Procedural City with Geo. Nodes + Epic Batman Scene in Blender | šime Bugarija | Skillshare

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Procedural City with Geo. Nodes + Epic Batman Scene in Blender

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      8:08

    • 2.

      Introduction to Geometry nodes

      4:02

    • 3.

      Low-poly building modeling

      19:09

    • 4.

      Low-poly building modeling (large building)

      17:45

    • 5.

      Geometric nodes for beginners

      9:51

    • 6.

      Geometric nodes for beginners - part 2

      6:50

    • 7.

      Camera and lighting

      11:39

    • 8.

      Camera and lighting part 2

      11:48

    • 9.

      Placing elements in the foreground

      3:09

    • 10.

      Details on the roof

      15:40

    • 11.

      Building texturing

      12:42

    • 12.

      Lights inside the Building

      10:32

    • 13.

      Texturing Building two

      15:33

    • 14.

      Texturing Building two - part 2

      8:44

    • 15.

      Texturing Building two - part 3

      8:56

    • 16.

      Texturing Building two - part 4

      10:26

    • 17.

      Texturing Building two - part 5

      9:33

    • 18.

      Post-processing

      13:32

    • 19.

      Post-processing part 2

      10:40

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About This Class

Welcome to the new Blender class in which we will create the Batman scene from the introductory video and along the way create a functional modifier that creates an entire city with a lot of details with a few clicks.

The class is divided into two main parts.

- In the first part, we create a City generator using the Geometry nodes modifier

in this part we get to know the basics of the Geometry nodes modifier and through a practical example we create a simple but functional Geometry nodes setup with which we can control the appearance of the city by simply moving the slider or changing the seed.

If you are not yet familiar with geometry nodes in blender, this is an ideal exercise for you. Through a simple and beginner-friendly process, we'll create an interesting and useful modifier that generates an entire city in the background — perfect for our Batman scene, as well as future projects.

In this part we also talk about the modeling and texturing that we need to create buildings.

I will show you how to quickly and efficiently model with the help of shortcut keys and how to achieve that the models are optimized and at the same time look as detailed and realistic as possible. We will also create more advanced shaders and I will show you how we can control the lighting of an entire city within the shader editor.

- In the second part, we mainly deal with creating a scene in blender!

Now that we have a city that makes up a large part of our scene, it's time to create a cinematic composition where we can use the City generator created earlier.

