will see that they offer
a lot of stuff for free. On the left side, you
can notice that there is almost 500 elements that
you can use for free. The whole base, the database has 14,293 elements right now. It's really massive. It's really huge
amounts of them. Unfortunately, all
of them are paid. This is for example, preview of the elements that we will use in
our lumen scene. This one is for free. Of course we also
receive texture. The mapping is already done. Here we have the bump cavity.
This is displacement. One of the texture
that we can use in the aluminum there
is the As normal, normal bump roof albedo. Also, as you can see when
we download any object, we also receive a lot of
different types of texture. So we can later mix
them together to get the really
nice final render. Of course, in the bridge we
have also the possibility to check the Fed models. We can rotate it and
see how it's look like. Of course, this object is
based on realistic model. We can see this
as a PBR texture. We can choose the resolution
from one K to eight K. We can switch what
we are interesting. And there is of
course some category which determine how good
quality we have LD zero, it's means that we have
the highest number of polygons of download
selected objects. We can get the name what if it is Atlas object and if it is
already downloaded or not. Depends which
object to selected. There is different category like surface free D assets
or many other them. We have some tax the size. This is some preview how this object is
huge related assets, How similar objects and
related collection. Because for example,
we can sometimes by hold a collection that
includes selected elements. Of course it will be less
than separately object. We can select the resolution and we and select options to export. Before that we need to go to
the download settings and in the texture we need to select which map we are interested in. Of course, for each map
we need to select JPEG. This is because Lumen only
use this one in models. We need to select B x because this is extension
also used by Lumen. And in the quality we can
select which quality we would like to download every
time from the mega scan. Of course LD zero is with
the highest quality. Ld five in this example
is with the lowest. We can also mark option
to download all lots, but you must remember
that it will take a lot of space on
your hard drive. Then in the export settings, we need to also
change something. In the export target, we can select some software that we would like to
use with our Megascant. Of course there is Andrea
Engine Fries, Todo Max. There is no lumen, there
won't be in the future. This is because Lumon
is competition for Twin Motion which is
also in Epic store. It means that Twin Motion
and Quick Cell megas cans belong to the same company. You will never find
aluminum in the bridge. In the texture, we can
select only three albedo, bump and displacements
in each of them. We need to select format as APG. This is because only those
three lumum can use the rest. You can select if you only want to use the
texture for the lumion. In the models, of course
we are interested in B X. We can select which quality
you would like to download. File names, it's means that
we can customize the name. What we'll finally get, so for example, we
can add the date, for example, megas can. It will be easier for
us in future to find out from where we download
the selected elements. Of course, after that
we can select Export, and we can then go
to the files and the file will open in
the Windows Explorer. When we open Windows Explorer, you will notice that we have
a lot of different texture because we have downloaded
all resolution. We have also all kind
of quality FBX model. If we go to the export wood, we will find the
selected elements with all the texture
with the preview, with the FBX, so on. As you can see, we have
all necessary information. Then we can go to
the place Import. We can import the wood with the highest
quality, allow the zero. We select it and
we click on open. We can place it in our scene. Right now you can see that the
elements is totally white. First we can choose the correct
position for our object. We will select the rotation, maybe something like
this rotation on this axis and the last one. And of course, we can
rescale the objects maybe 21.8 and we will place
it a little higher. Okay, now we are ready to apply the material
for our object. We are going to the materials, we select our elements and
we apply the standards. First, we need to set
colorrization to zero. Then we apply the first
color, it is albedo. And we will select four K. We'll open it
after a few seconds. You will notice that
the material is in a correct way applied
to our objects. It's means that we have
the correct mapping. Then we remove the
standard normal map generated by aluminum. And we select our
custom for low D zero. Because we select low zero, high detail elements open. We also had the displacements. We have only one displacement
with four K resolution. Now we can maybe decrease
the gloss four bits. The standard is 10, so maybe 0.9 will be okay. We need to remove or
decrease reflectivity. We increase the displacement. Now you can see that our objects became
more and more depth. Of course, the map scale we
live on with default options. After click okay, we can
render objects on the preview, on the final render, you can see that objects
presents very well. It's very high detailed
and in a very fast way. You can apply anything
from the Megascans, especially that the 500
free elements are very useful and could be used
in any different project. Of course, with the subscription you will get more and more. You must only remember that
the price for some elements could be very expensive for
another one will be cheaper. It depends. Maybe sometimes
it is worth to look on another supplier for
some specific objects, but as you can see
on the final render, using the megas can is worth and you can use
it for any projects.
15. Alpha Texture: This time a few words
about alpha texture. As an example, I have
here two models. This is some of window where I will put the blind texture. Blinds will look like this. We have the white color, we simulate the blinds and the black one without anything. First, I will add some glass texture on the
left and on the right side. In aluminum, we can use the
glass only as a solid color. There is no any
possibility to add, for example, some shapes there
is only one strong color. But for example, I would
like to add some blinds. I have the PNG texture because PNG is the
specific format that allows you to use
the black color as opacity in windows will, it won't be visible, but black color is
treated as opacity. And we have some shapes
with white color. This is what I would
like to add to my window to
simulate the blinds. Because adding the texture is much faster than
modeling everything, especially if you prefer. The exterior exterior will
be shot from far away. This is obvious that you
can add the texture, we can apply the texture
and remove the normal map. And I will copy this texture
also on the second window. And you can see that we
have applied the blind. It is obvious that blind must
be opacity transparency. As you can see right now. I also have the solid color. Even there are some shapes for the blind to add
some transparency, I need to go to settings. And in the texture alpha, I need to select color
Mapalphaclipse objects. So this means that
Lumin will remove the black color and convert
it into transparency. As you can see right
now on the solutions, what we expected, I have the blinds and of course
the rest are transparency. And we see what is
behind the glass. We can change the scale. So we can change the
size of the blinds. The problem is that I'm not
able to change the color of the glass because I have only the blinds
and transparency. The colorrization
only work for blinds. If I would like to change
the color of the glass, then I will have to put
another glass behind the blinds and change
the glass color. Thanks to that, I will have
the blinds with some color and opacity also will be with
the color from the glass. This is how to add texture, but what will happen if
we move around the glass? You will notice that
something will happen. If we are on the opposite
side of the blinds, you will see that one of
the glass disappeared. Even we have the shadows, the sun dropped the
shadows on both. But unfortunately, this one on the left side is invisible. This is very common problem that many people forget about. The main issue here is the
thickness of the glass. If I will zoom in
to the correct one, you will notice that we have blinds on both sides and
there is some thickness. The thickness you
can add in modeling software by adding the shell, or it depends what
software you use. Mostly both options
work in the same way. Always remember to
add the thickness and never leave the surface
or plane alone, because this could
be problematic in very different software,
not only in aluminum. For example, if you use
Viewray as a round the engine, you will not give any
thickness to the object. There will be problem, for
example, with refraction. Software couldn't calculate
the correct refraction for objects because in the
next lessons we are going to add many
blinds to the project. This is why I mentioned about adding this thickness
and why it is so important.