Vray For SketchUp - Create Realistic Product Visuals - Studio lighting Setup, Product Renders, 3D | Designer Jake ⭐ | Skillshare

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Vray For SketchUp - Create Realistic Product Visuals - Studio lighting Setup, Product Renders, 3D

teacher avatar Designer Jake ⭐, Sharing my design knowledge!

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to This Class

      1:21

    • 2.

      Creating infinite wall

      2:40

    • 3.

      Creating a light Sphere

      2:03

    • 4.

      Existing Lighting, Turning off the Lights

      2:17

    • 5.

      Understanding the Dome Light

      3:02

    • 6.

      Chaos Cosmos HDRI

      4:43

    • 7.

      Importing and Render Settings

      1:40

    • 8.

      Render results from dome Light

      2:26

    • 9.

      Creating first Panel Light

      2:32

    • 10.

      Principles of studio lighting

      1:52

    • 11.

      Adding Rectangle Lights

      3:58

    • 12.

      Create rear Fill Light

      1:36

    • 13.

      Lighting Adjustments

      3:12

    • 14.

      Stylised renders, photo inspiration

      1:46

    • 15.

      Depth of Field for dynamic renders

      5:19

    • 16.

      Render examples

      3:38

    • 17.

      Class Conclusion!

      1:09

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About This Class

In this class I will show you how to create your very own product visuals within Vray for Sketchup

I will show you how you can Create product renders within Vray and hopefully increase your understanding of Vray for SketchUp

I will walk you through the steps taken to set up studio lighting in order to get Professional Product Renders 

By the end of the lesson you should have a Collection of high quality realistic renders and have a better understanding of the Vray settings and elements. 

The class consists of the following;

  • Creating an infinity wall as a backdrop 
  • Learn about how existing Vray lighting works 
  • Set up a dome light
  • Apply HDRIs
  • Create fast renders with Render Interactive 
  • Learn about how we should light products 
  • Create our own studio Lighting using Rectangle Lights
  • Adjust Vray render settings to create the best shots possible

Please let me know how you got on in the Class and don't forget to leave a review it would really help me out.

Check out my other lessons below!

Music: https://www.davidcuttermusic.com / @dcuttermusic

Meet Your Teacher

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Designer Jake ⭐

Sharing my design knowledge!

