Transcript for:
Creating Realistic Renders with D5 and SketchUp

In this free course, we will go through everything you need to create stunning realistic renders using D5 render and modeling in SketchUp. Even if you're a complete beginner, you will learn the basics of modeling, transforming 2D floor plans into 3D models, setting up composition, setting up realistic materials and lighting, and even creating animations step by step. However, if you would rather skip the process and let me and my team at Scale 3D create the renders for your architecture firm, simply click the first link in the description to apply for a oneweek free trial and experience how we can collaborate on your project. So, once you open SketchUp, you will see that you will have a window like this show up. Now, these are just some of my recent files that I had open. This is not important. You will not have this right now. But what we want to do is that we can choose a template on which our SketchUp file will be opened. Now in this course we will follow the architectural centimeters template. However, even if you are from an area where you use the imperial system or whatever type of measurement in terms of units, you can still totally follow the course because uh everything is still applicable. So no worries about it. So as of now in this window we just want to click the architectural centimeters. Okay. So once you do that you will see that here on the window you will have something similar to this show up. Now if you do not have some of these tabs maybe if you haven't downloaded D5 render yet or um these are the the light sources of the D5 render do not worry about it. The thing that we have to do in order to be on the same page is that you might not have this tray here on the right open up. And in order to do that, you're just going to go over here at window default tray. And um as you can see now, I pressed hide tray, but instead you're just going to press show tray. And you should have this here uh show up. This is where we'll use materials. This is where we will organize all of our objects, etc. We'll go through all of this a bit later. Now one thing that we also have to do is that if you just right click no matter uh in what area here at the top uh I want you to open the large tool set here on the left this will show us a whole new set of tools that are very useful for us uh during the modeling process. Once you have done these two things um we are on the same page and now we're going to move on to some of the navigations to see how we can move around in SketchUp. So first thing is these are the navigation uh tools. So the first one is orbit and basically with orbit if you if we click this here we can just click wherever and then move our mouse and as you can see we will orbit around wherever we have placed the cursor. Now uh something else that I want you to know is that we will use a lot of shortcuts in this course. And the shortcut for the orbit tool is um the middle mouse button or the scroll wheel if you click it. So I highly recommend you to have a threeb button mouse. So if you just hold the scroll wheel like this and then move the mouse around, this will basically be the same as if you use the orbit tool. Now the other navigation method here is the pan tool. And this will not change our angle of view, but it will only keep us parallel to whatever we are viewing. And we can move this around to the left, upwards, vertically as well. And this is very useful when we basically want to have the same kind of angle uh of the point of view, but just want to move to another direction. Now the shortcut for this is to just uh hold the scroll wheel once again, but this time you want to hold shift as well. And now you can see the icon change up to the pan tool. And honestly, these are the main two tools that we will use throughout the navigation. If you scroll your mouse wheel upwards, you will zoom in. And if you scroll it downwards, you will zoom out. And remember that whenever you wherever you have the cursor placed, that's where you will zoom in. So my cursor here is in the right, that's where we are zooming in. And now if the cursor is here at the cat, for example, this is where we will zoom in. Uh, pretty basic. Just want to make sure that we are on the same page here. Since we know the basics of navigation, let's get started with the basics of drawing in SketchUp. So the first thing and the first tool that we want to use is the line tool here. So if we click the line tool, we will have a pencil show up. And if we click once, that will be the origin point of the line. And if we click a second time, that is where the line will end. And if you want to just keep it like this, we'll just press the escape key on our keyboard. And now as you can see this is just um the line showing up. Now one thing that you may notice when we are drawing the line is that if we just click wherever you can see that there are some colors showing up as we draw. So the blue color uh the green color and uh the red color we also have the pink color here at our disposal. Now what each of these mean is that the yellow color shows us that this is being parallel to the green axis. The red color shows us that this is being parallel to the red axis. And the blue color shows us that this is being parallel to the blue axis. And uh the pink color is basically that we're being parallel to this other um line that we have here. Right? So now if