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Hello, welcome to this next iMesh masterclass video.
This is gonna be another interior visualization tutorial
where we're gonna cover everything from the very beginning
from an architect's floor plan
all the way up to a finished render.
Just like the last two videos we've done
for the last two years,
this one's gonna go over all the topics that you need.
But in this one, I'm trying to go for a certain aesthetic
which I keep seeing on a lot of portfolio websites
for architectural visualization.
And this aesthetic is a very soft lighting
with a certain focal length and certain colors.
This could be a very modern piece,
but hopefully if you can follow this tutorial
all the way along,
you're gonna have a very wow factor image
which you can for sure add to your portfolio
and hopefully gain some clients in the end.
Now, as you can imagine, this tutorial is quite long
but quite short for what I'm trying to achieve.
I'm gonna go from an architect's floor plan
all the way up to a final portfolio piece.
So there's a lot to cover in a short amount of time.
And in every single video,
I always get so many commenting
that there's a better way to do something
or there's a more efficient way of doing something.
And if that's what you prefer, then go for it.
I'm gonna presume that you have some sort of understanding
on how Blender works.
So if you find a better way of doing something,
then please go for it.
My specific topics which I wanna cover in this tutorial
is gonna be more covering how to get to a certain aesthetic,
the type of lighting which I'm trying to go for
and the coloring and generally to try to make it look
like these images which I keep seeing online.
All the tiny details in between which I might have missed
or briefly gone over it in a slightly different way.
If you think there's a better way to do it, go for it, please.
But I'm sure that you're gonna learn a lot of interesting
things and some really good techniques
on things to look out for when trying to achieve
such a final interesting portfolio piece.
Now halfway through this video,
I will start populating the scene with 3D models.
And as we are a 3D model website,
we will be using iMesh assets.
We do have a lot of free iMesh assets on our website.
So do check that out.
But if you find other free resources online,
then please go for it.
But we will be using iMesh assets to complete this scene.
If you do wanna follow along exactly,
then please do check our iMesh.
At the time of making this video,
it is actually Black Friday.
So we have quite a good offering at the moment.
But if this isn't Black Friday,
I'm sure we're gonna do some sort of deal in our description
for people who are discovering us through this video
so that you can follow along exactly.
But one thing I keep seeing every single week,
even though I've been saying this for the last three years,
if you're using 3D models for architectural visualization,
that is not cheating.
And I wish that I don't need to keep saying that.
I keep using the same example.
So imagine that you are a photographer
and you have been asked by a client to photograph a living room.
They're not expecting you to come and photograph
the living room and also model,
also build all of the furniture yourself.
Who in their right mind would ask a photographer
to also build all of the sofas, beds, tables, you know,
they'll be there for years
before they can actually get the photograph.
And that is the same concept with architectural visualization.
You are visualizing the scene
to try to make the scene look as aesthetically pleasing
as possible.
You need to choose all the right furniture,
all the right coloring, the right composition,
the right lighting.
It's not about modeling the furniture.
And I just wish that I just don't need to keep saying this
every single video.
Every single time I keep seeing comments
on all of these various Facebook groups,
Blender groups on somebody's architectural visualization piece
and someone comments to say,
did you model this furniture?
And they respond, no.
And then somebody says, oh, well, you're just cheating then.
It's just, I just cannot, I just cannot.
By using pre-made assets,
you're going to be able to complete your work
a lot more efficiently
and your clients are going to be much more happy.
If you were to model your furniture yourself,
there's a chance desire that you're not going to be very good
at modeling your furniture anyway.
So your clients are just going to see bad models.
If you are a 3D visualizer,
then please use pre-made assets.
The benefit of iMesh is that you'll get instant access
to 1,500 assets at the time of making this video.
So you'll have an instant library
that you can pick and choose from
and find something that should work for most clients.
Okay, so there are six topics
that I want to talk about in this video.
There's going to be finding mood boards
and finding the right colors,
importing the floor plan and making a usable room,
adding the key furniture items and materials
and trying to find the camera positions
and some basic lighting.
Then going to the smaller details,
the smaller, finer lighting and the finer details,
including materials and fine colorings.
Before going to completing the render,
going over some render settings
and then post-production and some tweaks.
Now, throughout this video,
also I have to apologize,
I'm using a mechanical keyboard,
which is very, very loud.
So please ignore that.
I'll try to get a quieter keyboard next time.
Right, I think that is enough of an intro.
I think we should just get stuck into it.
If you know how to do certain things
and please skip to those parts,
I'm going to try to remember to add those chapters.
But otherwise, good luck with this tutorial
and I'm sure you're going to end up
with an absolutely beautiful piece.
Please comment on the video if you're unsure on something
and I'm going to try to respond to every person,
every single peoples and yeah, good luck.
Okay, so let's talk about mood boards.
For everybody who is just starting out especially,
you can't possibly know all of the styles,
all of the furniture and all of the details
that you could possibly want in a visualization.
There's no possible way that you can just have
an understanding of this before you've even started.
Even professionals, they will use mood boards
every single time so that they can get an idea of the feel
and the look that they want to go for in their finished piece.
That's across the whole creative, all the creative fields.
And architectural visualization is no different.
So that's what I've done here.
I've put together a mood board of the type of images
which I want to go for to give me some ideas
of the type of lighting, the type of feel
and everything like that that I want to go for.
Hopefully I've already shown you the final image
and if so, you'll be able to see by looking at this
that it should look quite similar to this,
quite a similar aesthetic.
In general, the lighting is gonna be very dynamic
with strong shadows, strong blacks
and also lots of highlights.
The lighting is not necessarily 100% natural
but it still doesn't look unrealistic.
It's almost like a photographer is coming to the scene
and place a very specific lighting into certain areas
to give a certain look that they're going for.
And that's exactly what I'm gonna be doing
this tutorial as well.
Also, the focal length on a lot of these images
are gonna be quite high.
They're gonna be using a focal length
of probably around 60 to 80 millimeters
so that it removes a lot of the perspective.
So the images are gonna look quite flat
but to me that is the aesthetic which I'm trying to go for.
And there are various images here
which definitely follow that kind of vibe
and that's what I really like in these renders.
There's also certain renders like this one
which uses glass and the use of curtains
which I really, really like.
And so there's certain details throughout these mood boards
which I'm gonna pick up and try to use
in my renders as well.
Of course, the idea of mood boards is not to copy exactly
but just to get some inspiration and some ideas.
Here is another one here which uses also some glass
which gave me the idea of using more darker glass
which is what I'll be using in the tutorial.
And we can also see when we're looking at these visualizations
here in these renders that a lot of the images
are very monotone.
There's very simple coloring going on here
and usually just a few colors, for example,
this one's gonna be mostly black and gray
with a bit of green.
A lot of the other ones are gonna be maybe beige
with some black areas.
And that's the kind of look
that I'm gonna go for as well.
Of course, if you want to bring in more colors
then please do that.
But this is the specific type of vibe
that I'm trying to go for.
Now, after looking at these visualizations,
I also saw the idea of doing a studio.
One of these renders came up
and I thought that's actually a really good idea
for the whole tutorial as a whole.
So I tried to split it up into three renders.
So I'll be doing a living room, a kitchen and a bedroom
as a full studio kind of piece.
And I thought that would be quite fun to achieve as well.
Now, in the previous renders,
I did actually use a mood board program on the computer.
But just for this one, I've literally just used Pinterest
because I think Pinterest is just very good
at suggesting other images.
If you want to download these images to your own computer
so you have a direct reference, then please do that.
Okay, so I think that's enough from this side of things.
I think that you get the idea that I'm going for.
So let's move on to the next step.
So for this tutorial,
we will be working with a rough floor plan
I've put together.
Now, I'm not an architect,
so I'm sorry if these plans are not up to standard,
but they should give you a good idea of what to expect.
If you're working for a construction company,
architecture company or professional interior designers,
there's a good chance
that they will have professional CAD plans available.
If they do not, please request this
and they will try to get hold of them
and send them to you in a DXF format.
If they only have a DWG format,
then you can use an online converter.
And sometimes they will offer you the 3D model itself,
but these are notoriously difficult to work with
because they'll be made in CAD software.
So don't offer them a reduced price
just because they've given you a 3D model
because you're going to need to rework it anyway,
but they can be a good point of reference
to understand how the building is going to go together.
If there are no CAD plans available,
then you're going to need to go on site
and measure these rooms yourself.
Just be sure to measure more areas than you think.
Take photographic references with a tape measure
and that will help you later
if you forget to measure something.
Also be sure to charge them for this time.
Often CAD plans are filled with a ton of information
such as electronics, to water outlets, to furniture.
You'll want to go into the CAD software
and remove these layers and hide them
before importing them into Blender.
Now I understand that not everybody has CAD software,
so you're going to need to import the file into Blender.
To do that, you're going to need to make sure
you go to preferences and go to here and type in DXF.
Make sure these are both enabled
and then convert your file to a DXF format.
Then go to file import and select that file.
Now as you'll see, it's going to import a ton of information
and generally it's going to be really far away
from the origin point, but we can go into here.
And the idea is that you're going to need to sift
through the information and just try to clean up
a little bit inside of Blender.
As you can see, also a ton of stuff is also parented.
So you're just going to want to go through here
and find the most important pieces.
I think this piece is probably one of the most important parts.
I also want to select some of these architectural pieces
and just try to get most of these in.
And then once that's done,
you can then join everything together
and then probably delete everything else.
So now we have some easier, cleaner plans to work with.
You'll also want to make sure
that this is to the correct scale.
So in the original CAD plans, there should be an area
which tells you how long a wall should be.
And then if you go into these plans, this is a curve,
but if we go to F3 and type in convert to mesh,
then we can go over to here and make sure
that we go in edit mode, select here and select edge length.
Now if we select an edge,
it should tell us how long that edge is.
So now we can see that this wall is 6.37 meters.
So we can compare that against the plans
and check that if that is correct.
Now some of these plans might be made in inches,
some of them might be made into centimeters.
Sometimes it's a factor of 10 out.
And if that's the case, you just want to select everything
and just do S.1.
But the idea is that you want to scale the plans
to the correct size so that when you're working with it
later on, it's all going to work correctly.
Right. And as mentioned,
I have put together a little floor plan.
It's not going to be architecturally fully correct,
but it should give us all the information
that we need to make this tutorial.
If there are parts which are missing,
such as the height of this recess,
I'm just going to tell you throughout the tutorial.
But if you get these plans from the architect
and there's no information there,
often the architect will also send you some sections
which then you can use to check the height of certain areas.
And that will basically be a cut through the,
that'll be, that'll basically be a cut through here.
So there would be one that potentially goes through here,
through these skylights and through this recess
and then you'll be able to see how high these areas are.
But I'm just going to tell you throughout this tutorial.
What I'm going to do is I'm going to attach this file.
I'm going to put a link in the description
and you can just import this in.
It's probably just going to be a dot blend for now.
Right. Now that we've imported this,
the first thing I'm going to do is move this
to a new collection and I'm going to call this plans.
And then we could just give it a certain color,
such as brown.
So from the very first step,
because this is going to be multiple renders
and multiple rooms,
we're going to want to make sure that everything is organized
and easy to manage.
Next, the next thing I'm going to do
is I'm going to actually start working
on the shape of the room itself.
So what I'm going to do is I'm going to press shift A
and go to single vert and add single vert.
If you don't have that,
you're going to want to go to preferences
and type in extra objects and then enable those.
Right. With that vert selected,
make sure you've got vertex here.
I'm going to do a shift tab to enable snapping
and make sure you've got it set to vertex mode.
Then I'm going to go over to here
and then I'm just going to press E
and do these like this.
Now this is where the door part is actually going to close.
And then this part is going to be
where the door kind of overhangs a little bit.
So I'm just going to do it from here,
but there won't be too much visual difference going on
if you don't, if you do it to these edges instead.
This part of the actual wall is going to be a glass wall.
I've just put that as reference.
Generally, there should be some text here
that would say glass,
but this is going to be not part
of the actual structure of the room.
So I'm just going to ignore that here
and just go up to the top and continue over here.
Then I'm going to get to the windows.
Now we can see that these windows,
they're going to be generally the last part of the room
before it goes to the outside area.
So I'm just going to go to here
and I'm just going to go straight down and work on that.
We will add an extra plinth here,
which will be 20, 10 meters high.
And then we will also extrude this part out
until the outside wall,
but we can ignore that for now.
So I'm just going to continue going around
and go like this.
I'm also going to ignore the recess,
but I'm just going to add some points here.
These points are very helpful
because they will add an extra edge,
which we can then use to extrude later on.
So let's just go like this and go all the way around.
And let's say for here, we're going to,
oh, we want to go straight across here.
And then this is going to be the kitchen
and this isn't a recess.
This is an actual part of the construction.
So let's go all the way around
and then select the last, the first one,
press F and now they're joined.
So now we have the actual shape of the room.
We're not going to work on these rooms.
So we can ignore them.
We want to see inside them,
but we can extrude an edge later on when we want to.
Right, so the next thing we want to do
is work on the actual room heights
and try to make sure that we then add in the windows and doors.
So what I'm going to do is we can first see
that this is going to be the ground level.
Generally, these two sides will be filled in,
but this is kind of the symbol to say
the level of the floor is going to be a zero zero.
So let's actually just move everything down
before we continue.
Okay, these are now a zero zero.
And then the next thing I want to do is select this edge
and we can see that it wants to be 2.45 meters tall.
And my units for this particular project are set to meters.