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Level: Intermediate

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Transcripts

1. Introduction to This Class: Hey guys, Welcome to today's Skillshare class. Today I'm gonna be showing you how we can produce product renders using V reigns sketch up. And we're going to create some really nice imagery in this class. 2. Creating infinite wall: Okay, So welcome to the desktop. The first thing we're gonna do is we're going to open a new file and sketch up. And we're gonna go through the easier method first or creating a dime light and to create our studio lighting environment. And then from there we'll go to the more advanced lighting, where we actually create our own physical lights and we can manipulate and move it around to get the best lighting for our products and our renders. The first thing we're gonna do is open up a blank model. Now this is a matter of wall. Sketch, a version you're using. I also work in millimeters. So if you want to follow along and work in millimeters as well, That's a good starting point. So the first thing I'm gonna do is actually create our background for our studio renders. Now, studios normally have, somebody could have an infinity, which is basically a wall that has a curved edge to it. That has no, It's got no, basically 90 degree out. It's just a nice smooth curves. So we're just gonna recreate that in SketchUp. Let's do that. I'm just gonna grab my rectangle tool. And you actually wanna make this longer than you think. Normally people just draw a rectangle about this size. But when you're doing a renders, you'll see that you'll get that. You'll see in the background so you wanna make sure it's quite a long rectangle. So mine is going to be about there's about 50 meters roughly wide. And then what we're gonna do first is just which put up doesn't really matter how high is. As long as you, you know, your product is going to sit within that height, should be fine. Then what I'll do is I'll just offset mine. Who run by its offset this face ever so slightly. And then I'm going to grab my character. Now, just in the bottom right-hand corner. You're going to get sides is 12 by default, I'm going to put out to a 100. So we get like a nice smooth transition and not like a angular 12-sided transition. And I've got to go to the midpoint in this than I wanted it to be tangent to the edge. So when it changes color to purple, that's where I want it to be. And then if I just continue these lines to the top edge on either side of that up. And then I can erase these. And then just push, pull this. Again. I'm, that's, that's pretty much it. That is our infinity. Well, now you can adjust this report if it's too big or whatever you can. You know, we do this, we draw this. It's very quick to do and you saw how I did it. So yeah, you can always adjust it there. That's initially how we create our affinity wall for our studio setup. 3. Creating a light Sphere: Okay, so the next thing I wanna do is actually create a sphere. And this sphere will help us with our lighting and help us assess what we want to change and how we want to adapt to new import that the crate, a pretty quick sphere. What I'm gonna do is just draw a circle on the face. And then from that circle, or go from the center and go on the blue axis. So it doesn't really matter how high to go to Other. And then from here, I'm just going to draw a rectangle. So basically we'd like creating a little flag. It's actually, so we can go about that. And then I'm just going to create another curve. Now it doesn't matter how how many sides It's got weeds want to make sure it's a smooth circle. So yeah, I've still got a 100 that you can do less or more depending what you want. And I'm gonna make sure as a half circle. So on, you can see on the screen is come up with a little note saying that this is now half circle. So I'll just click that. And then what I'm gonna do, just arrays, these are the edges. And then I'm just going to double-click on my bottom circle. Use the following me tool and then click on his face and we get a sphere. I can use arrays, these other objects. And then I'll select that all and group that. And now that is our sphere. Now we want to open be rare. And we're just going to basically apply a mirror finish to this sphere. But to do that, I'm going to come into materials and I'm going to go to metal. And basically we just want to probably just do just a polished metal release or element in Polish would be fine. So if I right-click that apply to selection. And now we have this sphere in our model. And that's going to help us adjust our lighting moving forward, especially with all the reflections I will be giving off. We'll be able to actually see our lighting in a much clear away. 4. Existing Lighting, Turning off the Lights: And now we have these elements in place. What I'm going to do is just open my interactive render teapot with the like I guess, finger on and clicking on it. And that's going to basically allow us to adjust our environment with the live view so we'll be able to see what it looks like as we make changes. So I've opened up the live preview and you can see that I can move around my scene and I can see the current state of the lighting in the moment. And if we zoom in on our model. So it's a bit tricky when you get one monitor. So if you've actually got two monitors and it's really helpful to the honors on a separate monitor. But because I'm recording, I am using that one as per my recording software. But you can see the environment that we've got in. It's in it's chrome sphere. It kinda helps us get an idea of the surroundings that we have at the moment. So that's going to be useful. So yeah, this is the kind of standard sunlight that you get will be way. So any SketchUp model where you open up, you'll be where you will see that we have this kind of standard sun. Now it's fine for quick renders and obviously, you can adjust it to make it more realistic. Depending on the scene that you're creating circuits and anterior, you can adjust it with this lighting. But for now what we're actually gonna do is we're going to basically just turn off all of our lights, make sure that there's no light being emitted. And then from there we'll start building up the environment from scratch. So to do that, the first thing we wanna do is open up. I'll be revenue again. So within our menu, we go to our light area. It's just hide this because we don't need this at the moment. And what I can do is I can just click this button here, and it will basically just turn a class online. We've turned off the sunlight biopsy. You can still see, we've still got lights and that's actually coming from our environment essentially. So this kind of blurry background image is actually emitting light into our scene. So in order to turn that off, we are going to have to go into our settings and within our Settings tab code environment. And we have this second cool background and this checkmark. And what we wanna do is uncheck that. And you'll see now our scene is completely black and this is our base point. We're adding lighting. 