you want to only lock it at uh one of them, for example, to the green axis. If I go to the green axis like this, if I just click shift now, no matter where I move the mouse cursor, you will see that this will be locked in within the green axis. Or if we go to the red one, the same thing will happen. So if I just click once, now we have something parallel to the red axis. Now one thing that you can also do is that you can also use the arrow keys. So if I press the up arrow uh and wherever my mouse is placed this will be locked to the vertical axis or the blue axis. If I press left the left arrow this will be locked to the green axis the right arrow to the red axis and downwards. Once again if we use the downwards one this will keep it parallel to another edge that we have here close to us. So some pretty useful stuff just to be a lot faster when we're drawing even more complex shapes later on. Now one thing that I will also add is that you do not have to go ahead and click the line tool. You can just press the L key which is the shortcut for the line tool and then you can draw. Now something else which is very useful is that if you see here on the bottom right corner you can see the length of the line that we are drawing and uh we can basically type in for example let's say 500 cm and if we just click enter this will be exactly 500 cm right? So if I just click on top of this once and then in the end point you can see in the bottom right that this is 500 cmters. This is very useful when you want to be exact with measurements. In order to create a face or a surface in SketchUp we have to connect three different lines that are in the same plane. So what this means is that this is on this plane here. We could also create another surface by going upwards and then closing this in like this. And as you can see, we have two different surfaces right now. But as I said, this is only if you actually create them in the same plane. So if I go ahead and delete this segment or I guess this line, you can see that there's I mean both of the surfaces have been deleted because there are not three lines here that are within the same plane. So this is just to keep in mind when you want to draw surfaces. You can also use uh more than three segments. As you can see, we are going to draw here a uh rectangle or even uh other stuff which is more complex and maybe going to use a lot of these later on. Another tool which is very useful when we're drawing and let's say we have made a mistake. So uh if we go here you can find the eraser tool and with the eraser tool you can either just click once and you can see it deletes the line or what you can also do you can just hold the leftclick mouse and it will delete everything that you have moved on top of with a cursor. So if I just let go of the mouse you can see that it deleted all those. Now the shortcut for this tool is E for eraser. Pretty easy to remember. And if I just click it once again, this will delete everything that we have here. And if I just let go, then all of that is done. We can draw a rectangle like this totally uh manually. However, we can also use a rectangular tool, which is a lot faster to do that with just two clicks. So if I just click once here and then I just move the mouse, you can see that this is moving in a diagonal. And if I go over here and click once again, this will create a square. So that is with just two clicks. Now one thing that you will notice is that if I just click once, you can see that you can toggle to draw from center as well. So uh if I click click control or if I press control on my keyboard, you can see that now we're not drawing in the diagonal from the starting point but instead we are drawing from the center. I can click control again and now this changes from uh the diagonal which we started to draw the rectangle. So if I just click again you can see that there is another rectangle. Now we can also type in the values of the rectangle. So if I go over here, we can type in 600 cm for example by 800 cm. So we're going to type in 600, 800. And if I click enter, you can see that the rectangle has been drawn. Now we can do basically the same thing with the circle tool. So if we just click the C key on our keyboard, you can see that the circle tool will show up. So if we just click once for the origin point and then another time for the radius, you can see that now we have the circle um shape drawn here in our SketchUp window. Now if you also just click once again with the circle tool, we can also type in the radius of how large we want this to be. As of now, you can see it's showing the measurements here. But let's type in 1,000 cm. And if I press enter, you can see that now the radius of this uh circle is exactly 1,000 cmters. Um and uh yeah, this is pretty much it in terms of the circle. Pretty self-explanatory and I highly recommend you to use these tools um instead of basically drawing everything manually. Now another thing which is very very useful in SketchUp that even some advanced users forget to apply which helps you a lot when you're drawing in a lot more advanced shapes is how you actually select shapes. So if I select from the bottom right to the top left. So from this diagonal you can see that if I let go even though I will not have selected the whole circle if I let go that whole surface will be selected. So all it takes is to be just a little bit within this square and it will select the whole