If we go over to here, we can see the units
and I've got it set to meters
and that works quite nicely here.
So what I'm going to do is go into edit mode
and select all the edges and press E, Z, and then 2.45.
So now that is going to be the height of the room.
Now as you can see here,
my inside walls are actually red, slightly red.
And that's because I've always had,
I always have enabled face orientation,
but for you, you might have bright blue and bright red.
But what I have done is I've gone to edit preferences
and for themes, go to 3D viewport.
If we scroll down here,
we can see that we have face orientation back and front.
Now that refers to these colors here.
Now for you, it's probably going to be bright blue,
but I kind of don't need that information.
I'm going to turn that all the way down
and then for the red value,
I'm just going to set that to a low value like this.
I want it to be that I can see it all the time,
but it's not going to get in the way.
And that allows me to always make sure
that my normals are going to be facing the correct direction.
And as these are going to be the inside walls,
that's going to be incorrect.
I don't want the normals to be facing this direction.
So I'm going to set everything.
You can do shift N to make sure everything
is facing the same way and then do alt N and click flip.
So now we can see that the face is now going to be facing
the correct direction.
Right, the next thing I want to do
is actually add some heights.
So we can see here the width of the door
and the height of the door.
And the same here, we can see the width of the window
and the height of the window.
Now those are the cuts that I want to work on now.
So what I'm going to do here is we can also
see that this door is also 200 centimeters.
So what I'm going to do here is go into edit mode,
do control R, add a loop, and bring it down to the bottom.
So it's directly at the bottom and then press GZ200.
Whoopsie, GZ2.
So now that's 200 centimeters tall.
And now we can see that we now have some nice loops
for these doors.
So with those selected, I'm just going to press E
and extrude those out.
So now we have some doors.
I will delete these bottom faces
because these are going to be part of the whole floor
on the bottom.
And now we can work on the windows.
So we can see that there is a step here
and the height of that step is 20 centimeters.
And then the window itself is 210 centimeters tall.
So there's different ways to approach this
and it's entirely up to you.
You could add a loop cut here and go to the bottom
and press GZ.2.
And then you can, if you'd like, join these together
and add those plinths.
But that's not necessarily so important.
You can add the steps later.
And that's what I'm going to do.
So what I'm going to do is now that we have this edge
that's 20 centimeters tall,
we can then work on the loop cut
that's going to go 210 centimeters up from that.
So let's just add a loop here.
It's probably going to be higher than this point.
Let's go GZ to this point and then do GZ2.1.
Now this is going to be the height of the window itself.
Now the window doesn't start until here.
There's an outside edge.
So this wall does go like this
and it goes out to the outside edge.
But the window itself has an overlap.
So we can see here that the window
goes into this corner part.
So that's what we're going to take into consideration.
So let's go to here and then just add some loop cuts here
and go over to this part here.
And then there's another one here.
And then let's do it for the other ones as well.
Now these are probably going to be different for your plans.
But if it's not entirely clear,
you can always ask the architect.
Because sometimes they just don't put
certain information in that's important.
Right, so now we can see that this height
is the height of the window.
So let's select these faces
and then we can extrude these out.
So let's extrude this to here.
And then if you want to delete that face, you can.
So now we see that this is going to be perfectly fine.
And you might be wondering,
oh, but we haven't done the outside walls
or the walls have no thickness.
But that's not important.
We won't see the walls anyway.
Right, so now we have the walls, the windows,
and now we can work on these recesses.
So there is a recess here and there's also one here.
Now for these recesses,
I'm just going to use one of these loop cuts
that we already have,
because then that should be around the correct height anyway.
So let's just select these faces here
and I'm going to extrude that out to here.
And then the same for this recess here,
I'm just going to use this one as well.
Now this one, the purpose of this one
is just going to be for like a bookshelf
or something like this.
But again, I just want to delete that bottom face
and this one as well.
The idea is that now we can select the whole bottom face
and press F and now we have the whole floor.
I will just bring this up just a tiny little bit
just so we can see them.
And then we have this here.
Now I'm going to work on just creating this step.
Now like I said, you can use some of these loop cuts
that are already there
or you could just make it a new object
and it's not super important.
What I am going to do,
I'm just going to make it a separate object here.
So let's just duplicate this and use the edge
because we have it already.
Let's just bring that over here
and then select that face
and then just extrude it over here.
And then let's do the same thing.
Shift D, bring that over here and use this one.
Right, this one is a bit too far over.
So let's bring this over into this corner.
Now generally there will actually still be
a bit of a step here,
but whatever for the purpose of the video,
it should be fine.
And then let's just duplicate this over
because it's already built
and bring that into this corner.
And let's bring this one over.
Now this one's a little bit longer,
so let's just bring this over here.
Right, so now we have the steps
and now we have those areas.
So what we can work on next is let's work on the ceiling.
So what I'm going to do is go into edit mode,
select this whole top face.
You should be able to select the whole thing
and press F as well.
Now we can't now see into the building
and what is a useful thing is that what you can do
is go over to here and press back face culling.
So now we can see entirely always into the room
and that's very useful, especially for architecture.
You can also change the focal length,
so you might want to go to quite low.
So when you're in the room,
you can see quite a lot of the room
because with AT it's kind of a bit cramped
so you could just reduce this and see inside the room.
Okay, so for this next point,
what I'm going to work on is this glass wall.
Now this is a very technical detail
and the architect should send you some details
and that might look something like this.
So these are like extra details
which show you specifically how this piece is going to work.
If they don't, then maybe there's a chance
that they haven't figured it out themselves yet.
But for this video, what I'm going to do
is I'm just going to make this point extruded
and then make the glass sit inside the extrusion.
So let's go over to here and I want to add some cuts.
So what I'm going to do is just press K
and add a cut here.
I will do some snapping later.
Let's just do this roughly here.
You can also do this with loop cuts
if you're working with perfect quads,
but that doesn't make too much difference here.
So let's just now make sure that these are in line.
I'm with snapping GY and GX.
I'll make sure GY and GX.
Right, so now these are in line.
We can now select this edge and press E
and let's just extrude this a little bit.
So this is where the glass is going to sit
inside this little piece.
Now this is probably not going to be 100% correct
and the construction might be done in a different way,
but for this visualization it should work fine
and you can't actually see into this detail anyway.
Okay, now the next thing I'm going to work on
is these skylights.
Now what we can do is again cut these out,
but what you can also do is do a boolean.
So what I'm going to do is select these edges
because these are already done for me
and let's just shift D, bring these to the top
and then separate these.
So now we're going to work with these
and let's just join these together.
Select them all, press F to make sure
that they have a face and then extrude these up.
Make sure that there's enough thickness for the roof.
Generally the roof thicknesses are going to be quite thick
so make sure I bring that up like that.
Then what I'm going to do is just join that to this wall here
and I'm going to select these here
and press F3 and boolean.
Now we can see that one of them has worked
but the other one hasn't swapped.
What I'm going to do is also just bring these down a little bit
make the calculation a little bit easier to work with.
Right, there we go.
And these are the settings.
So I've got Union, Fast and Swap
but I don't think that one actually does anything here.
Right, so now we have some skylights.
So what I'm going to do here is just delete these faces
and that works nicely.
Now don't worry that these aren't perfect quads
because it doesn't really make too much difference.
It will make some difference
if you do want to do more cuts or do more stuff
and you have to kind of cut things out yourself
but in general, this is fine.
We don't really need to do any more work to the ceiling
so that's going to work perfectly.
Okay, so the next thing I'm going to do
is add the more architectural elements
and that for me is going to be some of the windows and doors.
So what I'm going to do here is go to the Imish
as a manager, I'm going to go to my door folder
and I'm just going to import this folder.
And I'm just going to bring that in place.
So we can see that this door is slightly too short.
So let's bring this over to here.
So this edge is against this edge.
And then let's just bring this over here.
Let's go into the mode for both and this over.
Okay.
And then let's also bring this down to the bottom.
Are you snapping here?
Right, and is this tall enough?
I could probably make it a little bit taller
because I think this edge is here.
So let's just make sure there's some overlap.
Something like this.
Right, the door is opening the wrong way.
So we can see that on the plans,
the door should be going this way.
But that is not the case.
So what I'm going to do here is select this object
and go to object, mirror and this way.
So I can bring that back over.
And now that should open in the correct way.
And as you can see, we haven't worried about the other room,
but we won't see that anyway.
And if anything,
there is going to be a little bit of a gap down here
and we're just going to see darkness anyway.
But what you can also do is,
if you wanted to move this up just a tiny bit,
so there is a bit more of a gap underneath,
otherwise it's going to be scraping against the floor.
And then let's just copy this over
and move this to the front door.
So the door is going the other way for this one.
So the door will be opening in the opposite direction.
So let's select this door, rotate that 180 degrees,
and then let's put that in place as well.
Now, generally the front doors I got
are going to be a little bit different.
And I think I've made a bit of a mistake in the plans here,
but never mind, that does go right up to this edge.
But the doors are generally going to be a bit thicker.
So what I'm going to do here is move this over here like this.
And this is the edge I've created,
so let's actually bring this over a bit more.
Like that.
Okay, and generally also the door will have more locks
and other things, but we won't be able to see that anyway,
so let's just leave that here.
Right, the next thing I'm going to want to work on
is these windows.
So we can see here that there is a...
Okay, I've just realized that when I removed these skylights,
we did remove loose parts.
So I'm just going to join those back together again.
Let's just select this all and join these back to one object.
Right, and then bring these objects back.
Right, so the next thing we want to do is work on these windows.
So we can see that one side is going to be opening
and the other one is not.
So we can work with that.
So let's find some doors that look mostly similar.
And we do actually have some iMesh.
I think I've got it under windows.
Okay, and this one should work fine.
I'm just going to add a point here and append that in.
And bring that roughly into place.
And we can see that the window starts at this corner.
So let's bring that in.
Turn off snapping.
Bring that in.
You can just bring it into the wall just a little bit
so that there's no edge here.
And then they're going to edit mode and bring this window over.
Something like that.
Now let's bring this up.
And there we go.
Okay, and now at this point,
so there is a mistake that I have done.
And that is kind of also fine.
That's also my fault because I haven't created the full plans.
And these are the kind of things which you will also come up against.
So you've done these plans and you notice that now the window
isn't hitting the top of the roof.
And you should then ask the client for a section
so you can see how actually this window is constructed
and at which point it goes down and where this piece goes.
So that is kind of my fault,
but I guess that's also part of the experience.
You will always be finding these pieces which don't line up
and how they don't work.
So according to my plans, they don't work.
So what I'm going to do is just work with that
and fix that here.
So it's going to be quite easy.
Let's just add a new cut here
and bring this over to the end of the window.
And let's add another one here.
And just bring that over to the same edge here.
And now let's just delete these faces
and then we can just bridge these together.
Right.
And sometimes there will be a bit more of an overlap
like it will go something like this,
but it doesn't matter if it's going to be entirely flush.
So we're going to bring that over like this
because there are sometimes pieces which are like a piece of plastic
would go down and meet the window.
So let's just say that it is that part.
And I'm not going to be actually doing any renders facing this direction
so that's also fine.
Let's bring this over maybe a little bit.
Like that.
Right.
I would want to do the same for these ones as well.
So let's just delete this edge.
Okay.
So that works fine.
Now we want to work on this window.
Now this window doesn't actually have a door.
So what I'm going to do is just duplicate this piece over
and move this over roughly.
So it's just against the wall.
And then I'm going to...
But we only want...
But now we only want one side.
We only want the piece which is the glass.
So what I'm going to do is add a mirror.
Move this up to the top.
And then what we can say is bisect and then we can flip it.
So now if we go like this,
we can see that we are cutting into the window
and now we have a perfect window.
So let's bring this up to the top.
And we might want to apply that in a second.
Let's just see.
I've actually made that basically perfect.
I think that should be fine.
And then for this next window,
what we want to do is just duplicate this over
because this is a similar one.
There is just one window that opens
and one that doesn't.
So let's bring this over here like this.
And this is a similar construction issue here.
There is going to be a little bit...
The window is actually going to start about here.
And then there's going to be like an additional piece
which connects there.
But let's just bring this over.
We literally won't see this piece anyway.
And bring this over here.
And what I'm saying, we won't see these pieces anyway.
It is ideal to actually make sure it is correct the first time round.
But I'll be here all day if I make sure everything's 100% correct.
Let's bring this window over.
There we go.
Okay, now we have the windows and these things.
We do see some weird Z-fighting here.
But that is simply just because I have the clipping too low.
So it's a little bit higher.
Now it looks a bit more pleasing.
Now for this window, we will actually have that open.
The origin point is in the wrong place.
So let's just make sure we fix that.
Set the origin point here.
Set origin to 3D cursor.
Right, now we can do this.
We will change that a little bit later.
Now for windows, it is very important that you make sure
that you have the correct material.
So you want it to let in as much light as possible.
You don't want to have any shadows.
So you want it to look like glass when you look at it,
but you don't want it to affect much in the scene at all.
Of course, real world glass does have some shadow
and does reduce some of the light going into the scene.
But for architectural purposes, that's going to be so minimal
that the outside is probably going to be overexposed anyway
that you won't really see.
It won't really make too much of a difference.
But what this does do is it makes it much faster
and it renders a lot quicker.
So we're just going to use this node setup,
which is already part of the glass.
That's basically saying if it's a shadow ray or a diffuse ray,
it's going to be 100% transparent.
And it's very important that you add this onto your glass.