In this part, we talk a lot about the camera, lighting, composition, post-processing and more...everything that is normally needed to create artwork.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to New tutorial. It has been some time from my last tutorial, and I'm excited to be again here. And in this tutorial, we will do a lot of creative things, and I think you will enjoy this tutorial. In this tutorial, we will create this scene. Or I think not this one. I think we will create this scene here. Okay, I believe that you are confused and believe me, I am also because I started with creating this scene, and I ended up with this scene here. And the reason for this is very simple. When I start creating this tutorial, I make some notes on paper. And when I come to this city background, which is a big part of this scene, I make just two notes. So first one is to download this editing building asset Peck, which is my asset pack. And the second advice is to import this in this scene, which is this scene here. This is actually how I created this scene. I actually just go to my editing building Asset Peck. You can see a lot of buildings here. And I have these low pool city blocks. So I import this high detail buildings in foreground. You can see all these buildings here. And in background, I import these low poly city blocks. Then I realize this is not point of tutorial. Point of tutorial is to learn something new. Then I open new blender file, and I started building geometry nodes setup, which create this city here. And this is where I ended up. You can see this city here is actually simple geometry nodes setup which we can control with these sliders. So we can change seed. We can add small buildings with this slider, we can change seed, and we can add more of these big buildings here. But we have a lot more options, for example, if I select all these buildings I created We can also control these small buildings here with another small geometry no setup. For example, I can add details on roof. I can change seed here. And we can also control lighting inside these buildings. I will switch to night mode here. And with this empty cube, we can actually control this lighting here. And if we select this object here and go to shade the editor, we can also control how much lighting we want. You can see that we now add more lights. If we move this right, we remove some lights. And we have a lot more options here. For example, I can control lighting with this plane, which is not just simple plane, which is actually a city from above projecting on this image and which is plugged to emission. And we also can control color of these lights. And we can also, of course, control intensity so you can see that we are much more light with just this simple plane. And we can also control where we want this light or how much we want, which area we want to bright here. So if I move this, you can see that this is actually just brick texture, but if I move this, we can see that we remove some lights here. You can see these clouds here or fog, and we actually control this with also another simple node set up here in shade the editor. But because we will create a lot with this city generator in background, I think it is not problem to create this scene. We just need import some model of Batman, put some things in foreground. This is, I think, mostly from my industrial decoration asset pack. And when we put these things in foreground and with some compositing and lighting, tips, we can easy create this scene. So I think in this tutorial, we will also create this scene. Okay, when I'm here, I can also show you how process of creating this scene looks like because from time to time I save renders. So this is like first version, I make maybe two buildings and I scatter these. And later, I realize that I have nice city for background, not foreground, but for background. I started adding more details. I here on lights and when I set camera, little better than before, I get whole city and I continue with adding details. So I add more buildings. Later, I add this water, which is just plain with glass shader. And I added these bridges. And later, I realized that I have almost complete scene here. I just need Batman. And I place this edge of this building here. Later, I replace this with Batman, and I also place something for ground for vignetting and I get this version. Later, I just play with this lighting. And I'll add some color correction later. A lot of these are just very similar, and here we have here, I added these clouds clouds with volumetric effect and all these versions are very simple because I play a lot with color grading, which is not point of this tutorial, I think point is geometry knows for beginners and how to create this city background. But of course, we will talk a lot about texturing because we need all these models and texture them. Here, I try create sunset version, but I was not happy with this. And a lot of these are just color correction and adding some details. And here, I think I added some do overlays. You can see all these tiny lights here and these reflections in water are just with the overlays, but it creates a lot of details. And later when I realize that I have city generator, I can just play with seed and I can get completely new version of city. And that's exactly what I do. So you can see before, after Every time I click Change set, I get new city. So this one is more with small buildings and let's with the big buildings in background and another version here. Here I add more these big buildings. Okay, I think this is enough for introduction, and we can now start building this city with geometry notes. 2. Introduction to Geometry nodes: Let's now start creating city generator in side Blender and with geometry notes. Here I have some textures and references which we will use later for creating buildings. But we will talk about this later, and I created this got tutorial folder so I can save here my blender five. And you can see that I use Blender 4.5. You can download this for free from blender.org. I will also keep open this file, so I can always jump if I need something here. And I will go with file, save navigate to this folder and I can call this. I always like to add numbers here. So this is about 176 project I done in Brenda. Some of these are small projects, some big, but I always like to add numbers here and I will call this Gerta Tutorial. So what is geometric nodes? Geometry nodes is actually modifier. I will start with plane 1,000 by 1,000 which actually will be based on our city. And I delete this cube, so we can also delete. We can press A to select O, and we can delete this camera. But actually, I will first enable this screen cast key so you can see what I'm typing. Okay, this is big. I just want this mode, but you still can see what I'm typing, but usually I say what I type. Let's now back to geometry nodes. We can now be plain. If I press N, we can open this tab. Under item, I can type here. 1,000. So this will be our seat. I will now before I press N, you can see the scale is not one. And for geometry nodes we need apply scale, Control A. Control A and apply scale. Now, this is one and everything should work correctly. You can see that we have this clipping problem, and I will again, press N V, and I will just add here 10 to fix this clipping problem. And you will also get same problem later when you add camera. And you need to fix this in camera properties, but we will do this later. Okay. So this plane will be our geometry node, the holder. To create geometry node, you need some holder, you need some object, and we can now press new. And now we get first geometry node set up and we can hold this maybe city generator. And what geometry node actually is, geometry nodes is actually modifier. So you can see here a lot of modifiers and all of these are actually predefintd modifiers which we get, which blender developer make for us. So actually, we can now be something like blender developer, not from this first stage, but from second because they split whole blender inside or blender functions inside these node groups. And with all these node groups, we can actually develop our modifier for what we need. And for this purpose, we need a city generator. So we want to make something which can create city to simplify everything. So geometry node is actually empty modifier, which we can build by our wishes with all these nodes we get here. 3. Low-poly building modeling: And to create city generator, we need buildings. And we will for now, just make some very simple buildings which will actually be just cubes. And I will start with Shift A and I will create cube. And you can see that we have very small cube. That's because our plane is very big. Let's bring this here, and I will now press Napet slash key. Or you can go with view local view and total local view. So this is same, like Numpe slash key. So we can now just zoom this building here. Or isolate this building here. And first thing we need to do here. We don't want origin in center because later when we scatter these objects calf or building will be there is few ways we can move this origin. I think simple wave for you, if you are a beginner, you can just press, you can select this object and you can click here and origin. So now with this tool to move origin. We don't move object because we don't need be super precise. We can just place this down. And there is one thing you need to know. If you now press S, you actually scale this Gizmo. So you need be sure to remove this. Now, when you press S to scale, we actually scale this building from this origin here. If you want to be more precise, you can easy ways to just Shift click Shift click, you actually move this origin. So shift, click here. Now, this origin is precisely on the surface. And if you now go to object set origin to, let's move this here so you can see what happened object set origin to three cursor, you can see that this move a little. But now we are completely sure that this is on the surface here. And if I now go to item, this building is 2 meters, so you can see if I now type one, if I now type zero here, we will be completely on X axis. But I said before, you just remember this option, enable this origin, and you can always move this down. Okay. Now I want to make something which is about real world scale. So how big is one building? Maybe zero on Zois 20 meters. Let's make this one 10 meters. Okay. This will let's apply scale. This will be super low poly building. I don't care about details, but I want to add one thing here which so with control R, we can look at. I want to create some windows because I want C in which directions this object is facing. So maybe we can go with subdivide here. And if I now press I twice, I, we get this we insert this and we can now go with E. You can see that this is Y axis EY. Okay, now we have some windows here. Maybe we can. I don't know, go with EX to extrude this. So we just know that in which direction this facing. Okay, this will be O, first building, and okay, I should before duplicate this object to save this origin, but we can create new one. And one thing I will do here, you can see that we cannot see this from tortographic view. So when I press Namp at one, we go to front tortographic, and we cannot see anything because we are perfectly on 90 degrees. But we can fix this in if we click here, and we can enable this gravity and we now need these two both so we can see these shadows here and another ways. Just go. With tab, you can go to Edit mode and we can press A to select Control B and with holding Shift, we can be precise here and we can add small bel. We are now sure that we see all these windows. These screen cast keys are not visible here. Okay, what we can do? I will go with number one. Okay, I think all these settings are not connected, so we need to bring this for clipping here and we need enable screencast keys in all these windows separate. I didn't know this before, but let's do this. Let's make here layout this geometry node setup. So let's see what I want to do. I want maybe our geometry node here. Here we have actually this three Upur later, I can always go with a vertical split and add some vido here, but I don't need this. So I will go with join right. Okay, Nampa key here. So this is first building. Let's add another one. And because I didn't do this before, I will do this now again. So origin and let's move this to about here. We don't need to be super precise. We just want scale this from bottom. Okay. Let's make another building, maybe 15 meters tall and like, maybe 12 meters on X and YX. Now I will duplicate this few times, so I don't need do all this later. One thing I will do now, it is always nice to have some references inside on your monitor, we try click horizontal split this window, image editor, and with middle mouse button, you can click and drag hold middle mouse button, you can move this slider here. We can open this. So I will locate this copy address of this path here. And open. So I prepared this image for you. So this will be our reference image. We have some buildings. Here, I think I will fix this and I will add even more of these buildings. But this is what we have for now. Okay, let's see. That's great. Maybe very simple version of this building. I can even go with Napa k twice. And let's see how we can create super low poly version of this building. Maybe just E Y. Okay. And now we can let's move this even more. So EX. You can add some stores here down with holding lt and click where this corner, you can select hold this loop. But when you click in middle, you will get this loop here. So I will click here, maybe. I will go with Control Z because I extrude this now. So AT extrude along normals with holding shift and moving mouse out, you can create space for these buildings. Maybe we can sell this. I think we get this small program here, if we click Dissolve No, connect this part here. Okay, I expected that vendor will delete this part down, but this is not so important. This is not even important for us. So we can maybe subdivide these few times. I don't know, we can maybe add loop cut here. And now we can subdivide these few times. So if you press I twice, you get this depend what you press last time. So now I need press I once E Y. So we have some windows here. Okay, I made some mess. Now I cannot add loop cut, but you can always go with K. You want B with number three to write orthographic view. And you can press K for R two and Z to hold this x. Okay. I don't know. This is not important for now, so just go with EX and we just want to see which direction this building face. Maybe some doors here. X. Okay, we have another building and I will go with A, Control B, just to add some level so we can see all these corners here. NumpaK and we can select third building, which can be this one. So this one and this one is taller, so we can maybe 35, maybe ten. Again, control AK, Control R, maybe add shops down. OT extrude along normals. Let's now try click this null. It happens same before. One thing you can always do when you're modeling, you can go with hD to duplicate this. Now, you can see this is separate phase, SZ, scale, bring this here and you can go with EY. Maybe we can create some ownings here. Let's see how we can create this glass part, Control R. And that's now add bunch. Look c here. I'm not sure how to select all this, how we can quickly select all this and I think there is no way. So select this one, control this one. Now shift to switch to another place and control to select everything between. So shift to another place, control shift control. And last one. We want this insert. So T stored along normals, set this inside. And let's take these small windows here. We can see these windows here. Maybe we can maybe we can select double this these two now I'm holding just shift shift selection. A