thing. Right? So this is very useful when uh you do not have a lot of objects around. You can basically not be as precise and still capture everything that you want to. But in cases like these let's zoom out a bit. So over here if we want to only select this small rectangle. If you do the opposite if we start the selection from the top left and we go to the bottom right even though uh this square here is within our selection only if you have your whole shape within the square uh that will be selected. So as you can see now only this has been selected and the person over here but I mean uh we don't care about that anyway. So once again, if we go from the right to the top left, even though we have not selected the whole rectangle here, it will still be within our selection just because it was a tiny bit within the square or the rectangle. However, if we go from the top left to the bottom right, you can see that only the objects which are totally 100% within the selection will be selected. So in this case, the small rectangle and also the segment, this edge of the other rectangle that we had here. So this is very very useful when you want to be a lot more precise with your selections. All right. So now we have some shapes that we have drawn here in 2D and SketchUp. Now we want to actually make them in 3D. Now there's two ways that we can go about this, but I'm only going to show you the fast way because I'm not sure that any of you would want to be in efficient. So if you go over here, you can see the pushpull tool. You can either click it or you can press the P key. So if I go over here and I have the P key, you can see that I can select the surface and then move upwards and as you can see now this is becoming a cube or a cuboid um which is basically a 3D shape. So we can just type in the distance which we want this to be pushed or pulled let's say by 500. And as you can see now this is a cube or a cuboid uh which I'm not very exacting. So this is how you can convert a 2D shape or a rectangle into a cube or we can convert this circle into a cylinder. So if I just click once and if I go upwards you can see that this is automatically being converted into a 3D shape and I can type in 500 cm as well. So um this is how you basically convert a 2D shape into 3D which is pretty simple. Now, one thing that you also have to keep in mind with the pushpull tool is that if you have to push pull many different faces into the same exact height, what you can do is that pushpull tool actually remembers the last value that that you typed in for the height. So, if I go here in this surface and if I just double click, you can see that it will extrude it or push pull it to the same height as what we did previously. Or if I go here at these other rectangles and I push pull them upwards for 1,200 cmters, you can see that now if I just double click here, all of these will be within the same height. So we do not have to type it over and over again. So this is just a faster way to do the 3D modeling in SketchUp. Now let's say that we want to modify this. What we can do is for example, we can draw a rectangle within the rectangle. So if um I click the rectangle tool and I just click once on this surface and then click another time, you will see that now these are two different surfaces compared to this one which is just a whole um one like a single one. So now we have a whole new surface here. What we can do with this is that we can also create an opening. So I can press the pushpull tool and I can move this inside. And as you can see now we are creating an opening inside this cube. However, you have to keep in mind that if we go beyond the I guess the face in the back here, the surface in the back here, you will see that this will not create an opening still. This will still be closed. In order to create an opening, we have to push pull this exactly to the face which is the opposite or um right in front of the surface that we're trying to modify. So, if I just let go now, you can see that we have created an opening here. Now something else we can do to modify this box, this cube, um, whatever you want to call it is that we can also use the arc tool to create a chamfer here at the edge. So if I just click once with the arc tool here and I click another time on the other side, we will click and basically point the two different points. And now we can also choose the angle which we want the arc to be in. So if I just click once again, now you can see that these two are two different surfaces. And I can go ahead and press the P key for the pushpull tool. And I can just go all the way here at the back. And we will be able to create a chamfer. So basically a rounded corner here inside this box. All right. So something else that we can also do which is very very useful when going to model the interior in this course is that if we go ahead and use the line tool and let's just draw a path something similar to this. Right? So this is just a random path that we drew. Let's say we actually want to do a baseboard in our interior. We can use something called the follow me tool. So if I go and create a rectangle upward. So once again I'm going to click the left key here. As you can see I'm going to click once again. As you can see now we have created a face. So I'm not going to make this too much more complicated. I'm just going to draw another rectangle. Something like this. And let's just basically delete this face. And now we