Right then.
So now we have the doors and the windows.
And for this one, you can add a skylight window up here,
but I don't think we'll actually see that anyway.
So let's just ignore that for now.
The next and final probably construction piece
that I'm going to do is I'm going to add some...
Let's just turn off back face coloring.
I'm going to add some light portals.
So let's select this face,
select these edges,
shift S, cursor selected,
and then we can do shift A and add a lamp.
Now, if you're watching this video when path guiding is available,
I don't know if you'll actually need portals at that point,
but let's just add these in anyway.
And let's just bring this down
and make sure that it fits nicely over this edge.
Okay.
And then let's go to here and set that to a portal.
And that's telling it that there will be some outside light
and the outside light should be going into this room.
So let's just duplicate these.
I'm going to do alt D and bring this over and S, Y.
I did alt D because if we decide to change these values
for whatever reason of this light,
maybe it's not a portal anymore
and you want it to actually have light,
then they'll all copy the same value.
So do the same again.
And then we can also add some over here.
Okay, great.
So the next thing we're going to do is actually work on the glass.
So over here, I've represented that as a checkered line.
Again, the plans will have specific details,
but just for this video, I'm just going to add some cubes.
I'm going to bevel the cubes and that'll be my glass.
Now, I haven't actually added in where the door is going to be,
which is a mistake on my part.
So what I'm going to do is just add in the glass
and then we can add in the door where we feel like.
Let's just add a cube.
Now, according to these plans that I've created,
it does go right up to this edge,
but it's probably not.
It's probably going to go have a bit of an overlap,
but whatever you want to do.
And let's bring this over here like this.
Let's just duplicate this, rotate that 90 degrees
and then bring this over here like this.
And then we can bring this over.
This will go all the way up to the top.
Let's just bring this up like this.
Now we have some glass.
Now to make the door,
I probably actually do that a little bit different.
I'll probably bring this over a little bit.
Actually, duplicate that and then bring that over.
And then...
And then you create this piece
and bring this over here like this.
And then we can bring this up to the door height.
Then you can add the doors in.
Okay, then when you have that door shape created,
what I'm going to do is just add a bevel
and just give that a bit of a laby
and do this up here like this.
Okay?
Then I just,
Just add a bevel and just give that a bit of a nicer edge
Right the next thing I want to do is add a door and as this is going to be a glass object
What I have found is that we do actually have an object in an eye mesh
Which will work quite nicely and if you go to here you can add a shower door, which also comes with the hinges and stuff like this
So what I basically did is I was it pen that in just delete all the pieces which are not important such as the shower and
Delete all of these edges because what we want to have is these hinges
Maybe there's like this plastic piece which connects them both to stop any wear and tear and we can do that and
That's basically what I've been working on
Okay, and I continue with that and then what I basically did was I should just delete this piece
And then we can bring that into place and move that over
Like this
Okay, and then it will look something like this
I'm not going to go into too much detail
But I basically just made sure that I overlapped these hinges so they go over the glass and then I make sure to
Make move that over correctly and I've opened it just something like this
These pieces are those plastic pieces. I've just added them as a connector that adds a nice little detail to the object
Okay, and now for the actual material and the glass material
I will be using the advanced glass material that I created
And that is available over at iMesh also put the link in the description
But I will unplug the volume so you can add a volume and in a lot of my test renders
I was actually having a volume
I gave the glass some absorption which basically made it so that the edges of the glass had a nice natural look
But because that will cover so much of the actual final render
And we want to actually see into the glass and see what's behind it a lot more
It made the render times quite considerably more so I've just disconnected that for now for natural base color
I made it not fully white because I want it to be a little bit darker
So that when you can see through the door the bits which you can see through will be lighter when you can see the glass
It'll be a little bit darker
But the rest is a kind of basic values that I've got added here
So what I'm going to do is I'm going to select this object here and give that the same
Advanced glass shader material if you're using the iMesh asset manager
Then you can add that in using that and that is basically what you can do here
And just import that and add that on one benefit of this material as I've already set up the alpha channel
So we can actually see what's going on inside it
The annoying thing is that we can't actually see any of these technical pieces behind these windows
Which would be nice if blender could release that so we can actually see still some of these details
Right, I think that is generally going to be most of the details that we want to add for the main construction
So what I'm going to do is just organize these files and move these to its own layer
So let's select everything here and let's move that to this new layer and call that
Construction you can name that whatever you like, but I think construction works for me and these are all
When you import the assets through the asset manager, it will create its own category you can keep those if you like
But for this purposes of the video, I'm just going to remove it for now
I
Okay, now I'm going to give that a orange color
So now we have the plans and
We have the construction and now we can work on the other parts of the scene
What I'm probably going to do just very quickly is I'm going to actually just add this floor because I think that's going to be quite
Important so let's let this face
And let's just bring this over the reason why I'm selecting this face is because it's one that's already created and it just saves time
Right and just bring this over here. This will basically be the terrace
and bring this over here and
We can bring that up as well
There might be a step here. There might be some other detail
But again, that should be details which you can see in the plan
But for this that is good enough and I don't think we'll actually see it anyway
So let's just leave that there
Okay, so I think we're in a good place now and now we can move on to the next step
Okay for this next step, which is going to be key furniture cameras material and lighting
It's just going to be like the basic setup for the main room
So the main purpose of this step is to block out the scene and try to get an idea of what we're looking for
test out a few furniture arrangement ideas and test some lighting and the key furniture for me is going to be the
Main block furniture says could be like the sofas the tables the the beds like the main focal point of the room
Because then the rest of the room will follow where these pieces of furniture go
And as I've already created this scene
I know where I want to have the roughly the furniture and roughly the furniture which I want
But this is a very good time to experiment with different types
So what I'm going to do is I'm going to start by adding some of the seating. So we go going to go to my sofa folder
Again, these are all available at iMesh and I think I'm going to go for this one here and append that in
And it's going to be a little bit too big. So let's just scale it down and I'm going to put that roughly in place
So I think that's going to be a nice place for this sofa
But I'm not going to need this piece. So I'm going to delete that piece
Again, you can choose any furniture that you think will work here
Maybe you want to go for a more stylish scene and then something like this will be could work quite nicely as well
Again with these kind of objects, you can scale them a little bit. They do have some play especially these kind of sofas
They're going to be block sofas
So the the part where the seats going to go there could be quite low to the ground
But obviously don't go too crazy
But I think scaling them by roughly 10 cent higher 10 cent smaller should work quite well
If it is a specific piece of furniture, which the customer wants then of course, you're not going to want to scale it too much
Okay, so let's just move this one over here
I think what I what I want to do is get some light in from here
So there might be some light coming from outside that we can get onto the back side of the sofa from this window
And then this alcove will be where the bookshelf will go, but we probably won't see that anyway
So let's just leave that in there like that. The next thing I want to do is add in a bed
Let's just add this one in here
And we will be changing these the materials quite a lot a little bit later on but let's just add this in here
Okay, and for the next part I will be adding in a kitchen now
We do have some pre-made kitchens and the one which I actually used in the scene
I'm actually going to upload that to iMesh as well
But I will just import that into the scene from my other test scene. Okay, so when you import the kitchen
You just want to make sure that you fit these in nicely like this
So I have made it so that it will fit nicely into this edge and then this piece will fit into this alcove
I have got a little bit of an overlap here
But we won't actually see that from the angle that we're going for but you can move that over but just for the purpose of this video
I'm just gonna leave it where it is. So these are going to be for me the main focal points
So this is going to be important for me to now figure out
Where is my camera going to go and then we can work on lighting and work on the base materials for the scene
So one thing that I want to do is make sure I add a camera
And go into that camera what I'm going to do is
I'm going to set this to 90 degrees and I'm going to lock that here
You don't want the camera to be slanted in any way. I say this in every video. You don't want it to be like this
Like this now all the edges they're gonna be sloping and that's going to give the impression of a sloping or it's gonna
Give you an uncomfortable feeling if you go on any photos online for architectural photography
Architectural visualizations, they're always going to be square
Please make sure your cameras are square. Otherwise, you'll feel slanted. I have done a video
Archviz top tips which goes over this in a bit more detail and to why it's quite important
Of course, you there are some beauty shots, which you can do like this
But generally if you're going to be looking forward into the scene you want to have straight balls
Next thing I want to do is go over to here and set this to 1 350
Because I will be putting this on social media and generally in social media
You want to be more portrait, but if you want to do another kind of angle then that also works
The next thing is that there's a lot of room on the outside of the camera, which is going to be very distracting
I want to focus exactly on what I'm seeing and nothing else
So I'm going to go over to the camera go to a viewport display and the past but to I think it's called and slide that to max
now in a lot of my
References the camera focal length is actually going to be quite high and for this kind of shot can look very aesthetically pleasing
I think I think probably a value of about 60 and
Then we can move this around and now this as this
Oh, I've got to lock it now it is locked
We can move it around without worrying that it we're going to be looking slanted
And then what I want to do is just move this into into space now as we have back face culling turned on
We want to make sure we took disable that right now
Otherwise, we're going to not realize that we're outside of the room and
This is something which is very useful for architectural visualization that we have the ability to clip and we can cut into the room
So if we slide this up we can now clip into the room and we can see more of the room
Which we wouldn't have been able to with a standard camera now
This does cheat a little bit, but generally clients from my past experience
if you're not cheating too much and you can see a lot more of the room to them that's more important than not using any
clipping and really trying to fit the room in and
Ending up with a super low vocal length
So I'm going to play around with this until I found a position which I think works for me
Okay, now this is the position which I found so one thing to take into consideration when you are working with cameras and where edges line up
If we move this over just to this edge like this
That's going to be too close and that light that edge is now going to line up with the edge of the camera
Which can be unpleasing and you then become not too sure what it's actually going to be happening at this corner
So it's better just to give these edges a little bit of space the same over here
So if we go right up to this edge
It's a little bit unpleasing and you don't really get any context here
So I'm just gonna move this over and make sure that there's no kind of edges which over which line up except the same thing for this
Let's say we close the door just a little bit like here
Ignore that it's not on the right pivot like this
We get this edge and they line up which makes it really hard to understand what's happening at this corner
And that's a general theme that you should be taking into consideration throughout your whole architectural visualization
Career especially let's say you add a curtain you had this curtain and it lines up exactly at this edge
Just move the curtain over a little bit
You don't want these edges to lead into each other because it helps separate the objects from other objects
Okay, so I think that this is a good position for this camera
And now let's work on some of the other cameras. So let's duplicate this one crossover here. Oh
And this one I've also
set the focal
I've also given it some depth of field and I've set this to a value of eight
Which is quite high if you want it to be even more dramatic
You can set a lower value, but don't go too low
I've set this to eight because I want most things to be in focus
But then things which are further away will be out of focus and I've set the focal point just to be on the edge of this
So far if you look the the eye your eye is going to be led to probably this point of the of the photo
So that's where my focal point is going to be so for this one
Let's line this one up where we want it to be
Okay, so I think something like this we can see a tiny bit of the terrace here
But later on I will be adding a plant
So that isn't too important if you wanted to work on this and if you want to go a little bit further back
Then you will want to make sure that you include the outside wall here and you want to work on the terrace
I'm just trying to save some time if I don't need to do it. I'm not going to worry about it
But if somebody is probably going to be taking over your project later on
It's probably gonna be a nice thing for you to complete this part for them
So let's just bring this in
Like this and as I said earlier
I have closed the door a little bit so that it kind of leads into the room and it brings some interest
So over here will have the reflections of the outside scene
And then the inside will be where the focus is and we'll have maybe some details around here
And we have some lighting and all sorts like this
So I think that's gonna be a nice setup for this one
And then as we have a very lovely kitchen going on over here
We want to see maybe into this direction here. So let's let's also work on that
I think actually on this one. I've also changed the focal length
Yes, this one is a little bit. This one's a little bit wider
Or a little bit actually more narrow and but again, you can play with that to what you prefer
Okay, and then this is going to be my last camera and then let's just check where the focal
The depth of field is going to converge. Is that the right word depth of field is going to focus and that's going to be here
So that's about right. I probably move this over a little bit more
Because over here is going to be in some chairs. So probably want these chairs to be mostly in focus here and
Yeah, then that's good
I reckon that's going to be nice for that camera. So now we're probably a good idea to actually label these so over here
I have selected this camera. So if I press the
Point
full-stop button on the number pad, it will take me to that point. So I'll name that as the
Kitchen shot actually, let's write camera at the front
Cam kitchen shot and then right cam
Living that's right and then name this one bedroom
Then I'm going to select these cameras I'm going to move them to their own layer
And I'm going to make that a yellow
Okay, now just as a little bit more explanation of what I want to see in this particular shot
So this one will be leading into the kitchen now
I could go closer like this and go further down on the focal length
But if we do this render, we then have no context at all where this is happening
Whereas if we go back, we can see this corner edge of the sofa
So if we want if we go to the living room shot, we can see that this is the sofa here
We can see into the bedroom if we go to the bedroom shot
We can then see the bedroom when we know we know where that is
We can see a little bit of the kitchen but in general that will be covered by a lot of reflections
You can't really tell what's going on in there
So for the kitchen shot if we were to go forwards, we'll have no idea where that is
So we want to make sure that that's a
Bit further back so we can see this sofa edge and now we get an idea of where this sofa is
So now we can get an idea of where this kitchen is as well
So the next step that I want to work on is probably going to be the materials and the mood
