Transcripts
1. Class Preview: Hey guys, welcome to my brand new Skillshare class, where I'm going to be taking you step-by-step in rendering and post producing this awesome contemporary kitchen scene using VFA for SketchUp. In the process, we will learn how to set up our camera using scenes in SketchUp. Use various lighting techniques to light up our kitchen scene. Create your own awesome custom material library and we re which you can use for all your projects. Learn how to add PBR materials in 3d5 the right way for various materials. Learn how to round off edges automatically inside 3D, use the latest features and VDS, like VD late mix to further adjust our late and also use Chaos cosmos to add decor and more to our space. Then we learn how to add render elements, to learn how to pause, produce our render and Photoshop and change certain materials. And finally create our awesome kitchen render in 3d5. Apart from the main render scene that we learn how to create in this course. And also teach you guys how to create a Nintendo. Additional post-production techniques and Photoshop, leveraging batch rendering so you can sit back and relax and watch all your scenes get rendered. And also, you learn how to create this awesome Depth of Field Render. This course is based on a real life project done by I became a list of MELAS design studio in Netherlands for whom I got the chance to work for. Also create awesome vendors. Feel free to reach out to her if you'd like to get your interior spaces designed in and around Europe. So this course is jam-packed with a lot of valuable information. And by the end of the course, you'll definitely be confident in using 3D and be able to create amazing renders just like this, to convince all of your glands and also bag a lot more projects. And most importantly, build an awesome online portfolio. Now without further ado, let's jump straight to the course. I'll see you guys in the course and say, Cheers.
2. Before we start - Sketchup Shortcuts & Installing Vray 5: All right, so before we get to the modeling and rendering off our kitchen, I'm gonna be showing you the 3D shortcuts that I use. For example, if I want to hide stuff. Or maybe if I enter the group and decide to edit only this group and how you dress to the model. Or maybe use the extreme mode and select stuff which was behind a wall or a curtain, or even unhide, the last element. So those are the shortcuts. Now before I sign chart gods, what I always do when I receive a model from what student or from our plane, is that I go to windows, couldn't modelling. And then I go to Statistics and I always click on purge unused. This would delete any unnecessary objects in your model and almost always reduces your model says into half. So get into habit of always bulging your model. It will make your models faster and in the long run help you save time as well. Alright, so do our sign chart, God's go to Windows, go to Preferences, and click on shortcuts here. Now the first shot God, which I showed you, was hired so some research for Haidt and you can see that for edit heyday, F2 assigned. So click here, press F2 and click on the plus button. I'm already assigned, so I'm simply going to click on yes. And do the same for edit handmade, which is F Ford headed last, which is F3. And if you look at the bottom, we have something called views slash competent edit slash hydrous to the model. So you can assign a shortcut G. This is what helps you hydrous to the model and it helps in modelling your objects faster. The next shot God, which I would suggest is using the x-ray mode. So search for an X dash on filter. Select this, which is we'll slash slash x-ray and are saying the shortcut way. I didn't assign the shortcut X because I generally use it to cut and paste objects in SketchUp. One last shot, God, which I would suggest is the group. So simply search for group here and select the last option which is edit slash may group. Now you need are saying the shortcut G. And you mentioned that it's been assigned to competence. I generally use g for groups because I agree and more groups then competence. So as ANG 2 groups, and then press Okay. So to quickly show you guys the shortcuts again, select the group, whatever this is. So this is a group and press F2 to hide F3 to a 100. And if you select multiple items and preserve tool, you can press F4 to unhide heart. The next option is if I'm editing a particular group, for example, this group. And I only want to see what is inside that group plus j, two dogs visibility and this halogen using modeling. And also if you press away, it would switch to the X-Ray mode. Now finally, the last shot God, which I use is to make group. So if, for example, if I make a rectangle layer, instead of double-clicking, right-clicking and then clicking on May group. Or you can do is just make the rectangle double-click and then plus g. So selected the faces and edges and I made a group super fast. There's also an additional sharp curvature use, but you don't have to really follow it, which is Alt W simply switches from value projection to perspective and Alt D, which goes to build plan view. So you can see that this is valid projection. This is perspective all goes to plan view. So again, to assign this go to Windows preferences. And so it's dark view. So you can see that I assigned Alt plus D and social value projection. And you can see that I was saying all plus W, the system load do yard shot God, and 3ds Max as well, where you can make a smaller window, bigger. So that's all you need to do before we start on the scores. Also, make sure you've got really installed. And if you don't see these toolbars on dog, just go to View Toolbars. Scroll to the bottom and you'll find these really a dual bus, which you can then dark on the top or fewer maneuver. If you're not seeing this, which is our large toolset bar, go to View Toolbars and first scroll to the bottom, you'll find large toolset button. And of course we need really five as well. So I'm going to quickly show you guys how to install really a fav. Again, head back to your mass link sheet. Click on it to open it up. Click on play three, it will get a.edu trial for vd as well. Login with their credentials. If you do not have an account, you can click on Create around. I'm going to login with my existing account. Once you've logged in, you'll be redirected with this page where you can select what you're going to use Vireo 4. Now if you're a student, you can say like student. And if you're an individual, you can select individualism. So I'm going to click on individual and click on start my trailer, and now click on Download trial. So you'll be redirected to the downloads link for really simply click on the latest version, which is really a faithful scheduled hot fix to click on download for Windows and let it download to your computer. You will also receive a mail by Chaos Group, getting the order number, order date, and your customer number. Once the file is downloaded, you can right-click on the file and click on Run as administrator. Click on, Yes. Click on I agree. Installed. We read for SketchUp 2021. And if you have SketchUp 2020, you can install it for 2020 as well. Click on Advanced. It's a good idea to install all of these as well, so that you're licensing doesn't have any issue. So make sure you install the license over swarm and girls globe. If you already installed. And it's not showing on SketchUp, I would suggest that you uninstall every version of 3D from your computer. Also make sure to uninstalled kiosk Claude Silver before reinstall. Again, we're gonna click on Continue. I'm going to click on install because my local system, you will also need to close your SketchUp before proceeding with the installation. Click on Continue. Once you closed sketch up. And now it would start installing really for SketchUp. As you can see, I've uninstalled my previous version. So we're going to do demonstration for me and then install the newer version of reading. But I would suggest that you uninstall really on your own first. And then DRE be installing really 12 installed reader. You will be redirected to girls group. So Beach, where you can check the license, make sure you install and use the same e-mail ID to download and install. Really if you're not using the same email ID order of relays reading your license from a different e-mail ID. You will not be able to use 3D sketch up. So in that case you need to click on sign-up. Click on yes. Sign in again. And make sure you login with the credentials. Now we'll start SketchUp and see if it opens in SketchUp to anyone. That is an option like this which shows up in your computer. Make sure to click on Allow axis. And then you can drag in your plugins in place. All right, So with this adult, we can now back in our scene, which is our kitchen, see in here, and create an awesome vendor. So I'll see you guys in the next video.
3. Setting the Camera in Sketchup: All right. In this video,
going to set up our scenes, also known as the camera views based on some
photographic approaches. So I'm going to press F
three to unhide everything. I can see my slab
on top as well. So the first thing
you need to do is to create a section plane. So go to tools and
click on Section Plane. Now I'm going to click here on this side because I want
the camera facing inside. So once you've placed
your section plane, you'll get an option to
name your section plane. I'm going to simply call it
section one and press. Okay. Now I'm going to select this. You can see that turns to
blue, and then move it in. I'm just going to
move it in so that the walls are not
seen. All right. So now I can place my camera. So the best way to
place your camera is doing it arbitrarily
by simply just moving in by using the middle mouse button to scrawl and also
using the shift and middle mouse button to pan
and making sure it looks good with your eye and then
simply creating a scene. So God scenes and click
on the plus button. So that would create
a camera view. Now, there's a few things
that you need to note. So first thing is
the field of view. So if I press Z on my keyboard, you can see that the field
of view here is given as 11. Generally, for interiors, 20 is a good number to
go by in sketch up, so I'm going to press
20 and press Enter. I can see that it's
zoomed out a lot more and the space feels a bit more
elongated and not flat. Now, if you give a
field of view I say 50, It would feel a bit elongated, and I'm not a big fan of this. So I'm going to keep
it at around 20. You can keep it around 25 as
well for interior scenes. A field of view of 50 60 would work better
for exterior views. All right, so I'm just
going to frame this better now, zoom in a bit. And then once you're
happy with this, you can go to camera and click
on two point perspective. So what that does is
it straightens up all your vertical and
horizontal lines. Just like an interior
photography, they make sure that
all their lines are perfectly vertical
and horizontal. So now I'm going to update
the scene, and I'm done. This is one way where
you're going to do it with your eye,
simply moving in, using the orbit tool and the pan tool to frame
your views better. The other way is to do it manually by drawing a line
at the center of the space. So I'm going to draw a line. These lines generally don't
show up in the endow, so you don't have to worry
too much about them as well. And now I'm going to draw
a line from the midpoint. Now, you don't see this line out because it's being cut
by the section plane. So I'm going to deactivate
the section plane, right click and click on
activate cut. So deactivated. You can see the line here. And now I'm going to
place a camera here. So go to camera, click on position camera
and place it in. So as soon as I place
the position camera, it'll switch to the
tool so you can left click and frame
it to the center. You can press Y to see
what is happening inside. And also, you can see in the bottom right corner,
we have the high height. So before I switch to any tool, I'm going to adjust the height. And generally for interiors, it's a good idea to keep your camera at the
same level as, for example, the kitchen island or some furniture
or something else. If you keep it at
a higher height, it wouldn't look
that professional. It would look like you're
looking down on the space. It's always good to look at
the space at the same level. So I'm going to adjust
the high height. I'm going to change it to
say four feet 1,200 Mm. And this looks much better. You can also try 1150. Which is 2 ", less. All right. This looks good. And then I'm going to create
another scene. So right click, and click on A. And click on, create scene. Now, the problem is there
is a wall coming the way. So fe presy, you can see
that the wall is there. So we need to hide this wall, and the best way is not
actually hiding the wall, but by activating
the section plane. So go actor. If you're opening the
acidit for the first time, it'll take some time to open up. All right, and then
go to geometries. You'll get section one
here. Click on that. Click here to open the settings, and then simply toggle it on. So now the wall gets hidden
or cut in this case, and I'm going to press y to see the space and then update the scene after you've
activated the section. So this is scene one, which is slightly zoomed out,
and this is scene two. Now you can press the Z key
to activate the zoom tool and simply zoom out a bit so that I can see
more of the space. And I can press hand tool
and just pan a bit more. And finally, I need to go to camera and click on
two point perspective. Once you're happy
with this view, you can click and update. So this is scene one. Which
shows a bit of the window, and this is scene two. We're going to adjust
these camera views again once we start an
interactive render. So in the next video, we're
going to set up a light, start an interactive render. Maybe adjust the views
a little bit more, and then lit up our scene. I'll see you guys in
the next video. Cheers.
