Lumion Realistic Render Class3: Intermediate Tool | Filip Design | Skillshare
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Lumion Realistic Render Class3: Intermediate 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.

      Trailer

      8:41

    • 2.

      Mapy Glossines Reflection and Alpha 32bity

      9:02

    • 3.

      Material Standarization

      8:22

    • 4.

      Landscape_cutter

      3:24

    • 5.

      Mass replacement

      5:42

    • 6.

      Sky replacement

      4:35

    • 7.

      Real skies aurora

      2:30

    • 8.

      Render Style

      1:52

    • 9.

      Ease in out dwg

      2:41

    • 10.

      Orthographic View

      6:10

    • 11.

      Rain and Fire effects

      6:42

    • 12.

      Photo Matching

      12:24

    • 13.

      Animation effect

      6:19

    • 14.

      Lumion LiveSync for Revit

      11:06

    • 15.

      Project Exterior Start

      16:07

    • 16.

      Project Exterior

      12:49

    • 17.

      Project Finish

      5:01

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About This Class

Welcome to Lumion Class3: Intermediate Tool

Realizing the vision of your design has never been easier.

Lumion's features, such as Landscape Cutter, Mass Replacement or huge Library of Render Style, will help you achieve a high level of work. Together with Adavanced material textures, they provide a more accurate representation of how light interacts with material properties, resulting in stunning renders.


Additionally, animated effects together with a ortographic style, offer more presentation options and engage viewers in dialogue. Incorporating Real Skies 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."

