Vray exterior rendering using SketchUp Models | Khushal Panchariya | Skillshare
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Vray exterior rendering using SketchUp Models

teacher avatar Khushal Panchariya, Create with KP

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to class

      1:04

    • 2.

      Brief about model and checklist

      3:51

    • 3.

      Setting Views and Camera

      8:04

    • 4.

      Importing and adding material

      7:09

    • 5.

      Placing landscape and vegetation

      14:26

    • 6.

      Clay render and lighting setting

      9:41

    • 7.

      Material Rendering

      5:47

    • 8.

      Photoshop post processing

      5:49

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About This Class

Hi there, my name is Ar Khushal Panchariya. This is a lesson on photo realistic rendering in SketchUp Vray.

This course is for people looking to learn Vray rendering. The people who are slightly familiar with sketchup vray rendering software.


Learn how to set scenes, change settings of environments, lighting and materials on your model to achieve maximum photo realism.

This class is a follow up to my previous class on SketchUp beginners Guide and Make your first sketchup model.

I hope you find this class helpful, for any further doubts feel free to contact me in the discussion or comments section below the course.

Join Telegram for Class updates and connect personally for quarries. Click on this to join

Thank you for your support.

  • Prerequisite knowledge of previous class is necessary in this lesson.
  • If you have already watched it you could download the required files for this class from the Class Project section

Meet Your Teacher

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Khushal Panchariya

Create with KP

Teacher

Hello, I'm Khushal. I have a wide range of creative interest in Art, Digital art and 3D visualization rendering in architecture.