4. Lighting Up Your Scene: Hey guys, welcome back. In this video, we're going to set up the lights in our scene. So the first thing I need to do is start in interactive render. So Gordy acid and gioco to settings. So John interactive. You can use CUDA, which is a hybrid of the CPU and GPU. Or if you want your GPU performance, you can switch to our dx. Now I should warn you that if you do not have a graphic card, RDX graphics card, and if you have a basic system, I would suggest that you stick to those CBO more. Since I have a dx study 70 graphic card, I'm going to switch to our dx. Now I'm going to increase the interactivity to high and also update the effects. Do rapid. Finally, I need the gender than Arezzo do NVIDIA. I'll also need to check that endowed would so openness. And I'm gonna switch on this s3 mb. So as soon as you switch design, you can see how much of the space is getting rendered. And you can also switch between various aspect ratios. So since this is a larger kitchen, it would make sense to make it 16 by nine. So switch to 16 by 9 widescreen. So once you set all this up, you can click on vendor with really interactive. So this is our view lit by the sun and environment late. So I'm just going to move this to the side a bit and show you guys how it's getting lead. I'm also going to just orbit and zoom-out to just see whether the sunlight is entering the scene from outside. So yes, it is. Now I don't want the light to enter from this part, which is the sectional part because that is a warrior. So what do you need to do is I need to go to your acid editor. Go to your geometry is click on section, an open options, and you'll find an option called effect late. You simply need a switch this off. And now you can see that nor later is going to be entering from those sectional side of the view. So I'm going to stop that Endo. And I'm going to go back to Scene 1 and then click on Render it really attractive. So now it's completely dark because firstly, the latest not entering from the section plane, and we're not afraid of glass material for this window. So we're going to quickly apply a glass material. So I'm going to stop the render. Open your oscillator ago. Go to yard materials, click on generic, rename this. Call this a underscore glass. And to quickly make it a glass, you simply need to go to reflection, increase the reflection value to fool, keep the color to black. And also go to the fraction and increase the other fraction colored the full. You can also tweak the iOS settings generally for glass, the refraction IOR slightly more, and the reflection iOS switch those on there slightly less alone, 1.3. So this is a general setting for gas. Now if you want the exact setting of how glass would look, you can open though. We're a library, you go to glass. And if you're opening this for the first time, it may ask you to download the materials. So click on download to download all your reading materials to your local wave. And I want to drag in material called glass window neutral. So if you click on this glass window neutral, if you go to reflection, you can see the IOR values they've given. In fact, they've increased the reflection IOR and decrease though refraction Iowa. I will be going in detail on these parameters in a different course on materials. All right, so once you've created the material, select this material. And then until the group. Select your faces and edges, you can present year to see that you selected everything and then press B to a bridle material. Similarly, you are as well. Also get into the group and see if it's played in plain sight fears. While it looks good. Similarly, this group as well. All right, So we applied our glass or no, there can be some late which is going to come in from your. I also need our plate here. So endogamous group select this. Now, typically gets going to select everything. So I don't really need our blade glass material on the frame. I just need our blade on the shadow. So double-click on those fears, press G to make it a group. Then enter the group and make it a glass. All right, so once you've made all of these are glass materials, go back to Scene 2 and then click on Render with 3D interactive. So you can see that now we have some late coming in and looking decent. So what do you need to do now is you need to add these renders. Do your VFB history. So that way you can keep a dab on your windows and how you progress from a basic stage to a much more better looking render. So to do that, go to Options, go to VFB settings, go to history, and then use a local folder to save your VFB history files. So click on Save. I'm going to call this VFB and select the folder. So once you selected the folder, click on save and close. So now it would show up here on the left. If it doesn't simply hover on the left, it will switch to this icon and then double-click. Or you can drag it to the right as well. So now what I do is I click on the plus button and then it will create a copy of the word Endo. And may VSB. Vfb, by the way, is the 3D frame buffer, and this is where the rondo happens. Alright, so what I'm gonna do now is I'm going to adjust the sunlight and the environment late. So I'm going to stop that Endo. And we're going to go to my oscillator DOW correlates, and this is my son later. And also go to settings and make sure your environment later on. If it is off, then there will not be any environment late in your scene. So go back to sunlight. Going to drag this down so that I can see more of the late. And there's two ways to check your son late and sketch up. The traditional way we're simply going to View and click your own shadows. And then if I scroll over, you can see that the shadows falling from this angle. Now, something to note about SketchUp is that the green axis is always pointed towards not. So this is not the salt, this is East and West. So since I'm facing the NADH and this is the evening sun, the sun is setting the sphere. Now if you want to adjust the shadows, you can move your default rate and you'll get an option called shadows. So as you can see that diamond is around 150 and offer dagger to the right. It goes towards the evening pamphlets. And off with this scene, the morning sun would work better. So I'm going to set it at around nine. So now you can see there's a lot of light coming in. And I can also change the month. So if I just did the time which is 845 in the morning and 5th of November. But the thing is when I click on s2 again, edges are just back to the original time. So I'll need to update the shadow settings again. So, so John shadows and I'm going to type in 88 is fine. 830 and leave it normal. And once you're happy with this sort of leanings, adopt, you again, update the scene. So right-click on s2 and click on update. What the problem is when I click on scene one, that switches off the shadow. And if I'm zooming out, and if I click on s2 again, you can see that the shadows also turn on. So this would slow down your system, so it's better to switch off your shadows. So go to View subtle shadows and then update your scene. Always keep your scenes updated without those shadows on. All right, so now let's test this sun setting in our scene by running an attractor Endo. So you can really isolated 0. Again to interact with should be on, use RDX. Our beta effects too rapid and use their NVIDIA, EID and ISO. And not once this is ready. Click on the Endo, which we interact with light. So you can see that we have the sun coming in, which is pretty decent. And I can now add this to the VFB history. I'm going to add the CEO. Now if you click here, which is AB, you can assign this as a and this as B. So that's three clicks. So click ones, then assign a, assign b, and then you can see the previous and the new renders. And click your organ to come back to the original render. So this looks slightly better. So I'm gonna delete those, right-click Delete and then added again. Then assign it as a and B. Okay, so now we need to adjust our settings a little bit more. So the problem with SketchUp shadows is you don't really have too much of control on the angle of the shadow. But with the various on late shadows you have more control. So I'm going to use the VTA sun shadows this day. So Gordy acid editor, go to lights, click on sunlight, open those up. And we have something called customer orientation, which is part of 3d5. You won't find this feature in your previous versions. So please try to use we reify for this course. If I switch this on, it would switch on customer orientation, nor would only works with the 3D interactive one. So I'm going to run and try to render. And now you can adjust some settings in your instructor mode. So I'm going to click here. And then oriental layer. I'm also going to zoom into the scene a bit more so I can see where the light is falling. Alright, so now you can see there's some light coming in. And to make the shadow longer, I just need to adjust our shadow lengthier. So this setting looks cool. We have sort of was sunset setting into a room. So I want to go back to Scene 2. And then you can see the sun setting in our scene. So once you're happy with this setting and you want to start the render, and I'm going to update the SR. So let's see your before and after. This looks much better. Now there's few settings you can update in yard sun setting as well. For example, if you want to make the shadows a little more software, you can already isolated, oh, go to sun, scroll down and then increase the size multiplier to around 10. So now if I run interactive render, can see the shadows are a little bit more. Software. Can add another render and see ago before and after.
5. Adding Interior Lights in our Kitchen Scene: On light, so we
have our sunlight set up to a certain extent. Now we can add some interior
lights to our kitchen. For example, we have the
hanging ceiling light and also some down
lights on the top. So let's do that quickly. So for this light, what you
can do is enter the group, and then select this group, which is a filament
inside our bulb, and then click on,
convert to mesh light. So this would act
as a light source. And for our down light, what you can do is
enter the down light. I'm going to add a
rectangular light, click on the rectangular light, click once, and click the second time to place
your rectangular light. Now, I don't like the shape
of this rectangular light, so I'm going to make
it circular actor. Select the rectangular light. Click here for shape
and change it to disc. So to change to a small disc. So now we need to extend this, so press S to activate the scale tool and then drag
the edges to the corners. It's also a good idea to
just bring it down a bit. Right, perfect. Since the
down light is component, it's been applied on
the other side as well. I'll also like some lights
below the drawers so that it highlights the dado tiles
or a wall tiles here. So I'm going to simply
add a rectangle light. So, click on the
rectangle light, click once, and click the second time to place
here rectangle light. If you want to extend it, again, activate the scale tool and
then extend it to the edges. All we place three light. And one last light which we can place is also some
lights for a chimney. Inside the chimney, we
have a bulb as well. So enter the group.
Select this group and click on convert
to mesh light. So we have around four to
five indoor lights as well. So now I'm going to
go back to scene two. Now, before I run an
intractor render, I'm just going to
go to my lights. I'm going to rename these. So this is our hanging light. Then this is our chimney lights, and this is our down light. Finally, we have our LED light, which comes under the draw. In the next video, we will use a latest feature
in V five called light Mx to light up our scene using the
interior lights and also our daylight setting. I'll see you guys in
the next video. Cheers.
6. Using Lightmix to adjust Lights: All right, so we have
four five lights. I'm not going to adjust the
values here, but rather, I'm going to use a new
feature on VA five, which is called
light mix and adjust the lights in the
VA frame buffer. So to add a light mix, you can click here and
add a light mix here. So it's added to
our render element. And now I'm going
to go back to SN two and click on
render with Vract. All right, so we can
see our lights here. Now we can not
just the lights in the VA frame buffer directly. So, click on source light mix. So now we have all these lights listed out individually. But
this is not what I want. I'd probably want to group these lights together
as one single light. So I'm going to stop the render. I'm going to click on Light Mx, and then you'll get a parameter where you can group
by instances. So click on group by, and click on group by instances. So now if I run an attractor
render and click on LightMx, they all come as one
entity. All right. Now, before I change the
values of these lights, what I'm going to do is increase the overall brightness of our
scene in our via settings and also add some VFB
layers which would be super useful in increasing the brightness
in your scene. So I'm going to stop the
render, minimize this. Go to your acid editor, go to settings,
and go to camera. Under camera, we have an
option called exposure value. Now, the greater the number or if you slide
this to the left, the darker the images, 19 would make it super dark, and what it does is each time you increase this to the
left or to the right, it would adjust the values in your advanced camera parameters. You can see that the ISO
reduces to a really low number. So in architectural photography or photography in general, it's always a good idea to
keep a lower ISO number, which is generally
around 100 to 200, and that would reduce the
noise in your image as well. But in the VA program, you do not really have to
worry about the ISO number. What it generally means is that if you have a
lower ISO number, the image would become darker. And if you track this
EV to the right, you can see that the
ISO number increases, and this would make
the image brighter. We're going to keep exposure
value of around ten, which works well for interiors, ten or even nine. If you want to render exteriors, it's a good idea to keep your exposure value
at around 14. We'll leave it at ten and then
run an interactive render. All right, so now you can see
that our image brightens up really fast and there's a lot of burnt out areas in the image. So what we can do is
maybe just increase the EV value a bit more because this feels a little
too burnt out. Let's go back to our accorre
and maybe change this to 11. And now let's open our
VFP window. All right. This looks a bit better. What I could also do is maybe just go to
our curves layer. If you haven't added a curse, you can simply click here
and click on curves, and then just drag the
slider to the bottom a bit. Similarly, this slider as well. All right. And also
go to exposure. If you want to add an exposure, click here and add an exposure and reduce the highlight
burns even more. So if you keep it all
the way to the right, you can see that we
have a lot of burnt out areas in the image. So I'm just going to drag
it to the left a bit. Now we can adjust
these light values a bit more in our light mix, click on the light
mix option here. And now I can adjust
certain values. Now, for example,
if I click on here, it switches off all the lights. I can adjust the
lights one by one. So if I click on sunlight, this is a first light, you can see that it has a
profound impact in the scene. You can reduce the
sunlight amount. If you want it to have less
of an impact on the scene. You can also change the
color of your sunlight, make it more warmer
or even cooler. Next is our chimney lights. Now, it's not having
much of an impact, so let's change it to 100. So now you can see that
there's a light here. But I think I don't really need the chimney light for the scene, so I'll just keep it at one. Next is our hanging light, which is this light here. Now, if you want to really
see the impact of this light, you'll have to switch
off the sunlight. So I'm going to switch
off the sunlight. And now you can see that we
have this hanging light here, so maybe I can change
it to around ten. So that would light up our
kitchen island countertop. Next is our down light switch on the downlight it switches
on these two lights here. The downlight can be increased
to a certain extent, so maybe 30, and that
would light up our scene. So this is more of
a night render, so you can create a night
render without having to render again using
the light mix here. It's also a good idea to change the temperature value
to slightly warmer. Then we have our LED light
here, the background, click here and change the
light to slightly warm. And then we also have
an additional light called the environment light, which lights up the entire room. So you can see the
environment light gives that softer shadows and gives us
a softer daylight setup, but you can also mix it up
with the sunlight as well. So you can play around
with all of these lights. You can also add it to your VFB. For example, if I add
this and add this, then I can see the difference
between these two lights. So you can do a lot
with the light mix. And you can, of course,
adjust it later as well. So once you've adjusted
all your values. Now, for example,
I'm going to save this light setting out so
that I can load it later. Now, this is a day setting, so I'm going to click on save, and I'm going to call
this day setting with sun and click on save. So this is a light mix file. Next, I'm going to switch off the sunlight and keep only
the environment light. So click on save and I'm going
to call this soft light. And click on, save. Finally, I can also save
out a night ender setup. So in that case, I can switch
off the environment light or you can just reduce the
environment light value. And maybe even make it darker. So we have a sort of a
moonlight coming in. Maybe you can also change
it to change the color. So you have sort of a
street light setting entering your scene.
