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.