For any quarries, you can reach out to my instagram by Click Here

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Level: Intermediate

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Transcripts

1. Introduction to class: Hello everyone. I'm Michelle and I make 3D rendering and 3D modelling related courses on my Skillshare profile. In this course, I'm going to be guiding you guys on how to render exterior views using VD in SketchUp. And if you guys are new to 3D rendering or 3D modeling using software such as SketchUp, very low me on. I would recommend you guys to go through my Skillshare profile and find the courses that might benefit you or help you in any way. Because there might be something or the other for someone out there. And while you are at my profile, I would recommend you to follow my page. And also you will find a link to a telegram group on which I'll be giving you guys updates on any courses that I'm planning or courses that will be uploaded on my Skillshare profile so that you guys don't miss any post or any projects that I'm going to be uploading there. So I hope that this class will also help you in some shape or form. So without any further ado, I would like to guide you on this rendering cores. 2. Brief about model and checklist: Hello everyone. So this is the model that we are going to be using for our 3D rendering today. And I found this model on 3D Warehouse. So I'll be providing the download file to this SketchUp model and Project's panel below so you guys can go and download it there. And since this is already a pre-made model, it has very few corrections that were supposed to be made and which has already been characterized by me. So what I mean to say is when you have your own model and when you are working on your own model, you have to check a few things before you can get started in VDS rendering. So those would be some checklists, like if you have all the materials applied correctly on your model, if all the blocks are being grouped in character array. And also if there are fewer diverse faces and also doubled faces on each other which create a flickering effect. So these are few things that you will have to check before you can get into rendering in 3D. So like e.g. you'll see that all the blocks have been modelling to a group and also materials have been applied. And to check if there are reversed faces, you will be able to tell if Something is this way. So let me just give you an example. Since the material has been applied for this, you will not be able to see any reverse phase here. But I can draw an example and show you guys. So if this is your block model, Let's say hypothetically this is the elevation of your bending. And if there is a blue color, are darker colored face comparative to the other sides of the modern. This here is a reverse phase which you do not want while you're rendering, since it will cause minor differences in your render. So let's not worry about it too much. You have to do is just click on this and click on reverse phase. This will bring uniform face to all your sides of your block. So I'm just going to erase this and we don't have any reversed faces. And also another example that I wanted to give you guys this. So you'll see here, this is one phase that we see here. And this is not something that we need in the model. So what we're going to do is just go into this and I've gotten to see why we have this. So basically this is a false ceiling. I'm just going to just e.g. I'm going to show you that we have to erase this part. And since this is the interior part, this is not a reverse phase. This is the part that you will be seeing indoors and your render, so will not be bothering with that. And we fixed that snow. And let's say you have another phase. The one I was talking about where there are two phases on each other, you will see this flickering effect. So this is not something we want in our render since this will cause another problem. So we have to check for things like that. The way to check is if you're just move around your model, you will be able to tell if there are any double faces on each other. So as of now, our model doesn't have any issues. All the materials have been applied and there are no reverse faces. And it seems like it is ready to be rendered in 3D. And yeah, I guess that would be it for the brief for the model. I just wanted to guide you guys on the model that we are going to be using for this course. And also a few things that you will have to check before you can get started and read it. 3. Setting Views and Camera: Chapter two to this course. In this course I'll be teaching you guys how to set your camera angles, how to set the views so that you can start rendering in 3D frame buffer. It is very important to understand how camera angles work and how your focal lens or so. I'll be telling you guys everything about it in this chapter. So you will have to go have few things in mind before you can render in 3D. One would be the focal length of the camera, one would be the composition of the camera perspective. And you also have to understand that you do not want to work on everything around the model. You just have to work on the things that will be seen in your view or in your other reading frame buffer. Since you will end up spending too much time and too much effort on things that are not going to impact your render. So very quickly I'm going to show you guys how to set our view and set a composition for elevation rendering. So very randomly, I'm just going to select a camera angle that may look good in a render. So I see that. I do not like this view very much. Maybe I like it from the right side itself where I'm able to see this part protruding outside and also see the slanting roof, see the gate and a little bit of the main door, entrance and the driver as well. So maybe I'm going to select a view somewhere around here. So I'm going to very roughly just set it like this for now. And I'm going to click on Add view here since I've already have a few scenes set. But if you are going to be adding a fresh view and you do not have any scenes here. This will not show up. All you have to do is go to your scenes in the right side and you will click on Add scene. So that will add one. It will mention it as seen. 1.1 new bar will show up here like this, which will show your scenes. So I can shift between scenes by clicking here. And I can also shift through them by clicking through these. So you will have to