5. Understanding the Dome Light: So now our lighting to love what we were gonna do is add a germline. Now in order to find the dome light, if you go to Extensions V, where you can come down to be very light and just click on Download and that will produce a dynamite. Or if you've got it in your kind of tuba soccer mine up here being shown in the toolbar. And I can just click on this icon here, which is my timeline. So I'll click on that and then just click on the ground anywhere. It doesn't matter where you put it. It's matching, visible to anybody you a renders. So our Dima is basically projecting the HDR. So that background that we turned off before or don't like, will now be replacing that. And if we go into your settings, will be able to see or down lights on the lighting tab. And then we can open up this window. And I will expand on our timeline. And you'll see kind of what we got being projected into our sky. So at the moment or don't mine is protecting HD I. And that is essentially a texture that is being, like I said, emitted like a dome and that is kind of a wall or ceiling to our model. So the stock dome light has a pretty good HD, HDRI. And we can see that here. And we can actually adjust the settings on it so we can turn it down, we can increase it, we can actually increase intensity here. And we can change the units as well. We can change it from a hemisphere to a sphere, but then I really need to do that. And if we take the US transform tool, what that means is when we actually rotate down lines, it will actually rotate the light itself. So we want to actually tick that because that's actually useful. I'm adjusting the light to effect and make it correct for your model. So if I now run the interactive renderer again, we can see the R don't lie is now taken effect. We have kind of a shadow. And let me just move my things. Whereas having zoom in a bit, you can see the shutter that we're kind of projecting in the moment. And what's nice about the dome lights having transform this arrow here. Who would be the other way? This arrow here basically tells you where the sun is coming from. So that's a good tip actually to remember. So when we rotate that we can actually reposition sign. So I'll show you that now quickly. So we've got a dome light here. And if I just rotated this way, you'll see the shadow on our preview has now moved to more, more from wood, which is, which is cool. So I'm actually will adapt now. And you can also see the image that I was talking about, it being projected into our sky. You can see here that we've got that HDRI image. And what we're actually going to do for the quick version is we're going to replace the image with a preset studio lighting using the chaos Cosmos. 6. Chaos Cosmos HDRI: Okay, so now we're going to access the carriers Cosmos. Now, depending on what version of B where you have, you might not be able to get into this. So that's where in the second part of this class will go into the details of how to recreate this around lights. And it's actually probably the best method of doing it because you've got a lot more customization available. But stanza, the chaos cosmos, if you come to this little tab here, click on this. And basically what this is, is a really nice set of assets curated by the guys at V Ray. See you can use them. We've got furniture, accessories, people, cuz whole bunch of 3D models that you can put into your, into your AI models. And then when you render them out, they're going to have really nice textures applied to them already. So it just cuts out any work that you don't really need to do, you can just import some acids are what we're interested in today is this section called HD or eyes. If we click on that, you'll see that we have basically a whole bunch of those images that we can download and then put into our dome light. And we'll get the effects shown on screen. So you can kind of see if you want to sunset, climate, lighting, you can do that. They're basically a whole bunch of different lightings. What we're interested in today is the studio lighting. You can see the ones that I've downloaded already. And you can see the camera fact they're giving on the floor. So for this example, I'm going to download this new one here. I can see it gives kinda like a nice soft shadow and we've got a mix of a slight colored lighting in there as well, but it should give a really nice effect. So I click download here. So the asset successfully downloaded, we get this nitrification down here. So if I now click on this little green button, I will import the USSR into all the red flag should have important. Now, now if we go into, I'll be where Asset Editor you'll see are underneath or our textures, we have this environment, good Studio 7, that was underneath this tab here. And you can see it's an image file. And what the file does is basically it downloads it to this file path. So that is basically where we need to now go retrieve it and place it within our download. So if I go back into my lighting and going into my timeline, and if I click on or Texas law, and we can see where that's kinda currently retrieving this texture prom, but we're going to click on our little boxer. And then we're going to go into our textures. This is the file path way to get to it. So you go to Kelly's cosmos packages HDRI student studio through and see the one I've just downloaded this