T exclude along normals. Let's create these two nice doors, subdivide not subdivide. Control I, I to insert this JZ, move this down. B Y. Okay, now we have a building and doors for these buildings and select or with A, Control B, small barrel. We have small building, can scale this little if you want. Next one, Nampa key. Let's duplicate this shift the X, so we can more these buildings. And let's see next one, maybe this one. We can again, this easy, bring this up with one, two or three or your keyboard, you switch between vertex, H and face set one, two, three. Let's go. We now need to select this part here. Control B to bevel. And we get this. Now we can maybe three, bring this little up. You can also use G for grab and Z to stick on Z axis. Control R. That's great place for this shop. We will now go with Control B and A T extrude along normals. So we create this part here. Now we can create all these windows. But what we can do, we can also do same thing here. So T extrude along normals. We can also select this loop with holding lt and maybe create this edge here. Okay. Let's see what we can do now. We can, of course, create these windows, control our add few cuts, and now this can be our windows. I will not select this one. Maybe we can create even more windows if I go subdivide. Okay, this will be too much windows, so I will press IOT extude along normals. If you want, create these rounded windows. We can see here. You can grab these edges here. With so if you select something you don't want, you can hold control and just drug to remove this, let's select all these with holding shift, we add selection. We can now go with Control B and add this round corner here. So we have another building and let's actually add two windows here. We can go with SZ scale on the axis, maybe move this down or maybe just one. Volt extrude along normals. We can move this out and maybe It extrude along normals. So doors for this shop. Control B. And we have another building. So this is low poly building, but we also add a lot of details. Let's add maybe one more for now. Let's see what we have here. Let's create this simple building maybe 80 meters or 22. Apply scale. And let's see. We can create these parts here. Control R. Control B, scroll mouse down, all the extrude along normals, if you want, select this here, bring this up. We can also create this on top. Let's just make more space, throw R, and I will add few layer. So this may be two. Okay, so we can now select withholding this loop, shift select another loop, shift, select another O Let's select now. These two or last one or T. And, we have these layers here. If you want, you can double hold hold this loop. It holding hold maybe Control B. You can have fun with this so you can do whatever you want. Three windows here. And let's add three windows here. So now we can select all these and also down I. Maybe you need I twice, but I need press I and ton extrude along normals. Okay. This is another low poly building. And one thing you can do here, you can see this roof type. So like this part. Actually, we can just move this down. Easy, move this down. 4. Low-poly building modeling (large building): I think we have enough these small buildings. I will extrude some parts here so we can easily see when we rotate this building, maybe we can make some balconies here. Okay, I think I want even more these cut. So here will be our balcony. Maybe we can even select these parts, and I don't know. We can press I EZ, bring this down. Okay, now it will be easier to see later when we rotate this building. Okay, let's now create bigger scale buildings. Let's now start building these big scale buildings, which we have some references down. So we can take this part and from this make something like 35 meters big or 55 maybe. Now apply scale and I see some parts here. You can create this as control R. I will go with OT extrude along normals. We can see some corner here. So if I now go with maybe EX and if I now move this, we will get this type of building here, you can rotate this, but I think this is not important. Okay, let's see how we can create this part. We can simply I E, Z, I again. Maybe I again, E Z, how we can create this rounded part. So if you go to edit preferences, and under addons, you can enable this Look tool or maybe you need to go to GEtension and first install, click here to Install Look tool. We can press I. Maybe we can subdivide this and now we can two, go with circle. We can subdivide this two times. So now if I go to circle, I can maybe bring this up and I will what I can do now, I can go with delete limited dissolve to remove this and we can now get clean mesh. We can now go E Z, maybe one more time. Okay, I whole time, press Z intend of I. I'm not sure why, but Z is to change between frame render and solid mode. So I need to be in solid mode. So I and O this last time, we can maybe just add small antenna here. Has to scale this Easy scale this. Okay, let's see how we can add more details here. Maybe we can scale this and make something like this. Okay, this should be a low poly Building. I don't need too much details here. So this will be maybe place for this clock here and now we should create some windows here. S Y to scale this on Y axis. Okay, I will not use this here. I will just slide this because I effect this part here, which I don't want. And what we can do here, we can maybe select all these parts. Maybe OT extrude along normals. Now we can take this place for our windows. Okay, I also want to extrude this part out. OT extrude along normals. Maybe this part. Extrude along normals. Okay, now we can maybe take this part, extrude this out. We can first model and then texture later, but there is better approach. So we can apply texture to this model and then model according this texture. So I don't want to destroy this nice building. Now, with windows and later try place texture on each window. I will later project texture on this and later we can create windows according this texture. So I think this is enough for now. We can switch to another building. I will duplicate this few more times. She VX, she VX. Okay, let's see this type of building. Again, this can be maybe 80 meters to building, and maybe on XX is 20 meters. Apply scale. Let's see how we can create this building here. We can just add few lo cards here. So let's add one here and another here. Now, I can select these two faces OT, extrude along normals. Let's do this again OT, extrude along normals. And let's see what we have up. So we can go here with I and now scale, maybe only on X axis so Y to bring this to about here and AZ. I will do this a few more times. EZ. Let's create this top part here. So I ax maybe subdivide once circle EZ. Now, delete, limit and dissolve. And let's go. We can just go with Control B to bevel this part. And now we can select this part here. I. And I again, EZ scale this. So this will be our antenna. And let's see. Maybe we can just add if you look at aX, and we can do what we do before. So let's try select this loop here. At extrulon normals. I think it is easier to just select extrude ons. I will just extrude this for now, or I will go with Shift D as sex. Let's move this little out E Y to create this part here. And later, I will add more details when I project texture to this building because if I add more geometry, later will just be more hard to control everything. Maybe we can extrude, move this up or you can go always to Wi remote and select move all this up. I get this nice little which I like. You can always press to scale to get even more interested shape here. First, I started with idea that I will create just low poly buildings for geometry nodes, but I think we can use these basic shapes later. So I will not add windows. For now, later, we will add windows here when we apply texture. So let's now create another one. Okay, this one is much bigger than this one. We can scale this a little Let's try create this one. And maybe 35 and maybe here 20. Let's go with Control R. Control B, scroll mouse down, or T extrude along normals. Let's add a few more things here. One here and another one here. So shift bolt to select these two loops. Hold the extra dal normals, and we can add one more here. So extrude along normals. And maybe we can select this loop here, bring this up. Okay, I want these parts here. Let's first actually create this part. So I as scale, maybe scale on Y. And let's now go with E Z Z, again, extrude along normals. I E Z, and now I will press I, maybe subdivide this limited dissolve. Subdivide this. I will go with Control Z. First, when I subdivide, I need van. This circle. Now I can go with delete limited dissolve and now we can go with Z, I with Z and Control B to bevel this. And I like these parts here. So this looks almost like this building here, but small. What if he just press L, Civ D as to scale this and what if he just place few of these small buildings here on corners. If I go with she'll be X L to select this loose part, she'll be Y. If I place this here. Okay, this actually looks good. Maybe we can just make all the smaller. If I now press, everything scale is in origin. But if you switch this from median point to individual origin. Scale to origin of this big object, you want individual origin. Now we can scale this here. And now we have also few of these on top, CD, Z. But now we want to scale these to median point or bounding box, which is same in this case. Okay, let's we can maybe SZ stretch this little Z axis. We get this shape here. Okay, and later we will add more details than we create these windows, but I just want maybe go with CD, scare this on the axis and EY maybe adds more parts of this building here. Et's now try to create this type of building. Let's select this one. And now I will again go with maybe 40 meters, and I don't know maybe 20 here or 30. Apply scale, and let's see what we can do here. I will add one support loop cut here and maybe one down. Now I can go with three loop cuts. I will go with Control Z. I want actually two cuts. Now I have three faces here. And let's go with I. Sert this EX, move this inside. Now we can make this arch type here. So here select and let's go with Control B, how we can make this roof. E, Z. And now I can just scale this on X axis, and I already get a roof type. Let's see if I go with Control plus shield the X. I go with Y and to scale, everything. Actually, I want to stretch this on Yaxs Z 90 to rotate this on the axis. Can we get this small roofs here? Let's see. Now, we can control. Extrude along normals. We can also create this door here. EX. Let's see what I want. I bring this down, EX now we can grab these edges here. These two, Control B. Later, we will add windows to all this area. I think I don't have four where this is here or I have, but this is or stretch. I will duplicate this one, shift the X, and it is easier for me just to scale this let's go with no numpe three numpDO you can just use this gizmo here to rotate around this building. Let's place this in middle SZ scale distance Z axis. I want to place this somewhere here. And now I can easily extrude this. So EX Hi. X. Hi. Ex. And I can now go Control B to bevel this scroll mouse down. And now we have nice col Shield divide. I will go with Sx to scale this on X axis. But you can see that now we stretch actually this part, which I don't want. Maybe I will go to number seven F remote and edit mode, and now I can just with age select, just move this out. Now we don't stretch this building which actually just move this part out. Z, preview, we need to disable this remote here. Can just add cut here, throw R. Let's just go with EY throw R. EX. Okay, we will texture all this later. I think we have enough for geometry node. So we can always back later and add or create more buildings. And of course, we will add more details and textures to these buildings later. But I think for now, we have enough and we can start building out geometry node setup. 5. Geometric nodes for beginners: First, I need to set these two collections because we will scatter collections in geometric nodes. So I will select all these buildings and I will press M. M, and we can now get new collection, and you can call this. I will add one here. So one is small small buildings. And Let's select this. I don't want this cube. Let's press M. To will be big buildings. Let's select now our city and we can scatter here small and big buildings. I will press to remove this tab. Okay, so this setup we will create now is very basic and very common setup. You will see geometry nodes, and it is very friendly for beginners. If you don't know anything about geometry nodes, if you just learn how to scatter objects in geometry nodes, you know a lot. So you can do with these things, a lot of useful things inside blender. Scatter objects inside geometry nodes, we need to distribute points on faces. If you just think logically, you can just search for. Distribute points on faces. So we actually now distribute this amount of points on these faces. There is one thing which you note, we have a lot of points, and you can see only number of seven here. And the reason for this is because this is in correlation with the size of the subject. For example, if I scale this all down and apply scale, you can see that we get less and less these points. So I go with Control Z to make this plane. And because this plane is very big, we get a lot of these points. For example, if you type here 0.1, we get less of these points here. But we don't want to work with these very small numbers. And we have two distribution methods here. First is random and second is poison disc. And I will switch to this poison disc because we get this slider here. And now I will type here 0.1. And now you can see that with this slider, we actually can control how much we want these points, which later will be our buildings. Now, when we have these points, you can also note that we lose our ground. But our ground, this will be ground for our city. So we can just go with join geometry, and we can now join these points with this original geometry, which is our plane. Now we have all these points. Maybe they are not so visible, but they are still here. But these points are actually nothing. We can see them in Viewport. We cannot see them in final render to be able to see something we actually want. Add instances here. So another node will be instances on points. Instances are something which go here. Instances will be our buildings. We can import one by one buildings. But actually, we can import whole collection here. So we can just jug this here and now we can plug instances here. Okay, before you plug this here, my recommendation is to bring this 0.01 maybe because this can be very dense and this can crash your computer. Now I will plug these two instances and you know something, this doesn't look correct. That's because we need to set this to relative children reset children and pick instances. Because now before we click all these three buttons, Blender actually place whole collection on each of these instances on these points. Now we have this, and you can see that we can choose how much of these buildings we want. Okay, let's see what we can do next to improve this. We can randomize, for example, scale first. We can add here random value, no. And by default, we get this vector. So that means that all these will be actually stretch on X Y and Z axis. You can see that we have value of zero here all to one. You don't want value of zero. That means that some buildings will completely disappear. We want something between maybe 0.6 and maybe 1.6. All these buildings will be between these values. But because this is vector, this also happen on all three axis. You can see that some buildings are stretched, but this is okay because if we don't have two big offset between one, it is okay to stretch these buildings a little because