How cool is that? So if you're happy
with this, or you can just switch off
the environment light, click on Save and save
this as a night setting. Now, if you want to load your daylight setting instead of tweaking the values here, you can simply click on load and then load the
daylight setup. So I hope you guys found
this video useful. We can use this lighting setup for the rest of the course, which looks pretty
decent as well. The next video, I will
show you how to use the dome light setting
and light up your scene. And I'll also show you
how you can leverage chaos cosmos to bring in
awesome STRIs into your scene. I'll see you guys in
the next video. Cells.
7. Using the Domelight to light up your Scene: You guys, welcome back
to yet another video. Now in this video you're
going to be using how to use the dome light to
light up a scene. So to start off, you need to add your dome light into gior scene. So to add it, you can add it
from the V light tool barre. It generally looks like
this, which is a half dome. So click on the dome light, and you can place it
anywhere in your scene. So I'm just going to click click somewhere
here in the space. So you placed our
dome light here. It doesn't really matter
because it sort of envelopes the entire space
with the dome light. What the dome light does is that it emanates the HDRI
colors into your scene. So if you have a night HDRI, then you would get
colors from that night HDR image to light
up your scene, or if you have an
evening HR image, that would light
up the scene with the evening sun or the
evening HDR image. Now, if you want to
download your own TRS, you can go to hdrn.com, click on XTRS and we have
various HDR images here. So you can test out
your scene for any of these HDR images and see how it affects the
lighting in your scene. So what I'm going to do is
I'm going to use the chaos cosmos HDRI and then bring it into our
dome light setting. So let's start the interactive
render and see how this dome light effects are scene. So let's
go to scene two. It's also a good
idea to switch off the sun light and the
environment light. Or you can also switch it
off in your light mix. So let me run an interactive
render first and then switch it off. All right. So if I go to my
source light mix here, you can see that we have
our dome light here. We have our environment light, and we also have our sunlight. So there's too many natural lights happening in our scene. So I would recommend
that you switch it off. So let me see what happens
if I switch this off now. You can see that this is the
dome light setup. All right. So let me just first
switch this off. So stop the endo. Go
to the acid editor. Go to sunlight and
switch it off here. Also go to settings. And you'll have the environment light here, which I can switch off
by taking this off. All right, so we have only a dome light to light
up are seen now. So let's run interactor
render again. You will see the sunlight
going off from the light mix. So you can see the
sunlight goes off. And even if you switch on
the environment light, it won't have much of an impact since it's already off
in the VA settings. All right. So this
is our dome light, and it reads from the default
light in the texture slot. So if I go to my
Actor, Go to texture. So this is the
environmental sky, which is being added, which
is again from the sunlight. So if you want to
add a custom HDRI, let me stop the render. You can open something
called the Kios Cosmos, which is a new
feature in VA five. So it is generally found
next to your acid editor. So click on ios
Cosmos, to open it up. So this is the Kos
Cosmos library. So it has a lot of three
D models like people, vehicles, furniture, and more. And it also has a list of DRIs. If I click on tR, it has a collection of day
and even evening STRs. So if you want to
download your own TRI, you can go to any
TRI and then click on and open it up to
see what it looks like, and then just click
on, download. So once it's downloaded, you can then add
it to your scene. All right, so HDRI is
downloaded and it's shown that the asset is
downloaded successfully. So if you want to
load it, you can simply click the
icon changes here and you can click here to
load this to your scene. But in our case,
I'm going to use the day 26 DRI so click here, and that would load it into
our scene or to our acerator. So close this, open the
acerator under textures, you can see that we
have day 26 and D 31. I don't need the day 31, so I'll remove this,
right click Delete. Click on Delete. And to use the day 26 in
your dome light, you can simply right click
Copy. Go to your lights here. Click on Dome light,
and then right click here and click on
paste as instance. So if you change the settings
in the texture slot here, it would affect the
dome light as well. So let's go to dome light here. Now, the first thing you need to do is
change the shape from hemisphere to sphere so that
it affects the entire scene, and also go to the texture slot and go to texture placement, and you can rotate the HDRI
using the rotate value here. But to make this work, you will have to switch
off use transform. So now we can run
interactive render and then change the values
of a dome light. Now, before I do that,
one additional step which I would recommend if you don't have too much of flooring in your space is that you
add a infinite plane. So what the infinite
plane does is, it adds a ground till
your horizon line here, and that would help
bounce the light or the V light from the
ground back to your scene. To add an infinite
plane, click here. Which is the infinite plane and simply add it in your scene. Also make sure the
infinite plane is not in the same line as your floor as it would overlap
with the floor. Select the infinite plane and press M to activate
the move tool. Click on this corner here, press the top key, and then just bring it down
to the bottom of the slab. All right, so we've
added our infinite plane and also our dome light. And now we can check how
this lighting looks. So click on render
very interactive. And this is our lighting setup. Now I can go to my source slight mix and increase
the dome light a bit. So you can click on the slider
and just drag it on top. So you can see that increasing
the lighting in acne. But you can see that it also
creates the smudges in Acne which is not useful
when you're doing interactive renders as you
cannot see the final product. You don't really have to
worry about these smudges, because when you do
the final render using progressive or
bucket rendering, it would get rid of the smudges. The smudge simply means
that it is trying to calculate how the lights are
bouncing off the space here. So to resolve this, what you can do is simply
wait till it goes away, as you can see as the
interactive render progresses, it goes away. Or you can just stop the render. I acid editor, settings. And in your EV value
adjust the V value first, so maybe I'll keep it at around nine since the space
has become darker after adding a dome light and then run and
interactive render again. So now if I keep my
dome light to one, you can see that the smoginus goes away a little more faster. So adjust the V value first, and then adjust the light
make settings here. So with the dome light setting, this is the only drawback which I saw is that you will see some amount of smudginess in your interactive
render. All right. So let's add this to the
VFP and see the difference between the dome light setting and the environment
light setting. So add it here, and then assign this to A and
this maybe to B, and then you can
see the difference between the lighting setter. So the dome light is slightly brighter than the
environment light setting. But of course, the sunlight setting is much more brighter. You guys can pick and choose which one you would
like to go with. Also, if you are just the
dome light in the scene. Instead of rotating
it here manually, you can go to your lights.
Click on Dome light. Open the texture Slater and
then adjust the values. So as I change this, you can see the lighting
also changes in your scene. So play around with
the HDRI settings and also the definite
HDRIs and see which lighting setter best
suits your scene. So this was a quick tutorial
in using the dome light. I will be using the
regular sunlight and the environment
light for the rest of the course and then create
our materials and add some PBR materials and then
make our kitchen render pop. I'll see you guys in
the next video. Choose.
8. Using the Default Vray Material Library: Hey guys, welcome back to yet another really well-known this video. We're going to add materials into our kitchen scene in the fastest way possible using the 3D material library that comes with really fave and curated by Chaos Group. So to access your default 3D library, you can click on Asset Editor. And then you'll get this left arrow key or the button. So click on that and expand your library. You're now this is my own library, which I'm going to close. So I click Close, I will be showing how you can create your own library in the next video. So if you're opening this for the first time, you will get an option to download these materials into your local rave. And if you want to specify a specific folder, you want to download it into or you can specify that later as well. You can go to settings and under configuration, you have an option called download location. So if you change this, the materials would be changed to this folder. So that's a quick dip into those who wanted to save space in that CD-ROM. So Endo default library, you have different categories. And then of course we have various materials for these categories. So we'll quickly apply some materials into our scene and then apply it onto our objects. To use the default materials, you will need to drag this into your acid editorial. So the first thing which I'm going to drag as the floating. So let's go to wooden laminate. Scroll down and you'll find flooring parking herringbone V01, 120 centimeters. So just drag this click and drag this to your Azure editorial. So now it's part of your acid and you can also rename this if you'd like. So for example, a underscore flooring, underscore wood. Alright? And you can also tweak the values, but I would suggest that you leave these values as us because it comes with the bitmaps that chaos group provides. If you want to learn more about all of these materials. And it's a good way to learn how to create materials is to simply drag these materials and check the bitmaps and all of that. Which Chaos Group is used to create this material does. You can see we have a reflection map, a bump map, and so on. So there's two ways to apply this in your scene the first year. And the easiest way I would suggest is that you select this material. Each time you select a new material reading, it also changes. You're in the SketchUp default dream. So you can see that it changes. So with this material selected, I'm going to close this window. I'm going to apply it on my floor. So all you need lawyers and do the group. You can select the fears are using the select tool, then press B to act with the bucket tool, and then just click once to apply this medium. The other way is to, let me just undo control Z, is to select the fears and then go to acid. Erica, right-click and click on our bright blue selection. You can also apply to Leo. So it's a good idea to have consistently on your SketchUp models so that it's easier to apply materials. So in our case, I'm going to play two selection. So now we can see that It's our played in our scene. Now the problem is, is that this material scaled down really small. So if you want to check the size of this medial or the seamless texture, just go to your default audio. Click on Edit, and you can see that it's 254. 254 MM. What I would suggest is that you scale it to the correct size, which you can see in the media default library, which is 120 centimeters. So in this case, since our model is in MM, you can type in one hundred, two hundred. So this is the actual size of the texture medium. Now it doesn't do a 100. And for all those in feet and inches is at around four feet. Hello to you. I'll play the first material or let's check this material in our interactive render. So let me go back to Scene 2 and also switch on the sunlight and vitamin late because I'm gonna be using that setup for the rest of the course. So go to lights, click on sunlight and switch design. And you can suggest the dawn late. So we'll select the dorm late and switch this off. And also go to your Settings, Rule environment and switch on Bill and Waterman late as well. Alright, so now we've seen do selected and we're going to click on Render with weird interactive. Right? Great. So now you can see that it has a great impact on the scene and makes it look much more better with our wooden flooring. I would also need to add a skirting. What I'll add that later. Let me just switch out the sunlight since it makes the space a little burned out. I'm just going to use the Enlightenment tape for some time and maybe this increased environmental eight. Keep it around, do so there's more light entering the scene. So we'll use the environment late and maybe it was the end. After the Endo we can use the sunlight is that we can save multiple lenders. So it's not an issue. Well, it now I'm going to add this to the history or so. Click on Add. And now we can jump to the next material. So stopped at Endo. And let's jump to the next material, or the acid editor. Now, I would suggest that photo Riggio that you use or God be intermediate to select the carbon. So you can drag any of this copy and materials can be aluminum, can be grams. So let's attack this car flakes green. Go back to your material 0, and let's drag this in. All right, I like this material and we can apply this on average. So close the door. This is fridge to enter the group and then press B to activate the medulla. And I played on the fringe. It's also a good idea that after you apply the material that you'll click on something called a planar projection world, which will uniformly applied the material on the UVs of this object and also makes the UVs perfectly uniform so that none of your materials get skewed. I generally get into the habit of clicking on typing so that I don't have to collect any wrong UVs applied on an object. And similarly update here at the bottom as well. And I will apply it for the body as well. Or later played my fridge material as well. Now, I can go back to s2 and then run interactive render again. So you can see that we have a nice glossy fridge, which is reflecting the light as well. You can, of course, adjust the values if you feel that this fridges a little glue reflective, simply go the acid at Udot. Go back here and you can reduce those reflection values. So before we head to the next video, I would recommend you guys to try and add some of these materials to your kitchen modeller and then render out an interactive. So if you want to see it, this render, you can click here on Save. And then C would be your local drive as a PNG. So go ahead, try rendering it out with different materials. But I will of course, show you guys how to create actual materials. Ingredient like high gloss laminates are Dido days, lacquered glass, and then add some decor and a whole lot more. So stay tuned. It's gonna get a lot more interesting. This was to just show you a quick way to create renders with the default materials in case or glands as being you really low and you need to get an Endo done super fast. So the next video I will show you how to create your own awesome 3D library which you can use for future projects. And ritual definitely speed up your workflow and cleared awesome windows in the fastest possible. So I'll see you guys in the next video.