here. And there's our previous Volga. And this is the actual file that we want to import into our dynamo, like evenness, the Copan. And that has imported that HDRI into our demo. We can close up. We can close this as well. And now we can just run a render and see what it's looking like. I guess I've just opened up my interactive render. And you can now see that that kind of environment has been projected onto our sky. And if we zoom in into our sphere, you will see those lights kinda show up in this sphere a little bit and you can see the shadows working quite nicely. Now see the intensity is probably a bit too low for what we want. So I can just adjust that by coming into AbbVie V. Remedy and back them up online. Now, if lights up the intensity from 0.8, That's pretty put it to say temp. And then we can check back with our, our frame buffer. And you can see that starts a lot better, still pouring out with Brian we want. But you get an idea of what it's going to look like. Now another thing we can do is obscene rotate our deadline. So if I now use the move tool on the down lights, I can rotate it. And now this could be where I find a light looks better or to again change the shadows. So I kind of like as a shadow that dropped Canada. And I think operating in our up the intensity ever so slightly. I think it's still a bit too dark. So I times intensity from ten to 20. Now it's looking more like a studio setup. So I can close that. And we can just zoom in on the sphere to get an idea of what we're working with. And so basically that is a studio lighting setup within the way you can see from the reflection that we've got these lights here. And that's projected onto our model. And it's creating this shadow. Now we can import our product or the product that we want to show you an example. And we can see with the lighting looks like and we can move on from there. 7. Importing and Render Settings: The important one of your existing models, you can just go to File and then click Import and then find your file and then import it in. Or you can just have two separate sketch up windows open and you can actually just copy and paste it within this model. I have, for this example I'm going to do is actually gonna use the chaos cosmos again. And I'm gonna go, and basically it is important to separate products. I'm going to do small scale products. So something like a piece of technology and a larger objects or like a chair or a light. And then we can just compare the fact that the lighting is having on them. And we'll have a few good examples there. So I'll just import it to different items from the chaos cosmos. The first is the famous Eames chair. If you're a designer, you probably seen the lounge chair and the Ottoman while by Charles and aims is a beautiful job. I really want one, but they're pretty expensive. So then also I've just imported this cattle. So this is going to be an example of a smaller product that you might want to render in a studio setting. Now what I'm gonna do now is I'm actually going to go into my B, right, and just change the settings to allow us to do a proper render. So someone was going to change my output at the moment is widescreen. I'm probably gonna put a square. And then initially I'm just gonna do a 1920 by 1920 square. And that's going to be HD. We can get into probably the more technical renders a bit later in this class. So that will be turning on the depth of field and adjusting lens effects there. But for now I'm just going to show you render of the chair in this lighting environment, in the preset lighting environment that we downloaded. And then the cattle in the lighting environment. 8. Render results from dome Light: So here our renders, as you can see, it's actually, we've got a pretty good studio setup and a good affect. The shadows and nice. And the product of solutes good because this is one of the payoffs, cosmos products. So all the materials are going to be on point, which is very important as well. So any products that you are rendering, just make sure you really good materials and you make your 3D model is good you can before you start rendering it, because that basically makes all the difference in terms of realism. And yet it's the overlook or your renders. But I'm pretty happy with this. You know, like in terms of a quick way of setting up studio lighting, this is a very good way to do it. And obviously there was a few different options within the cosmos. So there's a few different studio options, but I'm kinda like this one because it's got the color blue and yellow. And when it comes out pretty good. So I feed the cat one as well. So this is obviously a smaller product. So you can see the effects happening here. You can actually see the reflection of the lounge within the cattle and that kinda lighting behind it. And you can see the top-down lines, which is again in that HDRI that we imported. The shadows, that goods. It does look pretty good. It does look good. But the only thing is, is we have very little manipulation of the lighting itself. So we can see where it's, hey, our dome light. And that's going to change the direction of the shadows. But we can't actually position lights in specific areas, which is something that is very useful. So say on, on this kind of leather chair, you might want a nice highlights on this top edge, and you're not going to be able to do that without adding your own additional lines. Now obviously you could do this by adding a light to this scene. I think it's best to actually build up yourself and build a whole lighting environment yourself. Because then you can create all the effects and all the results that you want to summarize how we use a dome lights to create the studio renders. We now going to build our own studio lighting and we're going to render the same models, but we're going to be able to play with now and we're going to be going to be able to kind of adapt and change the location of the highlights that we get. And I think actually get better results. As, as a result, we're building our own studio. So and we won't that section now. Hopefully this section was helpful and yeah, it's a good quick way to produce our product renders. 