double-click here and it will work if your desk single click here to make your seeing shifting happen more quickly, all you have to do is go to model and flow info and click on animation and you will see this thing called enables scene transition. If this is turned on, it is going to take time to shift from one view to another view like this. So as you see, it is a bit slower here, and it does all this animation which is generally not required when you are rendering of view since it has a static image. So all you have to do is just go to model and flow info and select, unselect the stick here. And then you will see that it shifts very quickly between scene to scene and you don't end up wasting time. So yeah, this is my scene that I just created. You're going to also rename it here. So I'm just going to select this and write V01 maybe. Ok, and now that our perspective as cite, all you have to do is go to camera view. You will see that by default, it is set to perspective. All you have to do is click on two point perspective. So this will create a two-point perspective angle in your render. And since it moved up, all you have to do is just select your hand icon and you can move it down to set it to a road level. But now the problem comes where you'll see that it is not set to eye level. So we will, I'll go back to our orbit tool and like go a little bit lower like this and move the model. And just very roughly you can just set up something like that. And then again click on two point perspective. So I guess this looks much better now. Okay, since it looks at a natural eye level, then what do you have to do is you're changing something here will not update your view. You will have to go to displace, right-click on this and click on Update. Now, when you go back to our scene, it will go back to your previously set. So now let's say if I move it like this changeover view and then go back to this, it will not be here. It will be back to the place where it was last updated too. So yeah, you have to make sure that you have to keep updating as you change your camera angles. Because there are countless times I forgot this and I had to do all the composition again. Now that we have our perspective, we have our four focus set. And also it is at eye level and the view is looking good for us. But now we have to check one last thing, which is your focal length of the camera. This will determine how zoomed in or zoomed out your render is going to be and how natural the effect has to be. So to do that, all you have to do is go to the zoom tool. And right now you'll see here your field of view is 20 degrees. So generally you would start somewhere, something around 30 or 35. So I'm going to click on this and zoom in to the view. Now. It's going to create something more of a natural view. I'm going to go down a little more here like this, and then go to two point perspective and select that again. So now you'll see that the length of the building is not way too long and it is not misleading. So if I click on add a view here, you'll be able to tell the difference between this and this. So now here you see the elevation very clearly and not the side of the building. Here you see too much of the right side of the building, which is not the thing that we want to go for in our view. Generally, focal length 30-35 is recommended to Grab a very natural I view or something like that. That is generally what I prefer. Some people go for 40 as well. 40 is also fine, but don't be somewhere around 60 or don't be somewhere around ten or 20. Let me show you how it looks. If it is at 60. So if it has six, this is 60. This is way too zoomed out for a view like this. So even if you come close, you will see that you are seeing too much of the ground and less of the building. If you have it on ten, then you will be able to see that you are seeing too much of the building and very less of the road and sides of the building. So this is not the view that we want to go for 30. 35 is a very good range to be. So we have set our camera angles, everything is ready, and now we'll finally be able to update our view at last. And if you want to see your shadow effects and all, you can select your shadows on, I would recommend you keep this off while you are still working with your views. Since this makes moving around in your model a little choppy. So let's go back to this and select this. So let's just see how this is affecting our model. I would say that by default this is actually pretty good. And I guess we can work with this, so I'm just going to turn it off for now. So that would be it for Chapter two. Just a recap, I explained about how you have to set your composition, how you will have to set your two-point perspective, and how focal length should work, and which type of eye level that you want to have a certain view. Because sometimes you may require a bird's eye view, sometimes eye level view, and you have to decide that on your own. So this is my view right now and I'm very happy with it. So let's continue on the next chapter where I talk about how you should work with your materials of your model. 4. Importing and adding material: Hello guys, This is Chapter three in the course. In this chapter I'm going to be guiding you guys on how to cite your materials and how to add your material settings in vD. So since this model is already a pre-med model, you do not require to apply as many materials as you might need to. Maybe if you want to change the look and feel of this elevation, you can. But I will not be doing that. I will still guide you on how you can change your materials and the material setting. So in SketchUp you have a panel called material panel. In this you will have very basic materials with very basic quantity. So if we go to vote, you will see that you have a very few limited options. But these materials are not very high-quality materials. So you will have to either download materials from the web or you will have to find other ways to get materials. One of those ways will be by using the cosmos browser. So this is something that has been recently added to read it. And in this you will find things like furniture or accessories, lighting, vegetation, vehicles. You'll find things like materials and models here. You will also find HDRI is, if you go to this place, It's called materials. And here you will see different types of material assets that are available in the Vedic cosmos. Cosmos, but I was there. So we're going to click on