9. Create a Custom Vray Material Library : So if you don't find a material which doesn't work for your renders seen as best to create that material. And reading materials is a great way to extend your creative abilities and cleared various kinds of materials. So let's start off with the basic material and add some reflection to it because await glossy alarm on it. So I'm going to right-click and click on January go to create a new material or less start with our genetic material. Nor I'm going to rename this. So they click Rename, call this a underscore laminate. Under score high gloss, white. Now I'm going to open this to edit the battery does off those material. So the first thing which you'll notice is the diffuse color. The defuses the BSE color of your material. In this case, it's clear, but we need to make it wait. And the best way is to simply drag the slider to the right and it would make it white. Now if you're dagger to the left, it would make it more darker or black. And let's drag it not all the way to the right just a little bit before though. And that slideUp. You can also join the Galois. So if you click, you're given an option to change the color this year. But you're going to stick to wait. Make sure you don't get your weight because it would make it outright reflective. So the better to give some are more dull grayish tint in your weight medium. I want to go to reflection to add some reflection in yard material. It's a good idea to add a flexion to all your materials in 3D because every single material or not as reflection, even if it's an already small amount. So I'm going to drag this to the rate. So as you can see, when I drag it, it sort of becomes brighter. So when I drag it doors that it becomes more reflective as well. You can't really see the reflection, no weight materials. So if I make this maybe black. Now we can see that reflection. Now I want to keep the deflection glossiness around 0.9 faith or by name as check with by 95 first. And if it's still glossy, I would make it by name. Let's leave the Fresnel and options as is. Because if you switch off as an illiterate making metallic, so make sure Fresnel zone and affliction Iowa basically makes the material more reflective. So if you want a super reflective material universe which design and drag the slider to the right. But in our case, we don't really need to use the reflection I got. Now we don't need to use the reflection Iraq because we use this for the glass materials and Ford lacO glass and so on. We'll use that later on, another radial. So that's all we need to do, that we just added the column, increased the deflection, and we're good to go. Now let's say you want to use this in the future, then what you can do is you can drag this to your own 3D library. So if I left-click, it, opens the library. And are you can see that this is from 3D or from Chaos Group and this is my own 3D library materials. You will get access to this 3D library and the link for the reader and also our master lease or sheep. So what I've done nose now if we click here and click on Open. So I'll go to my library folder. So these are the radios materials that are in my library. Now, all of these materials are actually very smart materials. So if I open this folder, you can see that it already comes with an extension called mismatch or VR. And this is generally related by reading. Now if you want to load this folder and do your 3D acidosis or what you need to do is let me just remove this for loop for now. Right-click and click on Close. That would remove the for loop. So if you want to load your own personal 3D library, first thing is you need to create this for loop God, VD and divi library, and then create sub folders for each of your category. So created videos for loose like acrylic bricks called adult Emerson materials, laminates and so on. So you can create your own library. And once you've created everything, you can come back here. So click on, Add a New File System location, copy the butt of this library folder, and paste it in because I'm done. And this is our library folder, or don't open door subfolders is opened. The mean FOR loop contains the subformulas. So click on Select Folder. And boom, we have our library and social media. So what you can do is you can install Google Drive and you'll get access to this media anterior lobe week. I will keep updating this library with new materials. So you can simply add this library, do your reading material, and as I keep updating the celebrity with new material to get access to all of those materials for free. Once you've created your 3D library and all, you need to drag these materials to your library. So let's go to laminates. So I have some laminates here. You can see that even though preview of these madrigals are different. So what I need to do is this is a review of the material to click. You can see into the floor. So now I can see a preview of my materials and Florida. And now if you want to add this to your library, you can simply drag this and place it in your library. It would be blessed at the bottom. And then you can use this in the future for your other projects as well. So we're gonna use those eyeglass laminate and I'm going to play it on my ideals. So close the Asset Editor that makes sure it is a laminate undescribed loss weight with your selected and then start applying it on your shadows. So under the shadow and the other group does data-toggle is 3D. So it's not a competent, so you'll have to apply it for each chateaux. So simply press B to act with the bucket tool and then upload them at helium. Now if you want to see if you've played this material, you can go to Edit and gender Kahlo temporarily and then change it back to wait once you upload your median. So now I'm going to quickly apply the materials. So under the group and I'll pay them a deal. You can also select the shutter group. This and then applied directly on the group as well. Also, if your roof comes in the ribbon yada playing stuff, you can just select the roof and hide it by pressing F2 and unhide it later once you are paid all your materials. And I never played by material and then I could make it white again and just made it dark to make sure I will upload it on all the shadows on. Let's go back to see and do. And on an intact or random. Although as you can see, we have some reflections on our shadows, you start going to be due performed because we have a lot of white in this beers. So once we start adding our DIV and MOD materials, then the reflections would pop up even more. So let's stop that Endo. And let's check the difference between this with some amount of reflection and the weight without reflection. So added to our history. And in B. So you can see the reflection on the white shadows. So this was a quick tutorial into creating your own materials and then adding it to your library and creating your own library as well. In the next few videos, we're going to learn how to create BBR meridians, which is physically-based rendering materials, which are high quality materials that would make your end does look even more realistic. So you will get introduced to the BB add workflow in 3D, sketch up. So as you guys in the next video shows.
10. Create a Marble Material using PBR Materials: Hey guys, welcome back through yet another radio. No. In this video, we're going to learn how to use PBR materials in our sketch. Obscene. So what exactly is a PBR materials? Pbr is a shading method that mimics how light interacts with surfaces in the real world in 3D space. Not, don't get too confused about that. Once we start applying these materials, it would make more sense. So to start off, and we're going to apply a white marble material for my volume. So this is generally called a Dido daily or in India, in which we apply between the Capulets are also wall as well, which is about o bottom cabinet. So to start off, I'm going to open the asset at Udot. By the way, I have a deep voice, no, because I caught a cold. I think it would go over a few days. So in the previous versions or to add a BBR material, you had a separate option called PVR. But no Chaos Group has integrated BBR into the genetic material. So you can simply add agenda gradual. Now I'm going to rename this and call this a underscore. Wait, Marvel. Now I'm going to click here to open up parameters. And what I've done is I've used or media from polygon. Polygon is a great website for you guys to download textual is mortals HDR days and mourn. And it has a lot of PBR materials as well. So there are some fatty acids which you can test out and see how it works in SketchUp. But once you get deep into PBR materials, I would highly recommend that you buy their credits as well. Another website is ambient CD, which was previously known as CEO or dextrose. And if you go to Assets, you can see that we have radius PBR materials. So BBM ideals is the closest form to make or media look really realistic because it can't be INS, 16 gay and textures which are really big and sales as well. So BBM ideals can be created on substance textures, which is the software to create materials. Or you can also sometimes use Photoshop and other free website as SketchUp dextrose club, which has a lot of materials and also some BBR material 0. So do Django, these upsides and Dre testing out these medians in your scene as well. To start off, and when the Lord, my marble map or the diffuse map, which essentially represents the middle. So click here and click on Bitmap. Now go to your exercise folder and find this marble 003 medieval. So this is our marble materials you're going to use. Now. These materials will be used in adult battery does which I will show you shortly. So click on Color 06 GBG and click on open. By the way, if you're downloading or PBI medial, the one which looks closest to the middle is the one which you would add in the diffuse texture slot. So click here and click on Open. So we've loaded in our median. Now let's go back this off course as a marble material. What we'll also do is I'll change the representation because the floor materials, so click here and click on floor. So now we need to make this media reflector. So there's two ways. One is to simply drag your reflections later to the lake, and that would make it reflected. The other way is to add a map which comes with the PBR materials. So click your click on bitmap. And let's see if we have a reflection map. We do what's called a reflection, our TFL, which stands for deflection. Now this is sort of a gray map, so we need to use the rendering space. So let me load this first. So click here and click on open. And you need to change the color space, home screen space to rendering. So you can see that makes it a bit more brighter. And whatever is going to be brighter, ladle is going to be more reflective compared to what is going to be darker. So if the bitmap is darker than you would not get a very reflective surface. So let's go back play. It's still pretty reflective. And what I'll do is add a reflection gloss in as well. So let's go to Bitmap again. And we have a glass mapView. So click here and click on open. These maps. It's a good idea that you change the color space to rendering. It makes it sort of Dido, and it leads the actual bitmap. So let's go back. It's still looking good. You can see that as soon as I added that the glossiness sort of went down. So if you want to make that, make it more glossy, you can sort of Greek this bitmap. There's two ways to tweak it. One is by adding a color correction layer on doubled this bitmap odd. You can also go to column manipulation and simply drag your color offset to the right. You can see that bitmap becomes brighter. So now if you go back, you can see that it's become a little more glossy. The other way is to right-click, go to Robin. Click on Color Correction, and now you have an option yada increase the brightness of the bitmap. So now if I go back, it's a lot more glossy. So the more bread dough yard bitmap is, the more glossy reflective damage becomes a doped material, becomes their next is to add a bump. Do this material to give it a 3D illusion, that little 3D effect. So I'm just going to drag down and we have a bumps larger. So to click your door, open those up. Now I'm going to add a normal map. So click here and click on Bitmap again, load your normal maps. So this is a nominal map. So generally we use it in the bump dexterous lot. So click here and click on open. And teens the stool vending space, linear. So normal mapping is a technique used for faking the lading or bumps and dense in your materials. And it's Gormley's stored as an RGB image, where the RGB components correspond to the x, y, and z coordinates. And I'm sure this would go over your head. So don't worry too much about it. Just remember that you need to add to your normal texture slot. Do we do the bump map? And also, you need to change the mode which is bumped by appeal to normal map. So if you loaded to a bump map, it wouldn't work. Make sure you load it with data rate mode, which is normal map or lead. So we've created our first BBR material. Now let's apply it on our object. So I'll show you another way to apply materials which are simply select the group. And then right-click and click on upload your selection. So you can see that it's applied and it's a good idea to increase the size of your texture so you can see that bailing was happening in our material. So go to your materials in the default ri, go to edit. So that 254 MM going to change this to around CNI and 100 amine. And we have a more realistic, larger marble material applied. We're going to adjust this, dialing her in Photoshop, so don't really worry too much about it. You do get seamless marble materials. It depends on what you use. Now in this case, we have these large spotters, so you can't really do much with it. But later get some materials which are seamless and then you do not have to do extra work in Photoshop as well. Alright, so I'm happy with this. Now let's go to see and do and run an interactive render. Before that, let me just check the answer. Go settings already looks good and click on Run. All right, so you can see our marble texture and you can also see a lot of smudges. You know, the reason behind these mothers is that because we're still calculating the late bonds, say these cabinets and also this wall area. So if you want to quickly remove these matches, the best way is to add some additional lights in your scene. Maybe some late falling from this eight into the room. So I'm going to stop the render and add or late here. So click on the rectangle relate editor. So there's gonna be some late falling towards the side of the room. And once you add elated makes the calculation of that late bones much more easier. So that's something called global elimination in 3D, which is simply the label. So yeah, from one surface and bouncing from another, and so on and so forth. So this would helped reduce the calculations that are great to figure out the lighting in the space. Now, I'm going to leave this as is, because once we do the final render, the smugglers would go or B. So let's go back to s2. And no less SEC are Endo with the additional light on those eight. So click on Render with 3D interactive. As you can see that it's smudging is happening because we placed a late on the corner there. So this is our marble, which looks good.