9. Creating first Panel Light: Okay, so what we're gonna do here is actually just turn off our timeline. Now, circling here, we can just click on this button. And that will turn off our timeline. Now when we run a render, basically we're gonna go back to that really black screen. So predominantly we are going to be using the rectangle line. So that is this thing up here. Or do you go to Extensions, be re, re, re, lights. You can find the rectangle lived. And what rectangle lie is, is basically it's a panel I, essentially it's a flat panel. The objectives lie outwards and we can adjust the intensity, the color, all sorts of different things like that. And we're going to use that for lighting or products. So it's a crate, a panel light. What I'm going to do is click on the panel. And then basically we just draw a rectangle. And we didn't have to be that big. But depending on what model you're rendering will depend how big you want your timeline. Some probably going to make them in. I'm just gonna do it by and I'm going to try and keep them square. Well, that's probably a good size. And what's good about this panel lights is the arrow is where the light is actually showing. So when we move them about, you will know that the light will be coming out over a certain direction. So with our first one, what we're gonna do is actually we're going to turn upside down. And we're going to put it directly above Archer. So I'm going to position it roughly in the middle. It doesn't have to be perfect. And laba. And then if I move this up, like so, we're just going to have this above arch, probably about this high. And what else you can do. I'm just going to hide our catalog for the moment. I'm going to hide the dome light. We're not using it. We can keep the, keep the sphere there because it's not been aware of the moment. So now what we're gonna do is I'm going to open the interactive renderer. So with the interactive render open, you can see that we have a pamela projector light down onto our chair. And the first thing I'm going to do is actually increase the intensity of that panel life. Now to do this, we go into our license tab as usual, and we will see that we have a rectangle right here. At the moment we've got the intensity 30 and I'm just going to up that to probably yeah, probably about a 100 for now. We're actually going to build up our lighting using basically the principles of studio lighting, which I'll show you now. 10. Principles of studio lighting: So we just put our paths panel lie in bij common sharing the principles or studio lighting and how we are going to lie arsine, if you just type in production studio lighting setup or lighting setup for photography within Google, you're going to basically get some images that look like this. And this is kinda outline how we want to set up our shot. So essentially we are going to be building this studio or something similar to this within our SketchUp model, the lights will create the same results, say in a real life scenario. So we're basically aimed at real App Studio in our 3D model. Now there's some good examples of this and there's loads of different ways you can lie as seeing. Here is an example of probably an interview saying, so there's going to be lighting on the background. I'm sure they'll be lighting on the target as well. Another example here, it's kind of more products lighting setup. Again, as there's plenty of different ways you can think, what I tend to do is I aim to have a light source above the products and then two light sources either side. And those ones you can then play with and adjust so we can bring them closer. We can move them to, like I was saying earlier, catch different highlights. And then yeah, sometimes you want to actually light the background itself so that all they'll be like a separate field light with building it in the sketch up, we have complete versatility, meaning that we can adapt it to how we want, essentially which is great for any product when this or anything like that. Now you can just follow along with the techniques I use and the lighting setup I use to create the same results that I'll get that by the end of this class. That's just a little understanding of how we're lighting this and why we're lighting you're like this is because we're trying to create that studio environment where professional photographers would take a product photos or chair photos. Any professional photography is normally done in a well-lit studio and the lights are very important. 11. Adding Rectangle Lights: Okay, so now we have the understanding of how studio lighting will work. We can begin adding more lights into our sketch, our model. Now initially what I'm gonna do, I'm basically just going to copy over our existing panel light. So sorry, rectangle lines, the existing Mac rectangle like we already produced. I'm basically just going to copy that over. And to do that I'm going to use my move tool, press Control on my keyboard, and then I can put it anywhere for now, I'm probably going to put it just in front of here. Now we want to basically light our subjects with two separate panel lights. Like in the imagery we just saw. We're going to do that essentially with our model runaway and see what it looks like and then adjust accordingly. So for this first rectangle light, I want to basically just make it face Archer. So I'm going to show the directions right away round. And it can be a bit fiddly moving these lights when there's no canula geometry to snap to. Because of that we got known geometry around us. We just got the wall. And as such, it can be quite tricky. So I recommend using the Move tool to rotate and orbits so you can position the lights correctly. That's kind of, you know, it's kind of front on, which is good operating this way a little bit. And then what we're gonna do is just tilt it down towards archea. That so now that's pointing out archer, which is good. And now I'm going to basically recreate this on the other side of watcher. And this is going to come to light the side profile of the chair. And this will highlight all the details on the side of the chair which we want to obviously show off in our renders. The person I'm printing the strain and backup and an alternate to face our chair. So that's a pretty good position. I run a render and then we can see