this and you can select anything like, let's say we want to select Would. You will see a high-quality PBR materials here. And you can simply just click on download and import. That will import your raw material into your frame buffer and you will be able to add them to your model. So you can also extend it like this to see your titles on the side like this. And you have options from like brick, concrete, fabric, leather. You have multiple things here. And these are very high-quality models. So I would recommend that you use them from the chaos cosmos, but also it. And let's see, I'll show you an example about how to use these materials. So let's find a material that we can add to this model. So I would probably say we could add something like maybe add steel to this. Let's see. Let's try adding steel to this shutter that has been used for the garage. So I'll go back to this. I'll also open my browser here and the material will be added to this asset editor here. So it's something that is more metallic metal. I would suggest that we go with something maybe like this. So this is a bit rough and it seems reasonable to have isolated material like this. So I'm just going to click on Download and then we can click on import. And it will import your material into your Veda Asset Editor. So this is the material that we just added here, and you can see that it shows up here. So this is a preview of the beta asset editor. I'm going to minimize this right now. We have the material and our asset editor. All you have to do is select your model in SketchUp, and then click, right-click on the material here and click on applied to selection. So you can see that our selection has been applied to the model. If you want to have a preview on how the model is looking right here, you can select floor, since we have a banner here. And this is how you order model. I mean, material will look and you can change the settings here down below. And you will have options like reflections and the diffuse map, also the bump map, which will create undulations in the model and make it more realistic. By moving your reflection. Color here towards black or white is going to help you understand how less or more or your reflections are going to be affected on your material. So I would leave it just right here. And let's see what other things we can add a frame around this, which would also be good if we apply the same metal here. And I guess that'll look good for now. And we'll go back to all that view. So basically that is how you apply and important materials from the cosmos browser into we re and then apply it to your SketchUp model. And also you can change the settings from here. Now that you have understood how to import and edit your materials and Asset Editor, we are going to go and edit the remaining materials on the model. So I'm going to select this, what material? Turn on this preview to see how it looks. And select floors. Since we have, I generally prefer to use floor since it is a flat surface and it helps us understand how the material is going to look on a flat surface. So for now, this material, the material looks good, but it is very highly reflective. This is not the amount of reflection we generally have on an outdoor wood material. So we are going to quickly go and change that here. And we can reduce the glossiness here like this. So I guess this would be a good level of reflection on this material. And let's also see how this when looks I'm going to change it to floor. Yeah. This looks like it is just going to be paying on a steel material, so I'm going to leave it as it is. The reflections look fine as well. So to add reflection, all you have to do is go here and you can click on reflective code. This will add a reflection setting here. And by default it is going to look like this. Where we have to do is just reduce the glossiness here, maybe to something around this. And now this looks good to just pause this. And I guess all the materials have been added and the settings have been made to the materials. So generally this is how your workflow should be. It should look that all the materials are high-quality. All the materials settings are set to a natural property of the material, like I showed you that will generally not prefer very high gloss what materials on an exterior elevation. So we reduced the reflections and stuff. So yeah, that would be for how to edit and apply an important materials from the cosmos browser, chaos cost models. Rosa, I'm so sorry. I hope you guys understood this well, since this is going to play a very important factor in your rendering. 5. Placing landscape and vegetation: This is Chapter four. In this chapter I'm going to be teaching you guys on how to place landscape around your model and also how to import these trees, bushes, rocks, et cetera, whatever are going to be used in the model. So we have to make sure that that is that we use the bushes that we use are high-quality and provide realism to your model and not just overwhelm it because sometimes you'll see that some people, too many trees in the background, too many trees in the foreground, which actually end up making them look not so realistic. That is not what we are aiming for. Sometimes adding less trees and less vegetation around your model is beneficial to your rendered. So glad these trees, generally, if you download three models from any 3D Warehouse or any other 3D software places. These these files are generally very heavy and make your file very heavy and it is going to make your workflow very difficult. It is going to make your movement around the model very choppy. So what do we are going to do is we're going to use the chaos caused more browsers models. So if you go to 3D assets, you will see vegetation. In this, you'll find various different trees, bushes, and other grass. Things like these will be available here, which are very high-quality and also will be used by proxy model that will not slow down your workflow and also will not make your file very heavy. So for now, I'm just going to find something that is going to look good fighter, this 3D model. And I'm just looking for this tree. You'll see that I've added this maple tree to my favorites. So I'm just going to click on import and it is going to help me import the model into the SketchUp file. So I'm just going to start by placing a few randomly around the place. And then we can change the scale and orientation of the asset. So we are going to still try