11. Create a Wooden PBR Material: Now we're going to add some wooden texture for our cabinets in the corner. And also for half dark kitchen island dibble, which is part of the design. So let's stop that Endo. Let's go to add Astrodome, create a new material. Today. Click gender. I'm going to rename this, call this a underscore. Cabinet. Would then click here to open the settings of W. And now we need to add up PBR materials to diffuse reflection, refraction bump and so on. So to start off, we're going to add a bit more diffuse texture slot. So click here and click on Bitmap, opened exercise fans for this video and go to wood. And we're going to use these materials 0. So click on Duke Carlo would 48 and click on Open, go back. And they'd go to deflection. And no, for this material we only have a roughness map, so we need to place it in the roughness material slot. So to you that roughness material slot, you need to go to your surface Control. Click yo and changer do use roughness. Now we can add it to our reflection roughness, material texture slot. So click here, go to bitmap, silica roughness, map, and click on Open. Once you open it, it's a good idea to add a doodle, vending space, linear color space can see it becomes brighter. And I'll go back. And we can also add some reflection to wooden material. Simply director reflections color slider to the right of it. Now we're going to add some bump to this wooden materials would have been Tokyo and go to bitmap, selected Duke a normal roadmap and click on Open. Changes stood entering, go back and change the mode map to normal map. This map also contains a displacement map, so we can add a displacement layer for our material. To add a displacement layer, you can click here and click on displacement. That would add a displacement here on the bottom to understand, change this duty displacement since we do not have anomaly map for our displacement layer. Click here and go to bitmap and selected two, okay, Displacement. Map. Click on Open and change the student experience linear. So we created wooden material and now we can apply this on our scene. So close this and go our kitchen island doable. Select the OH group, the faces and edges. But as B, to activate the bucket tool and apply the material. Also after applying the medieval, you can click on the Type in on prediction. And if it's oriented in the wrong direction, you can right-click the contextual recomposition, use the green pen axis only and then rotate it by 90 degrees. All right, so once you've rotated it, what I'll do is now select a rotated version of the medallion to use the sample mean. Click here to select our dual and then apply it on that group as well. All right, great. I'm also going to play it for the scholar shadow. And for these open shunts. Simply select the group and Plato.
12. Create a Metallic PBR Material: Now we can create a metallic BBR material. So go to your acid at Udot. Right-click, click on gender and rename this to a underscore. Bbr metal. Now let's start at the diffuse texture slots to click yo go to Bitmap. You'll find the metal scratched material in your exercise for Lowes, select the color six K map and click on Open. And let's go back. Now we need to add a reflection. So good reflection, reflection color. Click on bitmap and select metal scratch reflection six gear. After you opened it, change the stool tendering space linear. Now let's add a gloss map. So click yo, go to bitmap and select them. It will scratch glass and change it to render experienced linear. Now this material doesn't come with a medalist map, so you can simply drag both metals slightly to the right to make it a metallic material. Now we can add a normal map. So go to bump, change this to normal map, and then I don't normally do a bomb slot. So this is a normal map. You can open and change the student entering. All right, So we created our metal material. No, I want my material to be more black in color. So what I could do is tweak though colour radiation values for our material to right-click, go to ripen, and click on Color Correction. And now I can drag the saturation to the left a bit. And then it gives the contrast. Now let's go back. And now we have mortar for darker metallic material. Once you add a bitmap, you don't really need to address these values job because the battery does reading from the bitmap and knowledge from those later. I'd also suggest that you add reflection I wrote, and increase diarrhea bit to make it a little bit metallic. So once you've created a metallic material, we can ablate on metallic appearances as well. To select the sink, there's B and I play the material. Will apply a separate material for silverware or IPO. And we'll also add some additional models in our scene, and I play these materials later in the future videos. So that is a quick tutorial into how to use PBR materials in Vd for SketchUp. Once you add a BBM material, it may not be perfect. So you may have to tweak it a bit in your acid editor, like adding a color correction and tweaking the reflection values. Do you get it perfect for your scene? You can also create your own PBR materials, which I will show in future courses. I hope you found this video useful. In the next video, we'll be adding our lacquered Glasgow, which is about a condo. And this part is usually called a day-to-day lives well, so you can either add dial, so you can, nowadays you can also add an expensive material called lacO glass, which gives you that modern finish. So as you guys in the next video shows.
13. Create Laquered Glass in Vray 5 for Sketchup: Hey guys, welcome back to yet another video. In this video we're going to learn how to create our lacO glass or simply hourglass here between our cabinets. So to start off and when open isolated 0. And now I need to create new materials to right-click here and click on gender. Let's rename this, call this a and the school glass school law could click here to open this up, which is the settings for that material. And are we need are just few of the settings geocoder reflection, increase the reflection to fool. As good a reflection and refraction to fool as well. Now to make this glass colored, you can change the font color. So click here. And you can tune the four-color district. And once you've changed it, you need a simply applied on the surface. So I would suggest that instead of changing the diffuse color, if you want to change the color of any glass, how do you change the font color? And if you want to make it darker later, you can simply increase the value or the fog multiplayer. And you said if you want to make it lighter. Now let's take hold this glass looks in Iran dose. So let me just play this on the group here. So select the group plus b and apply the material. All right, It's a blade. Now, I would also suggest that you gave to add something called a material ID. So click here and click on ADD lady. What the material AD does is that when you render with the material ID and element, it assigns these ID column values to each of these groups. So this way you can change the material in Photoshop without having to re-render them again. All right, so ever played the material now, we can render this out. Started interactive render. So let's click on s2 first. Let's check out really interactive settings. Maybe just change the exposure value to 10. And then render would be the interactive. You would sit down for the glass to show up to a scene looks a little too bright, so let me just adjust the settings until now for some reason my lighting looks wrong. So instead of adjusting these values all over again, in the previous tutorial, really low and how to save your life makes out. So we're going to load the previous slide mix. So simply click on load. Good exercise for low, which is using the late mix rent element and select the Settings. Click on Open and boom, my lighting looks much better. Now. Material looks good, but it feels a little too reflective and I can't really see direct glass properties. So what we can do is reduce the reflection IOR value. So let's go to material settings. Go to a glass lacquered goods or deflection Such on IOR and maybe reduce it to 1.33. You can also go to refraction and increase the refraction I thought a bit. And now let's test this render again security and do and click on the endothelium. Now instead of writing the whole scene, we can also then part of the scene. So click on region render and drag a box around the medial. I can also switch off the LED light or maybe increase the LED late to show more of the glass BGR. Keep it on faith. You can right-click on the color box to load the default color, or you can just use the yellow light a bit. So this looks pretty decent. But we need a white glass since that matches the rest of the kitchen that I had glass looks. So I'm going to go to my materials here. And I'm simply going to right-click and click on Reset. I'm also going to increase the fog multiplayer and keep it at the default value of one or lead two, this looks good. You guys can go ahead and use any other color which you lake, which you feel would fit this kitchen better. But in our case, our weight glaucoma glass would work better. So I'm going to stop that Endo. And then run interactive render window with the agenda under switched off. So switch off the region random and click on Render, retweet interact. Well that so this is how our material looks. Now if you want to make it vague, God, there's a small hack which I can show you guys. So before that, let me do a final render of just this part of the scene. So let's activate our region render again. We're going to stop the reader for interactive render and go to settings. Switch off interactive. And I'm going to use the bucket. The bucket mode simply means that your progressive and those off and it then those pixel by pixel. Progressive rendering means that it will render passes by passes. Where the more number of passes agendas, the better that Endo becomes. Well, let's, I'm gonna use a bucket rendering mode with simply as switching off the progressive and then click on Render. So let's wait for a bit for this part of the scene to get onboard. Sometimes the material in the render mode would look a little bit different than render with 3D interactive. And you'll also get the final effect of what the material looks like. Alright, so this is how I render looks a little dark. So what you can do is to make it slightly brighter. And since it's a glass, you can simply increase the LED light, which you placed below the cabinets here. So what do your LED lights in the late mix and change this to add on Grundy. And now you can see that instantly makes the glass Baker, and this is how it looks in real life as well. And if you see a lack of glass and real life and that is no late, it's generally darker. And when that is late, it's Dido. So go ahead and play around with your lack of glass. Maybe you can change it to yellow, purple, red, whatever color you like, and then add it to your kitchen color theme. In the next video, we'll show you how to create our couple finish for later, ceiling later and also our chimney, and then add it to our scene. We will be using the BBR materials for copper as well. So see you guys next video shows.
14. Create a Copper Material with PBR Textures : Hey guys, welcome back to yet another video. In this video we're going to learn how to create our copper material using BBR material or late to get started. What open my acid at Udot? Right-click on your material, click on generic and rename this to a underscore capo, medieval. Now let's open it Settings and let's start adding in our maps. So to start off, let's add a bitmap. Do our diffuse texture slot. So click here and click on Bitmap. Browse to exercise for learning, you'll find a folder called metacarpal 3 polished. Select on metrical, poorly polished map. Click on Open, and then go back. Now let's add a reflection. So reflection Tokyo and glucagon bitmap that select the reflection my PO, and click on Open. And let's change this to, let's go back. And now we can see that it has some Armando reflection or we need to add some glossiness as well. So click here and click on bitmap and select the glass map and click on Open and soft opening, change it to render experience linear. We can also add the blas map to our madness. Bother me, do yo, so click here and click on bitmap. And select this glass specular map. Click on Open, change it to rendering spheres Leno, and go back. So now we have a metallic material and we need the normal map and a bump. So open bump changes to normal map and load in the normal map present. You can select a JPEG version of the map. Click on Open. Make sure to change it to render experience renew. Now I want my map to be slightly brighter, so we're going to load in the other reflection my appeal, which is this one. So we want to click, you, click on Open. And we're going to load this map instead. So click on this and open it up. This looks much better. And now we can update this material on our models. So close though acidosis until late competent, select the faces and edges, use the bucket tool and apply it on the complicated. Although after playing, it's a good idea to click on Chaplin up direction. Similarly, this as well. And also a chimney. Well, let's play the material. It looks pretty decent, but maybe despite I could apply it, you're typing our prediction world. So until the group select a leader in say, part of the group, and click on drapery and our projection or sooner we can see the texture is great. So now let's go back to s2. Or do you also need to do is apply a black material for element G0. So what I would have my acid and ago, right-click, click on generic. Rename this to a underscore black reflective. Make it sort of Blackman completely black. Then add some more modern reflection and reduce the glossiness. Now we can add this material to our wiring go. Now let's go back to s2. Check our render settings. Such an interactive and click on Render would really like to know if this arrow shows up at your license. So during adolescence, what you need to do is go to Extensions. Really. Click on Help and click on license. And I'll click on release, really license. Then again, go to Extensions, really help license and click on Activate. We realized was that once you've done that, you can check the render renamed active again. And now you can see that it works. Alright, so we've added our copper material, and it looks pretty decent in this scene as well. In the next video, we're going to finish adding all our materials. And then the final few radio set it out forward. And before I head to the radio, Let me just add this to history when Dojo so that I will progress of my rent out. So see you guys in the next video.