this is low poly buildings for background. We don't care about this too much, maybe we can go maybe 0.8 and 1.4. But if you don't want stretch, just scale. These buildings, you can set this from vector to float. Now, you can see, we can. Okay, let's plug this to scale. We can make these buildings bigger, smaller, but they are not stretch, but we want to maybe stretch this a little. And we have too much buildings here. Okay, so this is before and this is after. And if you now press, you can see how this works. You can note one thing, you can see that all these building facing in same direction like these buildings here. So we can not see another side of the building here because all this facing in same direction. We now want randomize this rotation here. So if maybe plug here, random value, you can see that we rotate this buildings on all three axes, which we don't want. We want affect only Z axis. So how we can do this, you can see that we don't have point for all these three values XYZ. So we can get this if we go with combined. X Y Z. Now we have nothing happen. We just get all these points for all these axes. And we actually don't want to rotate this on X, Y, or we just want to rotate this on Z axis. And if you now plug random value to Z, this is what we get. And we don't like this because we actually want to rotate our buildings on zero, 90 and maybe 180 degrees. In real life, buildings are usually buildings usually follow street, so they are rotated on values which are divided with 90. So what we can do here let's see. I want maybe random value here, but I think integer. Okay. So we have here decimal number, so zero, one, uh 0-100. So if we now change this, we actually it is something like seed, but we want seed 90-1. So 90 or zero. And we actually want just two options. First will be first option will be value zero, and second will be value one. Now, this value of one is random value. For example, this is maybe 33. So you can see this building is 33, this one is 33. This one is 90. And this one is 33. This one is 90. So we want to tell Blender, Okay, just choose zero and night. And we can take this very easy with Matt and set this to multiply by night. And you can see that we didn't get what we expect. And the reason is very simple. Blender don't work with degrees blender work with radiance. So if you type 90 degrees in radiance, you can see this value. And if you type this value here, we actually get what we want. But if you don't want, remember this value, you can do this you can type here, 90 and you can just duplicate this and blender here this option to radiance. Blender will actually just multiply this 90 with this radiance, value, which is actually this number, so you don't need to go to Google. You can just say these to radiance and Blender will multiply this. And now, if you change see you can see that our buildings rotate on zero or 90 degrees. 6. Geometric nodes for beginners - part 2: Have very simple setup which works for these small buildings. Let's see how we can create big buildings. All this is actually our small buildings. We can now group this. If I rest Control G, I will actually make a group of this. And if I now click here to B, we can now call this. You can see that we have this group here, we can always go inside, but we can call this small buildings. And now what we can do, we can go with Shi D, and we can plug this here, and we can now join with to join geometry. So we can actually now addhe big buildings and how we can do this. If we enter inside this and change this collection for small for big buildings, you can see that actually here also, we lose small buildings. That's because if we go inside, same happen here. So you can see that they are linked and how we can fill this. We can change this if we click here and you can see that we get another variation. So they are now not connected. But I will not do this while I go with Control Z because I think if we expose some values here to group input, they are not more connected. So for example, we need this collection here. If you plug this here, you can see that we get small buildings, and if we now change these to big buildings, even they are connected, still. So this is same group. These exposed values are changeable, so we can change this value. Now I want get this slider to control how much I want these small buildings and big buildings. I will go inside and this density factor is this I want. And now I can control how much I want these small buildings and how much I want these big buildings here. And you can see that this is very useful because we don't want too much big buildings, but we want small buildings. And this density max is actually value which control how this slider is sensitive. So I will go inside and I will set this to 0.05. Now, this is not so sensitive. But for this one, let's see, you can see that this value is linked. So we now need here, and we can now rename these two big buildings. Okay. Now for this, because we want less of these big buildings, I will set this to 0.02, maybe. Let's see. Okay, this slider is still sensitive, so I will go even less 0.01. Still too sensitive, maybe 0.05. Now, this is not so sensitive, so we can keep this five. And the next value I want exposed is seed. So we want seed here and let's go inside this group, and now we have seed for small buildings and we have seed for big buildings. And maybe we also want rotation seed, which is this one. So we can plug this here. And if we go inside, this group, we can plug also this here. So we have rotation seed for small buildings and for big buildings. I think this is mostly all we want to expose. So you can maybe expose this scale value so you can maybe control from this tap here scale. But I think we don't need this, or you can also scale seed expose, but I will not do this for now. But we don't control this from this geometric node tab. I want to expose this even here. For example, if I have here, shader editor and select this building, I don't see this and I don't want to always open this tab to control this city generator here. So I want to expose this even here. How we can do this, we can do this very easy. So I will back to Geometry node and I will plug this here. And now you can see that we actually get this slider here, and I just want to rename this because I don't know what this means. So I will press N, and here we have density factor, which we can rename to small buildings. Small density. Okay, let's now rename these small buildings seed Let's rotate these small buildings rotation. Okay, and let's now do same for big buildings. So now what we can do, we can control everything from this slider here. We can decide how much we want. These more buildings, how much we can change seed. This is rotation seed, and we can control how much we want these big buildings. And this is big building seed, and this is big buildings rotation seed. Now we have very simple but very effective geometry nodes setup. In next part, we can maybe set camera and some lighting. Later, when we improve our buildings, we can compare before and after. 7. Camera and lighting: Let's now set camera, so we can go with Shift A and add camera. And one thing we can do. I think if we go with Control O number zero, we can switch view to camera view. Or we can switch our camera to UPortVew and I said before that we need to increase this end clip value to see all city. And I will also switch to cycles to GPU, and we can now set this from perspective to panoramic. And last time, okay, but we are not in render preview here. So I want to keep on right this viewport and on left, I will set render preview. So render preview, and now I will set this to 21. This is value I used last time. And now we can we can maybe go about here and maybe control all shift zero. But we will send this manually. Last time I go here on the axis to 70 meters. So if we want to get similar perspective, like I get last time in this scene, we can just copy this line. So here I have 70 meters on the axis is about 35. So let's type here 35. Okay. Now we can maybe just adjust this one. Y axis and X axis. So I want maybe move this to about here. Let's see. First, I will select camera and let's go under UPO display and this pass part out, increase to one. Let's see what I want. Let's see how we can make this more green. So I don't need this overlay. I don't want this yellow overlay here, so we can disable this here. I don't want even this gizmo with we can remove this toolbar here. Okay, now we have more clean look. And one thing I will add here to make this more visible, I will add sun lamp light sun. And the last time I add here bluish sun, so we can I know why this is so bright because we put this in small building collection and we get a lot of sun here, suns here. So I will press M and CN collection. Okay. And now we can set this to value of two. But later we will also add volumetrics here and this will change this effect. Okay, we can play with some rotation. This is not important for now, let's see why this city. So this city looks so small. We have thousand meter here, and let's see what I do last time. Still 1,000, but there is one thing I do last time. I actually, um duplicate this. If you go with Shift D Y, we can actually duplicate this. And now I will scale. If I now scale this and if I got A apples scale, you can see that we now fix these buildings, and the good things about geometry nodes is that this setup is independent with this one. So for example, change seed here, we can also don't affect this part here. So we can have another seed on this side. Let's scale this even more. The sex and apply scale. So this will be another side of river which we can see here. Maybe we can even rotate this. Okay, what I will do, I will just copy this water. So this is just plain. So let's go with copy objects. We don't need lose time. To make this, if you wonder how the shader look, this is just normal shader with roughly zero principal BDF and glass shader with this greenish tint and now I mix between these. I'm even not sure why. I just sometimes I just play with these sliders. Okay, this looks bad in preview. Let's see if we just make this glass. We have only base color here roughness zero. Not sure. We will see later in render. I think in my scene in renders just look normal and good. So we can fix this later if this will not be good. But let's see. I think it look normal here. We just get some glass shader. This will not be so visible in final render, but I think it looks good for now. Okay. And again, this is in small buildings collection. So we need to be careful. We need just make this scene collection. Maybe scale this. Disrotation is 90 degrees, so you can always you can set this to 90, but you can always if you want to look little up, you can increase this value. If you want to look little down, you can also. Let's keep this to 90. Okay, I'm in old file, let's see which HDRI use. So you can go to HDRI Heaven and download this HDRI for free. I will just set this for now, so we need to go to world Environment texture open. I used last time this one. And let's put this here. Control T. We can play with this rotation. But I think I will just copy this value. So if you want, same rotation, you can paste this here. I think to avoid these trees, we can always little rotate we cannot do this too much because it will be visible. I go with value of four, but this will not be visible later when we add all these things here and the volume metrics. Let's now add volumetric. This is just cube. Let's copy this so we can just see values here. So I just, again, a sin collection. Let's see what is this. If I said these two object and select this object here, you can see almost nothing. So I said this is by default. I also this one is also just for test, so I make a few of this to see which one is best for me. This is volume scattered. This is, again, volume scattered with different color and values this one is principal volume. In principle volume, we have this emission strain which is which adds a lot of brightness here in our scene. So this is another test, but I think last time I used this one. And let's see what also affect lighting. So I have another smaller cube here, which is this one. So we can copy these objects, and let's see what this does. Sin collection. And I will share this project file with you. So if you don't want to mess with this copy all these values, you can just copy this cube and place this here. So this is something like sky, clouds or fog. You can see this effect here, low sky or fog. I will now show you how I get this. So if I select this cube, you can see what is this. We have principle volume which have this emission strength, value of 0.06. And then I duplicate all this setup and I set this to emission strength is zero. So this is emission strength zero, let's preview this. If, for example, use only this one, let's go to render preview. We have very dense and very bright volumetric effect. And if for example, use this one, this is completely transparent. So all this is zero, zero, zero. And now, if I mix this and this one, and plug this to volume, I can control with this noise texture where I want completely transparent shader and where I want this one with emission strength. And when I combine both of these, I get this effect. And I control this with noise texture which I stretch. If I, for example, said this to two, you can see this is now not stretch, but I like this stretch effect. You can always play these values here if you want. If you like this effect, you can type here similar number like this one. This color rant is just increase contrast to see this better. If I, for example, move this down, you can see how this effect. This is very sensitive. And you can also you can avoid this slider here, you can type here, maybe value of five. Okay, bigger value create less of these clouds, so if you want intense, this, you can type maybe one here or 1.5. Okay, this is I used last time. So you can play with these values. You can also play with color of if you want. Okay, I think mostly this emission strain color will affect. If you want bluish tone or reddish, you can also play with this. 8. Camera and lighting part 2: Let's see what next effect lighting. So this is plane, 200 meters by 200. And if I go to world from word to object and to shader editor, let's see how this works. So we have actually can build this from scratch. This is very simple setup. Let's just see what we have here. So we have here, brick texture, go to color ramp, multiply this. So with this, we control how much light we actually want. I actually mix this with this color here to make this reddish. And this also control strength. So let's lead this setup to practice this. Even we can just import this very easy. So I will go with Napa key, and let's place one. Okay, I will actually go with image play. So I have this street JPEG here and if I now go with image, mesh play. No image play mesh play. And now I will go select this L's R -90, I think. We need to check face orientation here because we want to be sure that red color is down. This is good. Let's see. 200 by 200 and let's see. Okay. But be sure that this is about real world scale. So what we can do, we can go to we can select few of these buildings or just place below these buildings to see how this look. So if I go to material preview, these buildings are big. Okay, here we have two buildings, three, four, five, six. I think this is about real world scale because we have here six buildings, and if we maybe few of these buildings here, it looks similar like real world scale. So we can start build this. I will press N and apply scale. And if we now go with emission. So if I plug this to color and We're going to plug this here. Now we control brightness of this with this value here. And let's first build this checker texture or no, brick texture. I used brick texture