to add some variation by selecting some other arteries as well. So maybe we can add something like this, maybe a pine tree. So I'm just going to download this year. And it is as simple as just click download and click on import and it will just import the model into SketchUp. So I'm going to place one here. The size seems small, but we are working to change that later. Let's just add one more variation. Maybe search for a pine tree, not buying palm tree. Let me just find one. Good one. This one is good, but I don't want so much of the crown on the tree, maybe something smaller. So I guess we can go with something like this as well. This also looks decent. I guess. Maybe let's just go with something more basic like the one I just told you. I'm just going to click on import and add one here, maybe one here. And yeah, I guess that should be good enough. Maybe we can add one more here. So now we're going to start by increasing the scale. So all you have to do is go to your scale selection here. And you can increase the size here and reorient it to radio recently paste it right here. Maybe you can select this and increase the scale on this set like this. The shortcut for scale is S. You can click on this and do this. Click on this. You're like this. So now you see that there is quite a few variation of trees and maybe put this here. So now that you see that there are some vegetation around your model, you will be able to tell which should be relocated where. So now that I see that this one right here, this one is way too close to us and this one is where two away from the model. So what I'm going to do is select this here and move this like this. Like this one. Move this a little back like that. This year. I guess this will look better. So maybe we can move this one back as well. Like this. Go back to all of you. Yeah. So now this composition of landscaping looks good to me. I can increase the scale of this. Like this. Yeah. So yeah, this looks good. And this is generally how many trees I bought around my model. So it is covering my camera view. So I have good amount of vegetation and it is not too much that it cuts off too much sky and it is just landscaping around your render. Now we can go by adding some bushes in the front. So you can also click here and just type Bush. And you'll be able to get the results to bushes that are available here. So maybe not something so fancy like this. I'm just going to go with something more basic. Maybe let's download this and this allowed them to my favorites so that I can access them later. And maybe these are good too. We can add these as well. So let's start by importing this place one here, one here. Randomly. I'm not looking to place everything very defined. I'm just going to be placing fuel bushes you get in there. So let's import this as well. This looks like this is a very big bush, so I'm going to place one and I'm going to scale it down like this. Maybe move this here, this here. And I'm going to randomly rotated like this so that it doesn't look like it was placed by maybe he had like this. And maybe I can rotate this even more like this. Place one here like this. And then we'll add the last and final one that was selected from this place, this one. And add one here and one here. And maybe one year. Now that we have placed the bushes and trees around our model, let's see how it looks in our view. So like I told you, I'm not going to add in the bushes all the way till the end of the compound wall and also the side. So maybe we can move this here, one mode bush. So let's try and move this here. This one here. Like I said, let's not put too much effort into working on something that is not going to be seen in your view. So as you can see, all the landscape materials and objects and things have been placed only in the view that is going to be seen. So I'm just going to rearrange it a little bit more. So I can select all of these and maybe move it like this small one here. So this is what I'm going to do and leave it here, okay, Now that we have added all of our landscape elements and stuff, I'm going to go by adding DID. So we're going to open our Asset Editor and I'm going to go to settings actually light and in dome light, I'm going to delete the one that is already existing here. So some this, and then I'm going to go to the cost was browser. And very conveniently you have hedge DRIs as well here. You can select that HDRI from here. So I'm going to be going for a day view. You can select something from here as well. Maybe something like this, like a clear sky, or maybe something more stronger like this, or maybe something very bright like this as well. So I, I do not want clouds in the background, so I'm going to be importing my own HDRI. I'm going to show you guys how to do that as well. So all you have to do is go to your dome light in this part of veto it and click it here. And you'll see that a dome light has been added to your settings here. So then you're going to click on this and you're going to go and select where your radome litres. Okay, So this is the dome light that I wanted to use. And this is a clear sky dome light with nice and subtle shadows as well. I'll be providing the link to this HDRI in the description as well. You can go and download it there and imported into your model as well. So I'm going to click Open and it is going to load my HDRI in that, I'm going to click on Show Preview. And it is going to show my Skype review here. Okay, now that we have added our HDRI, we are going to do some settings to it. So let me show you how to work on that. You can increase your intensity to somewhere around, let's say, let's just go by Alitalia. But for now, let's select 20. And that seems like it has way too much. So maybe let's do ten. Okay, this is looking better. Don't worry about the highlight been here for now. We are going to go and change the texture orientation so we can actually do the spare tire in our frame buffer. So for now I'm just going to set this to ten. And we can also change sky settings to the diamonds of size multiplied the amount you increase will make your shadows more softer. And that is what we're looking for. We do not really want very harsh shadows that the way it is shown here, a very fine detail, the shadow. So we can add it to, let's say, let's try ten first and you'll get to see that the shadows are being softened on the edges. So maybe let's go 25, 30. So this is what I would prefer. And you can see that the shadows