Meet Your Teacher

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Filip Design

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Level: All Levels

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Transcripts

1. Trailer: I. Welcome to Lumum. Realizing the vision of your design has never been easier. Lumum features such as landscape cutter, mass replacement, or huge library of render styles will help you achieve a high level of work. Together with advanced material textures, they provide a more accurate representation of how light interacts with material properties, resulting in stanning renders. Additionally, animated effects together with a autographic style offer more presentation options and engage viewers in a dialogue. Incorporating real skies into your model, allow architects to add realistic elements, enhancing scenario. In this skir we will uncover all the secrets and teach you how to create compelling visualization for your project. Let's get started. 2. Mapy Glossines Reflection and Alpha 32bity: Okay. So in this lesson, we will focus with the new 42 bit 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 lumion, so it will make more advanced material for our objects. So I will start with very, very simple example to show you how to prepare the more advanced texture for aluminum. So I will add two boxes. And for those boxes, I will add the material grid or net. So first of all, we have the standard color grid material. Then we have the next one, which is displacement, which give us the hay of the area darker and lighter. Then we have the normal map also to get some depth, and we have the roofs roughness and glossiness are the same, but roughness has opposite color. And we of course have the Alpha. It means that in the Alpha, the black color will be transparency. So now we will back to our box in the lumion, and I will add traditional color with the map where we choose our texture with the grid. And you will notice that after applied 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 whole the mask and we'll copy it. Then we are going back to grit color. We are going to the channel, and we will add the new layer. So we are hit the plus, and we are in the Alpha. So 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 42, and 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 TGA. I will just only select the name, and I will switch to Tagra TGA. After click safe, you will get the new Popa window with the possibility to select the resolution, and we'll select 32 bits, and we will click. The same we will repeat for the normal texture. So first, we need to copy the grit Alpha, so we select all the texture, then copy it. 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 PG and, of course, TGA. So TGA, and the next one, the standard format. 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, and on the right side, TGA. I will just add it on the left box, and now I will select the right box and I will add the same with TGA with the bits texture on it. Colorization, of, turn off, And So 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 turn on color map Alpha, clips object on both boxes. And unfortunately, on the left side with JP J, we don't see any difference. What is more? I will also in and I will rescale the both texture for better view. On the left side, we will just make map scale something about 2.4. And 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 42 bits texture. This is why we need to add TGA file as an extension. On the render, will also notice that we have difference. Even if this is the same texture, defects are quite different. And the next example, but this time with the texture glossiness. So we will go back to the photoshop and we have some texture with the mod, and there is on the mod, there is some kind of water. We have the high normal maps and the roofness. Rofess, 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 hit control in photoshop to reverse the color. We can now copy it and in the same method as before, we are going to the normal channels. We need to add layers and paste the roof ness and to non visible or the channel. Then we hit deselect and the same with the color channel paste. The roof ness make visible the layers and the select everything. Now we need to save those files also with DGA extension. So I will do it for the JV j and TGA. To present different results. So on the left side is without the 40 bits and on the right side, we have 40 bits applied. Colorization, of course, to no displacement scale, and we need to add color mask Alpha refectivity for the texture Alpha for both boxes, and we'll go to the renders. And as you can see, on the right side, we have 40 bits texture. So 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 ti bits channel on it. So 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. 3. Material Standarization: Lumium, we have also possibility to create some kind of standardization for the material. As you can see on the screen right now, I'm in the sketch up, but this solution work with any other different freed modeling software. As you can see, here I created some kind of material palette. It's means that I have block for glass, for brick, grass, concrete, marble, and asphalt. And right now, I can, for example, deal with the client and discuss with him what kind of material he expects to have for all different kind of models, that for example, will work also in the future. So this solution can be very useful, especially if we have a lot of team a lot of members in our team, and we would like to use only one material at all. The next step is to apply the material from the library and this time from the sketch up. With the glass, I'm going to the glass, and I will select this blue one with transparent glass. And I always must remember that for this kind of glass, I use only those material that I select right now. So I will do the same for each block that I have right now in my palette color. And there is still concrete marble and asphalt, for concrete, I will select this one asphalt for this one. And the last one is tile, and I will use the first one. Okay. So if we already have apply all the materials, now we can save those file. So for me, the color palette, as you can see just here. The next step is to open some kind of frei house free model that you would like to apply all those material from the palette. Okay. Now as you can see, I have some models from Fred warehouse from the Sketch ap library. First, what I will do, I will just put the position in the zero point in the zero axis. I recommend always to do this because it will be easier for you later to import those models to the Lumium. It will always appear in the middle of the scene. So now I can apply the material. First, I will start with the glass, I select the glass from the material, and I need to select the same color that I use for my palette. Right now, I remember what I choose, but for example, in the sketch up, you can also import those palettes, and the buckets, you can copy the material directly from the palettes and apply it to the object. Right now with the grass. Then we can go to the brick. I remember that I select the first material from the library. And I need to do the same for all objects that I would apply the material. So the asphalt, concrete, and so on. So as you can see in the sketch up, it takes very fast because the program is very intuitive and very easy to understand and learn. But as I mentioned, these techniques, you can also use in your forward, probably Fredy Studio Max, Maya or something like this. Okay, so we have almost apply all the materials. There is still one tile. It will be on the wall, and also the rest of the wall, and we have almost finished, and now we are ready to go to the umion, and we need to import all our models. After start lumium, first, what we need to do is to import our color palette. Now we need to convert those material from the sketch up, two materials from the lumum library. This is also good to discuss earlier with the client. Now as a glass, for example, we will first, we need to select our materials, the glass, and we convert it into the lumium materials. Glass will be this one. As a brick, I will use, for example, The third, the same. I repeat for the grass for the concrete. And the same for the marble and for the asphalt. From page three, and the last one asphalt for outdoor asphalt and maybe this one. And now we can apply or the material. Now it's time to save our set of materials on our hard. We select first and we are going to the safe material set. Now ask where to save our material. This will be the file with the extension MTT. And you can save it and use in your future project. So the next step is, of course, to import our house that we built before and where we applied all those materials from the pallete. So as you can see, we have the building materials And mostly what you do right now is to convert all the materials again in galon. But now we will go to the material and we will select lot material set. And we will find the file emptTy that we saved we saved before. After that, you will get the windows pop up, where you will get information that all those materials will be overwrite. Here, for example, we can select which material we want to skip. This time, I will select all of them, and we will apply overrte materials, and v, what's happened? As you can see, all the materials from the palette automatically has been applied to our building, and this, of course, save all of our time. Of course, here, you can notice that the grass is too high, so this is why we don't see the asphalt and there is one object also missing without any materials. But this we can very fast fix in the sketch. So, as you can see, this solution with the material set probably help you to save all the time that you need to spend on applying the materials, and you will be ensure that you use all the materials that you agree with, for example, clients, And for example, if you have a lot of members in your team, you will be also sure that all of the team members will use the same palette that you have in your hard drive or in your cloud, for example. This solution is perfect, especially if you want to speed up your work and you don't want to spend a lot of boring time for finding the correct material for your objects. 