15. Using the Vray Edge Texture: So in this video, we're going to finish adding all our materials and then set it up for identity. So I'm going to add a glass material. So since I've already created a glass, when I lose electrons nitrogen, so click on, select this material and then play it on this box here. Let me hide this group temporarily. And then I did towards the end of the video. And I also need to add make gaba handles for each of the shadows. So what I'll do is select this material, copper material, until this group. And all I am going to assume that it is a competent so it plays on older adults. So simply select the faces and edges inside that competent and then apply the material. Similarly, this as well. And so now you can see that there are plays everywhere. Alternate, I'll play it for this unit TO, since this is a dishwasher. So I'm going to enter the group, select the handle, and I'll pay the material. Since this is a dishwasher, it's a good idea to play or copy and renewal for this. So we'll select this material euro, and then apply it on this group. Enter the group. Click to select both the faces and edges and then apply the media. Now I need to add a material for my content up. So it'd be applied this model materials. Select this material and then apply it on this countertop. You. And and also for our kitchen island. To the silk faces and edges, do not proceed this repeating. It can directly go to texture position and then just move it out a bit. So it looks like a proper slab. We're going to delete this deco funnel because going to add this later in the video of the course. I'm also going to make sure I played this material, which is a laminate high gloss, white, grew up on a unit. So I played on the group and check if it's up late. Just use sampled been telling this material and you can see that it's a laminate high gloss week or it's an oil added the materials. Know what a loop is found out these materials. There's two ways to round off the materials in SketchUp. One is using their own corner SketchUp plugin, and the other way is using the 3D edge extra. So do opened new schedule file just to demonstrate hold the edges taxes work. Now this is a simple box and now if I click on their door duty interactive, you can see that we have sharp edges on this box out and make these edges rounded off. What you can do is just go to the material that we need to edit. Video bump up and click here on that extra slot, and click on edges. So now when I increase the width seen ammonia, you can see that our object is getting rounded off as readily. So this way, instead of using the round-off corner plugin, you can simply add extra Robyn, do your bitmap materials in the bumps lot and it would automatically round off your materials. So now let's add a destructor to the materials in our main scene. So firstly, we'll add edges texture to our reading material, you to select a material. And then we have the bump, which is an old map. But we knew that lake, lake called a rapid scroll down and click on edges. And we're going to use the mode to around point 16. Now let's add edges texture to our countertop material. You select this material. Pretty isolated. Do go to bump for this material which is a underscore white marble right-click or it up and scroll down and click on edges. Increase it a bit, and then go back. Can we just change the view baton to Florida? And now you can see the material better. You can also add some learning off to our copper medieval. Not too much, just a bit to go to bump again, right-click, Wrap in, Cloud on and click on edges, and you can leave it at point 1. Finally, we also need to add some rounding off for our shadows. So select this material. Go to our bump here. Now since it doesn't have a one-pager, you can simply scroll down and click on edges. Is going to increase it a bit. And then go back on that. Let's go back to s2 and run an interactive render. All right, So our endoscopically leaf. Now you may not see the rounding off yet because we're still in plateaued Endo. But once we do our final render in a higher resolution, you will definitely see those highlights in the edges of your materials. In the next video, we're going to decorate our space with some decode and then bring our kitchen belief. So I'll see you guys in the next video.
16. Using Chaos Cosmos to add Decor: Hey guys, welcome back to another video. Now in this video we're going to be adding our decode and spruce up our kitchen scene. So what I'm gonna do first is opened or decode file. So go to File Open Korea Exercise Files folder for this video, and select Docker file and open it up. There's any unsaved changes in your file. You can simply click on Yes to save your failures. And is only drawback and sketch out where you need to open the file separately? Or do you need to open a new sketch up and don't open the file that way as well. So this is the goal which I've edited and also a blade reading materials on, for example, if I check this, you can see that. You can see that it does up Chrome brushed reading material. So these are all very applied problem ideals which you can use in your scene. So I'm gonna select these objects, go to Edit, click on Copy. Once it's copied to your clipboard, you can open the previous file. Just go to File and click on Add decode cosine, finish. Do not have to see this soon to simply copying the file or the objects from 15 to another. And since I've placed the objects in such a way that it isn't the same coordinates as this file. When you click on Edit, Paste in place to place it exactly in say, these rows and cabinets. By the way, these are called draws and these are called cabinets. And these are wall cabinets and these you can call it as bottom cabinets or lead sooner you can see that we placed our record and it's coming perfectly. Since it wasn't the same coordinates as this model. It's always a good idea to have your objects in the same coordinates. It makes it easy to copy it from 15 to another. One additional bonus tip which I would give you guys is that if you want to edit these medallions separately, in separate, own separate files, what you can do is, for example, this object, select this object or group. Right-click, click on May component first. Callers 21 centimeter Saltzman, your concrete, and then right-click and click on Save As. So now you can see if those to your local SketchUp or 3D library. For example. I'm going to save it to a competence for Leo and click on Save. And now I can open this object in a separate schedule file. And I can edit these materials. For example, maybe even add an object. For example, in this group, you make it a group and then save it out. So Control S to save. Now if you go back to the scene, right-click and click on Reload. And click on this model to the Lord and click on open. You can see that it comes in with that additional group which we just made. So this way you can maintain your own SketchUp library as well, which also has some materials in it. And this would help increase the workflow in your form or even in your college, since you have a lot of existing objects to use in your scene. So now I'm going to simply go back, delete this control S to save, close this file, right-click and click on. Select those, fail to reload it, click on Open, and you're done. So that is a quick dip into having objects as separate files in your local folder, editing them in a separate schedule file and then bringing them back. And we our main scene. It helps an organism and materials keeping a model's clean and much more. So now we'll add some objects from the Chaos Group library. So open Chaos Group, click here to open it up. We can go to 3D models, go to furniture, and we can add any foreign Joel Lake as well. If it asks for a new version, you can split, cannot breed and eight in the burger. Now I need some seating for my kitchen island. So let's search for maybe chairs. This looks good. So you can download the model and click on Import Model into your scene. So once you click on that, you'll get an option to place it in your scene. I'm going to place it here. I'm gonna select this model, then rotate it. So use the rotate tool and then press 90 degrees total data at. Once. We're going to move it in a bit. Here we'll copy the sweet, select these two objects and make a copy on the site as well. Select these two groups to merit it. Press S, select this endpoint, drag it to the other side and type in minus 1 and 0. So that's how you measure in SketchUp and more than a bit as well. What I'll also do is adjust these textual since it seems to be a little too close to each other. So until those group select this face, right-click extra position, and simply drag your Green pen to the right, a bit. Right click, Done. Right grip. I can play some objects on this kitchen island as well. So courtyard, chaos, gospels group, good accessories, gotta liquidation or decode. You can place a book if you're like me, we check tableware in food. You've got some good some kitchen appliances. You want to place the spiritual 000 4. And maybe there's a glass vessel layer. So click, Download the simplicity. It's also a good idea to place three items. Are a set of three. When you create a space, generally looks better, do the a in the topmost interior design and C as well. Now I'll add a flow, our CEO. So let's go to your classmates group called vegetation good indoor plants. That source for an appropriate in low plant can select this or maybe I'll take this foot for the scene. So click on wass and place it in. If it's too big for your scene, click, you can see that this is a little too big. You can press the scale tool and then just reduce the size of this flows implicit somewhere in the center. So now I have to be perfect. I can eyeball it as well. Similarly, you guys can go ahead and place additional objects in your scene, which you feel would fit the space. The reason why IOPS Omi objects here and say these cabinets is because the client wanted to see what he or she could say these cabinets. And it also helps in functionally sorting out what each of these spaces would consist. So if you give your client or DDL functional view how the original function, then your client or even your college professor would definitely be impressed. So I'm going to quickly play some objects in the scene. And you guys can go ahead. And I guess are finished placing all of my record. And you must have noticed that I also adjusted the record where someplace that is floating in space. Please be worried that need always make sure that your record is sitting on any surface and it's not floating in space, would make your render look unrealistic. So it looks good. And now we can test it out and really interact builds. So let's call it s2. Let's go to go to settings. Make sure all the interactive settings are on. And then click on rent over 3, the injector. Give it some time for the boy genius to rule. And it looks pretty decent. I'm just going to add this to our VFB a street. So click on the plus button to add it in. And you can see the difference between though this render window, previous render as well. So adding the god adds a lot of life into the space. So in the next video, we'll set up our scene for our final lender and this amazing kitchen naught. So until you gather, next video shows.
17. Adding Render Elements: Hey guys, welcome to our final few videos. So now in this video when I set up a scene for Endo and before a setup for a notice few things which I will be adding, which is an element called material ID and also an object. So let's go to your oscillator. Do click here, and right-click and click on material ID column. Rent element, which I would suggest is called object array. So right-click and click on Object ID. And when I assign material IDs to some other materials and check if all of the materials have metalloids. The reason why I'm adding material IDs is so that I can change the material in Photoshop without having to re-render them every time. So let's select the wooden material. So use the sample paint selectors material. A cabinet underscore would open the materials. Doesn't have a medieval RAD added. So click on the Add button and click on material AD. You can change the ID number if you're late, but 0 would suffice and it would come with this column. Similarly, I'll add clarity for this as well. Select this material and for our shadows as well. So let me select the shadows. Add a material ID. So I'm going to go ahead and add metallurgists for most of the main materials in our scene. You guys can go ahead and do the same as well. Now you can really add a material ID to your girls group objects. Since their company, the materials. And if you want to adjust these materials, what you can do is go to your Azure N80, go to geometries. So we are Studio, you can right-click and click on Merge. So once you click on Merge, it will be added to your scene and you can not just the material TO separately. Ideally, I would not suggest that you change the Chaos Group medieval because sometimes it doesn't work properly. So what I would suggest is instead of adding a material ID, you can add an object ID. So right-click on the object, go to 3D object ID photo selection, and click on set. So you want to send an object area of one. Similarly, these as well. So you can select them together. Right-click Object ID selection set, object ID one. So you set the material IDs and object IDs. Now let's check how these look in the render. So let's go to S2 and then render with 3D interactive. Now if you want to check the object ID audio and malaria, you can click your click on material ID column. So now you can see that different colors that we assigned for the various materials in the scene. So I can see there's some black. This means that there is no material assigned to these objects. So we check that quickly. And we can check these objects here as well, which is the same shadows, which seems to be not having any material assigned to them. And we can also assign object ID automatically IV for our walls in case you want to change the color of our worlds. Object ID, whether we will learn the road or leave the entire object as is if you've assigned an object ID. So let's quickly update the scene. So stopped it Endo. Let's check if there's any material up late to be saved. Play would we need to assign a material for our default groups since it's reading the default material. So what I'm gonna do is select this material, which is a laminate high gloss weight. Would our Azure do right-click, click on duplicate, and call this matte white map. And now I can go to deflection and reduce the reflection for this and also the glossiness. So that's just a simple white mat material. I can also go to edit and change it to great so that I know where I'm applying these ideals. So simply start applying these materials. Do the inside cabinets and shells, yadda, to be wood. So let's select good for this case. So select the wood material and apply it to the background. Now let's go back to our material assignment. You're right, I think we've got most of it covered. And we can also assign a wall materials. So I'm just going to quickly make a wall materials. Right-click, click on, rename this to a underscore wall and keep it sort of whitish, some amount of reflection. Now if you want to give some smart units are some regular texture on your wall material, what you can do is click here and click on noise. You can increase the nice amount a bit. You can also try mixing this value. So right-click, go to ripen and click on Mix value. And now it can mix it with another textual, say for example, smoke and go back snow. You can see that we have a mixed effect. All right, this has some amount of reflection. Maybe I don't need that much reflection, so I could reduce the reflection value. And now I can assign this material to my wall TO also let me just make those grades so that I know what I'm applying it to. All right. I think I got most of it colored. So let's bring it back the weight. And finally apply a material for our ceiling as well. Also after playing, but don't forget to add a material ID. So let's create our ceiling material, which is going to be a simple weight media. But some Armando reflection. Also make sure to idle lady. I did. I think we got most of it covered. Let's go back to s2. I have to make this back to wait. So let's select this material, go to edit and make this weight. All right, Let's click on the window width will interact to obtain looks good. Let's go to modularity, color and element. And you can see that we've assigned our material ID properly as well. Thank you. Looks good so we can change the colors in Photoshop if need be. And probably changed the material ID of the shadows. So let's stop that Endo, select the shadow material. Let's go to materiality and change this color to maybe something as bright red, and then render with reading factor again. So now you can see that those shadows also standard normal. Let's set it up for final render. So before that, let me just go to RGB. Let me just add a background layer. So click on plus and click on Background. And Lord, in our yanks out for some grid to dot EXE file, open that up, and click on as foreground. So it seems pretty composed. And I think we can set the scene up for our final render.