what it's looking like. So the render just finished and you can see up rectangle lights in place. We've got a happy with the position at the moment. These can also be adjusted pretty easily. But one thing I'm going to do is just increase the brightness. Now to do that, all I need to do is come into the light tabs. And because we've only got basically one rectangle like that just been copied to other times. All the properties and attributes that you change within this rectangle, light will affect move our lights at the same time. But remember we've got our power at a 100. So I'm basically just going to double-tap the 200. And then I'll run another render. Obviously you can be used in the interactive render. Watch you do this now are actually definitely recommend this, but it seems the baby buggy when I run my recording software and run the interactive window. So I want another rendering, show you the changes. And before run the render, I'm actually going to move this one in a little bit closer. I think it could be probably a pretty about this position. And then also what I'm going do, it just made my camera in there. You get kind of more of a realistic shot because you're quite zoomed out back then. Okay, so as you can see, we're getting some really nice shadows. So that's sort of see these two lights hitting our objects at different angles and different positions. We get this really soft shadows which I think are really cool. We've always got the down line which is creating some of these highlights up here. And within the leather, obviously we still went on quite low quality. So you get up the quality and you'd see more details if you wanted to do that. Now the only problem here is that we don't have this kind of fill light is filling up our background. But the moment we've got this kind of dark foreground and sorry, light foreground and kinda dark background. And it does look quite cool. I mean, this can be a choice that you make if you want to create some kind of moving the windows, you know, some kind of silhouette in renders. But I'm going to show you how we can light up that back area next. 12. Create rear Fill Light: So in order to light this area, what we're gonna do is basically create a new rectangle lights. Now we're not going to copy one of these because we want to give it its own attributes, might need to be brighter than any of these lights. And we're gonna grab the Rectangle, like to, I'm just going to draw it. Doesn't really matter where I put it here for now. And then what I'm gonna do is I'm just gonna put up basically on top of this top analytes. And I'll bring it up above it. We like to there. And then I'm going to flip it 90 degrees, bring it forward to shoot it down a little bit. So that means the line is going to be projecting onto this area. Now if I open up BY again, you'll see we have this new rectangle right here. These are our existing 31, so there are 200 power. And this one is probably gonna wanna be way more powerful than these two. So I'm probably gonna put up two, 66 100 initially, not 6,600. And then I'll run a render. We'll see what the results are. Okay, so that renders just finish and you can see we've got our background is now fully, fully filled up of line. So it looks pretty good. It looks like a more professional photography image. We have no seams, so we've got that infinity background because there's no seams in the background as well, which goes on forever, which is really nice. So I'm pretty happy with that. What we can do next is actually just tweak or lighten and make it even better. And we'll do that next. 13. Lighting Adjustments: So when it comes to tweaking your lighting, this is now going to be calling it down to personal preference on how you want to light your product. If your product has a lot of really cool edges and really interesting aspects that you want to highlight. You can actually manipulate the lighting to kind of Vienna give more a reflection on so an edges and certain materials and qualities of your, your product or your model. Now obviously this is an Eames chair. So this is an iconic chair. But I think I kinda wanna, I said I wanted to kind of add a highlight, probably more to this front edge. So I'm probably basically you can move this even closer to my model. But she put it exactly where I want to initially. And I can just ease it back a bit. And then I'll just lift up to about there are probably like about there. Now you can see in this render that I've just run, all my lights are visible and that's fine if you're close. But there might be times where some of your light might be clipping and your camera frame of you. And we can actually make all of these lights invisible to the re-renders. In order to do that, if you go to the menu and if you go into the settings of the light. So we're looking at this rectangle lie at the moment. If you go to the Options and if you just take invisible, that will then make that light invisible to your renders. You can see from this little preview here, it actually disappears. So you're still gonna get the light emitted. It just, it will no longer show this kinda black rectangle or the white rectangle. You just have the light emitting. So that's a very useful little tip. If you're kind of panel lights are getting in the way of your renders. Now I move that closer. You can't really tell convert, student or low quality went up kind of attachment where I wanted a bit more of a highlight on this front edge. So I'm probably gonna do a little bit more adjusting. So I definitely recommend adjusting your lighting. We running vendors are using the interactive render and basically just try make your product looks as good as possible. That's the goal for renders. You want to make them look good and exciting. So make sure you're lighting is on point. I'm going to have a bit more replay and then our render another one up and I'll show you the results. So I've adjusted my lighting. And with this render, I'm going to make sure my settings on high now. And also I'm just going to increase the size of it to 1920. That's going to be 1920 by 1920 square. You can obviously pick whatever ratio you want. Some can use that now for this render and we'll see the results. Surely the renders just finished, and we're at this high resolution now, so you get a lot more detail within the render itself. It looks really good. I think the lightings good. And we've created a really nice studio environment with correct lighting, and I'm happy with them. The next a part of this class is going to be talking about how we can actually create stylized when this now when you run the basic goal to think of yourself like a photographer, and I'll go a few different tips and a few different settings. Actually, we can change in all the way to make our renders look like they're more like photos and not so much a flat render. So I'll be walking through that next. And we're going to produce some really cool imagery. 