4. 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. So 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, and 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, Lumi on ten, there is a new feature, the new options to fix this issue in a very fast way. So if you go to Utilities, and you will click on the place, there is new landscape cutter feature. And this 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. So as you can see if I put this rectangle on my wood texture, everything that that is landscape will be removed. So you can see that in a very fast way, you can remove, for example, the grass from the wood texture. 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 object that are close to your camera. 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, and 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, remove landscape from your area. So this is everything about the new feature in utilities many. 5. Mass replacement: In this part, I'm going to show you how you can import any object directly into the lumium, and use, for example, some kind of node to mass replacement. It will very speed up your work, and for example, instead adding each tree separately. You can, for example, place of trees, for example, in the area or in the specific point where you added, for example, in your modeling software. So right now you can see that I have some kind of nodes on my building, but unfortunately lumium with the selection, I couldn't select them individually. So this is what we need to do. We need to go back to the modeling software. In this example, I use the sketch up, and I select all the nodes together and I need to export them. So first, I will create components and I need to put the axis in the same position as the axis for my building. This is very important, and this is what you can also do in many other Fred software. Right now I will enter into the nodes, and if in sketch up, there is only option to save it. Unfortunately, for umm, this extension is not good as nodes. So we need to go inside the components. We need to select all the nodes, and we need to go to the export Fred model, and we need to select the olda extension. This extension is also available in many other computer software like Fredy Studio Max, Maya, and so on. And the options, you must be sure that export only selection set is enable. This means that only nodes will be exported, not who the buildings. And because right now I'm in the component, so this option is always set to export only in the selected math, but for example, right now if I will select the nodes together with my building, I have the option to export only selection sets. If this option will be antique, this means that also the building together with the nodes will be exported, and this is what we want to avoid. We only need those small square, so it's mean that we only need those nodes separately. Now we are back to our building and we important our nodes. Now we have to file the nodes and the buildings. Right now we should put the nodes in the correct position. Unfortunately, as you know, um, it is almost impossible. This is why we need to first select our building. After that, we need to select nodes because buildings will stay in the same position, and from the many, we select the option for aligned position. This means that aluminum automatically find the axis system and connect them together. Now we have two files in the same position. Then we need to place object on the nodes, and we will automatically detect that there is ten nodes, the ten points that we can replace. As you can see, we have different category to choos. For example, we can select our imported models, indoor, outdoor, sounds, people, and so on. The nature with the high detail is unavailable. This is because those objects are very consumption, rum memorial consumption, and this could crush your lumen, especially if you have thousands of nodes. So we are going to the category nature, and I will try to select some kind of trees and import them automatically and use them instead of our nodes. So, for example, I will select this t, and as you can see Lumon in a very fast way, put all those three exactly in the points where we had the nodes before. And of course, we have 103, the equal number to the nodes. So now what we can do is to select all identical trees, then we can just decrease the size for those three. And we can add, for example, randomized rotation. I do not use randomized position because this could break the connection between nodes and the trees, and we can use different scale for them. And if you will zoom in, you will notice that all those te lay exactly on the nodes. This is the techniques for the fast replacement, various ful techniques. Now you are And now you're able to add a lot of thousand or more trees, for example, to create the forest around your building. And this could be done in a very fast way exactly with the techniques for mass replacement. 6. Sky replacement: In this lesson, I will explain you some tips and ricks, how you can fast replace the sky in the loon. Normally, if you use real skies and when you put overall brightness to high value because, for example, you would like to simulate the hot temperature. The sky will probably disappear because we have so bright sky that the clouds are not visible. Even we will reduce the overall brightness, there is still problem, for example, with rotating the clouds. Because if you will rotate anything, if you will change the heading, also the shadows will be changed. And this is what we would like to avoid. There is some tips, how you can fix that. But first, we need to go to our modeling software. In this example, I will use the sketch up. What I'm going to do is to create the sphere. So in the sketch up, the sphere, we need to create from the two sketches. And with the function follow up. I will select the path and the shape, and we have the final sphere. Of course, each surface in the sketch up and in other modeling software have two sides, the front and the back. It is obvious that everything that will be inside the sphere will be our visualization. This means that we need to reverse the surface front. And it should be directed into inside. So as you can see, first, I need to reverse places, and now I have the texture inside the sphere. Now I will export the sphere to the lumium, and we'll apply the texture with the clouds. And I'm going to place the background, and we need to scale it. We need to scale it more and more. Maybe something about 15 or 20, depends, of course, from your scene. I applied the texture, I remove colorization and glossiness. Now we can see that we have the clouds. What is more, even I change the overall brightness. Mostly you will still see the clouds. And if you would like to increase or decrease the brightness, you need to slide the MC. If you add too much MSF, the sky will be too bright, so we will mostly decrease it, and now we still have the clouds in our visualization. Of course, we can decrease the Ms more. Something like this will be correct. For example, in a different scene, you will notice the different renders, maybe a missive a little bit more. Of course, if you would like to change the position of the clouds, the best way will be to use the rotation. I will select the sphere. And after that with orientation, we can change the position of the clouds. As you can see, you can choose these parts of the teture that will be the most interesting for you. We will go, for example, here and you will see the clouds on the background. This is quite interesting and really easy to create tricks for custom clouds in your scene without changing the real skies age D. Okay. 7. Real skies aurora: Okay, guys. This time, there will be the night scene and umion ten off two quite interesting features like real sky at night. So we just add normal sky and in the top night, we can add the real sky and that will be displayed during the night. So if you like the scene, And like this one, so this will be quite interesting to use also the real skies because this will improve the quality of your render. So if you create not only scene during a day, you will probably use this one, and there is also aurora effects. So if you want to add quite interesting new features, so you can use it. With the brightness, you can increase the brights of the scene. And there is also color shift. So if you move this slide to the left one, you will get more green sin to the right side, you will get more red or orange. There are also speed and time offset, and those parameters are only used for creating the animation. If you add some keyframes 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. 