So after looking at my mood board
I can see a lot of the walls are going to be like a darker color
And then I want to have maybe a lighter floor as a nice contrast
So for the actual wood floor, I thought that a nice white one would probably work
And I'm probably going to go for this one here
And that was one is available over at iMesh and I don't have this one yet
So I'm just going to drop that one into my wood floors folder
So now if I go to blender and just reload this wood floors, we can see that wood floor is here
Let's import this material and okay now
We can see that adding this wood floor has now added wood floor material to the whole room
But we obviously don't want that to happen
So what I'm going to do is just quickly add a separate material for each and then we can work on what the actual material is going to be
So I'm just going to select the top face
Select by normal now it's going to select all of the top faces
But I probably don't want these alcove pieces selected and probably not these pieces down here
And then I'm just going to give that its own material
And then we can now select the bottom floor as well
And just deselect this
And then select this top one as well
Okay, and then press control i now we have all the other faces and
Let's just remove the terrace. Okay, now we can add that and then what we're going to do is call that walls
And then call this one ceiling
Now what I want to do for these walls and the one thing that I'm always looking for is to have a nice glossy map
And a nice normal map the diffuse map is not going to be so important because as you imagine
You will be painting the wall all one color anyway
There might be some slight variations, but for me the most important thing is going to be the roughness map and the normal map
So I went online and I found
I look found cco textures and have a nice gray plaster here
Which has a lot of detail which I imagine will come out nicely in a normal map and also some nice glossy variations
Which could look pretty cool for
um
For the actual wall texture
So this is the texture which I've downloaded and then I'm going to show you what happens after I've imported that
Okay, so this is the gray plaster. This is just the roughness map and the normal map plugged in
As you're watching this video if you don't know how to set up nodes
Then I would recommend you watch another video and come back to this at this point
But the most important thing for me is setting the base color and I've set that to like a gray of this value
Because I think that will be quite a nice value and add some nice mood to the scene
I've also then gone to viewport display and set that to the same color
And then for the ceiling I wanted to actually have the same material as this but instead of being a gray
I want it to be a white. So let's actually go up to here. I select everything
Copy that with ctrl c go over to here and delete that and do ctrl v
And then I'm going to set that to a lighter value
Maybe something like
this
Okay, nice. So now we have a
A room we have the wall color the floor color and the ceiling color, but obviously it's not unwrapped
So that is what we're going to do now
Now the beauty with these kind of scenes is that it's going to be very easy
Just do a quick smart uv unwrap
Now if you do have certain walls and you do and you are focusing on in on a certain area
It might be ideal to actually unwrap that correctly
But as this is just going to be a very quick scene and the the actual material is going to be quite subtle
Anyway, we can just do select everything and do you and smart uv unwrap
Like now that we have smart uv unwrapped it at this point because we don't really have any lighting
It's very hard for us to actually see how this tiling and how the texture is going to look in the scene itself
But we can set it as a very rough guide for now
Just to see how it's going to work and check if the floor size is about the correct size and then go on from there
So what i'm going to do is enable node wrangler that is edit preferences and node wrangler
And then what you can do is hold down shift and ctrl and click and then we can view that output directly
So we can see that material
Like this I do actually have a hdri turned on and that one is called in that one is called
Artist workshop and that one is from hdri haven but that's not so important because even with that turned off
We're just previewing in these nodes anyway, so we don't really need any lighting at this point
But we can see that the texture size is generally way too large
So what i'm going to do is go over to here change the mapping to something like 20
And we can see that there is some banding happening here
But I don't think we will necessarily see that
Because as you remember there is this one. It's just the glossy map
We might see that there is some roughness or glossy variations going in stripes like this
There might be some tiling so we can see some repetitions happening here
But as you will remember in the finished scene, there will be some glass going down here
So we won't even see the ceiling and there might be some some lamps going across the ceiling which will break that up as well
But I do see that this is diagonal. So let's just fix that
Let's just unwrap that on its own and just rotate that
Okay, so yeah, there's definite banding happening there
So we might want to change that a bit later
But just what i'm looking for at this point is that I don't want the texture to be too large
I would much prefer it to be smaller and what i'm looking for specifically is just these micro details
And they just want to be a very fine
Very fine layer of detail happening across these surfaces. It will be very very subtle
So we might not even see the tiling
So i'm just going to leave that like that for now. I'm going to do the same for the walls
Let's just view that output. That one is also very very large. Let's set this to 20
And we can see here that there there is a couple of tiling pieces here, but there will be a plant going across
Just like this. So that's going to cover most of that. So all that we can be left is nice
Micro detail on the back wall. This is all going to be covered. So we won't see that anyway
But this should be a just a nice point for us just to continue
Let's just make sure we remember to set that output like this and then for the wood floor
I think this one might already have the displacement plugged in already
So i'm just going to disconnect that and just work with the bump map instead
So if I just view this output, we can see how that's looking. So this is generally going to be way too large
If we set this to something like four
And when you're working for a client, they might specifically ask for wood planks at a certain size
But just for visual reference like this
I think that should be more than enough because later on we'll have a sofa going across here
And then maybe something here and then the rest we won't really see anyway
So that is just nice for now. That is almost correct
But that's enough for us just to move on and just to continue with the next step
Okay, so for the next step, we actually want to see the materials
So I will be using hdri for that just to bring in a little bit of light
But that is not going to be the focus of my light. That's just going to add some nice ambience
But it's going to be not contributing much at all
So the hdri which i've chosen is going to be the one and it's called urban street
And i'm going to be using the 2k value because the resolution doesn't change anything to do with the lighting realness
The 2k version works if you can actually see the hdri and it's in reflections or you're visually looking at it
Then you'll want to use a higher resolution, but for this reason i'm just going to be using the 2k version
I'll be using my imesh asset manager and i'm just going to click import
And that will import this here like this now if you have some other nodes in here already
It's probably going to shuffle things around
Um, but these are this is the main setup that you want to have
I will be using the urban street because also that is going to be bought a street
And as I was seeing we'll be actually going into an urban setting that fits quite nicely and also there is a very overcast sky
I don't really want to have any direct sunlight with this hdri. It's just meant to be for um background ambience
But what I do want to do and that's going to be a little bit different is that I'm going to change the saturation value from
To zero and that will make a black and white scene because what I want to have in this particular scene
I'm going for a very specific aesthetic
Which I've seen in other references and I want to have as much control as possible over the lighting
So for this reason, I just want to use the hdri as like a more ambient lighting
That's not going to be contributing any color information to the scene. So I'm just going to set this on like this
We can roughly kind of see how this is going on. Let's just turn it off
We can kind of see how that's doing. It's not going to be contributing much to the scene
But the way that I will be making light into the scene mostly is going to be using area lights
Now, I know some people are probably going to be thinking that you cannot get realism unless you're using hdris only
But that is just not true
I see a lot of people online and they get stuck in using the same lighting method
So they they think that they can only make realistic renders of hdris
And they don't try anything new and the reason why I'm making a big point with this
Is that I want people who are watching this tutorial to try something new
There are so many different ways to get lighting into your scene. There could be hdris area lights
Sunlights the nishita sky texture point lights
There are so many different ways to add light into the scene try something new because then you might
Find a style which you much more prefer you might prefer to use area lights because you have more control over it
And you can still get realism. Most people have probably seen a brochure with furniture
Now these brochures are most of the time photographed inside in a studio with no natural lighting
They have artificial lighting set up
So they have their own form of area lights
They have area lights to to focus the light on specific areas of the scene to make it look like it's actually lit from the environment
So a normal person looking at a visualization which uses the same method of lighting
Such as a studio lighting with specific area light placement their eye is tricked into thinking
Oh, yeah, I'm very familiar with this type of lighting. This must be real
So the eye is very familiar with this kind of lighting and that's what I'm going to be using for this
I'm just going to be using area lights to place very specifically the lighting which I want to go into the scene
Now if you just want to use hdri go for it
But there is a very specific look which I'm going for and that will involve area lights to be lighting most of the scene
We can see already that there's some nice ambient light coming from outside
And you'll find that the very end point that it will still be a very realistic render
And I hope that you learn something new just don't get stuck in one way of doing lighting
Try new things and you might find something which you really enjoy
So to do that what I'm going to do is I'm going to add a big area light
And these are going to be more of the main focus of the light
So you grab this point and you can point any face in it or face that way
And we're just going to maybe bring this down actually make this a bit bigger
And I want that to be shining into the room
Like this and we can just see how this looks and there's one thing which is now a part of blender
And that's really cool. And that's being able to change the spread value. So it's probably like 46
Now we can see we have much more angular lighting with stronger shadows. So if we check that out again if we check
here
There's some like a nice sharper shadow here, but if we set this back to 180
There's still a sharp sharper shadow here, but it kind of gets lost very quickly. There's no more detail left
So if we change this to something like 10 we can see that the the shadows are much stronger
So let's go for something like 46
And then I also want to copy that over to the other side
So I'm going to go into the camera view. Let's do a test render and watch this render as we move the other lighting over
So let's do like this one do shift D
I'm going to do shift D because I might want to change the values of these later
But now we can see we're already adding light into the scene
Okay, I've just changed these values just a little bit
And this is you can say kind of the direction where the sunlight will be going because this this will be quite a concentrated beam
Going in this way we can say that the sun or the main brightness of the sky is going to be facing this direction
Let's go back into the camera view where we actually have some of the other objects in the scene
And we can see where we might want to place some more lights
Okay, so one thing that I would quite like to have I want to have some focus more here on the sofa
And maybe some more light going into the bedroom because the bedroom is very dark at this point
But we can already see the moody aesthetic which i'm going for is already starting to be apparent
But it is nice to have some nice
Contrasted areas where it's maybe a bit brighter. We can actually see what's going on
So for that, I'm going to actually duplicate this one
Maybe make it a bit smaller and then I can actually make that face this sofa like this
Actually just do something like this
And face that into the scenes
This is hitting the sofa and it's going to be the same concentrated beam
Okay, and then we see if we can actually see this one in the scene
Okay, there we go
So now we have a really nice focus going on here from this light here
So if I move this other way it's gone if we bring that back we can see it
It might actually be worth also turning on the denoiser here at this point because it helps clean up
And we can see the materials and lighting a lot easier
Okay, and then I'm probably going to want to do the same over here. Let's just move this one over
Okay, and I've got this light here. Okay now this light is adding a bit more focus on this part of the bed
But I think we want some more light. So I want to bring some more light into the actual scene
And then let's just bring this round
Let's set the value to maybe a bit wider something like this
And now that's adding a bit more light into the back of the room because what the back here
I'm also going to add some cabinets and stuff like this
So I think that's going to be nice in the scene, but we're going to have to be careful
So this is actually going to be hitting the ceiling here. So if we go to the actual room
We will be able to actually see whether whether light is actually going to be intersecting with the ceiling
So that's one thing to keep note if we're going to see it later on
But I don't think we're going to see it from now on so I'm just going to use it as a beauty light
Okay, so this is going to be a really nice look and I think this is coming along quite nicely
Okay, and the next part I want to maybe add some more light in here because this wall is going to be way too black right now
So what I'm going to do is just duplicate this light from here
And bring this over like this make a bit smaller maybe and bring that over here
Maybe make it a bit taller like the glass itself. Okay, and let's maybe make it a bit brighter like 20
Okay, so now we can see this actual wall effect here. Um, we can actually see how this is going to look in terms of
Actually, let's turn off the dino so we can see the detail
So we can see how the the final look of this and if the normal map is going to be too strong or not
Um, but I think I think that's probably going to be fine. I might actually want to reduce that a little bit
Out the walls
Maybe 2.5
Okay, I think that's probably good fine. You can see that there is some detail on the wall
You just don't want to have a completely smooth wall because that is very unrealistic. Um, generally there is going to be some variation there
So that's going to be fine for now
Okay, so this is looking really nice
I think this is getting the aesthetic which I'm looking for
The next thing I want to do is now start adding some of the smaller details
Some of the smaller lights
Change some of the smaller materials and in general start populating the full scene because I think that this look that we're getting
Is very close to what the look is that I'm going for
So I think that this next step is probably going to be the most fun part to be honest
This is the part which I enjoy the most the whole construction is done
I've got the lighting and the camera which I like
So now I just want to work on fine-tuning it and making it interesting
And that is a good concept to go for so you want to block it out and get work smaller and smaller and smaller
Smaller details smaller details until you have a finished product
Actually before we move to the next step what I'm going to do is actually just move all these objects to the same
To the same collection so that everything is nice and organized
Okay, move these to new collection call this lighting
Call this lighting
And we can set that to another color
Maybe orange
Oh, let's change this to blue. Okay. Then what I'm going to do is I also select these sofas and move these to this own layer called
let's say
living room
Let's select this bed and move this to new collection called
bedroom
The next thing I'm going to do is work on again some of the more bigger objects
And then I'm going to work my way down to the smaller objects
So what I'm going to do is I'm going to go and add a coffee table
I'm going to go to tables and coffee tables and then I'm going to select this one here
So this is a nice one which uh, we recently released
Now most of these objects are going to be coming from iMesh
And this is going to be the paid subscription
And if you do want to follow along exactly like I said, uh, you're going to want to get this subscription to iMesh
Um, there are obviously other free resources or resources online and things like this you might get a model yourself