have a face similar to this. So let's say we wanted this path to be the path of a baseboard in our interior. So usually what most people would do is that we would just push pull this all the way here and then push pull this all the way through the path. What you can do is you can basically select the path here and you can go ahead and choose the follow me tool which is the one right here. And basically we're going to say throughout this path we want this actual surface to move along it. So if I just click here once, as you can see now this whole path will be what this surface follows and it basically automatically push pulls that surface within that path. So very very useful. It saves a ton of time. You're going to see later on how we're going to use this. So um this is one of the most useful tools that you can find here in SketchUp. We have a few different objects here. And what we want to do here is let's say we want to move this from uh the position that it is and let's say we want to move it upward. So what we can do is we are going to use a selection that I showed you earlier. So I'm going to go from the bottom right to the top left. And now we have selected this cylinder. And now in order to move this we can either use the move tool here and we can click once and then we can click another time for wherever we want to move it. Or we can also click once. We can also lock this within an axis. So let's say along the green axis as you can see. And now we can just move it on this axis or the red axis pretty much similarly how we uh drew with the lines right and we can basically move this right here. Now one thing that is very important is that if we move these next to each other these will kind of I guess merge. And now if we select this cylinder and we try to move it you can see that both of these will move at the same time but they will also be distorted. Or if we just select this face and these faces, if we try to move this uh you will see that basically um it will all move together. Now in order to not have this happen to us and we still want to keep control of each shape one by one, what we have to do is that we can select this. We can right click and then we can make this a group. So now as you can see this is a group and we cannot select each of the surfaces individually. uh but we will select all the edges and surfaces one by one. So I can move this and now if I even move this right next to the cylinder that we had and if I go along you can see that this moves alone independently of the actual other cylinder. Uh if we still want to modify a let's say just one part of the surface here, we can just double click and now we have gone inside the group and we can only modify this without actually um tweaking any of the other shapes that we have here. Another thing which is very useful is that we can also create copies of the same object or shape. So if I just press the M key for the move tool and then I just press control once, you will see that there will be a plus icon here at the uh next to the cursor. So if I just click once, this will create a copy of it. And then I can just move this over here and this will be the copy that we created of the cylinder. Or something else that we can do here is that if I select this, so I'm going to select this. Uh if you just saw what I did, instead of selecting it from the right to the left, I can basically just uh click once for the surface, click twice for the surface with the edges, or click three times to select the whole shape. So I can just select I can just click three times and it will select it a lot faster than using the traditional selection. So I can right click, I can make this a group. And then if I use the M key and press control to copy and then let's say just copy this once, you can see that we basically copied it. But if we type in our keyboard 10 and the num and the letter X, this will multiply this 10 times if we just press enter automatically. And this will copy something a lot faster. Something else that we can do is that we can also modify the size of the shapes even after we have push pulled them. So if you go here, you can see the scale tool. If I click once on it, you'll see that there will be some new points within the selection that we have here. So we can either scale this uniformly. Uh so basically throughout the whole axis like this or we can scale this only in a separate axis. So only on the green axis, only on the red axis or even only on the blue axis. Um so that that will kind of distort the uh shape, but that's only if you want to make a change to uh a certain I guess um a certain axis of the shape. Once again, the uniform shape will be if you select any of the corners of the shape, right? So if you select the corners, this will be scaled in uniform. Now we can also use the rotate tool. So the rotate tool is the one right here. If I click on this, you will see that there will be the rotate tool selected. So in order to use this, we can click once. We can click the axis on which we want to be uh on which we want the rotation to be referenced on. And then if I click once again and move this around, you can see that we are rotating this along the center of the rotate tool. And if we just click once again, this will be where this will be placed. Now, if I want to just move it in place, we do not have to use a rotate tool. Instead, we can just select the shape. We can press the M key. And if we move the cursor