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. So this is everything about the new effects in Lumon ten. 8. Render Style: There is also one new render style effect that you can add at your final stage of work. So if you go to add effect in Artist two, there is new AI artist style. So by clicking on it, you will apply effects. What is the most important effect will not be displayed in the fast preview. You need to make the full render of your work. So you can also go and click on this icon. And you can select the artist style. As you can see the title of the artist that you select. For me, there will be Monet style. And after click, render Lumum is working and during the render, you will get the visualization like this, this means that lumiu generate the final stage. 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 R is required for this effect. This is because during rendering generate this image. So if you have less rum, there will be situation that Lumen will not give you any results. So this is everything about the new style effect in Lumon ten. 9. Ease in out dwg: 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 and maybe something like this. And the second shot. If we push play, you can see that our animation look like this. As you will notice at the beginning, and at the end, the camera move slower or faster. This is because lumiu tender is new feature cord easy. If some of you work before we video assembly or production, probably, you know what mean easy, if not, so 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 gamera 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 a easy smooth. This means that at the beginning the camera will speed up and at the end, it will slow down. So this effect is quite nice and it's quite interesting. There is also one new updates about LA DWG file that are from AutoCAT. If you work with those file, and there was new improvements in Lumon ten about this file, and they are right now loaded into Lumon ten much better because before there was some issue, sometimes there was some problems. Right now, this has been fixed, and without any problem, you can out those files into Lumon ten. This is everything about movie feature and about the DWG file into lumant. 10. Orthographic View: In this part, I'm going to explain you how autographic view work. This was the feature that was needed requested by many users, and finally, it's here in Lumon 11. For example, if I will set my camera on the top, you will notice that we have some angle on the edges. So before Lumum 11, there was impossible to set autographic view. Right now, it is possible if you add the effects from the feature or from the camera, and it is the same and it's called autographic view. So after apply it, nothing will happen. This is because we need to enable it. And if you enable it, you will notice that everything is from the top, and for example, the boat also don't have visible some aliments. This is because we see the boats center from the top. So this is quite interesting feature, very useful, and probably you will use it all the time for a presentation. And we can set here the near clip and the far clip. So Near clip is the surface, is the cutting surface that start moving directly from the camera. And step by step, it's cut everything and remove. This is, for example, the situation that we remove the tree and the buildings, and we can show on the visualization how the room insides look like. The far clip work in the opposite direction, so it's start far far away from the camera, and by moving the slider, it's move closer to it, and we cutting everything, what is on the path. So with the near and far clip, you can cut your model in both direction, which is very useful for additional section. So as you can see, the water was cut out after that, the building, and at the end, we have the three. What is more? We can use the fill color. The fill color is the color that will be used to fill everything that was cut off. So this will better help you to visualize everything. For example, I will select the red color. And now what was cut by the clip. Will be mask with the red color. This is, of course, for better visualization. But for example, we can, for example, add the black color to present what was cut off, very useful feature. Maybe I will turn off the field color. What is more, we have some additional tools. For example, for better camera control. The first one is the Zoom, so we can o or zoom out. Then we have the heading and the heading is for the rotation, and, in some value, the rotation is snapping, which is also very useful. Then we have the pitch for rotating in another axis. You can add really nice feature. For example, you can add view from the side and what is more with the near and far clip, you can remove some objects. Here, for example, we can present you the side of the building together with the inside from the room. This is how autographic view work together with the near end for clip. So for example, if you will rotate too much, you can always click align camera with surface, and this will mean that your camera view will back to the top. This is especially useful, for example, if you rotate camera too much, you lose all the models from your view and you'd like in a fast way back with the camera them, you just need to hit align camera with surface. And in the very fast way, we are again on the top. As you can see, the ptographic, very useful, very nice idea to add additional view to your presentation. For example, we lose the model because we rotate it too much, then we hit aligned camera with surface again. Of course, we can switch between three D and two D. By hitting those buttons, we also switch unable and disable, so we can use it here or between three D and to D. This work in the same way. So this feature is one of the most interesting in Lumon 11. This will probably is the feature that most of you will upgrade from Lumon ten, 10.5 directly to Lumi 11. So this was ptographic view in Lumi 11. 11. Rain and Fire effects: In the Lumon 11, there is some enchantment in the effect precipitation, where you can add a lot of rain drops. For example, I will go to the room upstairs. I will just zoom camera to the window, and now we are going to the photo. And we need to tweak the settings. First of all, we need to change the exposure and set it to some lower value because if there will be too much bright, the raindrops won't be visible. After that, in real skies, we need to set the overcast to give to remove the sun we set heading brightness to 0.9 and overall brightness to 1.0. Now we can go to the effects where we can control the weather, which is precipitation. And here we first, we need to st if we are interested with the snow or only with the rain in this part I will set the rain. And we have new options, the rain streaks, the size of how many raindrops we will get on the window. There is also the size of the rain streaks. So how big or how huge the raindrops will be, and the rain strike offset, which give us a chance to put a rain stroke also on the bottom of the window because normally they start from the top and they go to the bottom. So here we can set the offset. Of course, the raindrops also appear on other maula, for example, the ground, or for example, some wall. Unfortunately, if we are going to the down, so you will notice that after the render, we don't see the raindrop on those window, which are under. This is because we have the wall on the top, as you can see, and I would say that lumiu not calculate raindrops in the correct way. And for example, because those windows are covered by the wall, they won't be visible. So it is obvious that, for example, we should get raindrops also on the bottom of the windows because, for example, the wind can put it here. Unfortunately, we don't see such effects here, and you must remember about this that windows must be set close to the atmosphere, where the rain, where the atmosphere can hit your windows with the raindrops. The second effect that you will also find in Lume 11 is the fire volumetic. So first, we need to go to the place and in the effect, there is the fire, and you will see that there are some quite interesting fire effects, and they are present like the video, so it's mean that they burn all the time. When you hit the render, you will notice that fire seems to be very, very nice and look with quite good quality. As you can see, you can add mostly to the fireplace. If you have a lot of fireplace, this effect would depoly for you. In the settings, first, we have the emitter area size, so we can make it more bigger If you need to focus in one point only or on some area. Particle count. This is mostly for settings for the size of the particle. So if you hit the settings to the highest value, we will get the continuum fire. Meter area sp, this will be visible on another fire, something like this. So I will put it here. And if we are going to the area split, you will notice that there is increase the distance between the eter. But of course, does not work in the same way as area size because area size will increase the distance, but also the distance between particle is bigger, which make it more fake. So eter area split will only increase the distance between particle, but in a small limits, size of the fire, of course, here you can increase the size of the fire. As you noticed, we have at the beginning, very small fires. If you like, for example, to burn all the forest, you will probably need to select the biggest one, something like this fire 13, and by increasing size of the fire, you will receive very huge of The next the color of the fires, we can change the color if you need more adjustment. Of course, the brightness, this will give you that your fire will get more and more bright. If you need darker, then you set the lower value. If you need more hot fire, then you need to increase this value. As I mentioned, good effects mostly for fire place and will give you also the really nice reality. 