are being affected by your HDRI as well. You can increase the texture resolution of your hedge. The outta here. As default, it'll be set to 512 megapixel. So for now until we do our final make our final decision, we can leave it to where it is. And let's start by opening. Let's click on this and select interactive and put it to medium. That's an a gamma exposure. That output. We can change this to 1920 by 1080. Change this to 16 is 91920. Might NOT. And we can select material override on just so that we are testing our render. So let's click on interactive render and they should open your reference. So now that we have our HDRI loaded, I'm going to do is go to this page. Click on Horizontal, rotate to change the HDRI around so that I can see how the sun is acting on the model and also how the HDRI is going to look in the background. I'm going to go by adding rotations so that I can see if something is my liking later on. Know, since this is a very creative guy, he will not be able to see much difference, but I would still like to see it impacts. So you can see little clouds here. So maybe let's go a little more back like this. So yeah, a very subtle cloud effect here. And maybe we can leave it that way. And let's see if increasing the sunlight valley cause any impact on our other thing. I think Jewish too much. Let's put it back to one. We can also change the temperature by clicking on this color and going here like this. Maybe a little more. And you can close it. So very slight effect change. It is going to reduce the temperature. All these brown areas that you see will look better now. And for now I'm going to stop this, close this, and I'm going to close. Now that we have learned how to add an import vegetation and landscape into your model using the cosmos browser and also adding the HDRI into your 3D scene. So now in the next chapter, I'm going to be teaching you guys how to cite final lightings of the sunlight and also if you have natural lighting. So in the next chapter we'll be learning how to create renders and in the clear and that it'll be easier for us to see how the light and shadows are affecting our model. And then at the end, we will start rendering our final images. 6. Clay render and lighting setting: Before we get into clay rendering, I would like to let you guys know that assets and models like these trees and bushes will impact on your render time and also on your CPU load. So while we're doing this initial test renders, we do not want to waste too much time and effort on rendering the whole image. So what do we want to do is we're going to select all our individual all of our individual landscape elements like this. And just a second. Let me close my read it. Okay, so now we're going to select all of our assets like this. And then we're going to go to this section called tags and add a section called landscape. The way I did here. And now once you do that, after you have selected all the elements in your model like this, all the landscape elements. You're going to go to this thing called entity Info and select, Add and then select landscape here. So what this is going to do it as well to add all your landscape elements into a certain group. And by clicking on this eyeball, it will turn on and off all those landscape elements in your model. So when we turn this off, this reduces our render time by a drastic level because trees and plants are something which is a very high detailed model and we do not really need that in our lighting effects. So now that we have done that, we're going to open our asset editor and then go to settings. And I've said, I'm turning off interactive render. And I'm going to set the quality too low since this is just a test render. Then we're going to scroll down to material override. And you're going to turn this option on. What this is going to do is it is going to make your model white. And it is going to turn off all the materials that you have added onto your model. By turning this off, you can get all the materials back. It is not good to delete them from your model, is just going to hide them in that certain render. So what I like to do is I like to, this is amylase somewhere around this part. I like to increase it up to almost 90 per cent so that it is more towards light and it doesn't have that grayish effect on it. So as you can see, these are my settings right now and I'm not going to mess around with any of them because I just set them on low. I'm going to test if the exposure value and lighting values are walking for me. So for that, I'm just going to go and click on this render with Veda, not interactive mode. I'm going to click on Render since it does not want to take much time. As you can see, our image is totally whitewashed and this is not the render that we want. So what we're gonna do is we're going to clear this here and then minimize this. We can even closer, doesn't really matter. So now what I'm gonna do is the first thing is I'm going to increase the exposure value. So basically this is the amount of light that is being lightened side your camera. So the more you increase it, the darker it is going to get, the less light it is going to take in, the more details that are going to come out, the lesser the value, the more brighter your image is going to be, the more washed out your details are going to be. So what I'm gonna do is I'm going to be adding something around 16. And then I'm going to go to my lighting setup. And since I've reduced the amount of light that is going to be coming into my camera lens. And exposure, I'm going to increase my dome light value. So I'm going to be doing that somewhere. I would say, let's just do 100. And I'm sorry. And we're going to try to render this once again. So as you can see, our image looks much better now, but it is still very whitewashed. So for this, what we're going to do is we're going to sense you don't want to render this image every single time, the whole, the whole as a whole thing. You can just select this option and this will add a certain frame where it will run their own in this area. So I'm just going to put this somewhere around here so that I can see a little bit of the sky and also the model. And then I'm just going to move this aside for just a second. And maybe I can increase this to 16.2 and also decrease my son value intensity to somewhere around 0.6. Maybe something like this. It doesn't really matter much, but that is the thing I want to do. And then let's click on