Lumion Realistic Render Class2: Advanced Tool | Filip Design | Skillshare

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Lumion Realistic Render Class2: Advanced Tool

teacher avatar Filip Design

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Lumion Class 2 Trailer

      1:09

    • 2.

      Landscape_cutter

      3:24

    • 3.

      Real Skies and Aurora

      2:30

    • 4.

      New_Render_Style

      1:52

    • 5.

      Ease_in_out

      2:41

    • 6.

      Photo Matching

      12:24

    • 7.

      Maps Glossines, Reflection and Alpha

      9:02

    • 8.

      Create Displacement Map

      3:46

    • 9.

      Mixing Grass

      4:04

    • 10.

      PBR Textures

      12:07

    • 11.

      Custom Background

      2:52

    • 12.

      Add path to ground

      6:55

    • 13.

      Lime Exporter plugin

      10:16

    • 14.

      Megascans

      13:41

    • 15.

      Alpha Texture

      5:31

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About This Class

Welcome to Lumion Class 2: Advanced Tool.

Realizing the vision of your design has never been easier.

Lumion's features, such as Real Skies and Photo Matching, will help you achieve a high level of work. Together with PBR textures, they provide a more accurate representation of how light interacts with material properties, resulting in stunning renders.


Additionally, animated effects like Ease In or Ease Out, along with a new render style, offer more presentation options and engage viewers in dialogue. Incorporating Megascans into your model allows architects to add realistic elements, enhancing scenery.


In this course, we will uncover all the secrets and teach you how to create compelling visualizations for your projects. Let's get started.

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Filip Design

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Level: All Levels

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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.