Um, but when you're doing architectural visualization, you're not expected to model the furniture yourself
It's a waste of time use pre-made assets and then you can very quickly build the scene
Architecture visualization is about the visualization the cameras the composition the materials and lighting
Not about your modeling skill if you want to follow along exactly
I'd highly recommend you get a the subscription if you're watching this at black friday time
We have a black friday deal going on if not then there will be another unique code in the description
Which will be having another offer check that out and you should be able to get this at a discounted price
Just because you're very nice and you've been watching this tutorial up to this point
So yeah, i'm going to continue if you don't have this exact furniture and you don't want to buy iMesh
That's also fine
Just find other sources to get 3d models and i'm going to talk you through the reasons why i'm going to go for these
Specific items, so then you can also choose appropriately
So this is the coffee table which i'm going to go for um
I'm probably going to make it a little bit smaller and move it over a little bit like this
The reason why I chose this one is because it already has like a frosty dark glass
The same and this is going to be a similar effect to the glass here
So what I want to have is some details which kind of match each other
So this is going to be like a dark glass and this is going to be a dark glass as well
So I want to make sure that they they are similar. Let's just make this camera a little bit smaller. So it's a bit harder to see
Okay
And then the next thing I want to do is also there's something here
There's like some empty space and one way that I like to feel empty space and that is with stuff like plants
And of course we have some plants
So let's go into our plant library and it will be using this monstera
And I'll append that in now this one does actually come with like a fur on the
Block probably don't want to see that so let's just hide this from the viewport
And it should make things a bit quicker
But it still might be a little bit slow, but this is a very beautiful plant
So let's just use this and drop this into place. So we want this to be on the back wall somewhere
So I think I think a placement like this should be fine
I did make this plant so that it can actually go against an edge
Which is one thing which I freaking hate when I download plants online
They end up being so big and you end up having to put them like two meters away from the wall
So there's actually some space so I did make it so it can actually go up against the wall
And hopefully people can appreciate can appreciate that
And what I'm doing here. I want it to be going off the camera
So it is leading interest in this direction
But I don't want it to cover too much of this area. This edge might be hitting too close to this edge
So maybe some overlap would be a little bit nicer
Maybe something like this
But I think that should be quite nice. We can do a preview render if you want to
And just see how this is coming along
Okay, so one thing that I'm immediately seeing and that monstera is almost pitch black
So we need some more lighting and one way to do that is actually add some more actual physical lighting
One thing that I like and one thing that I've seen some of my references and that is using some spotlights
So we're going to do the same thing. We can add some spotlights
Probably going to go for this one here. I'm just going to pen that into the scene and bring that up
Now what you can do is edit this
Quite easily. So you select this object and then we just want to select these
I'm actually going to edit that one here and go into this mode here so I can see what's going on
And then I can bring this over into place
So roughly where I needed to be and I also want it to be completely flush with the with the ceiling
So let's bring it down just a little bit like this and then we'll do some cuts later
and then I just want to place these and
and
Make these ones connect. So what I'm basically going to do is do this
Actually, let's also select these points here
And rotate this and then I'm basically going to make going to make them connect like this
And I want to create like a cross here
I'm going to do that now. I'm not going to waste the time in this video
And I'm going to come back in a second when it's done. Okay. So this is how it's going to look
But now we also what we do want to see this
This piece
Let's actually bring this piece down a little bit more
So we want to make a cut in the ceiling here. So I'm just going to select these pieces
And the ceiling I'm going to go top view and then we're going to just do some really quick cuts
Okay
Now with these cuts created I'm just going to select the faces
This one's here and then I'm just going to extrude them up
Okay, now these are in set there is a little bit of a join here, but we won't really see that too much anyway
Okay, now with these lights the beauty of these spotlights which are created and they're available at iMesh
We can really point them in any direction that we like and they'll follow they will look nice
So I'm going to I'm going to show you the angles which I have so I have one light coming down here
That's going to be hitting this edge of this sofa here
And I'm going to have one spotlight which is the reason why I created this in the first place and that is to be hitting
this uh
Monstera leaf and then I've also got another light coming over here
This one is going to be hitting this coffee table and that's going to be creating some nice lighting against this edge
And then there's also this one here
Which is going to be facing and also contributing to that that nice light which is going to be shining in about the same point
Now these lights they do also come with an ies light which is more realistic and it has a nice fall off
Just like a normal spotlight
We can kind of see how that's going to look here like this
You can quickly see that these lines are quickly adding up
So it's just nice just to quickly turn this off if you want to okay, so we can now see these effects going on here
If you one thing that I really like about these spotlights and that is that this glow is very realistic
When you import this for the first time you might find that this emission value is just too strong
Like this and it's you can end up blowing out the whole thing
So you can no longer see the detail
But I like it to be set like this so this still looks realistic, but you can still see this nice details going on here
And those are also the details
You want to also remember if there is detail in that light you want to be able to see it
Otherwise if it's completely blown out, you know, it's not really contributing much
Okay, so this light isn't actually doing much this monstera. So I might need to add another light here somehow
But we can see that there's a nice leading edge against this coffee table
There's a nice light here and it kind of looks like the lights are on
Like it should be which is kind of giving like a nice evening vibe now
And these lights also I really like having a value of
4800 so going throughout this tutorial. I'm going to be using all of my artificial lights inside
I could be with a value of 4800 if there is like a light which is going to be more of a
Like I'm going to add a light here, which is going to be more of a focus on
Highlighting an object rather than an actual artificial light. I will make that as just white
Okay, so how can I add more light to this and like I said, I'm going to add a highlighting light
So what I'm going to do is just go to here and let's just change the view down so we can actually see
I'm going to add a new area light and I'm going to move that over
and focus that on here
Okay, so in the end I've gone with a value of two just a little bit of a highlight
So if I turn that off it's going to be black if I just set that to two
It's quite nice and I've gone again with the same kind of spread like a 46 spread now. You'll also notice
I've just imported this from the other from another scene and the color of the monstera is also different
So I'm going to talk you through that now
So what I basically did was the color of the monstera is nice. It's a very realistic green
But what I did find is that it didn't really fit the mood of the scene and the green was just too overpowering
So for these leaves there's different materials here. I basically just tweaked the material a little bit
So you can see here I've added a hue saturation, which is going to be going into the color
Which is going to be going into the base color. This is just a bit of dust
There's like an additional shader to give some realistic dust on the monstera
But the actual color information itself this one here
I want it to be a little bit darker
A little bit desaturated a little bit darker and also the hue
To be a little bit different. So these are the values, which I've got here. Basically just copy this across to all of the leaves
So I think before it was like one and it's just a bit too much
So that is just one thing that I've already controlled and that is also a concept
Which we're going to be doing quite a lot here
We want all of the colors to work in harmony
Make sure that you're looking at your color swatch
If there's just one color, which is just doesn't fit in you just want to tweak it
You just want to work with it and see if there's another color which you can pull out of that specific material
Okay, so I think that's looking really nice. I think that we're getting a really nice vibe here and talking about materials
So one thing I also like to do throughout my scenes is I like to make sure that all materials are very similar throughout
So if you're using a nice material, this is this is one of my favorite sofa materials that we've created iMesh
And I think that it just has a really nice color which fits this vibe
This sofa in the back has a different material
Let's try and connect them and make it so that they have the same materials and then that should work a bit better
So let's click on this one and see what it is. It's called beige fabric
Let's just remove this so it's easier to find and click this one and
Let's just find out what the material is
Let's go
So this one, okay, so it's this soft lever and then let's just change this to
Was it beige fabric?
Beige fabric, yeah, okay. So now these have the same material
So if we do another preview we can then see I'm going to turn on de-noising so it's a little bit quicker
We can then see that they now should work a little bit better together. So this sofa is now quite lighter
You might argue that there's a bit too they're a bit too close to here
But I think because it's in a darker setting there's still a bit more of a difference
Which which looks quite nice
But now we can see that this bed also fits into the scene a lot nicer if it's the rest of the vibe that we're going for
Okay, so now for the next step
So one thing that's a big open area and that is this big piece in the back
There's a lot of empty space there. So we want to fill it with some details
Again looking at my references. There are some really nice shots which are using some sorts of clothing
Closet which has some nice detail. So that's what we want to go ahead and do now
So the following along as previously I'm just going to go to here and set this to storage
And let's choose one. So this one I already know works. So I'm just going to pin that in here
Let's bring this up to the floor level and then let's bring this over
Let's just bring this
Like this and then I'm just going to do alt D and bring that over
Because I want this to be covering both this piece is going in the wall
But I don't think we'll actually see it here
So that's also fine if you want to make that perfect that you should probably do that and make that only have this many doors
But for this reason, I think that it's fine
So now if we do a render preview, this one does already come with lights inside. So it should already highlight quite nicely
And as you remember, we also added a light in here
We should be adding some nice light onto this area too
Okay, so that is already instantly added some really nice detail to the back of this room
It's adding some interest, but we're not finished yet. We want to go into the smaller details
So maybe like a bedside cabinet, maybe some lighting here
some plants and
Some curtains as well. I think so I'm just going to go ahead and do that now
And then I'll be back in a second once I've added those objects in
Okay, so now I've added in those objects
So what I've basically done is I've added a few curtains because I think curtains they break up this area quite nicely
It is a bedroom with glass walls. So they probably want some privacy
Even though this is a studio apartment, you know, they might maybe they have guests
And then they can spread over here if they if they need to
I've added this one over here and I've just crumpled this up a little bit
The good thing with curtains is that they have a lot of
Because they're fabric they have a lot of play in them. So you can stretch them a little bit
You can
They shrink them a little bit and they still will look like a curtain and look quite nice
So I've added those pieces in I've also added in this light, which is also
I mean everything is available on iMesh
But I quite like this light because it's like a nice soft light that adds some interest over here
And I've also added like a book and these things this thing here and again
This bedside cabinet and one over here now
I did realize that there isn't actually enough space over here for the other bedside cabinet
But maybe they like they prefer to sleep on the side of the bed
But as this is your own piece you can if you want to stretch this piece out further if you want to but
I've hidden it basically. We can't see it anyway. So that's also fine
And over here
I've added a pan pass grass because I think personally they're my favorite ones
I always think they look great. And if you just look at these colors how perfectly these all work together
It's a perfect plant that fits in a lot of situations. I've added some candles that sit in the front
And I've just tweaked their the colors a little bit. I've made them a bit brighter because they were just a bit too dark
So then they kind of fit a bit nicely with this but the colors also
Contrast this a little bit more. I would probably tweak these
Maybe you could tweak these a little bit so that they do they are more similar
But I think in general that is a really nice touch
And lastly there's a book here because somebody who sits here likes to take notes about something
But in general you want to make sure that you add some elements which make it really feel like somebody actually lives here
And maybe there is some story to tell so
Shoes are a good one. You can add some shoes here like some maybe somebody has just sat here
And maybe they've just left an item and they've just gone off to the other room
Add some sort of interest here and that is believable or makes it feel like you could just jump into that scene
For example, if this was completely square that might look less pleasing, you know, that's just too neat
Maybe just turning it a little bit could add some really nice variation
So now I think that they I think that this is almost done the ceiling. I keep looking at it
It looks really disgusting at the moment. I I'm probably going to tweak this a little bit, but I'll come to that in a bit
Um, I think that this is maybe a little bit too dark
There is a light on here
So it would be nice if there was some sort of light being cast down here
And I think some sort of cushion could be nice here because it wants to be a bit more comfortable. I feel like
Um, I think that that is probably
Fine, so let's add a cushion and let's add a light here and then I'll be back in a second
Oh, actually the cushion, um, I'm probably gonna look in seating. See if I have one
already made
Because this is could be quite a minimal scene so
Yeah, I'm probably going to add this cushion here
I'm just going to import this whole sofa
I'm then going to extract the cushion itself and then place that in okay now when you import cushions
There's one thing to note
Is that you'll probably find that the cushion doesn't fit exactly onto the sofa that you're trying to work with
So there is a thing called proportional editing if you press o
You can't enable this mode and you want to make sure that you have a set to smooth
And then you can adjust this cushion use the middle mouse wheel to scroll this out
You can then move this so that it fits nicely onto the onto the
The object you don't want there to be a too big gap
And you don't want the the gap to be non-existent
One thing that I do find with fabric materials is that if there's just a little bit of a gap
It can look a bit more realistic that it kind of leads underneath and has a nice
dark shadow underneath
But not too crazy that it looks disconnected. So I think that is a nice touch and
It should already be look at the material. Um
It should already be a nice
Material and color which fits nicely into the scene anyway. So that's good. Next thing I want to do is add this light
Okay, so this is the light that I've gone for again
It's an interior light which is going to be more of an artificial light. So I've set the value to 4600
I've set the spread to 60
So there's a bit of a spread but that also mean that they should get some on the on the curtain here
Now this won't be 100 realistic because there will be a lot like going down
But not up or to the side which you might expect from this light. I still find it doesn't look unrealistic
And it still adds just a really nice touch and a bit of glare and light to this object
Okay
So you can see that light being cast on here and it doesn't look unrealistic to me
This looks like it is being cast here
If you're looking at this you think where the whereas the light coming from it must be from here
If you wanted to you could always turn it and add some light coming cast on to here as well
But in general, I think that looks quite nice. So let's check that with the new cushion
And I think that's looking pretty good
I would probably say that this is being pretty close to
completion
So I'm going to move now on to the kitchen scene. So let's just see how this kitchen is looking