Render again. Now it is just this part of the model. And as you see, it is still bright but a little better. So maybe we can fix this a little more by changing this to, let's just go 17 and let's see how the render looks. Now we are able to see all of the details very clearly. But it, again, it is making our image a bit more darker. So one last thing I'm going to do is I'm going to change the store somewhere around 16.5. And i'm I'm going to explain you why. I'm again moving towards a more whitewashed image. Later on. Let's click render and let's see. So now you see that a little more of the detail has been washed off, but we will fix this later on after we do our render, I'm just going to clear image for now. Remove this. Now that we have set all our settings, I'm just not going to change it anymore here. I can maybe reduce the sun just a little more, maybe somewhere around that. And now I'm going to click on one final render, a total render. Let's see how it looks like. Now that our render is totally done, where we can see this. Let's just make this full screen. So now we can see that little exposure is a bit too much high here. But we can still see a little bit of the details. So the way we're going to fix this is in the frame buffer itself. There's one option called as Highlight button. And you can, I mean, there's one option called as color clamping. You can adjust that by fixing your highlight bond. So the way to do that is go to your setting and the best way is to add a shortcut to it. So he had, once you scroll down, you will see one thing called as color clamping. Two options. You can click on this. And once you do that, you can select force color clamping and add a hotkey to that. I added a hedge for mine. And then once you click here, you will be able to see that there's some color that has been added to our image. So now to fix this, what we are going to do is we're going to click on this Add Layer icon and then click on exposure. And then you will start seeing options here. So the way this works is the mode I reduce, highlight, burn. The colors are going to start fading away from that. But then it also makes our image a little more darker. So what we have to do is just increase the exposure a bit. Some amount of this light blue shade is fine. It is not really a big deal, but we can go, keep on going further like this by increasing the thing. And I would leave it somewhere around this. So I just see light blue is a very light highlighted bond. As it gets darker, it is more bad. And if we turn off this color clamping, you'll be able to see that. So I'm going to reduce it like this. So as you see the details start coming up, you can click on your hotkey just to have a better view on it. So I'm just going to do this and I'm going to leave it somewhere around here like this. And then turn off color clamping by clicking hedgehog. And so now you'll see that all my details are visible. The image is nicely lit up. The sky also looks good and natural, and this is our clay render. If you want to see how the final details would look, you can just clear this. This will not change any of your settings. All you have to do is go back to your 3D assets are done. And then click on, let's say high or maybe let's just too high for now. And click on Render. So this will render a very high-quality clay model and you can see all your details and the way it, the way the light and shadows are affecting your model. So just for an example, I'm going to render this for you guys. Okay? Now that the rendering is done, you are able to see that all the details are clear and the lighting effect is also good. Am I in good amount of shadows? Everything is good and it all looks nice. You can go ahead and change it in more settings if you want to, but I'm going to leave it as it is. And now that you have learned how to do your Clara nurse, the next step is going to be rendering it with materials. And the final step is going to be working on the postproduction in Photoshop. So I'm going to explain how to render it and change a few settings and read it too, right? That it with materials. 7. Material Rendering: This is Chapter six. In this chapter we are going to finally be read during our image with all the materials added to it. So without any further ado, let's quickly get started with it. Now that we have all our settings arranged, I'm going to go back to this and set it too low since we are going to maybe do one or two test renders. And since we are turned on material override, I'm going to turn this off since we want our materials to be rendered this time. And then we're going to quickly go for a test render. We're not going to turn on our landscape, as I've noticed, since we still want to see how our materials are looking on our model. And it seems like they are all looking very good. And let's just see for the final render. Okay, So this is our finished test render. And it looks like all of our materials are looking good. Looks good. And also the paint. Maybe I would like the paint to be a little more white since that as white and there's steel texture on this. It looks like it is too small and it is creating too many repeating patterns. So we're quickly going to go fix this and also fix the paint and also add some reflection on concrete of that road. So let's go ahead and do these few changes and see how our outcome is. For that. I'm just going to go to Paint Bucket Tool, select this unattainable and to show me a preview of the road. So I'm going to add a little more reflection. So I'm going to go here and add reflective code. Like I said, default, it's going to add a lot of reflection. So they're going to go here and reduce it like this. And also reduce the glossiness like this. Maybe something like maybe some more. Yeah, this looks good as of now. And let's select this one and make it a little more white. So something like this. Okay? Okay, like this. And I'm going to increase this to maybe 1,000, 0, 1,500, maybe 2000s since I can still see a little more reflective materials. Okay. Yeah. I guess this is good. Now we can dawn on we can we can close this. Okay. Where you fixed everything we had to, we can close this. I can minimize this sound turn on our landscape, and maybe we can do our final render. But before we do that, we have one last thing to do. You're going to add some material IDs like depth map. We're going to add. To add. Once. We can add the background, you can add in case we want to change the Skyler that