18. Final Render: So let's start that Endo can add. There's finally do your history VFB in case you want to see your before and after. So it's off the background. Now let's go to our pseudocode and settings switch off interactive. So we're going to use the bucket mod render mode. If you want to render your scene phospho, you can use the progressive mode and the suit slightly be faster than the bucket rendering mode. And you can also see the output. What it means is it will then do in buses. And the more time you leave that ended on, the better the quality gets. But in our case, we're going to use the bucket mode, switch those off. We can increase the quality to very high. Please note that when you increase the quality two radii, your noise limit will change to 0.005, which also means that the render time would increase considerably. But if you are short on time, hey, would work as well. So we leave it as high for now. And let's change the denoise or DVD for a production Windows Update affixed to at the end. And let's see ended and the output is going to be 1920 by 1080. Finally, let's check our camera settings. Looks good. We can also see this render setting to file called this final lender setting. And click on save in case you want to play around with additional layouts, you can also turn on the dorm late. And then I just did lately though in late mix. But knock is the sunlight in environmental agents or face. And once you're ready with all the settings, click on the word Endo with 3D button. So I'm going to let it render for awhile and also show you guys how long-term windows going to date using the stamp, but in num. So I'll see you guys in a bit. All right, our render is done. And what it felt like to show you is how long to render doc. So click on the stamp button and you can see that the render time, in my case is 20 minutes, 47 seconds for this scene. So you can see that under dang and more other options. Oh, stamp. All right guys. I render is done and looking pretty neat. And I was fielding glute I need to collect is that there's whale is hanging Internet. So I'm just going to use to plugins and adjust this in the next video. And you can also see that we have this laid linear, which is simply because of the reflection in her marble material. So you don't really need to worry too much about it. But if you want to adjust it, we'll do that later in Photoshop as well. And we also have our medial AD colors. So you can see it comes in perfectly along with the object ideas, which is only odd seating. Now let's go back to RGB.
19. Using VFB Layers: Now let's go back to RGB now and give it a shot on time again. And you don't really want to use Photoshop and showed this year gland, you can do some additional adjustments using the Leo's in VFB. So click here and maybe click on filmic, don't map. So now I can see that that gives sort of already filmic field or cinematic field to your scene. But it looks a little too washed out. So it could reduce the opacity obeys and bootlegging this fader don't just give a little bit of Frederick gone map some legal exposure and reduced highlighted bond a little bit more and maybe increase the contrast. Also good of goes. Click on the bottom left and Soto bit more to the right so that there's more contrast in the scene. And let's see what else we can add. We can add a white patterns as well. Drag this to the left if you want to make it more cool. And if you want to make it bond back into the late. So let's leave it somewhere in clang towards the rate on implanting towards the warm side of the image. And you can also add a lookup table, which is a lead fail. And you can load the file from our Exercise Files, which is LD Kashmir one. So open this up and it gets out of that room digital, but it seems to wash or damage. So I'm just going to reduce the opacity again. Just adding a little bit of that glass shot effect or maybe not. So you guys completed only defend leds as well. And beyond on with the other elements here. Finally, I'm going to add the lens effect. So let's turn on by clicking on the Enable bloom and glass. So you can see that as soon as you start on, good add a sort of a bloom led to our India lights, which is also pretty good. And I can leave that as is. So once you're happy with the final end Dojo, You can see it this ODE. So click on Save theater for local export. And save or do your fans. So I'm just going to click on Save. So this would see your image. It's also a good idea to see about UDL and the elements. So instead of saving these one-by-one, what you can do is click and hold on the Save button. Now you'll get an option to save all image islands, two separate files. Now I call that 0. And then click on save you some time for all the elements and your vendor to get saved. And in CSR or low rent elements, as you can see. And also the late separately as well.
20. Creating a Night Interior Shot: Now, if you want to change this to a nitrogen, DO you can do it in the light mix. So let's go as late maximum. Let's switch off the sunlight. And you can see if this out as well in case you don't like the sunlight setting. I like descender without the sun later on. Once you have this old again, 03 and click on save. And I'll switch out their environment late. And we have sort of a blade setting in our scene. Maybe I can switch on the enlightenment late Ginger do, maybe doc. And also reduce this rectangular late on the Savior and maybe change the color of that rectangular later. So now we have sort of a nature Endo setting. I can also introduce though, hanging late settings, so we have some more late TO send out the space and reduce the LED light to maybe 10. All right, This looks good. So you can see at this hour doesn't manage window. So click on Save and call it 0, 0 underscore night tender. So that's how easy it is to convert your data. And those can attend those NVDA for SketchUp using the light mix option. In the next few videos, we'll adjust some of the arrows in our scene, which is, for example, this hanging while. And then I'll show you guys how to create baton dose because we have the perfect lighting setup in our scene. By batch windows, I mean, rendering out multiple scenes without having to press the Render button for each scene. So I'll see you guys next video.
21. Post Production: Hey guys, welcome back to yet another radiograph. We want to do some post-production, often vendors which we made in the previous video. So to get started, you can open Photoshop and I would recommend that you use the latest version of Photoshop CC. So to get started, we need to bring in images as layers into Photoshop. And that is a script which you can use within Photoshop and do that quickly. So go to File, click on scripts, and click on load files into stack. Now we need to browse and find those brand elements which you just render it. So click on rows, the exercise phones, and select the render along with those render element. So now it gets, it's going to be 0 to fx is ons, material ID and object ID. So with this selected click on Okay, and then click on Okay again. So now it's going to load in as Leo's into Photoshop. All right, so we've loaded our images. Now, we can start editing this image. And before I added this image and wouldn't make this a smart object. So you can select this image right-click and click on Convert to Smart Object. So what it does is that if you add any effects or sharpen the image, you can always delete those photos and you can still read in this image. Plus, what it also does is that if I double-click on the image, you can see that dead end doesn't Nado DIYbio. And you can edit this out separately as well. And when it goes this funnel. So the first thing I'm gonna do is I'm going to break down the center of the screen and also darken the edges. So to start off, press M to do it though, marquee tool. And you can click from the top-left, good the bottom rate. So you can make a drag selection of your entire image or you can press Control as well. Now you can go to Select and click on Transform Selection. So this would enable you to transform the selection which you've made in Photoshop. I'm going to drag this edge to go corner, but I want to drag it equally and provisionally. So I'm gonna hold shift, and I'm also going to hold Shift and Alt. So now I'm going to drag it to the medulla and then click on the exam. I'm going to feather the selection because I don't need sharp edges. So Fidel means it would transition from bright to dark in a very smooth way. So I'm going to go to Select, go to modify, and click on federal. And I'm gonna give a 100 pixels. Press OK. And now we can add alcoves Leo for or lead the selection. Pseudo Addo goes Leo. You can click on Close. And now you can drag this on the top so you can see that I can increase the brightness or the center of the image. Similarly, I can also darken those sides of the image. So instead of doing that and I O process from start to what you can do is you can duplicate this goes Leo. So press Control J to duplicate this layer. And then you can select the layer mask. So you can see that we have this bounding box, which means it's selected. Then I press Control. I, so now it's mono, but I didn't up the edges. By the red, the black indicates that this part of the image wouldn't get affected. And only the white part of the image would get affected. But since I want it dark in the image, I just need to open the layer and simply drag this to go WaterMe. So that would boost up the shadows a bit and increase the contrast nosing. If you want to see your before and after, just group these two layers together. So click one, hold shift and click the second layer, press Control G to make it a group. And you can see the before and after. I'm just going to undo. Now I'm going to add an unsharp mask to sharpen this image even more. So I can go to Filter, go to Sharpen, and click on unsharp mask. So I'm going to decrease our mature and increase the radius for the first time. So this would increase the quality of the details in your Endo. So press Okay. And you can see that since this is a smart filter would not be applied to the image, but it would be a blade as sublayers. And you can also hide and see how much of a difference this is making. It's going to be really subtle. Julio, a new zoom in, you would see the differences. You can also notice that my Wally or his hanging in denial. So I may have to draw this line to the top so that guess I can simply add a layer. So I'm going to add a new layer. We're going to use the black color. There's B to activate the brush tool can reduce the width of your brush. And then you can simply draw viola that. To reduce it even more. It can increase the opacity a little bit more. Floor. We can increase it to full as well and reduce the opacity later, if you like. And then simply go to the top. Can use the eraser tool and then delete some of it. And once you've drawn it, you can also reduce the opacity. So you can see that produces the opacity, feels a little too thick. So I may have to draw it again. So use the brush tool again. Reducer says some more. This looks fine. Click ones and then simply drag. So you're drawn our layer as well and then finally reduce the opacity. All right, that looks good.
22. Change Color of Objects in Photoshop: And it gives you would like to sort of change the color of certain elements in the kitchen scene. We can use the material ID. So I'm going to press Alt on my keyboard and click Go. Now you can see the medullary. What it does is it simply hides the rest of the layers affect press Alt and click here again. It brings the layers back. So get used to pressing Alt and clicking on the iJulia next to the layer. I'm gonna select certain parts of the image and make them darker. So I'm going to select the sink. So you can click on the layer, make sure you always click on the layer and then act Guido Magic Wand Tool, which is W on your keyboard. Select the color. And if it's not getting selected, you can also increase the diamonds or decrease the dominance to select your colors. And then go back. So press Alt again on this. Yes, you can see that this is isolation or go back to our admin smart object layer press Control G. And what it does is it will just make a duplicate of that part of the image. It will still lead in that in the original image, so you don't have to worry too much about that. And then what you can do is you can add a separate hue saturation layer or leave for this layer. So click on the use saturation layer, press Alt on your keyboard and then assign it will go bottom layer only. Now you can change the color. As you can see, you can tune the color. We can also reduce the saturation. Maybe increase the brightness or make it decrease the lateness to make it darker. You can also add additional layers like acos layer for example, make sure you press Alt and then assign it to the bottom layer. Can see that the icon changes when we press Alt. It simply means that these two layers are going to be a blade early on. This bottom layer, if it doesn't have this symbol, means that it would be at play for the entire image. So now goes Leo know, and what I can do is maybe just boost the shadows a bit and increase the highlights. So now we have a darker sink.