Cameras and kitchen shots
So it's very black. There's not much going on here
So we want to add some more lights going in over here and then let's add the details as well
So the first thing I want to start working on is always going to be the lighting
I want to see how the lighting works in the scene. So I'm going to go over to here
I'm going to go to lighting. I'm just going to look at some
ceiling pendants and
I already know I'm going to go for this one. So I'm going to click on this object here and append that in
Bring that down
Now this is a really nice light and it will also cast light onto the reflections on the on these areas too
So that's one thing that we want to make sure we don't lose. Let's bring this to the ceiling
Now I'm going to let it down
Okay, and that's just like a stopper point that goes in and holds that part of the light up
Okay, I'm going to set this to 4800
And I'm going to turn it on
On off and then that should add some light in over there. Okay, that's cool
And then I'm just going to see how this looks from the living room shot because we should be let's see some
There we go. So we see the reflections over here, which is a nice touch
And I think that's cool. So now let's work on the other lights. Again, it's too dark over here
Okay, so after some experimentation, I end up resorting to this light here
It's got quite a wide spread, but and I've also lowered these a little bit. So what I wanted it to do
I don't want to bring that down a little bit more these portals
Um, I wanted to just cast some nice light on this wall here as if it's you know, it's the same light direction as these ones
Very roughly. Uh, so it's casting some light here. Um
And I think that's probably fine. The next one is the lighting for the
The kitchen I will actually make these lights come with the kitchen
But basically what I'm going to do is just add some area lights underneath here
So to simulate leds in the light in the in the kitchen as this will be part of the model
I'm not going to go over this part exactly, but I'll be back in a second to show you the end result
Okay, so this is what I've ended up with again
I've got a black body and I've set this to 4800 and I've just added these underneath here
Probably move this over a little bit more and underneath every single shelf
There is going to be a light so that should add some really nice
Lighting here and again, we can already see that we're getting that nice
Aesthetic which we're going for in the other scene and now the lighting is done
I want to now work on some of the more furniture items some of the bigger items and then work down to the smaller items again
So the most important thing for me is um this area here and then I'm going to add something small over here
So I'm going to add a bit clothing rack here and then some chairs and I'm probably getting a chair here and
Yeah, we'll see how that works. So what I'm going to do is I'm going to add a
I'm going to add a lounge chair. So let's um add my cursor here and just append that into the scene
And then let's rotate this it is a little bit too big and using artistic license
Let's just reduce it a little bit and we just want to see the leading edge here because this has a really nice detail
So that's the only thing that's important here
And then I want to add some chairs here and then the back area. So let's add a
chair
And I already know this is the one I want to go for it's again
It has a similar kind of color going on here
But I'm probably going to change the back wood a little bit
But this actual vibe of this chair is what I'm really
Digging so let's append that in
And let's move this over here like this I might make the chairs a little bit narrower and I'm going to do Alt D
And rotate this over like this let's turn off render preview
Okay, and then let's add in a couple more here
And I think that's fine one thing that's always nice to do with chairs is just to make them a little bit off
Not make them a hundred percent perfect
Okay now for the actual wood I am going to change the little bit because I do think that the wood is just a little bit too dark
Yeah, because as you can see here the wood is too dark
So I'm going to I'm going to choose a lighter wood
Go to the IMS Asset Manager. I'm going to go to woods and let's see if there's one which I think looks quite nice
Um
I'm probably going to go for wood 35. Let's import this material
And then let's select this wood
And then let's give it this material instead
Okay, now that's already lighter and we can already see the effect going on here
I think that the string also has a bit too much color
So I'm just going to reduce that a little bit to 0.5 and maybe increase the value to like two
So now the the the string is also going to be like a similar color to here
But it should be in in general terms all matching right. So now let's work on the back wall
Okay, that's looking pretty good. I think for these items here
what I've actually done is I've actually given this one a white material and this one is also a
A lighter material because I didn't want any color information going in
From these particular objects wanted it to be all in harmony. So that's what I've ended up going for
So they are like the blocking items. I do think we need some maybe some more light here
So I'm going to add that more light in here and then I'm going to just fill these shelves with
Plates and things and then also add a sink so a tap and then maybe some decorations here
I think we actually released some decorations recently which would work really nice here
So I think this one would it's literally the same colors
So I'm going to go for this one
Maybe drop in adds half here and half over here
Then I'll add an area area light and then I'll be back in a second
Okay, so this is now populated
We now have another pan pass because I think that's also going in in working quite well with the
rest of the scene
I've also changed some of the materials in this one
so I've made it so that the the wood itself the sticks and the pan pass itself is going to be
Whiter because there was too much color in there and I've also given the material on this object here
I made it more of a white material than what it already was
And then for the highlighting lights, so again, there's no color information
It's just going to be white, but it's just going to be a nice highlight
That should be enough over here and it's going to be facing towards these chairs
To
To bring some nice light over here
Now you might be thinking oh, but that's unrealistic because there's no actual window here
But that doesn't matter so imagine a photographer has come into the scene
They're finding that they don't have enough light on these objects
They are going to bring their own light anyway
So that isn't 100% unrealistic and I'm sure your client if you show them such a render
They could be like wow, this is amazing. They might say this is too bright and we can darken it
But in general for this specific render, I think it looks great. So that's what I'm going to go for
The next thing I want is maybe a bit more of a light on this pan pass here
But the rest of the items are really working quite nicely. One thing I did over here is that this tap was actually
Rotated like this like straight
Which is it's a bit hard to get any context of what it actually is
So just rotated it a little bit so now we can actually see it's a tap
But yeah for the light on the pan pass
What I'm going to do is just let's just duplicate this one
Make a bit smaller
I'm going to make this to
Five
Five
I'm going to make it focus onto the pan pass itself
Um, you can also set these two discs if you prefer
It doesn't make too much of a difference and I'm going to set this to 40
So now there's a bit more of a focus light on that
So if I move this out of the way, we can see it's darker. I'll bring it back. It's just a little bit little bit lighter
So that's nice
Okay, one thing that I'm really noticing with this right now along with the ceiling
Which is looking pretty disgusting is that this chair has a very strange color to it in this particular scene
I don't think it matches this color and it doesn't really match other colors in the room
So this is more going into the green direction
But it would be nice if it was going into the more of the red direction
So we can see if we can tweak that a little bit
Um, so let's have a look here. So there's this is the color
Okay, so is that going to affect the color here?
Okay, that is affecting the color. So let's bring that back
And
Then let's just bring this over here like this
I think that might already that might actually be all that we need
Okay, yeah, I think that actually works perfect. So I think that looks closer to this
Maybe you can desaturate a little bit. Um, but I think that's working pretty nicely
I'm probably going to leave that there for now
I think this tutorial was also already incredibly long
And but I hopefully you get some ideas from concepts that we're going for
Okay, so this is going to be the final room
I've just gone into the camera view for now just to get an immediate impression of what I can see
So the first thing that's coming to mind is the reason why I put this camera here is to see the reflections
The problem is the reflections are black and white, but we want to actually see the reflections
So what I'm going to do is go to the world tab
Um, I don't actually have a reflection saturation value here
So it shouldn't be too difficult to make just add on to the answer. Let's add a mix shader
And let's plug that in here and add a light path node and then we say is this a
Glossy ray if it is yes, then that will be
With color if it is not then that's going to be the black and white
So basically all the reflections coming through here will be with color
But the rest of the scene will still be illuminated with the same lighting as we had before so that won't really change
If you think that that is a bit too oversaturated that green is a bit overpowering
You can add a hue saturation node here and then just reduce that a little bit if you want to
But I'm probably going to leave that for one for now and then maybe adjust it later in
Post-production if I want to but I do feel like these colors are a bit overpowering right now
But that it doesn't help. It's not helped that the rest of the scene is very monotone
But let's see if we can bring out some more colors in here
So one thing I'm going to do is I'm going to add a carpet with
Maybe some shoes
Because shoes for some reason always work nicely in the bedroom. Somebody's just walked in and
Getting ready for bed
So let's add a furniture detail. Let's add a carpet
And let's move this over here like this
And then let's also add some clothing
Again all part of the iMesh collection and we can see how easy it is to make visualizations
I do
Genuinely think that if you're looking to get into artfills that this is probably one of the best investments
I don't mean to like blow my own trumpet, but I do think that for the library that we're offering for such a price is
basically unheard of um
So yeah, anyway, something like this
Maybe these are too similar. So let's just rotate one a little bit add some more variation
Somebody's just kick them off
Yeah, I'm trying to see how these are working together, but I don't know if this is too close or if it should be closer
But I think some edge so we can see this edge here would be nice
Um, I also want to make sure that the focal point is here and it looks like it is
And
Okay, so I think that should be fine and like I said, I want to add some sort of plant here
So as this will be an outdoor scene, let's go to plants outdoor
and
um, I think that this one
Is probably one I'm going to go for
I think something with a bit of color will be nice because it is such a monotone scene. Um
And let's add that in
Okay, so I'm just going to bring this over here
Now this is going into the floor now
That is one thing that you need to take into consideration
Is what is the purpose of this scene? Is it for a client? Does it need to be 100% accurate?
If yes, then you would probably want to move this off a little bit and maybe
Have it so it is possible to be in a pot, but as this is actually
I feel so better
Uh, I quite liked it how it was here, but now I'm thinking it might be better over here
Hmm
I think maybe a bit of both
So I think that would be quite nice to be honest and let's move this away from the
thing
Now the idea of this is to be out of focus add some color and
Um, make it so that this corner isn't completely bare
And I think that will work quite nice
Okay
Now this is a little bit too dark
So I'm going to add another beauty light here
Let's just turn off the rendering
Maybe lower value and set this to something like 40. So this should be a nice highlight onto this plant. I reckon
Okay, yeah, that's already you can already see the immediate difference here
So if I bring this off it's dark and bring it back. There's some nice highlights
So this leaf also has some nice glossiness and reflections which was being lost
So if I bring this back we can then see some reflections here another thing to note
It's because we have an area light here
And an area light here. We might be seeing those in the reflection. So what I'm going to do is go over to here and set this to
Turn off the transmission and the glossy so that's no longer be affected
This is actually a light which I only really want to add diffuse light into the scene
So it's not too important for me not to have these turned on
But that you could probably leave that one on if you want to it's not too overpowering but
I don't think it was too accurate. So I think that's fine
And then the final detail this wall is a bit too plain so you can you can all you can either add a piece of artwork
You can add some some planks. So if you follow my other tutorials, you know that I'm a huge fan of adding planks
So let's just do that now
Just add a mesh cube
Now I want to give this the same material as the wall, but you can also give it like a wood material
Let's select everything unwrap
And then the edges are too sharp. So let's add a bevel
Let's add a little light bevel
If you want to smooth it you want to make sure that you have a shading hard and normals and then turn on
Auto smooth
Okay, there we go. And we might want to also adjust the UVs, but I'm not going to go into that too much now
I reckon saying that to scale of five should be fine
And
Yeah, let's see how that looks
Yeah, let's see how that looks
Okay, I think for that that's going to be wrapped up
I think that's going to be fine
And I'm just going to get on to the rendering because this is already dragging on quite long
But the main concepts here are are correct. So the camera is facing into this room. There's depth fulfilled. That's quite strong
Maybe it's too strong
But it's going into this room so that the focus is on the the edge of this chair and this area here
So there's some story going on here with some nice interest
So there's a there's a definite focal point of this camera
And that is the main focus
Maybe it is too dark here and maybe a lighter frame would be more appropriate
But I think right now that is fine. Let's just check out the other cameras
And this is the main living room shot
Again, this ceiling is too strong. So let me just let me just actually add a
Mix rgb and set this to I know a value of like this
So it's going to be quite rough
Something like this, but yeah, so this general shot
I'm really liking the curtains add a nice way to break up this
Area that the glass itself is quite black. So if you were to peek through it
You can see that there is a difference in the in the lighting
And this whole setup I think is just working really nicely. So I think this works really well
And then for the kitchen shot, I think that all works nicely too
Now the one thing to take into consideration here is I think this shot and the living room shot are
closer together
In terms of color, but there is definitely some colors that are missing. So this one it has a lot more reds and
Terracotta colors going on
But the living room shot doesn't so you might be worth bringing in some terracotta into some of these areas
And then also in the bedroom, I think that one is the most different from the others
But that does have the terracotta here
But I think in general they are close enough together to work
But if you want to make these renders all work together even better that is with post production
So that is what I'm going to get on to next you can of course tweak the colors add some more light into the background
Make make it so that the renders are closer together and do share more colors
But I'm going to move on to the post production side now
Okay, I've just come back to this and I thought that it could do with one final detail before I start rendering it
And that would be a light that sits into this little little section in the top now
This is not entirely necessary, but I thought that it just adds a nice little touch up here
I always think I always think these kind of glows look pretty nice
Again, I've set the value to 4800 because they are not highlighting lights, but more of actual artificial lights
And as for lighting values
These two here have the same value of two
I gave this one at the back which runs along here the same value of two
But I found that the perceived light value because it's going through the corrugated section was a lot less
So I've set that to a value of 10 and now the perceived brightness of that light all looks the same
And it looks like this light is continuing along
So that I feel like finishes off that section really nicely and now I'm probably going to render it
Hopefully I don't see anything else I want to change, but that should be fine for now
Okay, so when you get to finally to rendering you will be very limited to your vram on your gpu
If you're doing gpu rendering, which I'm sure most of you are
I have an 8 gigabyte gpu down here
Which we can see and that is what I imagine most users will have
If you have less vram then things can get a little bit more difficult
And you just need to optimize things a lot more
Your best friend in the whole wide world
It is going to be the simplify tab and turning that on and making it set to texture limit
So setting I'll basically set this to 2k. I set this to 2k in my test renders and it looked perfectly fine