14. Stylised renders, photo inspiration: I just want to show you like kind of how you want to be looking at your products that you're rendering. Now in photo shoots is not always the case that the actual full chair is the only thing that people take photos of. So this is kinda like a nice studio environment and you can see they're kind of got this light infinity will behind them. There's no seams in this imagery here. Same for this, this kind of thing. Like you can see, this is like a seamless background. So this is a studio photo essentially, but often times photographers will focus on details of a specific product. So I'd like you to bear that in mind when you are cranial vendors. It's not always about getting the full products in the shop. Yes, you should definitely have one of those in your renders to show off your product, but also some shots highlights in the details really make a difference. So I recommend checkout Pinterest for inspiration, for ways you can stylize your, your Wendy's. Also, I recommend checking out websites. So here's a good example of a similar chair to the one that I'm working with at the moment. So here is your standard studio shot. So we've got a white background in a simple shadows, pretty simple ready for website. You also got an in Situ shot. So this is something that you could also produce by creating a room and actually putting your product in place, which I also recommend you do. Kinda got the detailed shots now these are going to basically highlight some of the details within the product. And so here we've got a nice example of showing off the stitching and the quality of the letter with some of the Florida. Also, we have different views, which is very important. That's basically what we're gonna do next. I'm going to show you how we can adjust our camera and create some cool views on crates and dynamic windows that are more exciting than just simple renders like, like this. 15. Depth of Field for dynamic renders: The first thing I'm going to do is actually just turn on depth of field within my camera settings. So if you go into camera under the main menu within Bua and then turn on depth of field. And this is going to basically create a blurred effect as something that's out of focus, which is basically how a real camera operates. So I always recommend you have this on. And what we do is we can basically, you can either basically keep a fixed distance, which I recommend. You don't need to mess around with these other two options. And what I do is I tend to do is click on this peak point and say if I want to highlight a sorry, focus on certain area, I'll click Pick point and then click on the area. And that has changed my focal distance. Now the defocus I kinda wanna about, it depends on what you're going for. If you're going to promote full shot in a 300 should be fine. If you want to create like a really kinda Artie Shaw, we can increase that. So you have advisers. Another tip on our show you how that works in a second. But just from a random with our defocus on and our depth of field on. So my defocus is at 38 5. Not massive. You could probably cranky a little bit higher. But you can see that we've focused on this kind of Ottoman area. This lever here and kind of chair is more out-of-focus, which is basically an example of how a camera would take a photo. You are gonna get things that are out of focus. Although it might look a bit wrong in your render, It's actually more realistic to the human ions. So when a human sees it, they kind of think, oh yeah, there it is. It is looks more real essentially because it is how photos are taken. That's a little quick tip here. I'm not going to show you how you can set up a more stylized render. So something more to do with the details. They said We came over to the arm. I care. And said we want to get captured some of this detail in the leather on the arm and then kinda the wood grain going into. So for this, I might set my camera about there. Again, try and do some references from any imagery that you've looked at and you can get some really good ideas from places like ikea anywhere that sells furniture. So again, I'm going to use my depth of field. So I'm going to click on my pick point, which is the one hand. And basically want to probably really going to try and focus on this piece of leather here. And what I might do is because I'm quite close to my shots, I'm going to just increase my third little bit more. This might be a bit too blurry, but I'll show you the difference it makes and we'll see what it looks like in a second. But when it's just finished, you can see we've got the focus on the arm and we've got this nice defocus, these areas that are closer to the camera and further away from the camera. Another thing we can do is we can actually adjust this within the setting. So if we think that this is a bit underexposed, which I do, I think it's such a it's a little bit brighter. We go to our Layers side is open that by clicking on this little, this little dotted area on the right of the render window. By add a layer and add an exposure layer, you can actually just tweak the exposure on the image as I'm putting in our increase a little bit. And among, turn the highlight burn down ever so slightly. Contrast up a tiny bit like that. And we also have lens effects here. So I have gone over this in other classes. In my other classes, I recommend you just turn it on. They do add something, especially with lighting. So if you didn't anything would not really bright highlights the Allied paying off, whether it be in interiors