last time, and I will go with cola. Clamp so we can see this better how this look. We need send this to zero, and now we can play with scale. Let's see which scale I used last time to about two. Now, what happened? Now, when we play with this color ramp, we actually control where we want our lights with this. But first, we need to multiply this. Shift T click with Wrangler. So if you are Blender beginner, you just need enable here, not Wrangler. This add on or if you don't see this here, maybe you need to get extension and search here wrangler any style. Let's make this here. Now, we want to send this to multiply to take only dark parts here. And if I send this or one, you can see how this affect this. We actually control where we want our lighting. Okay, this, again, is small building collection. Let's set this to sing collection with E. And let's see where this plane is. GZ, Okay. Next, I want to multiply this with red color. I like this reddish color effect. So we can multiply this with red color. This is what I do last time. So what I do I think RGB. So I can just take this red color. Shift click to mix this and you can see, we get this reddish tint here so we can choose how much we want. You can use mix or you can use maybe color blending mode. It will affect a little different. Maybe this color blending mode is better because this affect only color. Okay, so we add this reddish tint, and let's see what I do here. So I actually plug this to strength here. In between, I add multiply to control this. So we have here value of one, but we can also use brightness of this image to control where how intense is this light. But for this, we need t and we want this to multiply, and now we can multiply this any value we want. If you want very bright, we can set this to 12, and we will see later setup we like. We have this black color here, which look ugly here. But in my renders is not so visible. But what thing we can do here, we can basically delete all these blacks and make this transparent. How we can do this if we go with. Transparent BSDF, we can mix this and for mix factor, we can basically use this map here. We should invert this so we can make this down this on top. Now we basically keep only bright parts and all the rest is transparent. But now we have this white background which is visible. I don't know, it's better white or black. We will see this later and what you can do, we can do as before, we can control how much we want. So this is basic setup I do last time, and now I can go with DX maybe place here or DY, and this should affect our lighting. If we put some crazy number here, you can see how this affect our lighting. But I didn't use very strong value here. Let's see. What more affect our lighting here. One thing I like to do if we go, for example, to solid, not here. If we go here in solid preview, everything is white, so we cannot see difference between this plane and this one. And now it's hard to select this. What we can do, we can just change Viper display color to red. So now we know where we have these planes here. Okay, and we didn't make any test render, so if you want, let's set this to maybe to 100 slot one F 12. And last time I make this more cinematic aspect ratio, so if you want, you can just decrease this value. And if you need more resolution, you can set this to maybe 100 p. And this take 14 seconds or so I have this 40, 80. I said this to Vulcan, this should be much faster now, but I didn't make test. But we also have here volume metrics and HDRI, all these things slow down our renter. And I found one more lighting setup which also affect this render, which is the atometric cubes. Okay, this is something I have in Ast browser, but it is very similar to this thing here, which I did. So let's pace this here to see how this will affect our render. Based object sin collection. And if I now place this here, you can see that we get this bright spots here, which is actually another. Let's select this. So this is just a mission cube with this color. If I remove this, you can see how this affect. I also add some bevels here so you see these rounded corners and I set this strength to 0.02. So this is value I like. And then I add this gradient texture which go from bottom to top then I go with color ramp to create this effect which is not so visible. These values are pretty sensitive. So this is why you could not see this clearly, but we have some gradient. You can see this part is more bright. This part is completely black. And if you plug this here and let's disconnect this here, you can see this gradient effect. That's because we have complete value of zero, and here we have this value. Okay. When I plug this to surface, we have more of this glow effect or emission effect down and this fades up on top. Even if I stretch this, you can see this more clearly. Now when I create this, if you don't want to create this, you can just copy this cube in my Blender file. I go with if you select the buildings and press He to hide this, you can with old ge unhide this and o 9. Placing elements in the foreground: Hello, it's me from future because I lose my microphone and I now need recall voiceover, but nothing special here. First, I place this clue, which will be our foreground building and I just insert this and add some details. Now, here I use concrete texture to add texture to this building. I just use this texture for roughness and bump to add more details. And in this part, I just copy Batman and all these assets from my last scene. I will share with you link where you can download this Batman model. This is free model from Sketch Fub and all these rests are just from my industrial decoration asset take. I will also share Link if you want to buy this assets, but you can use any assets here because this is just simple assets which use here to create silhouette and add some detail. And all these details will be out of focus, and it is not important. You can basically place anything here in foreground. And here I place origin, and I will use this origin to adapt and field. So we will basically place Bama, a little out of focus, and we will put focus on this first rove of these buildings. 10. Details on the roof: Next thing we will do here is texturing these buildings. So I will select these buildings, but not this sun. And let's see what we can do here. Actually, first, let's add all these small things on roof. You can see all these assets on roof. We can model this, but I do this a lot of time. And I think I also recorded tutorial which I model editing building asset pack, and I also maybe model some of these things. So I will just import this now from my asset browser. I put this all in industrial decoration asset pack, but few of these assets I will also share with you. I will place them here. So I want a pin this. Maybe we can use this thing here. Let's bring some antennas here. Maybe one, this one. Let's use some air conditioners. And we can also place some of these big structures on roof. Okay, I think this is enough. I will press M, and I will set this to new collection. And I will call this roof. Okay, how we can place this in top of our buildings. I will select this building here. And let's again go with geometry nodes. And I will call this geometry roof. I will again go with distribute points on faces. Okay. And let's set this to points on disk density, 0.1, and again, join geometry. Let's make our building. And now we want to distribute this only on this roof. We can isolate these things by maybe normals or something, but I think there is easier way. So I don't want to complicate this. Let's import this roof collection here. Let's set first instances on points. And for instances, we can again use this. Let's set these two relative separate children. We said children. Let's bring this all down because my computer can crash now. Let's see and pick instances. Let's see what happened here. So separate children. Okay. Let's see. First, I want to check where origin of all these objects is. So I will go with numb at one. Let's separate these things. I will okay, this look good. I need to fix this origin. Let's set this to middle. And I think I will scale these objects, but later. Let's set this one here. We want all origins on bottom of these objects. This one here. Okay, I think now is better. Let's see what happened. If I select these buildings, this building, you can see that we distribute these objects on whole building here. But we want this on the top and how we can do this. We can take this selection and we can expose this here. So you can see, we get this attribute here and what this attribute In this case, we want vertex group. So I will go to Edit mode, and I will first let's bring all these to zero. First, I will make this roof type situation here to insert E Z. Okay. I want to use this selection for attribute. So I will save this as vertex group, assign. If you want, you can relate this to roof, but you don't need a sign. Now if we go here, we can select this vertex group. Now when we play with this slider, we get only on this roof. And you can see this one go out. But the reason for this is because this one is big. So we can just play with this seed. Let's expose this seed. Okay, I think we have a lot of these big structures and we have small buildings which don't fit. But maybe for this is enough, these two assets. Okay. Because this building is very small, and it is not easy to find the right assets for this building. From silhouette, this can create a lot of details. Okay? Maybe all these assets are too small, so maybe we can put this 2.8. 0.7. Okay, and how we can apply all how we can apply this to all these buildings. We can select this except the sun. You can see this yellow coral. This is last selected. If you don't see this yellow, you can go with shift and click this now Control r Link. Let's see, copy modifiers. Now we say modifier to all these objects. Now we just need add this roof selection. For example, here, I will again make this roof type. Easy. And I can now. Let's pen I can now assign this vertex group. So I may call this roof assigned. Okay? You already see that we get some assets here. This look okay, maybe I just want more this here. Okay. Now we can do same things here. I twice, E Z, and roof. Assign. Okay. Let's see Sd. I think this can look okay from distance. It can create nice sealant. Let's see here, so Roof, assign. And let's play with seed. Okay. In this case, I didn't get any of this, but you just need to play with seed. And we of course, can play with Of course, I forget to expose this density. So we can expose this and we can also this part here and assign this roof roof and maybe we can get some antenna here. So I will maybe increase this value and move this seed until I get maybe one antenna or something. Okay. And we can also maybe apply here. Or so of vertex group. Okay, now this will be a little hard. I want maybe only one asset here. Okay, I think I get what I want. This look good. Maybe if you bring this density, 0.1 maybe we delete this, but I like this. Okay. And let's see where we can apply. Group maybe here. And Roof, again, sign. And let's play with seed. Okay. 0.8. Okay. And with this, you can very easily maybe place air conditioners on all of these buildings, you can just duplicate this vertex group and change this from roof to facades or something, and then you can create new vertex group. With same princip you can add much more details. Maybe down, we can add some neon signs or something. I also have neon signs. In my At browser, maybe I will do this later without recording. Okay, here we can apply roof vertex group also. And let's see what we will get. Roof, sign. I don't want density max. I want density factor here. This is what I want, not density max. Okay, and I think we need just because I put very low value here. I just need sum of these assets. And this same name, but we can rename this density factor. Okay. Now we can continue. So density factor here is too intense. And we can again play with seed. Okay, maybe only a few of these here and that's enough. And here, it's very easy. We can just place on this area, create roof here, E, Z to extrude this a little. And let's create roof. Roof, assign this, and let's now play with this. Here we have more space, so we can maybe search for some bigger of this like this. Okay. And we get much more details here, especially in sile. And you can also see here on render how this look. So I will go to slot three and now make test render. And you can see how this look. I see that all this facing in one direction. So we can do what we do before. So let's see. We have rotation here. We need combine X Y Z. So we want random value here. Random value. Okay. And I don't think I need fix this degree so we can have or maybe this look maybe silly. Let's set these two. So every time we change seed. Okay, we need to plug this here. Yeah, we get this silly. So I will go again with You can type mat or you can just type multiple. And you will get this. And I will send this to night and let's go with again, shape D to radiance. So from degrees to radiance. Okay. And now we have this seed. We can also, I think this seed is important. So we can extract expose this also. So if I place this here, I can for each building make seed I like. So this is seed for let's rename this rotation seed. Rotation seed. For example, if I don't like this seed, I can just type this here and I can fix this. Let's maybe add one thing here. Now, I can rotate this and it will look good. And of course, we can also add this roof vertex group assign this here. And now we have this seed option. Maybe this is better. Okay. With this, we fix a lot of problem. And let's see now before and after this is actually the same building and this one. And this is because we don't have too much buildings. We can play with seed of these buildings to maybe spread them to another area. But I think best solution is to create more buildings. So maybe ten or 15 buildings, and we will break this repetition here. 11. Building texturing: But this is not point of tutorial to spend whole day just modeling different buildings. We are here to learn different techniques, and then you can take time and create another buildings. So let's now select this building and go to Shaver Editor, because we now start creating material for this building and call this B for building outside. Because we will have inside building also. So let's call this outside. And for this, I created this texture. So I created texture for buildings inside. You will use this for lighting. You can create this varies. You can just go to maybe pick up a splash and find free of these textures and just make collage of them to make more variation. This is say I just go to Google Maps and make a screenshot of some of these stores. Here we have some facades, and here we have a larger area. For example, for roof, this one also. And here we have some bricks. Okay. And you will see how this works. So now I will bring this to blender. And I will plug this to base color. Okay, I say before that, maybe we can use two approach. We can first project texture and then model wording texture. But because we are already for model, let's try what we can do here. U projection. And let's try, I don't know, project to this building here. And then we will fix try fix this later. Okay. This part down, this can be one of these shops. Let's see here nice shop here. Okay, let's go one by one. This will be this one shop. This can be this and this can be this one. Now, what we can do, we can model according to this texture. So I have this part up. We can maybe go with T extrude along normals, move this inside. Okay, I get these intersections, but all this will not be visible later. And now, you can just put more effort here. I don't know. I can I need UK here. All this is we actually do low poly buildings which are useful only from