12. Photo Matching: At the end, we'll talk about the new feature feature that is quite interesting and that make that lumium ten is worth to interest. This is photo matching. Probably many times you create a lot of different visualization and 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 some 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 speed computer and we can use original photo or animation recorded with the physical camera, and then we can compose some renders into animation or into photo. So right now, there is possibility to create only the photo and to insert our visualization from lumium to photo, which will speed up our time with the composition. There is no information about the camera, but I hope that um maybe in some updates for Lumu ten, will be this new feature, if not, maybe in Luminu 11. So, if we already have the buildings, with all the materials, texture, we want to make the final renders. We can add the photo matching lument tan to our presentation. So 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. So we are going to the render, and we need to add the effects, 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 on edit, and this will automatically load the image from the luminan 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 mag. The next one, what you need to do is to add your own reference image. To find the correct reference image is very, 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. And there we have some options 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 place point. Because normally is located on the zero axis in the 0.000 on x y z, so we need to move it in our building, for example, this entrance, and we just hit on entrance and hit the okay or back button. And now as you can see, the reference point is right now place on our entrance, and with orientation, we can rotate our building, and with the scale, we can rescale it. So 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 lumen 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. So 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. And those options are everything that we have. And 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. And if you have some reference image without the buildings, it will be really really hard to find the correct perspective. I have some experience with the drone footage and video footage and 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 axis. So 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. Right now, you can see that the building is placed correctly according to the road and to the perspective of this image. This should be nice. So let's go back and hit the preview. So everything look really nice. The next step is to select the correct style. So 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. So we are going to the build. As you can see, we have some types of tree, we need to select the same from the Lumen library, and we can use the point to mass placement. So as you can see, this is a really nice feature. Of course, the problem is that when you hit on the building, the tree will also appear on it. So we need to remove it. It's nice that we can also not only to at the object, but also remove with the paint. This is quite interesting. Okay. So this is how it look right now, and we can go back to our photo. Maybe I will also add some tree just here. In this position to cover the connection between building and ground. So I mask right now in this area. So 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, so I must manually or remove some of the trees, and I need to guess which one should I remove, so probably some of them and on the right side. 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 chance to assembly your visualization with image. In Lum nine, there wasn't this feature, but you could use some additional software like on top replica or dro. Those software give you possibility to lo 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. So if you still use Aluminum nine, you can use those software because they are probably both of them are free, and you can try to use it and to make also the composition of the visualization in L lumium nine and later in photoshop, you can assembly it together with some referencing 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 Lumi ten and make some composition. Can see that photo matching is quite interesting. It is useful, but I know personal if this is a really good feature to buy or upgrade from Rubin line to Lumon ten. You must calculate it by yourself. I, for your company, is it worth to upgrade to Lumon ten, only for this one feature, which is photo matching. This is everything about the Lumen ten and photo matching. 13. Animation effect: Illumu 11, there is also improvement in creating animation, so this will be quite interesting for everybody who specializes in creating different type of architecture animation. So here this is one of the scene. I just added the camera. So we have the movement in the camera. And now we are going to the effects animation and animated phasings. So you can see that we have some new windows and some of the function has been improved, and now is much easier to create animation. First of all, I will select the object imported model. So this is the house. And first, we can select which effects we are interested. No effects popping, so it will just pop in, sky drop, drop from the top, ground price, it will rise from the bottom and implode. It means that it will became visible in the blink of an eye. So we can also add the effects at the end. So as a start, I will select the ground price, and we have the start time. So when the effects will start. We have two options. We can just put the value on, move it on the timeline. So for example, I will start from the zero. Then we have the duration, how long the effects will take, then you will see that the darker blue color will be longer or shorter. Then we have the easy in at the beginning, so this will give us some smooth transition on the beginning when the effects will appear. Then we have the stagger, but this function, I will explain later. This is the start time between different object, then we have the inverted stagger order. So objects will appear in the reverse. This is also quite interesting. The move distance. So for example, when effXs will start, invisible before start, so it means that objects is as a default invisible until the effXs will start. And we have also the option just to copy and the paste animation. So it will also speed up our work. Okay. And this is phasing animation one, where our building just ground from the right. Next, we will add the second animation. I will just move the animation to start after the first one. And first, we need to select the objects. So this time, I will select the natural category, and I will select the pup. I can select all of them at once. They will be treated as one object or I can select them individual, and I will select struger in order of selection, so it's means that they will appear in the same way that I have select them. So if I will select this one the smaller ones, so it's mean the smaller one will appear. Stagger, of course, how long it will take after the second selected palm will appear. And we have also this option invert stagger order. So it's mean that at the beginning, the last one that I selected will appear as a first one. So this is also quite interesting. We can delay by selecting delayed phasing animation or by double click on it. Okay, the next animation, so I will select all the trees together. But I must remember that I need select the palm that are in the previous animation because there will be a collision. Okay. So we have the phasing animation four or the rest of the nature, and it will be also ground tres. Of course, as you can see, I also selected the imported model, so I need to go again to the phasing animation three. And I need to di select the imported models. So I will diselect it. And now you can see that we have only ground rise for or the three. Unfortunately, you can see that we still have the outdoors the seats. And we need to add the phasing animation. And as you can see, we cannot move animation above. So we must remember about this. I hope that in the future they will fix it. So we need to change animation four to be first before animation three. Okay. Now in the phase animation, we are going inside, we select the object. I will select only the outdoor category. And also ground rice, now you can see that we have the outdoor appear and at the end of the rest of nature. As you can see, we are finished and we'll see how it's look like in the preview. We have only two trees that Ileave, because this is high detailed trees, and then we have the rice building, palms, outdoors, at the end, we have the ground rice for the rest of So as you can see, creating animation seems to be faster and easier with the animated phasing effect. So as I mentioned, this should be interesting, especially for people who create animation in lumin. 