or some outdoor settings. This is really cool because it gets at kind of like Lens glare effect happening. So we're not going to see much effect on this one because it's nothing too bright. In short, we might get a little bit of Loom here, but not too much. And also the de-noised, it's unavailable at the moment because we didn't turn on and renders by recommend you turn that on as well because that will basically get rid of some of the noise and grain within your imagery. And to do that, you basically have to come into your Viera, go into your settings. And then all we need to do is turn on our outputs. I'm going to render bit, whereas the de-noise or just turn it on. Then once you do a render, the de-noise will automatically be applied and you'll see the difference even uglier on and off from the frame buffer window by them and I didn't have a tumble and so it's not gonna not gonna take a fracture. Now I can be saved that by clicking the save like that. And we'll save that render. But this gives you an idea of how you can use the depth of field to create some more artistic shots. Remember to look back at references, whether it be from ikea or any other upsides to get ideas. Because sometimes either quite tricky to figure out and tricky to understand what would look good and professional, badly already done at every Dunleavy years when I take photos or products. So the next thing I'm going to show you is again, it's more kind of stylized renders our show you another example of where I've actually changed the background and it's, it's a different chair, but you get an idea of how you can play with this to make your product stand out. 16. Render examples: So this is the model that as an example of kind of a more stylized when I saw image online with these kind of two platforms with chairs. And I thought really cool. So I've kind of replicated that in my own way. And I also change the background color. Now, a good way to do this is if you go into your B ray and if you come to the tab called blue paint and wallpaper. And basically there's a blue paint cooled will paint fine grain I1. If you just add that to your scene and then paint your wall with that color, and then paint whatever items you want to make that column. So that means you're basically, he's got a white men. If you open up again and then open up the right-hand tap to edit the color. You can basically just pick any color you want. So I was going to this kind of sage green color. Are trying to find it again. I mean, it was kind of a, a light green, something like that. And I'll just click X. And now when I render that out, I'm going to have this kind of green background, which is really cool. So I'll show you this render in a second and you'll see kinda what it looks like and an idea of a different kind of style of RAM that you could do. This is that render. It's a pretty simple Windows kind of stylized. And this is using actually the dome light. So the first method is using the down lines, which would be nice to have some more adjustability. And that's why we built this the second way, creating our own studio examples. This is another example of the Eames chair. So we've got a close-up render or the wood grain I think looks really nice. This is more a side profile shot. And to create with this one, I also changed the field of view of the camera and within your settings on, on your sketch up. If you go into a camera and then fill the view. And then at the moment, the default is around 52, sometimes it's 55. And if you kinda drag it and make it more like more of a flat angle. So I'll normalize 20 degrees. You get like a really cool effect. It's hard to explain really. It just means there's less fish Ins to your renders and you get a much flatter image. So that's another way to stylize your visuals as well. So that was the other visual of the Eames chair. This is the one that we just did with the kind of zoomed in. So that third here, I was actually a lot of quality, so it's not quite as big. We got stuck detail on the arm there, which is cool. And then just an example of a small electronic products, something like a castle and kind of idea of how you could stylized those renders. So we haven't floating off the ground. You can see the kind of bloom effect which is coming from the lens effects tab in the frame buffer, and then a simple chair, the work simple studio lighting. So that's kind of a roundup of the different ways you can render out your products. Hopefully that's helped you and giving you some ideas of what to do. I do think using references to give you ideas is very important because you want to be able to render your products in interesting ways and not be too boring and static about it. You wouldn't get some exciting renders and exciting visuals subsidy the ways, two different ways in which you can create a studio environment. One was using art bone light, and one was creating our own studio. Both have their pros and cons books. Hopefully this helped you. I'm now going to throw back to me in the real world. I hope you enjoyed this class and I'll see you in the next one. 17. Class Conclusion!: Congratulations, You made it to the end of the class. Now I really hope that was helpful and useful to you. And you manage to produce some really cool visuals and grasp really good understanding of how we create product renders using SketchUp and Bua. Now if with your imagery, if you could upload it into the discussion section of this video, that would be really cool. I'd really like to see what you produced and also give inspiration to other people. So if you do that, also, if you'd like to leave a review, that would also really helped me out. And I really appreciate any feedback you might have. I have a bunch of other classes on interior design, more advanced VRA lessons, garden design, bath and dishonor law, whole bunch of lessons on my page. So check that out if you'd like, and if you give me a follow, you can start to date with any new class is that I'll be posting. So thank you for your time and thank you for taking this class. I hope you enjoyed it. Hopefully it was useful to you and you learn some new skills and tricks using v where u and sketch up. I'll see you in the next class and have a good one wherever you are.