distance from we are not close to camera, so we don't need care too much about all these tiny details. We just want to create something which look good from distance. But one thing I want to do here, let's maybe ex through this part EX through this part out. So this will be our shop. And we can now create another material here. But let's first finish this material because later will be easier for us. So I will go with image texture here. I will load here this concrete concrete texture we use before. Now I can plug this to maybe to roughness. And let's see how this look. Control. I will use same UV Mp here. So I don't want grew Ump so I can just gave this until this look wood, maybe 23. Let's now use this for roughness. You can see what we actually get. We get all the right angle to see this effect. We get all the difference between. Okay, I need color ramp. That's why this is not visible. We need to i to make this visible. Let's now go to material prove. We get difference in reflection here. You can see this effect. I don't want anything to be too shiny, so I will bring the blacks up. And we can also use this if you want to call input. So now we mix this, but we can maybe set this to multiply and use this to add dirt to our building. Something like this. Maybe we can also use this for small bump variation. Let's plug this to height, this to normal, and we will get some bump here. Now, we can use this setup to create another material, and another material can be maybe Miss. So I will click here two plus. I will select same material, and I will make this click here to create new version and amiss Amis. And let's see what I want to do now. I want plug, these two. Let's open this emission. Tab here. I want to plug these two, color and also to strength so we can define strength by black and white values of this image. And let's go with my let's say this to multiply. And now we can change the values later. If we go to render preview, we cannot see anything here because we need to assign this material somewhere. For example, a missive here and let's see I want to bring this for now 2.1 to create night atmosphere so you can see what we get. We get light from this area where we assign this material. Let's assign this material here. Okay. And now you can make some variation. I don't want all this area to be bright, so I can maybe keep only this right side admissive. This creates a lot of details from distance, if we want, we can play with. We can select this object and if we say this 12 or something, we get much more lights here. Okay. And maybe we can fix UV here. Let's see. Okay, so we have lights, some lights down, but we need to fix Evinb to material. Review Let's see. This balcony is Okay, this will not be so easy to select us. I think that we can select all these parts. Control mpEPlus and now control lumped minus. And I will go with UQ projection. But we can do, we can maybe project this to this concrete part. Let's see how this look. Okay, or we can just project somewhere here, but not on Windows. So But what we can do, we can just scale this all down. Just project this color here. Or I think we use this one. Yes, use this one. Now we can add windows here. Let's see. Let's project on these windows. I will add one more loop cut here with K to fix this part down, we can place this here. Okay. Now, I think I make big mess here because I cannot add loop cuts with Control R. Now, only option for me is to go with Knight. And this is the reason why I say before that it is not a good idea to create windows first before we place texture because we now get these problems. Now we can select all these windows. And what I will do, I will press I to insert this. First, let's do this. I will go with EX, extrude all this inside. And now I tie to create all these windows. EX maybe one more time. And now when I have this selection, what I can do here, I can duplicate this material one more time, create new variation, and I will call this glass. But we can do now, we can go with glass maybe transparent. And we can make another variation of this. So transparent glass. But we can hold this mix. We can keep some of these values here. So we can hold this mix with another mix. Shader and for glass, I will also place this in glass color. So here we have transparent glass, and here we have this value before shader from before. Now we can choose if I go all to left. I choose this shader. Let's first assign this, so maybe we will see this better. If I go all to right, I just get this glass. You can see. But we can mix this 0.5. Okay, now we have glass, but we also keep some of these shadows because we plug this color input in glass shade. I forget recording some part, but I just make holes here where we should have glass, and I just bring this out this part and this look like owning or something. So nothing important. And the important thing we will do now is we will create some lights inside. So we have some glass which is transparent. We have some holes, so we need to put lights inside and how we can do that. 12. Lights inside the Building: We can create that by creating one object, a massive object, which will be inside of this building. I don't see this cube because I'm in solid view. I think I lose my cube now. I will create shift cyclic and I will create new one. Okay. Now I can select both of this object. Let's disable this render preview on left because this slowed down my computer. And let's see. I want to create this cube. Let's scale this on the axis to match this building a little better. This don't need be perfect. I just want something inside. Number seven. Let's see from top, this is wood. And let's bring this on site. And now I will call this Let me see inside. And let's see principle, BDF. I need a mission, and I need this texture I created. So buildings inside. Let's see what I do last time. So, this is big mess. I think it is better to not look here. So if I add this to color and these to serve, we should get these bright parts. And this is this depend on UV map. So this is connected to UV Map by default. If we go with Control Shift T. NorolT. You can see that by default is UV map. And UV map is very bad option here. Reason for this is we have ten different objects. And when we duplicate this, if we want scale these lights, we need select each object and change UVMp again and again. So there is another solution for this. We can control this by another object, which in this case, will be empty object. I'm not sure why when I select this image don't get this here, let's go inside buildings inside. This is now projected with UV map, and we want use empty object to control this, and for this, I will use empty cube. Okay. Now we have this empty cube, and if I now select this object and I can set these two objects, I can pick up this cube. Why this don't work. Maybe, scale. I think we need to set this to box. Let's see. Okay, now it's better if I scale this I don't know, 2.1. Okay, let's see now. I think this is better. Maybe I think this is stretch because this image is also stretch. Maybe we should get similar aspect ratio from this image with this cube. Let's apply scale here and what I apply scale here. Let's bring this down and let's now apply scale. I think I need to stretch this cue because this image here is also stretch. And something like this is about real size. And here we have one, two, three, four, windows we have here one, two, three, four. So we need scale this little up Okay. Now, later, we can play with this cube, and it will affect all buildings in same time. This is reason why this is good solution. So if I now place this here and you can see our buildings now get a lot of lights. I do same trick with brick texture. So we can d brick texture here, and we can go with Clem. Can plug this here in material preview. We need to use same projection method here to get this brick texture to life. Or we can just use this object, projection or let's see. Maybe object and let's try rotate this. Again, I lose my microphone, but luckily, I didn't do anything special here. So in this part, I just scale this to two. And here, I just play with color ramp. You can see we will use later this for turn on or turn off lights. Now, I just multiply these two shaders. So here I send this blending mode to multiply. And now we can use this slider or we can use this color ramp to turn on and turn off some of these slides. And now I add another multiply with control intensity of lights. And here, I use black body node with low value to add some reddish color to this light. So here is just preview, and now we will again mix with this original image. And with this, we can control how much we want this reddish light. We need to remove this empty from this object here because before I use this empty object I want, when I remove this, I use this as object. So these black parts are visible where we have day render. So you can see problem, I get here. I can clearly see these black parts here, and later I fix this. And let's fix this now. I will go with transparent shader. And now we can go with mix shade there, and for factor, I will use this image here. So I will go with color Rum is here, and I just want white color will be transparent, black color will be visible. And let's plug this here. And now it's opposite. I just want to plug this one down. Have lights and all rest is transparent. One thing is important here. So I before plugged this to this brick texture, but we need to plug this texture plus this brick texture to this factor here. And now this work, now we can control intensity here, flight. We can control how much light we want. This is too bright. And now, one thing is also important. This object is not part of this object, and I need pressm and sent this to seeing collection, **** the X. I will put this object inside. This building. Okay, we didn't finish this part here, so we cannot see anything here. We need to cut these windows. And now I will select this object Control J. Now, if I bring this world 2.1, you can see that we have lights inside this building. Let's make this to one, and now we can now we can make test render. This is what we have for now. So we finish only one of maybe ten buildings, and you can see that this already looks nice. So we have a lot of lights here. And when we finish rest of these buildings, it will look much better and much more realistic. So this is only first building and you can see all these details. And I think I add too much buildings here. This is all. For today, I think I will continue recording tomorrow. 13. Texturing Building two: Hello, it is another day here, and let's start with new building. But before I just want to fix this roof here, And I should press Control lumped plus to expand selection so we can also select this part. And now with Turba we'll go to Object mode. And one thing we can do here, we cannot bevels to these sharp edges here. I think this can be visible depend on lighting. So maybe just on this roof part. So with control, we can select I think with Alt, we can select this whole loop and shift and Alt together to select this loop. So shift switch to this part, control shift here, control. Shift, control. Control. But you can see that blender find this part a shortest, so I will press shift here and now control. It is not important if we skip something. Now we can go with Control B to add small bugger here. I will adjust one segment. So if I press Z and go to render preview, this is what we have, I will fix this part later. I think we don't need to lose too much time on repetitive tasks because we have a lot of things to do. Now I will go with Napk and let's now make one big building, maybe this one. Nape key. And one thing I think I can do, I can select this building, this one and this one. If, if I select this last building, I can maybe press Control L link materials. Let's see what happened. If I now go to Material Tab, yes, I get all these materials on this building here. Now I can go with nape key, and let's go to material preview to see what first, I will assign this building outside to for this building, which is by default because this is first material. And let's go with projection. Let's see what we get. I will first fix these big parts. So maybe I will select this loop here and let's place this same position. I like this texture here. So if I project this here? I will press S scale to make these windows smaller. Okay, we can adjust one by one this piece. And I want maybe loop cut here and let's select one by one piece. I will go with Control Z because I think I need maybe two parts to make this square. Okay, now it will be easier to project this. I think in this point, I will also fix these parts here, and I think I will spit up this a little. Now we can add more details. For example, we can extrude this part out. So I will go with OT, extrude lrmals, extrude this out. We can maybe select this whole loop. And we can just go with RZ. Or we have also textures. I prepare for this type. You can see these bricks. We can maybe place this here. And we get these bricks and I make this seamless. I make this whole line of these bricks, so we don't care too much about projection. And if you care, you can also project this part down. It's no problem if we stretch this. We just want get same tone here. Okay, now we can continue with adding details, so control R here. OT extrude along normals. Let's see how we can make these windows. I think there is no easy way, but we can spend some time adding loop cuts here. Let's try isolate these windows, and I also want maybe this seam here. Okay, let's see what we will get if we now try. Select some of these windows. Okay, I will also add on this side. I will select some of these windows. We don't need to select all of them. And you will see later why. Okay, let's add my cat here. I selected some of these windows. I think this is a harder way to do this. We can for next building, just select one of the plane and make a few times go with subdivided and then insert. And make windows and then project on some concrete texture. We will do this later. Let's now go with T extrude along normals, insert these windows and assign this as glass. I will also maybe open these windows, or I will just delete some of these faces. I can also delete few of these. So delete phases to see what effect I will get. Delete phases. Let's now continue extruding some of these parts. Maybe this part here, OT extrude alonrmals. This will create some random details. At extrude Dalonrmals and if you care, you can sell this part, scale this to fix this stretch texture, you can see here, G, move this up. Let's select this one. Project this here, T, extra dal nor marks. Maybe this part. OT. At extrude along normals. And let's see. I think we get a nice building here. This white part is something I want to avoid. Let's fix this top part and where I want project this maybe here. Maybe just a few windows here. Okay, I will look good later. Maybe draw RT for phase selection. Extrude along normals, maybe one more time. Throw R Extrude along normals. You can maybe grab this edge here, G to bring this up. Let's also project this part here somewhere. Maybe we can project this down very concrete texture. Okay, and let's create random details here. I will select maybe a few of these pieces here. And maybe P extrude along normals. And I will go here with Control B to smooth this a little. This will create some random details on top. Let's see what we have here. We can go with old to lumpe clus to expand selection. And let's reproject this here on concrete. Let's see what we can do maybe similar thing like we do before, select each other of these rows for T extrude, along normals. Maybe Control B to level this. And maybe four T extrude along normals, GZ, bring this up or down. Maybe like this. And let's see here, um, expanse selection. Let's project this part on concrete. Maybe a few of