23. Adding Graffitti or Wallpaper in Photoshop: You can also add some floated by 1000 on the wall if you like. Now let's go back to our material ID. You can see that we can select the walls separately. So if I go to my search for gravity seamless, maybe just add this. This looks pretty cool. This looks cool as well. So I'm just going to add it for now. So right-click Copy Image and then go back to Photoshop. Press Alt here so that we can see then. And I mentioned then press Control V. Now you can see that we bought it in, into Photoshop. It's right on top, can rename this layer. So double-click on the layer and rename it to gravity. And I'm just going to include the size of this and increase it this year. Because okay, now we need to go down material ID, select only this part of the mentally ill. Now you can see that we're not able to select those because the active layer is not selected. So activate that layer, click on that layer to actuated, and then select that part of the layer, which is our purpley color to the bottom parts. This is why we use material ID as it's easy to select the materials and textures in our image. And I'll press Alt and click on that I do. I'll go back to your main graffiti layer and click on the layer mask. Now you can see that we assigned it to the background. Do maybe I'd like to assign it all the way to the end of the wall. So what you can do is select this layer press Control J to duplicate it, will delete the mask temporarily. So select the mask and simply drag it to your Delete button that will delete the mask. And now what I'll do is I'll make a copy. And then I'll select these three layers and merge it. So I click Merge, not one single layer. Now when simply drag this layer mask to this layer. So now it comes to the end. So now we can delete this. So let's delete this. And now we can change the Blending Mode to say multiply. Multiply works bestial. And you can also reduce the opacity for late if you feel that it's a little too strong for the scene. Now this of course, doesn't fit well with the kitchen, but I was just showing you guys an example. You can, of course, go ahead and search for 40 batons that would work better for open kitchen. So for floral seamless, floral seamless weight. Yeah, This could potentially work well to right-click, copy this image, go to Photoshop control. We want to be at this layer right on top. Then I'm going to make a copy of this. So Alt and Shift, to make a copy. Again, Alt and Shift. Make sure they are together so it's more than, yeah, That looks fine. And then hold Shift, select all those layers, press Alt again and then move it up. So we have these many layers. I'm going to merge all of these layers together. Select the first layer hold Shift and select the last layer, right-click and click on Modules. Now I need to simply drag this layer mask to this layer. So press Alt on your keyboard and drag this layer mass to the top layer. Now I can hide that gravity. Leo, change this to multiply. And boom, that looks pretty decent rate. So you can use Photoshop to create awesome additional effects. Or Bruce up your Endo even more, maybe even had human beings and mode. This is just a quick example of how you can leverage Photoshop to spruce up your windows even more. So I hope you guys found this video useful. Yes, it must have been a little too fast for y'all. That's the case. You can go back and rewatch the video.
24. Using Actions in Photoshop: One last step which I would suggest is get into the habit of using actions. So what actions have you do is that it helps you create workflows for your post-production process. Knowing the start, use AMI, brighten the center and darken the edges. But I've created an action, right? I can simply select this action, select the layer which I want to pay the action too. Simply click on the Play button. So what it does is, God Mackey brightened store space. And then you can go ahead and you can see that it adds a layer and reduce the opacity and so on and so forth. So if you want to learn how to add an action, I'll quickly show you one and you guys can get your own actions as well. So to start off, I'm going to select the active layer, then go to Actions, and then click on the Create New Action. So I'm going to call this C Camera Raw, camera Raw lot, and then press Record. Now what do you need to do is make adjustments to your image and that would get recorded. So instead of writing the center, I'm going to do something else called gambler Raphael dosage, go to Fill, DO click on camera raw filter. And then I'm gonna simply adjust these values here so I can make the image warm or cold. Maybe just a tad bit. I can change the tint of the image. Decrease the exposure, or increase the exposure, increase the contrast, reduce the highlights. Increase the shadows to create the shadows. The whites, the blacks, and the image. Once you're done adjusting these values, you can press on Okay. And then you can see that gets recorded audio. And then once it's recorded, and once you're happy, you can click on Stop button New York. So note this is recorded and the next time. And so opening Camera Raw Filter and adjusting those values, what I can do is let me just delete those. Will do for now. Select the layer and simply select the action you want to play on that layer and then click on the Play button. So now you can see that it's applied on the layer. And you can see a before and after by just clicking on the I do. Finally, we need to see at this file load image out. So go to File, click on Save As, click on the Save As type and change this to a PNG. I generally see on my image as PNG image. And you can call this finite. So click on save and press. Okay, and this is our final render. How cool do that. Alright, so that is a quick tutorial on into using Photoshop to spruce up your windows. Next video, we'll learn some ways to do battle and those in 3D and gay and multiple windows in one goal. I'll see you guys next video shows.
25. Adjusting Elements with Plugins in Sketchup: Hey guys, welcome back to Vietnam radio. Now in this video, we're just going to cut this Y0 and also set up a Batch Render now seen so that you do not have to render each scene manually. Alright, so to get started, I'm going to enter this group. And I'm going to make our rectangle. So I'm just going to find the center of this vireo. So you can see that we had the midpoint, and now I'm going to press the right arrow key. I'm simply going to make a rectangle this way. And then I'm going to select this line. Now, you can't really move this lane to the right because it's going to extend that wire as well. So what you need to do is make this a group and then until this group and they extended out. So you can press the up arrow key to extend it this way. Alright, so I extend it and now I can draw a line on those fees. So to draw a spline auto bezier line, you need a plugin called physios blind, which you can download from sketches. So once you've downloaded that plugin, you can install it by going to windows Extension Manager and clicking on Install Extension. So once you install the plugin, go to View Toolbars and you'll find bees it toolbar. So now in this 2D bar, ideally used to Gottman spent, I'm going to click on the spline. And now I'm going to draw my explain. So I'm going to click here. And I'm going to click on top here. Now I'm going to just drag it to the left and click again. And then finally click at the edge to finish. So once you're done clicking three times, or you can do is right-click and click on Done. So you also get an option to edit this plane. So for example, you can drag this edge, revealed that a little too wide. But I guess I'm happy for this. So now once you've drawn your spline, you need to add pipe, the tube along this line. So for that we have another plugin called tube along lanes, which you can download by using the link in our resource sheet. So once you've downloaded and installed the plugin, you can go to Tools, click on Convert, OK, silicons, curved lines, two cylinders. I'm gonna change my diameter to 2.5 mm and then press Okay. So now you can see that we've created our while, but it seems to be a little too thin, so maybe I can change it to three MM. So press Control Z. I'm also going to delete this rectangle because I don't need it. So let's just press J and delete that. Group. Select the line, kilojoules. Click on Convert OK, circles, coastlines, two cylinders, changes, DMM and press. Okay. That seems to be fine. And now let's zoom out and that looks fine. It seems a little jaggedy 0, but we can fix that in Photoshop if required.
26. Batch Render: All right, so now we need to set the scene for our batch window. So there are few things which you need to note before you set it up for batch window. So let's go to our Asset Editor first. So let's go to Settings. Now the first thing you need to do is you need to go to your endowed put any need to set up but to save these files. So don't design and click on Save File. And I'm going to save this in the exercise folder. So click on Save, and it'll be saved in increments of one. Now I need a setup my scenes as well. So s2 was already rendered and I don't really want this to be included in the batch render process. So what you can do is you can go to scenes and select s2. And the bottom, you'll find an option called include an animation. If you take this off, it will not be included in their bathroom window. So I'm going to set up some scenes. So the foster Endo is going to be scene one. And then I'm going to also have another endo from an angle. So I'm just going to zoom in a bit. And also John, two-point perspective to seems pretty decent, obese or zoom out a bit so that they can see the legs of this stool. And then create another signal that I click on scene one and click on Add. So that scene one, scene 3, choose an angle. We can also add another scene to three from the other side. If you like to see what's happening from this side of the scene. And then right-click and click on Add. Just going to zoom out a bit. And we're going to search. A 2 perspective. Seems decent. And then I can update the scene. So we have three scenes which we can setup for our Batch Render. Make sure that's included in animation. And we would also like to edit these scenes after that ended in the video frame buffer. So what you can do is go to your 3D frame buffer, go to Options, click on VFB settings, go to History, and make sure autosave is turned on. So once autosave is turned on, it would save those two-year history VFB, which you can then load them and edit them using layers. So I'm going to click on save and close. And one last thing is, of course the settings, so body isolated or go to Settings. Make sure our dx is on track to more dissolve that as to the settings looks fine. Also, please note that the scene would be the endoderm with the same light settings and the field of view. So that is the only limitation with Batch Render in case you need to do a close up shot or more. All right, so what ever seen one? And then you will find the back-end option in the toolbar. So click on the batch render to begin your badge rendering. So we're going to wait for the bad scrambling to be finished and then I'll see you guys in a bit. But I guess so our render is done and it would also be automatically saved to our exercise files. As you can see, it saves the render along with its various elements as well. Plus, it would also be added to the VFB history. And you will get access to the radius and the elements. And you can also edit these out in case you want to edit them out. And then export it out again. For example, if you want to night render this scene in Korea. So slates which are sunlight, maybe done then vitamin later slightly doc, or maybe even blue, like something like this, and then export out on 18 if required. So there's various things you can do it Vd for SketchUp. It keeps getting better every year. I hope you guys found this course useful. Please do share your work on Instagram are here. And I'll definitely give you some feedback for your NGOs and mortars when I'm looking forward to seeing your work and stay tuned for more such awesome of course is coming our way. Dizzy or host, manage Paul Simon, AGM SketchUp, Google, signing off, Jazz.
27. Create a Depth of Field Shot: Hey guys, Welcome to this short video where I want to show you how to create depth of field renders in Vd for SketchUp, depth of fields. And blue means in layman's term is that you would have in some scenarios where the background is blurred and the foreground is in focus. And in some scenarios by the foreground is blurred and the background is in focus. So the first thing what you need to do is to set up the scene. So I'm going to give some focus on this plan TO, so I'm just going to zoom in and sort of orbit and bands delegate or good view. So that I can focus on this plan TO and show the background has blurred. Right? This seems to be pretty decent. I can just move this to the right a bit and then hide this. And now what I can do is also changed the Render Output so that you guys can render it out for the Instagram, which is one is to one in most cases. So let's go to Window, go to Settings and go to render output, and change your aspect ratio from 16 is 2921 is to one squared. So now we have it perfect for them, instagram. But the thing is, you can see that it automatically makes it sort of elongated. And because we have a large field of view, so busy, drag to it the zoom tool and also the field of view you're on the right and you can see your IT IS 41. Let's check 35 plus 35. 35 seems to be pretty decent. Maybe even 30. On 123. Yeah, Tony seems perfect. So I can create a scene also right-click on scene foreign, click on scene, and click on Add. And we have seen five, which is our depth of field shot. You can also go ahead and rename the scenes. But since this mortgage and I'm not going to be changing those pseudonyms, we need to activate the depth of field in our video settings. So let's go to our asset editor, go to Settings, go to camera. And here in the bottom we'll fight depth of field. So you need to switch design, open the toggle to see the Depth of Field Settings. Now the more this value, which is 0.3, if we increase this to the right, the more blurry the background becomes or the foreground. Now we need to add the focus source. So do apply the focus on this object. You can click your, which is the big bind bool, and then simply click on the object, would add a fixed distance of 53.4283. Now let's check this in our Endo. So let's run an interactive render switch on interactive and change this to NVDA if you have an art director Africa, and then click on Render with 3D interactive. You can see that the background is sort of blurrier compared to our foreground DO which is potted plant. We can also increase the blurriness in the background by simply sliding this to the right a bit. Sooner we have a blurrier background. But I think 0.3 should be fine as well. So I'm gonna go back and change this to around 0.317 already. You can see the blurry background and you can see our partner bland and focus. Now it's an intact or vendors who can really see the final equality. So let's set it up for our final render. Stopped at Endo. Go to settings such often track of changes to read it. You can increase the image width height to be 1000 if you want a higher-quality vendor. But this should suffice for Instagram as well, which is 1080 by 1080. And no, before that, let me just add this to the history VFB and then click on Render. So I'll see you guys in a bit once the vendor is complete. Alright guys, so at end goes down, as you can see, it took us around 12 minutes, 39 seconds to finish this render. And look how cool this image looks. I'm surprisingly, I mean as myself. So let's see at this image out. So click on save and we'll call this final video if you guys can go ahead and add some additional effects in Photoshop as well. But I'm pretty happy with this result. And it also comes with material ideas. In case you wanted to change things in Photoshop. So now you can see it this out uploaded on Instagram. Get an awesome number of lakes. And don't forget to daggers as well. I'll see you guys in the future. Causes and videos shows.