14. Lumion LiveSync for Revit: Guys. In this part, I will show you how to install lumium license plug in for Revit. I'm using Ravi 2020, so this is the newest version. But of course, the plugin also work for the oldest one, so it doesn't matter which one you use to find the Revit plugin. On the Google, it is the best to put Revit lumion and click on the search button. As a result, you will have one of the luminu sites support luminu.com, and you need to click on this link. And as you can see, there is direct link to download plugin for v 2015 until 2020. If you have oldest one, here is the link. Before there was the name Lumon bridge. But right now it's called Lumon license and it's quite better compatible with bit. You need to click on this link on the top of the site. Right here, and it will be redirected to Out desk Appstore. Right now, the plugin is located on the O of desk Appstore and you can download it directly from this website. Here we have operation system, it's Windows 64, and the language is English. On the right side, you have the download button and you need to first sing in. You must create the free account on the Auto desk website, and after that, you can download this plug in for free. You will get this installer. This is act free Dlumiu license dot. After click on it, you will get the installation windows. It's very simple. You need to mostly click next next. We need to wait for preparing them, we'll get the cicon, and you need to click Install now. And we get the information that our product has been installed correctly. After you start vit, you will notice that there is new toolbar called lumium. Here we don't have a lot of icons, but two of them are quite enough. First one is help. If you click on it, you will get the Popa Po Window with the version of your plug in with the link to help and to check if there is some new version for this plug in. After that, we have the start button to start license. We can stop it. We can start camera synchronization and information if our license is on or off. Here we have the settings for license, and we have the also ability to export our mobile and prepared to Lumen. About the camera synchronization. Before we start, we need to remember to always set the view from ptographic to perspective. Only with this camera settings, it will be possible to get the synchronization before two windows. We have our model so we need to click on star synchronization and we need to wait. A few second and we get the lumiu also. Our model has been loaded to our lumum. I've got the both program on the one screen. For the better center our view, you can use this button. Click on the center and put the pivot something like this. Okay, and now our building is in the middle, and it is very easy to manipulate with the building. Also, if you will change anything in the bit. For example, we are going to move this part here. It will also move on the aluminum. This is how the license work. There is information license. We can turn it off and now it's off. Now we are going to life sin settings. Here we have the surface smoothing to smooth our surface on lumium. It is good, but it will take more resources from our PC. It is best to set it to normal. We can mark this option cameras on start. It will be easier for us because live sins will be automatically start. We have the insertion point. Right now, we have True North, and if I will move this camera up, I will start the synchronization. You will notice that our north is located like this. For example, I will set my north to the top. This is how this building was created. It's mean that north is two up and our building is little rotated. For example, architect want to put it like in real world, the north will be up and building will be rotated with some angle and the same we have in them. But for example, this one is not important for us. And as you also noticed when you move some elements in lumium, you will move it in accordance to your axis systems. In this situation, it will be quite easy, quite hard to move anything in accordance with the edge from the building. This is why we have also option to project our coordinate system with Project North. I will now change it with Project North. I will click and see what happened with the access system. I will start license. Now my building has been rotated, and now the all the access system is in accordance with the edge of our building, which will be quite easier for me to move anything in Lumen. You have this two option. As you can see if you have the license, it will take also some resources from your PC. It depends how fast you have your computer. You work will be more fluent or not. This is why in bit, we have the option to export project and prepare it to loam. With the export, we save our file with DA format. This is Cola system. We can of course, choose which access system is important for us with Project North or with True North, how much our surface must be smoothing, and if we also need to export our texture. With this, you must look out because some of the texture from Revit will not be correctly loaded into aluminium. Of course, you can export the notes. Nodes are important. If you have, for example, some table chair created in Revit, and you know that you would like to replace them with the parts from the library in aluminum. The notes will be very helpful because with very fast way, you will replace all elements and the sell elements will be placed in the same way as it was on bit. After you click Export, you need to save your file and then you need to manually low at it into lumium. With the export, there won't be any license because there won't be any connection between those two programs. This is, for example, if you have a not fast computer and you'd like to only work in umm instead of both program at the same time. This is everything about the synchronization for lumium. This method is very good, especially if you have already created model vid and inmen would like to add some three people and all the environments. Now you can try to use it by yourself. 15. Project Exterior Start: Now time for some project exterior, as in all courses. Before we always prepare some project from the beginning to the end together, and this is what we will do also in this one. Because I run a lot of different courses for different type of modeling software, but also for rendering engines like V he showed Lumon. Based on my experience and based on the question that came from the students. I created some workflow with seven steps, how to hold the render scene from the beginning to end. And this is what we need to do. The step first is the scene, and this is where we focus only on the models. Then, the correct setup for the camera, correct at the lights, create materials, and then we have the step five render setup to prepare the rendering. Then we have the render itself and the post production. And if you will follow all this step one by one, and if you will follow all my tips and tricks and techniques that I will present you, you will be sure that the final render will be great. And of course, it will be stunning and interesting for your clients. But this is what you need to do step by step to achieve this goal. This is what we'll together do by preparing this exterior together from the beginning to the end and with all those steps. The first step is the scene. In this step, we mainly focus on the building and on the high details of each element. Because in this course, we don't model anything. We only focus on the rendering. This is why you can use my exterior finish model, where you have the high details of buildings and so. There is one very important thing that you need to remember. All the objects that will be close to the camera must be always with the high details. So it's meant that a lot of polygons are needed for those objects. So if you, for example, model by yourself, you must focus on details to add as many details for your object as it only possible to add radius, for example, to avoid any sharp edges, and so on and so on. Or for example, if you buy any models, mostly, you need to search for high details elements. Also for the landscape, as you can see, I add the ocean here, and I add some landscape in the middle. I just put the ground deeper in some area to get the nice color of the ocean. And there is also high terion close to the buildings to get the smooth transition between the ground and the ocean to get the nice looking beach. And of course, there is a lot of three that you can find on the bookmarks, and there is one always techniques or methods that around the buildings, you can add the trees from the natural category, and all those three that are close to the camera, so as you can see those two trees close to the building are from the category, high detailed natural. As you can see, the palm, because there is not a lot of objects in the high. Detail, I used from the standard library from the lumium. What you will also notice in Aluminum 