these and T extrude long run marks, maybe extrude this inside. Well faces to make these holes Control B. Control lump at plus maybe. Or we can maybe select this slope here. Something like this. Okay. All this will look good from silhouet. Maybe we can make some holes inside here, delete faces. Okay, and let's see what we can do here. If you want, you can also insert this window. At extrude along normal move this inside. Maybe here. Et's see in solid preview, you can see that we have a lot of details, and maybe we can later adds for some of these sharp corners. For example, if you select withholding gold, we can select whole op shift to select this part and maybe just some random beers. Maybe this one, this one. Some of these which will be visible. So shift lt and it is very easy to select all these loops. Okay, now I can go with Control B, scroll mouse down because I want only one segment here, and this is what we get. And this is how this building look. And I think from distance, this will look pretty good. 14. Texturing Building two - part 2: Okay, let's see what we can do with this part down. We can select this part with old and maybe Control nt plus. And let's go with Q projection. Let's see what if I project this here. I think we already get something. Maybe we can I don't like this part. So we can project to this part here. And let's see if I go with Control R, and I need a few loop cuts here. So we can project shops down. So if I select this part and let's see. I can go with T extrude along normal smooth this inside. Okay, now this tagonal edges work for me. So it's just remove everything down, which is what I want. Let's see. Now we can just manually reproject some of these stores here. And we can maybe apply later this emissive texture. Let's see what we have here. Okay, let's fix this part. Okay, let's now I want maybe bigger scale windows here. Let's scale this. We can always tress this with X And now we can you can see when we add more mesh here, this seed change for the roof assets, but we can fix this later. And I want also project this or make bigger scale buildings here. I haven't fixed this before, before we are much more low cuts. Okay, let's maybe project this one here. Okay, let's see what we can do now, we can maybe extrude this out GI to move this out. Let's see. We can make maybe one corner here. So I will select this part. Let's reproject this a little better. Z 90, maybe project this here. And now P extrude along normals. I think I want to move this here, but this is not important. Okay. And maybe we can now start adding more details, so control here. Now we can maybe reproject this part. Now, according this line here, I want this little up. I want this line to be about here. This one is okay. I will just move these windows, scale these windows a little on YX. Now we can maybe select hold this slope and OT extrude along normals and same with this slope here. And we can, of course, create these windows here. And one thing we can do here, we can select all these windows, T, exclude along normals. We can create smaller windows. If we go with subdivide, we get all these small pieces, and if I now press I twice, I, we get small. These windows OT exclude along normals, last material assign. And I think I will again, delete some of them. Just delete faces, and we have a lot of details here. Let's see. Okay, we don't have anything inside, but you can see all these details. So, and let's back to material review. Let's maybe also extrude this part or extrude along normals. And I will start isolating the windows here. First, I will extrude this part, 40 extrude along normals, and we can project this part here to make here column Extrude along normals and let's now select all these windows. At extrude this inside and glass material. And I will maybe a look cut here, and I will maybe just delete some of these windows, delete faces. And we already have a lot of things here. Let's see what happened with. I project this on this white part, so I will stretch this a little Okay, and this part don't have too much sine, so I will project this to this edge here, and maybe we can. I think I will do same with this part here. Okay. And let's extrude these windows, delete faces. Let's see what is with this part. Z 90. Move this here and T extrude along normals. And we have a lot of windows here. You can just hold shift, and just drag this to select all these faces at the same time. Holt, extrude along normals, glass material. Let's select this loop with. And actually, I just select this part. Let's reproject this here. At extrude along normals. And, okay. 15. Texturing Building two - part 3: You can play a whole day with this. What I will do now, I will extrude some shops here. Maybe we can add some loop cats here, select this part, T, extude alongnormal and emissive material. This part also can be emissive. Maybe Control R. Select these phases, OT, exude alongnormals, loemissive this part here or low insert this inside and also this part. Let's make this column here. Let's throw this out and make all the part M Let's extrude this column here. And let's see in random preview how this look. Okay, I think we can spend more time here, but I think you understand point. And this roof part is something we want to fix. Let's see. If I go to select similar normal, this blender should select everything which is same normal. And if I now go numb and one with remote, I can diselect everything I don't want. So I can diselect all this part, and now I have only this projection. And I want to project everything on this concrete texture. We will get some stretch parts, but I don't care about that. And one thing we can do here, we can go with delete limited dissolve. And you can see now we get only one flat plane. This also stretch a little this concrete texture because we don't have enough geometry here, but I think this is okay. So with this, we delete a lot of unnecessary mesh, and I will now press I or T extrude along normal smooth this side. I or T extrude this along normals. And, okay, let's see, this should be like roof. I think this is already marked as roof, but let's apply this, and now we have one building. Next, we need add lights here. So back to our scene with Napa K and let's go shave the X. I will now isolate both of these objects and let's now if we stretch this so you can see that we don't stretch UVM because we use object empty object for UVM, and this is pretty good. This is what we want. And now I will just place this inside. So as to try cover all this building let's see. This look good. Okay. Okay, I select this in mode. Now I will go with Shiv DX mod duplicate this move this down. And I want place one here. Now, we can select everything and not just control to select this. And we can see what we have here. Okay, now I will go with Six and maybe place one here. Okay, now, this will be hard too. If you go with SX, you just reach this. So you can go with local view now SX and SY. Okay, and now I will back to glob. And let's now join all these together to one object. Control J, and let's see what happened. Okay, we have all these lights from this emissive cube. So this is emissive inside. If you want, you can increase light. You can scale these lights with this empty. Okay, where is this empty. Let's select both of these and if I now want. If for example, see that this scale of this light is not good, I can always scale control with this empty object. I can do everything I want. And you can see that we don't have lights inside this part, that's because we need. Create windows here. Let's see what if I go maybe with subdivide and I twice and the OT exclude along normals and assign this glass material here. So we can create this quickly. And we have everything but one building have. So we have a missive stores down. We have a lot of bunch of these lights. We have a nice silhouette and lot of details in mesh here. And let's maybe just open a few of these windows. Maybe we will get some lights from inside. Or we can assign this as glass. You should also see inside through this glass. You can put much more effort. If you want, you can spend the whole day modeling one building. But for assets for background, I think this is pretty enough. Let's now make one test render. And one thing you need to care about is that the building should be in side big buildings collection. And because I join this with objects, Missive object this now go outside my collection so I need press and big buildings. And you can see another weird problem. My building go upside down, and the reason for this is not sure which is reason for this, I think because of the Z rotation. So control A, apply all transform. Okay? This is another thing you need care about. And I'm not sure why I get this here now. Okay, let's see where is origin. Now I need back origin to place. Okay, I lose my origin, so just be sure to place origin in place to apply or transform and to set this to right collection. And now, finally, everything works. So you can see, we get nice detailed building, and we have now two finished buildings, one small and this big one. 16. Texturing Building two - part 4: We can maybe make one of these small buildings, texture one of these small buildings. And I will again go select this last one Shift tel link materials. Let's see what we get here. I make this viewport color to blue. So this is my recommendation because later, you always know what material you apply here. Maybe for glass, we can change this too. Okay, I will disable this random preview maybe soft blue. For emissive, we already have color. Okay. Now we can go to tap to Edit mode, Q projection. Let's see where we can project this. I also have put here some of these textures so we can maybe project this here. Okay, I will select this maybe this windows here. So we can project these two windows. Then we can select this, this part with old. Okay, maybe first this one. Maybe we can project this here. And then we can, let's also do same here. I get same problem before, I add lucas too much Lucas, which I don't need to add. But let's not go with one thing we can do here, we can press to go to Y remote. And now I can go with K. And if you press C, you can cut through. So C to cut through. And now I can press X to stick on X axis. And I can press Enter. Okay. And I will do same here. So, for knife, C to cut through X to stick on X axis, and let's now see what we get. Okay. And one thing you can do now can select this with Old and with GG. So G twice, you can slide this without. So if you don't press G twice, you stretch this. But with G twice, you just slide this. And now I can easily cut this part here with K. Okay. And now you can fix this UV projection a little. You can see that this part is a little stretch. Mm. And now we can go with T extrude. Let's see, T extrude inside. And here, it will be easy to fix this projection out. At extrude this inside. And let's now OT extrude this inside. Here, I will first fix little UV. Maybe we can hold the extrude all this. Now we can. Let's I will also make one column here maybe project this here and we have a nice part. We can extrude along normals. Okay. What I will do here, I will maybe just subdivide these ones. And now I will make a few smaller windows here. Extrude along normals. I'll sign this glass material here. Maybe we can delete these two. And I will do same here. Let's say this part is maybe window frame or something, and now I will subdivide this or I will not subdivide. I will just add loop cut here, and we now get these nice parts to inset this T, extrude along normal glass. Let's see. This part down should be our stores. So I will select one by one piece and I will project these to some of these stores. I think this part should be maybe just concrete part. This one, also. Maybe we can make this red bricks part here. All this should be store. Something like this and this one also should be. Four. All these parts should be concrete part. So let's bring this here. Z 90 and let's now project this to these brick parts. Okay, now we can add more details here. I will maybe isolate this coum here, this one. At extrude along normals and maybe this one here. Now we can select this maybe this store here or extrude this inside. And let's apply Miss material here. We can extre this inside, apply aiss material and maybe hold this part here and apply here. Miss material or T extra this inside and miss. And I think this part also can be a missive. And let's see how this look in render. We get some nice shops here, and we can now play with these windows here. I will just go with K. Stick this here, again. And and let's fix this stretch part a little. And now we have space for our window, and we can add few loop cuts here. I insert this whole T, extrude along normals and apply this glass material here. We can extrude this part here. And now we can let's fix this little stretch texture here. Air to rotate this slightly and now we can extrude inside this one outside. Let's make a few windows here. Glass. Maybe delete a few of these faces. And of course, we need project concrete texture. You can also use C for brush tool. We didn't use this for now. Let's select all the Numpad seven, we can use project from you. And now we can just take this to concrete texture. Let's go with delete limited dissolve to simplify all this. Now we can maybe insert some of these phases or T extrude along normals to get more details. 17. Texturing Building two - part 5: Okay. And this part, look, Bd, we can just project this to some of these windows. Or we can maybe select this part here, this like this one, and let's project this somewhere. We don't have stretch text. Let's make this part. Glass and one thing we can also do. In model process, we can just add another cube, scale this here. This is also what I do before a lot. Now we can just project this here. Z net. He to select this loose part, Z net and just fix this stretch texture. Okay. And now when we have this piece, we can maybe bevel this. What we can do, we can press to select this loose part, Shiv D, maybe SZ to get even more details here. And now what we can do, we can just steal this in more places or this building CDY and Z IT. And we don't need care about stretch texture. And let's now select everything we tell all these parts, Shiv the X, L Z -90. Stretch this on Y axis. And we got a lot of details here. So Shave y again, Z -90. And let's place one here. Okay. This part is pretty straight. So I want to add more details here. Let's project these two. Maybe this part or T extrude along normals. We can maybe select this part here, scale this bubble. And now with C, we want to select this roof part again. But with phase selection. Control num plus to expand selection. I think this don't work, but with C, we can select all these phases one. Now, we fix this concrete. This should be all this should be glass material. And this part here should be glass. Now, we need both a missing cube inside. Okay. Let's see. I go to material preview SX Okay, I have selected origin, sorry. So reach place this here, scale this Z axis. This is okay and ship the Y. Scale this Zois number three to side, a scale SZ. Okay, we have now another nice building. Scale this on X. If I now select everything, I think I want this building to be yellow, Control J. And let's see. Now I want to check all these rotation location, and this is inside small building collection. So origin is right place, and I think this should work correctly now. If I now press F 12, I can see before and after. And you can see how this look, and more buildings we add, we get more detail city. And I think I will stop with modeling buildings. Um, I think we have too much lights here. So you know how to fix this problem. Let's go to material preview. And if you select this emissive inside, we can play with this check artecture to turn off some of these lights. And this strength