we can do that. We can add a material ID like this. And we can also add, let me just quickly check. Use reflection ID. We want to add a reflection ID. So refraction, reflection. Okay? So these are the few things I add. You can go through it and see if you need anything else. And you can add them as well. But I guess this is all I need for now. And then we're just going to go to final settings and maybe let's put it on. I'm just going to put it on high and turn off interactive, or it on high. And check everything else. Check my output. That's right. And let's click on Render. And we'll wait for it to process that render and then we'll start working on color corrections. So as you can see, our render is ready. And generally, after the render is done, I don't do much editing and readers frame buffer. I just either play around with the exposure like I did before and maybe a little bit of UN saturation, as you can see right now, it is very washed out. You can add a little bit of saturation here. And I just started somewhere around 0.2. And that makes a lot of difference, as you can see, the word and the brown color in the walls like more pumped right now. So I will leave it at that. You can go ahead and you can save the file like this. You can already see I've saved it here. And once that is done, you can also the material IDs that were added to the render. You can go here and you can save them as well. So I'm going to go one-by-one and save those here like this one. Let's call this z because it is bitmap. And then you have reflections. You can save this as well. This. And then there'll be material ID. So I guess just these two are enough for me right now, the reflections and depth map. And I'm going to close this because I've saved my files and we are mostly done with all of our VLANs catch up editing. The next job that I'm gonna be showing you what we are going to be doing in Photoshop. We'll be walking around with a little bit of color correction and a little bit of effects that are going to be added to that. 8. Photoshop post processing: This is the final chapter of the course. In this, I'll be showing you the Photoshop edits that we are going to be doing. As you can see, I imported the render that we rendered in very first things first, I'm going to click on this and press Control J, that is going to duplicate the layer. And then I'm going to go to filter and select Camera Raw. You can also go to this by holding down Control Shift and a. Okay, so this is going to open your camera roll of edits. Let me just increases. Okay? Now that this is ready, you can do two things. You can either select it auto, which it automatically add some effects. But I generally do not like the outcome of that. So I'm going to go ahead and manually edit some changes here. So I'm going to increase some exposure. Add some more contrast to the image. Maybe reduce the highlights, increase the shadows, increase the whites, decrease the blacks. So it gives a nice dark and light effect. We can increase the clarity that will add some more detail to our render. You can also increase or decrease the D has, which will reduce the bloom effect on your render. I'm going to add a little bit of that. And we can add a little more saturation. I guess just one is enough. So we can look at the before and after. As you see, it's more brighter and there's more punch to the image. So I'm just going to say I can reduce the temperature so that it's not two-volume lettuce. I guess something like this would be good. Well, as you can see, it makes a huge difference. I'm going to click Okay. And then I'm going to click Control J to duplicate it again. And then I'm going to add an effect called soft light. So this is going to add some bloom on your render. As you can see, it's made it more bright like this, and it's adding a bloom effect. So we do not want 100% effect of this. So we got to change it to somewhere around 20. So this is a nice filter that is added to your render. And then we're going to duplicate the layer below again and move it up because this one is a soft light layer. So we want to duplicate our actual camera raw filter layer. Once we do that, then we are going to go to Filter again and go to other select high-pass. So as you can see, it changes the image into something totally different. But what we want to focus on is How nice and sharp edges or if you're increases, you're going to see that her dad's more sharpness to the edges of this. So I generally leave it around 4.8, somewhere between that. So I'm going to maybe do five. I guess this looks good for me. And then I'm going to select the thing called overlay. So this is going to add a more realistic photo graphic effect on it. And the same thing, we're not going to be using 100% of the effect. We're just going to do something around 20. So it makes it more realistic and add some noise to the render. So I guess this looks good. You can go out and you can do more things like add a light gray glare. I can show that to you as well. Let me just find a glare. I guess I can use this. So this is my glare and I generally use this for God is headlights and stuff, but I can show it to you using it as a sunlight glare also. Then we are going to select Screen. And once that is done, we are going to drag this rotated, give it a certain angle. And we can increase the size and you can add it somewhere here. Since the sunlight is from the other side, I'm going to flip it horizontally like this. So generally, you would prefer something like a more wider and stronger glare because the sun's glare is never so sharp. But just for an example, I'm using this right now. So as I've no, I guess this gives you the idea of how to use glare. All you have to do is I'd uglier image and then change it to screen. And you can also reduce or decrease the opacity based on how strong your one-day effect to be. There you have it guys. This is your final render. I hope that this helped you out in some or the other way. And I would like you guys to make this render follow, follow it along. I hope you guys followed it along through the course. And I want you guys to submit your renders into the project's panel below. And I will give you guys feedback on how you can improve or how well of a job you did on your render. I'm sure that device must have data. Very good job if you followed everything along with me in the course. And until then, I hope you guys found it really helpful and be with me for my future classes as well.