There are certain details such as the wood floor which could have been better with a 4k texture
But I will promise you that if you go too low, it doesn't make too much of a difference
If you try to remember this is going to be rendering at roughly about 2k when I'm finished with it
So that full scene is 2k. So if you have imagined your 2k texture is this big on this sofa
You're not going to see the difference in in texture size
But the texture limit as considerable detail to the vram
Another thing to take into consideration is the amount of textures that there are actually in the scene
So for example in here in each of these objects, which are hidden behind one bit of glass
Two bits of glass is awesome clothing. So let's just hide this. There's some clothes here
So each of these clothes have one two three four textures
We won't see any of these the only thing we might see is the diffuse so we can very easily just remove all of these
Plug in the diffuse and be done with it now
There's only one texture and I guarantee you're not going to see the difference the same for this object here
So this object is it has a clear coat material and it has some glossiness and normal maps
It has two two principal shaders
So we just remove all of these. We're not going to see any difference
I can guarantee you can do some before after
Ren is if you like
But this has already saved considerable amount of vram by removing these the same for this one
Just go through all of these objects in the back
And just remove all of the unnecessary textures at this distance between these glass
You're not going to see any detail other than the diffuse map
Just make sure that your glossiness values are roughly about correct
And it will it will look fine
Of course, if you have more vram go crazy, but we are limited unfortunately in blender
With vram coming from corona and vray when we mostly render on cpu
You are not limited in whatsoever and we can just throw everything at it until you run out of your computer's ram
Which can be 64 to 128 gigabytes or more
So that is one thing to keep taking consideration as for the actual render size. I will be rendering at
200 percent of this
Rendering at higher percentages is actually better for the denoiser
So what you can do is if you set this to 200 percent you can then lower
Your sample count by 4 so if you do divide by 4 you can lower it by 4 because basically oops
If you double these values you will be increasing the size four times
So if you decrease that by 4 you can still get a very beautiful render
I think that the denoises are actually trained on higher resolution images
So they perform a lot better and there's just generally a lot more a lot more information in those renders
You can get away with lower sample counts
But for the actual for this actual render, I will be going higher and I just want to preface
That I've set the noise threshold to 0.01. So I think if that's correct that is one percent noise
So I want to wait until the the image has rendered so much until there's only one percent noise left or
It will hit 400 4096 samples. So for certain areas, let's say you have a perfectly white table here
This might hit one percent noise before this pampas grass
So when this bit has finished rendering and it's hit is one percent noise threshold
It will then stop rendering and it can then focus on other objects instead
So I've set it to say if it doesn't hit the one percent noise one percent noise threshold
I want it just to keep rendering until it hits 4096 samples
Some of you might think that that is ahead of a lot and it is
This is going to be a production ready render. I want this to be as high quality as possible
I want it to be as many samples as necessary. So the denoiser doesn't need to do as much work
The denoises are made by AI and they have mistakes. They will remove detail which should actually be there
So don't give it the opportunity to remove all of that lovely detail and set a very high
Render time. I see a lot of people doing renders and they say wow this rendered in two minutes
And I just say well what detail are you losing because you're only rendering it for two minutes
Let it render for an hour. If you're not in any rush, just let it render in the background
You know go to bed set up all your renders and come back in the morning. You have everything done
But to the max maximum quality there is a big problem. I see in in blender users 100 relying on the
On the denoises and I just really need people to get away from this
The renderer is doing its best job to most make the most realistic render as possible
If you then completely destroy it by adding a denoiser on top, you're just removing all of that lovely detail
So that is the detail which I'm going to use if of course it's going to take three four hours to render
And you don't have the time then probably don't do that
And also if it is you're probably going to take three to four hours
Then there's a good chance that you probably need to optimize something anyway
But these are my default values. So for this one, I've turned off denoise
This basically means once it's finished rendering it will apply the denoise onto the image
But I want to have more control. So if I go to the compositor, I've added a denoise node here, which can be found
here
Denoising data and that basically means that after the render you can then decide how much of the denoiser you want to apply to it
So if I was to add a mix
Here and then a mix in the denoise to the final image
I can then say I want it to be the 100% denoised image or I want it to be the 100%
noisy image and so you can just adjust it a little bit
So I often find that 0.75 works quite nicely
So the denoiser can't work too much but it does take off a lot of the unnecessary noise off of some certain objects
Okay, and if I go down here, so light paths, I've set these all to 32 and for transparent, I set that to 50
Now that's only because I have the pan pass and that will slow down your render quite a lot
So if you set this to a lower value, the pan pass will start to become black because there'll be lots of overlapping
Transparent planes, which is why you need a higher value
If you go for another plant, you don't necessarily need this and somebody commented in the previous video
That said if this is set to 32 and you set this to 50, then it will cap at 32
That's not true. The transparent bounces are independent from the total bounces
So that you can set this as high as you like and you're not going to be capped by this value
So I will set this to 50
Clamping, indirect and direct, I set these both to zero because clamping it basically reduces the value of the light in the scene
Which brings it to be more unrealistic. I want that to just be full lighting 100% as real as possible
There is a downside to this that it can cause fireflies and you get there's some random specs throughout the scene, but I do find that
Having a 4 000 samples can get rid of that
But if you are having problems set this to a value like 10 or set this to a value like 3 if you're having a lot of problems
But generally I don't seem to have too much problem if I set this to zero and it will look better under film
Blackman Harris, I would probably set this to 1.1
So the the lower the value the more sharper the image gets
But then you can have problem with aliasing where certain edges if there's high contrast edge
So if one's a bright light and next to a very dark object you can get jagged edges
So be wary of that, but I do find that for archviz a lower value is quite pleasant
Now a another interesting thing to check is also persistent data. So let's say I want to render each frame
So I maybe I set up a one camera to render the next camera to render and following the next camera to render
I will probably enable persistent data
That means that every time it goes to the next render
It keeps hold of all the information and just moves on to the next camera without having to do all the calculations all over again
Then that is very useful. So I'm going to leave that enabled
And make sure that you've also got it set to to film it in terms of the
Render passes these are the render passes which I have enabled in this particular render
I'm not going to be going into light groups and light groups are part of the
Lights themselves. We can add them to a certain group. So when the render has totally finished
You can then have additional render passes
So you can just highlight these lights for example and then get a render pass just with those lights
So then you can do some mixing afterwards to adjust the values if you want to
I'm not going to go into that in this tutorial. I think it's already quite a long
So I'm going to ignore that for now, but you can enable those
But I think just for this video. I think I'm not going to go too much into these. I think that these
These are probably fine. Maybe set the indirect glossy enabled and we can mix that in later if we want to but I think
I think that's probably fine
In my previous tutorial. I have also gone over
More into the render passes. So do check out the archive is tutorial two if you're interested in that but that is probably fine
Okay, so that's probably fine for the render passes and render settings
Okay, so the next thing I want to do is also go through and make sure I do some cleanup. So basically
Certain objects are not seen by certain cameras. So I want to make sure that those objects are hidden when they're not necessarily going to be seen
So what you can do is just select all of these objects that are going to be in certain cameras and then move them to certain collections
such as kitchen
And then later on you can hide them from certain cameras if you need to
Um, and then you can do that for all the rooms. So for this particular camera
We won't be able to see anything that's in the living room. So if we select all of these objects here
We can move all of these into the living room shot
And then we can just turn that off. Oops
And then we can just turn that off when it's not being seen
So if go over here
It makes no difference here and then that saves on vram and it should make things a bit render a bit quicker
Okay, so that is now everything set up and I think we're ready to render what you can do
If you wanted to we'll set certain cameras onto certain frames and set it to render as an animation
So it just does one after the other you can also move things to certain scenes
So that they all render one scene after the next
But i'm going to save that for another tutorial
I don't know some people are going to be commenting that saying
There's a way to automate that and there definitely is but there's no harm in just rendering one go to the next camera
Turning off certain things and rendering that camera
Okay, so i'm going to render that and once that's done i'm going to move over to photoshop
Okay, so i'll come back to this a few days later and this is the final output from the last image which I rendered
And we can also see that i've also done the living room
Sorry the kitchen and we've also done the bedroom and i've also saved these out as a tiff
It's very important to save these out as a tiff
So if you go to file save as on the render and make sure you set it to tiff and 16 bit
That's to make sure that you have as much data as possible
If you do have some alpha information that you want to take into consideration
Then you can also tick that box too
But this for me are the settings which I used in the compositor which can be found here
All i did was make sure that i've had i enabled the denoise node
Which is found like this just denoise make sure you leave it as accurate and leave this one enabled because that makes it as
accurate as possible
And then when the final image rendered i just plug this in like this and then i save the output
Okay, and then with that saved all i'm going to do now is go over to photoshop
Okay, now that we are inside photoshop
The reason why i like photoshop is because i like the camera raw filter
Which which can be found here and camera raw filter because that walks you through all the steps for editing
And you can do most of the editing that you need to get the image finished
Of course, there are other steps which you could take later
But i'm just going to go over this for now because it's so powerful and you can really pull out your image and make take it to
The next level just with this filter if you're using affinity photo
That also has very similar tools
But i will be using photoshop for now and i'm sure you can translate the edits which i do over to affinity photo
I believe affinity photo is about 30 or 40 dollars for life
So if you're on a budget, that's definitely a way to go, but i really like photoshop
So i'll be continuing with that
So the first thing i'm going to do now is after i drag this image into here
It says background, but what i want to do is turn that to a smart object
So now that's a smart object if i if i also do any edits for example if i click camera raw filter
And then if i click okay
It then saves that here so then i can go back into the camera raw filter later to make the edit
If i do not do that
Then the edit which i create is going to be baked into the image and then i cannot go back and change things
So you always make sure that the image which you're editing is a smart object
Okay, so in the camera raw filter
We can see here that it's just a list of edits which you can do and then there are some also
Some more tools up here which are very very helpful and which we will be using a bit later
So the basic section i won't be touching this too much
But that's very helpful for changing the temperature
And at some of the light values and also some
Vibrance and saturation values. I'll be using this just a little bit here
I think mostly i'm just going to turn down the exposure just very very slightly
Because i'll be bringing out some of the other lights in the highlights
I think that this as a value of zero is probably going to be fine and
Let's just maybe turn up some contrast just a little bit
These highlights and these sections i'm going to do in the curves
So i think that's probably fine for now might just turn down the vibrance a little bit
Okay, so it's not too much of an edit, but that should be fine for now
Okay, so i'm just going to minimize that and go to curves
So if we look at this graph we can see that this area over here are for the highlights and this over here are for the shadows
So we can see most of the image is in this shadow area, but not much of the image is in the lights
So if i was to adjust the lights we can see that it makes quite a big difference but nothing too crazy
If i was to adjust the darks we can see it makes a much bigger impact because that's where most of our colors are
I'm going to use this section a bit more lightly and i will adjust the lights even more because i have a bit more room here
So what i'm going to do here is first start with the highlights
So the highlights are referring to literally the highlights
So if we look at all these lights here if i turn this up to the max
We can see that the highlights are brought out and the shadows kind of makes it go very flat
The good thing with being a tiff is that we do have a lot of information
But we are losing some information down at the lowest highlights
But what i'm going to do is just bring this up just a little bit
Like this because i think that the this area which is going to be the most focal point of the image
I want that to be highlighted more and then if i bring up the lights
We can see that it's mostly affecting this area down here as well
So let's just bring this up like this. So now we have a nice highlight here and i think that's working well
The darks like i said, i just want to be very careful with these but i want to bring those down just a little bit and the same for the blacks
Okay, so we can see here that this area is now starting to pop out and the rest is starting to get quite black
Um, these areas are also very very black
So i think i'm going to try to bring those back a little bit and the way to do that is i would use this adjustment brush
So this brush you can basically brush on
Any of these effects. So if for example, if i set this to temperature minus 100 and paint onto here
We can see it getting very cold in those areas, which actually looks pretty cool to be fair
So what i want to do is because i want to make mainly bring back the highlights
I'm just going to bring back the exposure
Something like this and then i can paint on where i want the bright areas to be
So we can see that these areas are coming back and it doesn't look unnatural
It really does look like the lights are creating that
And i think that maybe this area is just a bit too dark. So let's just paint a bigger brush on here like this
And i think that's looking pretty good
Okay, so these area these highlighted areas are looking pretty good
Um, but i also want to add some highlighted areas to the back now if i was to click now
I would be creating a brand new brush and that's what i want if this was red
That means i'm going to be adding to that same brush
But because i want to edit this area separately, i'm going to go over to here and make sure that this is white
And then i'm going to add a brand new brush
So if i right click and just do this and then i can paint in some light over here
Maybe some light over here
And that's making that area brighter
So now i can adjust this separately to the other highlight. So i just paint it on
But i think something like that is quite nice
Okay, and now another thing that i'm noticing is that these are very red and there's no other red in the image
So this is really popping out to me. So i want to reduce this redness here
So i'm going to make sure i have a new brush selected and i'm going to paint over here over these red areas
We can see that it's getting very bright because it still has the exposure value turned on
But i'm going to turn that down in a second
Okay, and then i'm just going to use the rubber and maybe just remove it from these curtains
Okay
Okay, now i'm going to turn this exposure down
So that should be look like there's no edits at all and then i can also just adjust the hue
Maybe bring it more into the oranges
So that's more like the lights themselves
Maybe just a very very little
Okay, and then i'm going to turn down the saturation