is too intense, or maybe too. So let's see how this looks now. Now you can see. So this is before, this is after. So we can very easy and simple control city lighting with just a few options. So before and after. So with this slide there, this strength, and you can also with this empty here, control scale of these lights. And of course, we can control whole city with this modifier here so you can change seed or add more smaller big buildings. But because I will not model more buildings for this tutorial, specifically, so I will just now copy objects I do before. And let's see what we will get. So all these buildings are not finished, and let's now place this here. So I move in this roof collection, which I don't want. I will press them and I will send this to see collection. And I will now add one by one buildings in this. So this is let's see. I set this building and okay, I think I have collection inside collection, which is not what I want. So I'm put this in small building collection. I will for now just delete this just to see what we will get. Small buildings, this should also be small building. This should be big building, big building and big building. And let's delete a few of these. And you can see what we get. We get a whole city similar like I get before. And now, if we select this city and if we now play with the seed. You can see effect we get. Okay, I think we have too much of these big buildings, and we cannot make a few test renders. I now render more variations. So we will go from slot one to eight. So this is what we have before. So this is first version of city. Later, I just change seed. Here, I add more smaller buildings and less these big buildings. And these two variations. So this is seven and eight. I just increase little brightness of light, and I increase this black body value to make this more reddish, so I get these reddish lights here, and I also increase some of these lights. So you can see before and after. Now, it's very easy and simple to get a new version of city. So you can just play with the sliders and every time you get a new version of sit. 18. Post-processing: Talk quickly about post processing. I done this in after effects, but all these things I done here are very simple. You can do this in Blender compositor, and you can see a lot of layers here, but most of these layers are just same repetitive task. You will see what I'm talking. So you can see all these lights here, which don't match this render here because I change seed and now this stay in A. And what is this? Let me show you. I download a lot of this reference image from actual Batman movie, and you can see how this look. And then I use these lights for my post processing. So I will show you how this work. And let's choose one. Maybe we can choose this one. So I just bring this here, and I like these slides here. And what I can do, I can just mask this part here. Now, I want set this to screen blending mode to remove blacks and keep only whites. But you can see we have a lot of whites also here. So we need something like color ramp in blender, which is in after effect, which is in after effects level, so we can also use curves. Now, I just want to make bigger contrast here. Okay, I want push these blacks. And you can see what I get. I can now just place this here and get more lights. So I post, I have much more control. But I don't like this render here because I turn off turn on a lot of lights here. This doesn't look good. But when I do this first time, I turn off a lot of these slides. Here, I keep some of them, and then I have much more control in post processing. For example, I can maybe play some of these lights or this building here. I can adjust this mask a little and you can see result I get. And I do this a lot. But again, this is another seed and this don't match this building. But I also get this nice bouquet around Batman. You can see if I and all these are just the same screenshot which I duplicate more time. For example, now, I can duplicate this same image, another one. And if I now sell this to blending mode, let's remove this mask to see where our image okay here is. Here and we have this letter so we cannot see all this look. Let's say I like this part here so I can grab this, sent this to screen blending mode. And with these levels, this should be even more visible. Now what we can do, we can maybe. Let's select hold this part. Maybe we can put somewhere here. I'm not sure. You just need to find the right place where you can place this Okay, here, let's see. This one is from actual movie, this part here. All these red and orange lights here are from movie, this part here, I think you can see a few of these lights. With this, I just break little repetition. So you can see all these lights are from movie and this part here, you can see. I will show you how I do this part here. I collect in my computer a lot of the video overlays. This one are from Ian Hubert, but I also have another folders I keep where I keep a lot of this video and image textures. And if, for example, import this, this here don't work with this player. But let's see if I go to After Effects and I can create new folder. Overlays and let's import all them here. Now I can just see what we have here. Okay, this one look nice. So we can now go to Screen blending mode and we get a lot of these lights. We can scale this, and we need to rotate this. If I press, I can rotate this. And now I can match this part here. I can type here maybe 19, 18. Okay. And the now you see one problem this overlap this Batman, but we have easy solution for this. I from Blender import miss pass, which is let's see. I don't need this one. I need isolate only Batman. Maybe this one, yes. So this is layer 57. Now I can easy set this as mask. So I can select layer 57, which is done. So 57 enable this mask and you see now what I get. Based on this mask, I actually tell Bender put these slides only on this white area. And I can always controls, miss pass with these levers. Let's disable this. And you can see effect we get. We get a lot of lights here, and of course, we can always take mask, take this, yes, selection tool and for example, take only maybe this part. Okay, you see that I remove rest of this and I can now press twice to add feather to this mask to make this less sharp, maybe 50. So this is something like met painting. So we paint over this render with all these overlays. Okay. So this is all carbor elements, and we have here similar like I do before, so we can just maybe place this red overlay, these small red lights. Here, let's scale this a little. And if I now said this and if I now said this to screen rending mode, you actually get only these lights. All these overlays are just same. So you find out disabled, this some lights disappear from the city, but we still have a lot of lights here, so we don't need more lights. This here is just simple grain effect. You can see grain, nothing more. And let's go from bottom. But first, I want to show you how you can get this missed pass from Blender. So in blender, you just need to. You don't need this anymore. Layers here and enable miss. Now, you get this in world properties, you get this missed pass by default is set 0-25, but we have large scale city here, and we can now preview how this missed pass look. So zero to 25 don't cover anything. We can give here five to maybe 1,000. Then you get this range and you can later in with color ramp or levels in after effects, you can tweak these values here. But I like render this in Let's see. You should render this in EXR, but because I need just two passes, I render this with PNG, but just said this to maybe 16 bits to get more depth here. Because if you now go, let's select one of these missed pass. Then you have more smooth you have more control over this missed pass. You have more smooth transition. For example, if I want to play something between these buildings, I can just easy isolate this. And for example, if we now set this visible, we can see what effect we get. We actually let's put this on top. I will show you now. So this is mis PNG. And if I now set this on top, and if I set this as screen bending mode, I can now with levels are miss here. You can see exactly where we have transition somewhere around these buildings. We can tweak this even more. And now we have nice mist effect. We can decrease this maybe to 50%. So this is before this is after. We can do a lot here. We can, for example, tint this if you want maybe yellowish color or something. Now we get yellowish tint here. So this is before and after. And there is one thing you can also do. I will find another asset, so I have the fog overlays. For example, we can place fog here in our scene. Let's scale this down. And if I now set this to screen blending mode, and now I will use some of the mask miss pass here. Okay? This is miss pass 60. Let's see which one I selected. This one. Okay. And you can see how this look. Now, if I move this this will affect my fog. So we can basically place fog in three D space with just two D layers. Okay, I want place after these buildings here. So let's see this mis stuff. Okay, why this is so blur. I'm not sure. I turned on glue effect somewhere. But you can actually see what I'm talking. So we can scale this down. We can place this fog after these buildings. For example, if you place this here, it will not be visible, but here is visible. I will reopen this because I turn on some effect. Here is another one. So you can see this f here. Let's increase visibility. You can see. I use this 57 mis pass to place behind after this building here. Okay, so this is effect I get, but I like to keep this very subtle. This is too intense, maybe just 20%. This is good if you want. Put this but one in focus. You can place behind him and increase contrast. All these are mostly garbage. I just try something and then I 19. Post-processing part 2: These are lens overlays. Same technique as before. I download this lens overlay here and I place to get this lens flare effect. Let's increase this even more. And all these are same overlay, I just duplicate this few times. Let's see what we have more. Okay, let's disable this. So these are just color correction. For example, if I go with apply color, I download this from Internet. For example, these are different movies, and most of these look very bad. Okay, I will create new layer, new adjustment layer. Let's apply lot, and you can see this change completely look of render. But most of these look very bad. But when I try maybe 20 or 30, I just find one I like, and I maybe just reduce intensity of this. For example, if you like this one, you can maybe decrease this. Okay, I delete this so this is something you can find on Internet or you can buy or anything. I have from lots of movies here. But, this one is, for example, breaking bad. It will be something orange or something. Yes, you can see. But if you wonder, I think only tool which worth money is this film convert Adon Let's see here. Let's increase this. So this actually look like from movie. And we have some presets here. And I always how some of these prices, but I also keep this subtle maybe just 30%. I don't want overkill with this. And, of course, you can play with these sliders. Okay, so this is what I use for color correction. All these are just with the overlays. I try with glow and some effects, but at the end, I usually delete all of this. This is just a curve effect. I just make this small curve effect to increase contrast, barely visible male blur. So let's do this now. So this is render. This is what you get from render. Now if I duplicate this and now I can go with fast box blue, Garcia blue, anything you like, blue. I just want to this image. For example, with maybe 300 pixels, I can now set this maybe to screen. If you set this to screen, it will make whole image more bright. Now I can maybe create something like missed effect with this. Again, we can for this use some of these missed pass to apply this effect only in background. This one is not good. Let's see, maybe this one. You can clearly see this effect more in background in this area. Or we can just maybe add mask here to add more fog on this area. I'm not sure why this is not so visible, but you can see Okay, I will remove this, this is not visible because we use this mask and you can see this effect clearly here. We can of course play with this mask. And now I will decrease this a lot. So this is before and after. To intense, of course, but this is how you get this effect. This is something like fake volumetric effect which you can create in post without re entering. Let's see what we have more so this darken but man I just make this foreground dark, again, with this mask. So I apply this rumatrilor and bring exposure down. This is before. This is after. And for this, of course, I use this mask, 55 mist. Let's see how this look. And I, of course, invert this. So I tell after effects, use this mask, but where is black color put this effect. So this is before and after. But I decrease this a lot, maybe. I also try this angent occlusion and glossy direction. I will show you how this look. So here we have ambient occlusion. I render this from render, but I think this is not so useful. And let's see where is glossy direction. Okay, here. So we can increase glossiness with this, and with ambient occlusion, we can increase ambient occlusion. For ambient occlusion, usually you want soft light, and let's see how this look. I just make this mask. Okay, I will remove for now. And you can see effect we get. We basically enhance this ambient occlusion here, and we can more clearly see these edges of these buildings. You can see. And again, I use this miss pass to put this after Batman and only on this part of city. You will see when I remove this now whole image should get this ambient oclusion. This doesn't match this render because I render this later and this is problem now. Okay, this is ambient oclusion and let's see glossy direction. With glossy direction, we just enhance this glossiness. You can see before. With the ambientoclsion and glosy direction, we can basically maybe put focus on these buildings in foreground. So you can see this effect. And when I said this to screen blending mode, I get this glossy part here. And if I remove this mask and this mask and this one, this is how this look. We get almost like glowing effect on these buildings. But, for example, you can maybe put in focus few of these buildings here with this mask and I can now SM twice. To smooth this mask a little to add feather. Let's remove this fence. And this is, this is I also render emission pass. I will show you what you can do with emission pass. So this is a glossy puss and maybe if I decrease this to 40, which is still too much, you get this effect. Okay. Let's talk about emission pass, which is actually from render, we render only these lights with emission pass. We have here emission pass. Let's set this on top. Okay. And now, if I send this to screen, you can see that we get a lot more lights here. And maybe I want expose only this area, I can now go. Make this feather, and you can see we get much more lights here. But we can do a lot of things. For example, fast box blue, we can maybe brow these lights here. And we get something like volumetric effect or fog effect, but only with these lights. But if we go with maybe value of just five, it will look more like glowing effect. I think this is all for this tutorial, I hope I will record another Batman tutorial in which we create another scene and in which we will talk more about compositing real footage with CG elements. And okay, this is my final result. This is what I get last time. All these are just variations. And I will also release this city generator, Asset Pack and Blender file with Batman and all these things with you. Thanks for watching Tutorial and see you next time.