on top of the shape, you can see these plus icons showing up, which basically allow us to rotate the shape a lot faster. So if I go over here, I can just click once. And now you can see how it is rotating it within the same center point that the shape already has. So I can just maybe leave it like this in a diagonal if I wanted to. Cool. So I mean these are pretty much the most basic tools that you can use in SketchUp which will help us a lot in order to create our 3D floor plans to model the landscape, model everything that we will later on need to model throughout this whole course. uh make sure that you actually uh have understood each one of these. If you haven't, just go back to the video because these are essential in order for us to move forward. And with that said, now we're going to move on to importing the floor plans and actually converting them into 3D. The first thing that we have to do is we have to import the 2D drawings. Now, if you want to follow through with me, I highly recommend you to download all the floor plan elevations and all the resources in the link in the description where you can just get everything that I'm using and also follow along the course. That way, you actually apply while you watch the tips and the tutorial. So, first thing we're going to do here is we're going to go to file. Let's just save this first. Now, we're going to go to file again. We're going to go import and we will download all of the plans which will help us actually do the final drawing. So let's select this. Um we basically just going to scale this up and then we're going to get it up to the correct scale. We are just going to import all of these drawings one by one. So another elevation. Let's go to file. Let's go to import. Let's go to another elevation. Let's go file. Let's go import once again. Uh this is the other one. And then we have just one more left which we need to take care of. All right. Cool. So first thing we're going to do is that we are going to get all of these floor plans to scale. Now let me just move all of these along. And I'm going to go and click this floor plan. I'm going to explode it. So now this is a surface and these are the edges. And once we explode it, now we going to make this a group. And now we will go inside the group. Now, in order to actually convert this to the correct size and measurements and and the correct scale, we will need to actually use the tape measure tool, which we are going to take a look at in just a second. However, uh by the way, if you can see in all of these elevations and the floor plan, I deliberately made them so there are no dimensions. So when you have no dimensions, you have to base your measurements to something which is a standard dimension. So for example, these for example, the bedroom doors usually are 90 cm in real life, right? So as you can see, this is too big or even the kitchen cabinets usually are 60 cm. And this is how you're going to have to base the scale off. So um if I go over here, we are inside the group here. So we're going to go inside the group. I'm going to go to the door here and we're going to draw a line from this side all the way to this side. And now we're just going to select all of this. We're going to go to tape measure tool. We're going to click it once. Let's click once in the starting point and another time on the other point and we're going to type in 90 cm and we're going to click enter. And as you can see, it's going to say, do you want to resize the active group of component or component? So, we're just going to click yes. And now we will have this resized. So if I go inside the group once again and measure this line. So let's just use the tape measure tool once again. I click once in the beginning and once in the end. As you can see below uh this right here is 90 cm precisely. And we can come to the conclusion that this right here is up to scale. First we will create the drawings of the walls here and the other elements. And then once we need to do them in 3D, we're going to use the elevations to basically base the heights of all of these. So I'm going to go here at the default tray. I'm going to scroll downwards. I'm going to go to tags. And we are going to add some new tags which are basically layers which will help us organize everything much easily. So I'm going to add a tag. And this one will be exterior walls. We will also need to add interior walls. We will also need to add a floor slab. We will also need to add a roof. Um and uh that's about what we need as of now. The doors, windows, and that we're going to take care a bit later on for all of those. So uh let's first get started with the exterior walls. So I'm going to go over here and I'm going to click camera. Let's go to standard views and let's go to top view. And here in the top view, we're going to get started by using the line tool here. So I'm going to click once and we are going to draw throughout the whole parameter of this whole I guess walls. Now one disclaimer, this is totally for exercise purposes. If there are any imprecise lines or anything like that, do not worry about it. Do not try to be right for every single uh millimeter or anything like that. So uh we're just going to zoom in. Let's go upwards. Let's go on this side. And basically that's all that we got to do right now. We are just going to go throughout along the perimeter of this whole uh house and and basically the exterior walls. All