11, if you will zoom out from the scene, you will see that some of the trees are replaced by the proxy by the box. This is very useful, especially if you have very high memory consumption projects, we have a lot of trees environment. To speed up your work, lumen automatically replace those tree with the proxy very good solution and very very useful. So let's back to our background as we can see on the back of my house. I added a lot of trees just to cover everything. What is more, the camera will be shot something from this position. This is why I added also the boat. If we talk about the Fred model, for example, like the boat that you can see here on the screen. Even it look quite nice on the final rendering. Sometimes it could make that render will be seems like fake, like, not real. This is because on many objects, there are people it. And as I mentioned, many times before, people are not the good option to put on the render because they will make that your render will look more fake. For example, because here we have some person and we cannot remove it. Then, I will make some trek, and as you can see, we have see only the front of the boat, and the person is covered behind the trees. Now we have the second step and this is the camera, mostly in the step camera, you need to decide what you want to show and you must remember mostly to avoid situation that you will in one shot give to the clients everything on one view. This is what most people do wrong at the beginning. Because normally, if you, for example, see something, you are also limited with some angle and it is impossible to see everything. So about the high for the camera. Mostly if you want to give a shot from standard view, this should be something about 0.80 1 meter to something about 1.5. Between those two values, you should put your camera because this will give you the best view on your image. About the focal length, if you will give higher value, of course, you will get the more Zoom and everything will become more flat. With the lower value, you will see that there is quite huge perspective. Everything is too wide, but this will give you a possibility to display more in your camera. So about the focal length, something about 20, 28, to 30. Mostly, it is okay and the same with the high da I mentioned before, something between 0.8 to 1.6 matters. This is what you should typically use. In this curse, I might just few renders, the external, the interior. This is where you see the boat in the background. As you can see, I also put something about the one meters and here will be something about 15. As you can see with the lower value. We get a lot of perspective. Which look unnatural. So we need to increase the value here to something about 40, something like this. Because we have a lot of perspective here, so in the effects, we will need to add that two point perspective. The second interior. This will be with the stairs because I would like to only show the stairs. The rest is not important for me. We need to use in rendering some dedicated effects. The last image will be the to, this is something new in lumium 11, something very interesting and very powerful, but this will be described in another lesson. And we have the first step lights. Lights are very important, one of the most important thing to get the realistic render. Lumon we have let me say three different type of light. The real sky, which is mostly used to cover, hold the scene, the sun from Lumon 10.5 where the real sky has been implemented, the sun is mostly skipped in the scene, and we only use the real sky. And the next fir type of lights are the lights that are mostly used for interiors. And here we have the plane omni light point lights. All of those lights are to simulate the bulbs. And here in this scene, I also added the plane with the lights on the top of the roof. And this will give you the better view, and of course, it will simulate the lights that came from the top of the room. And You can add those lights for the external for the interior, and of course, in the night scene. For the exterior, sometimes you don't need to give these lights, especially if you don't want to uncover what is inside the room. For example, use the special glass with low transparency. If you want to expose what is inside and how the room look inside, of course, you need to add such a light to get the better view. This is because in the illumu, we don't have good global illumination. And this is the next type of lights, the plane that is outside and directed into the room. This will simulate the lights, the sun because as you know, because of the not correct, not good enough global illumination calculation for lumium, some rays from the sun will stop on the walls and will not get inside. And sometimes your scene will be not lighted correctly. This is why we will add the portal light, so it means the area lights outside d and it should go through our windows. The next step is the materials. Mostly in the scene I use the material from the lumium library. If you have the possibility, try to use your own your custom materials with the reflection refraction with 40 bits channel. Of course, for this grave, I use my own materials because I couldn't find anything interesting in the lumium, but also in the situation two bits is required. Also, if we talk about the materials, always remember to put the correct UV map modificator in your modeling software, and you must look out for the so where the texture is connected together. The best way is to use the seamless material where the texture is repeated every time. Also, about the UV texture, always remember to check your texture before exporting it directly to the lumium. So for example, as you can see with the stairs, I model it by myself, and I also add the correct UV texture. Unfortunately, as you can see, we have the materials in two direction. One is vertical, at the bottom, it's horizontal, and even in the sketch up, I correct at the UV texturing, and in the sketch up, it's correct in the correct position. Unfortunately, when I imported those model into the lumium, you can notice that still we have two direction for the stairs. This is something that probably will be fixed in some newer version of lumium. Maybe they will fix and it will allow you to better loaded your model with UV mapping. Right now, sometimes it could be problematic. Right now for me. For the scene, I will use the camera on the front, so those problems, those issue will not be visible in the final render. If we talk about the materials, as I mentioned many, many times, try to use the first PPR materials. If you don't have PBR, try to do by yourself, the depth map displacement and normal and always for all the objects that will be close to the camera, use two channel texture that I show you in the previous lesson because this will give you amazing reality in your final render, and this is what probably most of us expect to get. 16. Project Exterior: So we are in the next lesson this time. I'm going to talk about Step five, which is called render setup. This is one of the most hardest parts to give and select the good effects to get the really nice final rendering. In Newman, of course, we have some preset, and you can choose and select those which are predefined by the developer, and mostly you should start with the realistic one. But of course, it is obvious that if you want to give really high results render, you need to choose your effects by yourself. It's means that you need to understand how each of them work and how they work with another one. For example, mostly, if you will start with the realistic, you will see a lot of different effects, and we can say that they are basic one. So right now, I will remove all the effects and I will show you how to create your custom render scene with some effects, and those effects that I will add to this sen are mostly basic one and every time you would like to use your custom style, all those effects should be included because this is what I would call base. From the base, from the base settings, you need to start every time. Okay. The first one that you should always choose is the layer visibility. I always recommend work with the layers because this will speed up your work layers, especially if you have very large scale project, Layer can help you with optimized R use by lumium. And in layer visibility, you can always turn on and turn off the objects that you would like to add exactly to your scene because as you know, you could have a lot of different scene, and for example, some of the objects will be only visible in some of them. Okay. The next one is two point perspective. With the two point perspective, you will notice that all the horizontal and vertical edges will get the correct angle. This is what you should mostly add to your sin to get the better perspective. The next the mast effect is, of course, the real skies. The real skies is the HGDI map that includes the position of the sun, and this is what you need to add all the time. First, we'll select the clouds. I will go to the clear and this one. Of course, one of the most important options is heading. This means that you set the rotation for your HDRI and you get the different shadows. Believe me. Sometimes only changes with the few values with the I don't know, two, three degree will give you different effects. Brightness, brightness is only for the HD map. This is not