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.