Something like this, but maybe i might add a bit more here
Okay, so now we've removed most of those red areas there is still a little bit of color there
But it's not too crazy. The rest of the images is
Very black and white. So that fits in better now rather than that red
Okay, so my computer was completely failing to keep up with the recording for some reason and after editing it
I realized that it was basically unusable footage. So there's a section now
Which i'm going to try to rerecord and then i'm going to continue on from where i was recording previously
Okay, so from this point what i want to do is maybe add some more highlights here. So i'm going to make a
New brush i'm going to go over here and just paint in some highlights here
Maybe take some off of this dog
Let's maybe make this a bit bigger let's make a bit softer
I think it'll be just be nice to have some highlights on the side of this bed
Okay, and then what i want to do is i can see that these blacks are just way too black
So i'm going to click on this one which i've already done
Then i'm going to go to shadows and just try to bring that up a little bit
And we can see that we can now see the detail on this section. So bring that up
Yeah, something like that is nice
I think that's way better than this because the thing is getting lost
You would not be able to do this without a tiff you need some
You need an image which can hold a lot of information. So this is a good thing with that file format
Okay, now that's done. I'm going to go back to edit
And go to detail
So for detail what i want to do is add some sharpening
So when you're adding sharpening what you want to make sure is you find a part which is already the most
Part in focus and then adjust the sharpening there
If you tried to adjust the sharpening for an object which is already out of focus
Then you're just going to end up sharpening far too much because you're trying to sharpen the wrong part of the image
So i'm going to go to this section here
Oops
And this part is meant to be in focus. So what i'm going to do is just put this up to something like 36
And I think that is enough you don't want to go too crazy because that really hurts your eyes
But just enough to bring out that edges a little bit like that
And I think that looks pretty nice
The next thing I want to do is the color mixer
Okay, now for the color mixer
I've just reset the values back to what it was and i'm going to talk you through there
So what I want to do is you can adjust the brightness the saturation and the hue of different colors in the image
And it's really helpful to use this button here
So let's say that you think that this green could be brighter
You go to luminance click on this button and find the green that you like
And then you can bring this to the to the right and it's brighter bring it to the left and it's darker
Now this is very subtle because these this color is not very saturated anyway, but you can make it a bit brighter
And it kind of makes this section in the middle here a bit brighter, which is quite nice
I'm going to go I'm going to go to saturation. I'm going to do the same. I'm going to bring this down just a little bit
And for hue if I bring this to the right it's going to make it more blue if I bring it to the left
It's more yellow
So I think the yellow is very much in line with the image, but I think that's just far too much
So it would be nice to have a little bit of green left. So let's go something like this
And I think that's going to be fine for now
Okay now going to effect what I want to affect here is the vignette and that adds a ring around the image
Which can always really help with focus the image into the middle
So I'm going to bring this down just very lightly
Something like this and then you can adjust the the midpoint and in this case
I don't want the ring to be so close to the middle. So I'm going to bring this out to something like here
And then you can also adjust the feather amount if you want to so this is very sharp or you can soften it up a little bit
so I reckon something like this should be fine and
I think that those are all the edits I'm going to do for now for using the camera or filter
Hopefully this is very similar to what I had done just a second ago, but I'm rerecording it. So anyway, I'm going to continue on from where I left off
Okay, so I've gone online and I found a glare
Image which looks like this if you search for glares or lens lens flares
You'll be able to find some images which look like this
So I've just grabbed one and I'm going to bring it over to my light
And I'm going to set that to screen
There we go, and I'm going to make sure that's centered over oops
I'm going to make sure that's centered over the image centered over the light
Sorry, okay, and then I'm going to reduce that maybe it's something like 50 so we can actually see the light as well
Okay, you can also bring that up just a little bit more
Okay, then I'm going to duplicate that and to do that you just click and drag and drag that over to this button here
And then that would duplicate it. So I'm going to bring that over to here
Okay, and then we have some glares which are a lot nicer than you'll ever get out of blender
Um, and they still look very natural. So actually just make sure that these are definitely centered
Okay, and then we can also add them on other bits
So are so when there are like specific highlights like these where they are very very bright we can
just bring those down
here like this
And maybe onto the top of this dog and then do control t and then just make it a bit smaller
Just to add a nice highlight onto that dog
And that's how I do my lights so you can render these out and try to use the flares and stuff inside a blender
But and I just find it a lot easier and I generally think that these lens flares that you can get online
Just look way more accurate. So that's what I'll be using here
Okay, and the next thing I want to do is try to give this an
Instagramy vibe and that'll be basically by bringing up the blacks
So the blacks are not too strong and it kind of looks like a fade
I think is what instagram calls it
But as this is going to be like a portfolio piece and a bit more artistic
I'm going to try to I'm going to try to emulate that effect. So at the top of here
I'm going to click on this button and click on curves
Now to do that what you can do is just slide this up
And then you're telling it that the blacks the lowest black value is going to be this value
So bring this to the top the lowest back the lowest black value is going to be white
So that means the whole image has gone
So I want to bring up just it to something like this
But we can see that it's adjusting the whole image and I don't want to do that. I want to bring up
Just this bottom area here
So what I'm going to do is I'm going to find maybe the biggest point here and click make click here
But then if I was to do the same again, it still adjusts the whole image
It already looks a bit more appealing, but it's still not quite right. So I'm going to add another point
Like over here and then that will keep this curve in line
And then if I was to adjust this we can see that I'm now only adjusting just the black areas
So I'm going to do that very lightly
Something like this
So now if I do this we can see that these blacks look a lot more appealing here
So if I go into the monstera plant we can see these black areas are very
These black areas are very black
But if I do this they get light and I generally think that's quite nice to aesthetic
And that's kind of the aesthetic which I kept seeing and all of my references. So that's the image. That's what I'm going to go for here
Okay, now that image is just looking quite good. I think they might be too dark at this point
So I'm going to go back to the camera raw filter
And I'm going to go to the curves and I might just bring up the these bits
See how that looks
Okay, I think that if I was to re-render this I'd give this area just a bit more light
Okay, and I think that one more effect which I think could look quite nice is to give this
Plant a bit more light. So one way to do that is that you can create a mask inside a blender
But I haven't done that. So I'm just going to quickly paint over the top
So I'm going to select this camera raw filter add a new brush and then I'm going to go over to the plants
So
Then with the exposure turned up I'm just going to paint over here like this very roughly
And then adjust this
Something like this and then I'm just going to remove
Around the edges
The good thing with these brushes is that they always look still very accurate even if it's just quite rough
Okay, so that gives a nice glow to this pampas plant
Okay, and another thing which I think could be a bit brighter are these curtains
So these curtains are getting very lost into the background
But I think that they should stand out a little bit more. So over here they blend very much into the ceiling
So I'm going to do a cut out here
And then I'm going to edit it. So I'm going to be back in a second while I cut this out
So
Okay, now with these selected again
I would recommend that you go on to youtube and search for how to create masks inside of blender
But just for now, I've just done this a very rough cut out. This should be good enough for this tutorial
So with that selected I'm just going to go to see how I'm going to click on this button here and click on levels
Then I can just bring this up and bring up the brightness for these curtains
So I'm just going to go like
Very roughly like this
And I think that already looks a lot better
Okay, I'm just going to bring this down below the curves because that would look a lot more natural up here. So that looks
Better already
Again, I would just make sure that you go round and make sure that your your masks are correct
I think I've just done it very roughly right here
Okay, now I can see that there's actually a mistake in the render itself
And let's say you don't have time to re-render it because this curtain is going through the wall
You can actually fix it quickly inside a photoshop using this stamp tool over here on the left
So I'm going to make a new layer just above the edit the main edit
I'm going to set the stamp tool to current and below
And then if I hold down the alt button and right click I can bring this down like this
I'm going to click on a point maybe here
And just paint that in now we can see that these points are disappearing
Something like this the good thing is that curtains generally have a lot of wrinkles increases so I can just reuse these pieces
There are some duplications happening here, but that already looks better than the mistakes anyway
Okay, so if I do before and after we can see that I've just fixed all of those pieces
And that looks a lot better
Okay, so I think that's probably fine for now. I'm going to leave that there and then I'm going to move over quickly to the next image
so with
These layers here. So this whole section here is for that image itself
This is like a beauty pass over the top, which I might want to reuse for the other images
So what I'm going to do is select these ones here and then click on this button to put it into a layer
and I'm going to call that
Living room and if you right click on the folder you can set this to a certain color like red
And then what I want to do is then add a new image
So I drag this into here
There we go and we can see that it's already picking up that layer which is nice
and
Just to see how this is going to look because
I have already done some edits. I can drag these edits onto the new image here. So
If I was to click on the smart filters hold down the alt button
Click and drag you can drag that onto here. You can see how that's going to look
Okay, now with this
Dragged onto this one. It's very very bright in certain areas
And that's because we also brushed on certain exposure values. So if I double click onto here
We can go over to the brush section and just delete those brush
Entries that I created because those are not going to be the same for this image
And that looks a lot nicer
Okay, now with those brushes removed. I think that looks a lot nicer
But we do want to pull it in some more bright areas
So what I'm going to do is go to the bright section and so this part I think can be highlighted a bit more
I also think that this
This can be and this bit as well
Perhaps we can add some bright areas over here because this is getting very dark
And maybe over here because this is a focus. There is already a lot of light over here. So I'm going to leave that as it is
Okay
And because we've already done those over edits, so there's the vignette
There's the there's the sharpening and all those other details. I think that's looking pretty good. And if I click okay
Okay, and I think that this is looking pretty good
I think that this is looking quite in line with this other image over here
I think that it would be nice if there was more terracotta colors in this image
Like I said earlier because this is kind of feeling like a slightly different image over here
But it does still have a similar kind of vibe in terms of the lighting and the focal areas
So it's a very beauty kind of render
That maybe your clients wouldn't like something which is as artistic, but it definitely has some sort of wow factor
Now one thing which I didn't really mention while creating this scene is I didn't really bevel these edges on the walls
You can do that
But I found that in the past the amount of times where I beveled the edges
Then I needed to separate the floor or the ceiling for certain reasons and then the bevel gets really strange
Then you can get light leaks in these corners
So I just left it off for this tutorial
But if you want to bevel these edges, I would recommend it because it does look more realistic
Because these are very very sharp
But as these are in the distance
They are they are getting blurred anyway, and there are some denoising artifacts anyway
So you can't quite tell that they are super sharp, but that is something I think that you want to take care of
Also over here, there is some aliasing happening here. So this is a very sharp contrasted area
So this doesn't look so appealing. So you might want to blur these edges to make that a bit softer
If you wanted to you can also inside of blender add a glare node
And then plug that in and that would have probably saved this point over here
But I think just for this tutorial. I think that that is fine
So we can also see here the point which I was kind of aiming for in terms of the wall texture that the light areas where
The light is reflecting you can see that the wall isn't completely smooth
So there is some nice textures going on in the wall, which is often something that is missed
And also in the ceiling there is just a very light texture
Nothing too crazy, but they did but there is definitely a texture on the ceiling. So nothing is too
smooth
And as I rendered this image as a texture size of 2k, we can actually see that the floor might do with being a higher resolution
But it's so subtle that
It might not necessarily make any difference
But it allowed us to render more objects anyway
And then what you would do now is then move over to the final image, which is the bedroom
I was to do the same thing. I would just literally drag in the
Drag this in and simply grab these filter hold down the alt button drag this on and see how that looks
I think that looks pretty fine. I think that this green is way too overpowering
So that's something that I would adjust
But by copying the camera raw filter it's given us a very good starting point just like before
Okay, I think that's probably it for now. I really enjoyed making this render
I really enjoyed finding these references and trying to find a specific style that I was going for
And I hope that this has given you some good ideas of the kind of quality that you can get out of cycles
I think people think that cycles is free and you can't get good quality
But this is absolutely a production ready and professional grade render
I hope that this has inspired you to make some of your own kind of renders
And if you ever have any questions, do try to mention it in the comments
Of course, like I said, it was very hard for me to try to cover every single specific detail
So I'm sorry if I miss certain things, but hopefully this has just given you a good idea of at least some starting points
Okay, and if you're watching this video about
Black Friday time, then we do have a Black Friday offering of $75 for the whole entire library
If you're not watching this at Black Friday time, then do read the description because we might do a second offering
Just for the people who are watching this tutorial
So do read the description
Um, but for now it is $75 which is for the whole entire library of 1,500 assets at the time of making this video
Which will be an insane deal if you were to get that that would be $75
dollars divided by
That would be five cents per model if you downloaded the whole entire library, which is
Actually ridiculous because at most other websites, they would cost you anywhere between like five to seven dollars for the same amount
So it'd be about seven thousand five hundred dollars worth of assets
So that's uh ridiculous
So all you need to do is once you've signed up you just go to the shop and you can just download any item
You like just hover over and download
Anything we keep this library updated so every single month there's new models coming out
and every single month is
Not just quick models, but actually also incredible models that you won't be able to get in most other places
We think that some of our models are just incredibly
Top of the line blender quality stuff. So if you're interested in that do check out iMesh
It would be probably the best investment you make all year guaranteed
So, yeah, thank you very much for watching this tutorial
I really hope that you guys have learned a lot from this and I hope that it's giving you some ideas on how you can
Make some incredible renders inside of cycles and hopefully push your portfolio to the next level and really ultimately
Just to try to make sure you find the clients that you're looking for and trying to make money
So thank you for watching and I'll see you guys very soon
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