right. So once we have this here, now we need to use a new tool. So we have a surface. We're going to need to use a new tool which is the offset tool. Basically what this will do is it will copy all of the edges um or the outlines here inside or outside in basically a parallel manner. So if I just click on one of the edges and I move inside as you can see there is a line basically moving parallel to what we have selected and this way we can just move this inside right and uh this will basically uh select the surface of only the exterior walls. Now what we need to do here is that if I select the surface of the serial walls do something like this. I'm going to go to tag and let's just make this the shear walls. Right? So now this is our inside our tag that we did earlier. And if I turn this off, you can see that the serial walls were turned off. And the only surface which will be left is the one right here. Now this surface right here is what we are going to use for the floor slab. And this one we are going to go ahead and go to tag and going to use floor slab as well. And now we can turn off the floor slab. And just let's just leave the exterior walls turned on. All right. So now that we have drawn the exterior walls, let's go ahead and draw the interior walls as well in 2D. So let's go once again camera standard view, stop view. This is just so we are in parallel view which would be much easier for us to draw. We have created the interior walls as well. As you can see and now what we will do is that we'll go ahead and go to the tag and let's just move this to interior walls. And then we're going to go downwards. Let's just turn off the floor slab as well. And now we have created the walls. Now once we have created the walls, the next step that we have to do here is that we have to create the openings for the doors and for the windows. And we're going to do that just a second. So the first thing that we're going to do in order to create the openings for the shear walls. I'm going to turn off these shear walls actually. And then I'm going to go ahead and use the tape measure tool here. So I'm going to click on a tape measure tool. So if I just click here on this edge, it will create a parallel guideline. And I'm going to click once here and then another time for the beginning of the window. And we are basically going to do this for all of the openings here. Uh something with a tape measure tool. Uh we're going to click once on this edge. Let's just draw this for the end of the door and once for the beginning. Let's just move ahead to something like this. Boom. Um, okay. So, these two are basically in the same line. Uh, this one should be horizontal. We're going to do the same thing inside the interior walls here. Let's use a rectangle tool from uh top left to bottom right. From top left to bottom right, same over here. Uh, same for this door right here. Same for this one. And then after these other ones, I think we will be done with the openings. Now since we are done with these, what we will do is that I am going to go ahead and uh basically get all of these uh elevations up to scale with the floor plan that we have here. And this will help us to push pull all of these walls uh with the same height. So what we will do here to get this up to scale is uh that we will use basically this door as reference. So the entrance door here is somewhere around I think this is supposed to be um yeah I think this is 93 cm. It probably should have been a bit larger but that's just the way the floor plan was anyway. So what I'm going to do here is I'm going to move this a bit upwards. Let's explode this. Let's go and select this. Let's make a group. Let's go inside. Let's use the line tool. And we're going to start from here all the way up to here. And now we can just select all of this. Let's use the tape measure tool. We're going to get the starting point from this side up to here. Let's type in 90. Let's press yes to resize it. And now we can check if this has been up to scale. Usually, it's not 100% accurate, but we can still kind of optimize it once we put it. So, what we're going to do is we're basically going to move this vertically with a rotate tool. And let's select this edge. And let's move this edge right at this wall over here. And as you can see, this is a little bit smaller than uh what we have here. So, uh I think we will need to resize this a bit. Let's check now. Boom. Uh, I think we need to make this just a little bit bigger. So, basically, I'm doing this with a scale tool. I can just press the S key on the keyboard and, uh, the scale tool will show up. So, the S key is the shortcut. Uh, now it's a bit too large. So, maybe something like this should be about fine. So, maybe just one more unit downwards. Is this too much? I think this should be fine. Um, so if we actually measure the height here, this would be 320 cmters for the height of the steer walls. So we can I guess move this a little bit to the front. And now we can go ahead in all these walls use the pushpull tool and we're going to push pull this upwards and we will type in 320. And this will basically be uh the height of these walls. And we're going to skip the openings and we will just double click on all of the other surfaces. So this is basically all the exterior walls extruded uh push pulled I guess in 3D with the height that we have here from elevations. And once we do this then we can basically just go ahead and also