brightness for the scene. For the scene, you have the overall brightness, which give you overall brightness for all objects. Brightness is only for HD to compose it together with the rest of the scene, and the overall brightness is the option to increase the brightness for the HD map. The next is reflection. Also, this is the effect that is always needed for your final render. As you can see, it's also in the feature, to mode very fast, you can find it. In the reflection, first, we need to turn speed rate reflection. This give you the better reflection, and of course, we need to select the surface. A lumion have option to automatically detect reflective surface based on the material and how it is set to the camera. So as you can see it finds correctly. Of course, I will need to add those two windows, and now we have finished with selecting. You must remember that, you can only select ten surface. Sometimes this is enough, sometimes not it depends from the scene. If you have a lot of large scale exterior, this could be problematic. With the preview quality, if you have very good computer and the CN is not so huge, you can switch to the high quality preview. If you have low PC, I recommend to use the low. The next one, we have Dipto field. This is effect that should be added, but it's not necessary. First, we need to select the point that we would like to focus, and the rest that is far away will be blurred. With the amount, you said the plur we can also add the sharp area. This is mostly used, especially if you have zoom into some objects, camera, and you'd like to set that everything will be focused on this object. The next one is color correction. This is a must. This is effect that is very necessary to set all the necessary color for your scene. Temperature if we go for the hoter color or for the cold. Next one is stint vibrance, the brightness to increase the brightness for the scene, the contrast to get bigger and slower contrast saturation, to remove the color, and gamma correction. And of course, there is also very important limit low limit high. The limit we can compare to the curves, for example, in the photoshop or in other software that is used for post production. Gamma correction, the lower value will give you more darker area. With the higher value, you will get more lighter area. As you can see now, we need to adjust the limit low limit high. Also very important objects and slide there that you should always use. The next effect that has a must is, of course, exposure to control the brightness of the scene, so this is in the camera and exposure. This is something that most photographer also use in the, the physical camera. Exposure is to control the overall brightness. So then the next one will be also mostly use sharpen. This will give you the sharp edges. As you can see, if you will put too much value, everything will be very very sharp. So mostly sharpen, we use with very, very low value. We only use together with the shift on the keyboard to add only the smallest possible value for these effects. Okay. The next one is the hyperight. Mostly also we slide very, very carefully to increase the quality of the light. The next one is sky light. Also, we need to turn the render quality into high. Ultra is not necessary because the speed of rendering with the ultra and high is very, very longer and the quality is not so impressive. And the next one also as a must is, of course, shadows to control all the shadows in our scene. So for example, I will decres the brightness to show that we have these shadows. About the shadow type, we have normal standard shadows, the sharp. So with the sharp option, T will notice that all the edges of the shadows are very, very sharp, and the ultra sharp personally I don't use those options a lot. Mostly the normal with the soft shadows. We will see that those shadows is also blurred, is very good. Together with the fine detailed shadows, you will notice that even the grass also have more shadows and the shadows is more complicated, more realistic, but of course, more time consumpt during the rendering. But for the final render, it is recommended to add the fine detail shadows. Til now, I use all the effects that are mostly necessary and you should always use them for your custom rendering. All those 11 effects should be always added to your scene. So this is the base one, and from those effects, with those effects, we are ready to make the final render. Of course, if you would like to improve your grander with some additional ef, you can also add for example, mostly I use the Fk, fog is very useful, especially if you want to hide your background because there is nothing interesting and with the fog, we can hide it. Mostly I also add chromatic aberration. This is effect mostly used when you create the photo with real camera. On the edges, we have some this precision. Of course, I always choose very, very low value rate. As you can see, right now, we have the final renders. The biggest advantage in Lumen is that if you already have finished all your effects, you can save those effects as some kind of preset and save it on your disc. For example, for the next visualization, you can load them directly to the scene and you have all the options set. For example, as you can see, here we have another interior also with all the ef. Then we have the stairs Also for the interiors, also the effects on the left side, so you can study it by yourself. For the stairs, I will also add the handle camera, and I will change the angle. Because in the next post processing, I will just remove the rest and I will only focus on the stairs. This is why I have nice size of the image. This will be very useful, for example, for Instagram. If you would like them to add your photo later. Here, we have from the top Vue camera, but I will speak about this later. We have some perspective, and again, the stars with some visualization. This was the step render effects when you add all the effects necessary for the final render very important step and very, very hard one. 17. Project Finish: Okay, let's go back to our aluminum workflow and still we have the step six and seven, just to finish. So first, we start with the step six, final render. In the final render, we have already applied the ef, the camera. So now we can select which scene we are interested, and we need to select the resolution. Mostly we choose desktop or print. The poster will be mostly used if you like to print with very high detail. And of course, we need to also selectional output. So we select everything apart from normal map. Normal map is mostly used for after effects in the video post production to isolate, for example, elements in the movie and to make some adjustments. So if we only use the steel image, the normal map won't be necessary. Okay, so after select all of those additional output layer, we are ready to render hold the frame, and we can go to the next step to the post production. In the post production in the photoshop, first, we have the base layer with the colors. We convert it mostly to the smart object, and we add the camerao filter to fix the color. After that, we add two layers, the lighting, and the reflection, and mostly, we need to blend them with the screen or with the soft light, it depends and we change the opacity, mostly to 40 50%. After that, personally, I use the Nik collective selective tools, plug in for photoshop and with the ColorF X P. In this example, I use the cross processing, but you can choose which will be good for you. Of course, I change also the opacity to 60 percentage, something like this. And this is how we work with the post production. So I hope that workflow was good for you enough. And just to fast repeat, the first step is the scene where we put all the models, or the details, and we need to remember that everything that is closer to camera must be with the high poly. The step two is the camera where we need to set the correct high and correct the focal length. You must remember that too big focal length will give you the flat image. And with the very low focal length, you will get very huge perspective, which is sometimes unnatural. The step free lights, of course, in the aluminum real sky is the most important. After that, we need to add all the different type of lights to b, for example, or sometimes we need to add the portal lights to increase the light that came through the window. Then we have the materials. Of course, we mostly use 32 channel materials prepared by ourselves. And of course, if it is only possible, try to use PB texture with the high quality. The next step is render setup. Well, we need to pull all necessary effects. This is one of the most important step, of course, in the lumiu, or you can use from the preset already predefined by developer or all the effX based effects that I present to you in the previous lesson. Then we have step six final render. We only select all necessary additional layers, and we should choose the correct resolution, a desktop or print one, and the last piece post production mostly done in external software like photoshop, where we need to add all the layers from the lumium. We need to blend and mix them together with the selecting blending mode or set the correct opacity. So if you will only follow all these seven steps, you will probably get really nice and good renders, and of course, this work will be very smooth and easy for you.