uh increase the height of the openings. So what we will do is we'll make sure that this is totally parallel to our um floor plan here. So if we go to something like uh this um I think we need to go just a little bit upwards. So the height maybe was a little bit more than that but let me check. Yeah, it was a little bit more than that. So let me just go ahead and push pull this just a little bit upwards. uh minor correction here uh just for extra precision. Let's press the left arrow key. And what we will do here is that we can use the tape measure tool and we can basically create guidelines for all of the heights of our windows here. So, uh this is the height of the window there and then this is the height for the windows in the top side for those ones. And I guess this one is a little bit higher on the top end. So what we will do is we'll just go ahead and select this surface. Let's push pull this in a way which would make it parallel to the guideline. And as you can see now we have the same height as we have on the elevation. Now let's do the same thing with this window over here. Let's just use this guideline as a reference. Let's use the tape measure tool. We're going to use uh this as reference. Let's use the rectangular tool. Boom. Boom. Something like this. And now we can close this off the same way. And we're going to use a tape measure tool once again to use this as guidelines and use this as reference. That way we have the same height. Let's use a rectangular uh tool. We're going to use the R key for that for the shortcut. And then we're going to push pull this all the way over here. All right. So, just to clean this up, what we will do is that we will erase all of these extra lines that do not service anything as of now. All right. Now, what we will do is we're going to do the same thing for these other elevations. We're going to turn these into scale. We're going to do all of this one by one. And then, yeah, I think we're just going to click here on this edge. Let's just move it to this edge. And yeah, we just need to make it a little bit smaller. So, let's just decrease it in size to something like this. Let's just move this a bit backwards. And now, let's just use the guidelines the same way that we did earlier. And let's use the rectangular tool. Boom. Rectangular tool. And then we can close these off in just a few clicks. So, let's go over here. Pushpull. And then pushpull. And then another push and pull. Let's use the erase tool. Just like this. Uh that as much. So let's just copy this. Let's move it here. Let's rotate it. Let's rotate it vertically as well. Scale tool. Let's use the M key. Let's use that corner. That way we know we what we are referencing to. And let's use the scale tool once again. Let's do this once again. Let's just click right here. I'm doing this manually, by the way, uh just because I'm not sure that we are the most precise with elements. And we can uh just one more unit. Let's just move this once again right here. Okay. Yeah. And then right here, we're just going to move this a little bit to the back. Let's just click inside the surface. Let's use the tape measure tool. Let's use the rectangular tool. We're going to create this surface right here. And let's push pull this all the way here to the back. So, these are the openings for the exterior. Um, yep. This is pretty much it. How we are going to use the reference points from the elevations in order to make all of this up to scale. Now, next thing that we will do is that we will go over here. Uh, let's do the same thing in the interiors as well. So, let's just push pull this all the way up. Let's just pull uh push pull this upwards. the interior openings as well with the correct heights and everything. And now it's time for us to actually create the roof. And in order to draw the roof, we're going to use a tool called the protractor, which will create guidelines based on angles. We're going to click right here. We're going to click on the starting point, and we're going to move this upwards for 33°. And now we will do the same thing over here as well. Click once, go upward for 33°. And as you can see now these two guidelines are having an intersection. And we will click once over here. Let's click one intersection. Let's click once in the other end point. And now we can close this off. And this is our surface of the roof here. Now let's use pushpull tool all the way to the other side. Uh let's just make this a little bit more precise. And now we have a roof selected. Let's click make group. Let's click make group and uh let's go over here upwards tag. Let's do roof. And now we have this within our selection. So as you can see there are some more details that we need to add here like uh the difference in the uh materials that there are here from the side. And what we will do for that is that I will basically move this a little bit backwards. M like this. All right. And then what we can do here is that I will double click on this wall. Let's use the offset tool. Let's type in 35 cm. Uh because that is um going to be the same width as the wall over here. And now we can just extend this line all the way to the ground. Extend this line all the way to the ground. Let's use the eraser tool. Uh boom, boom, boom. Uh something like this. And uh yeah, I think we will not need this either. So yeah, I think basically it's only these lines that we will need. And now if we go a little bit to this side, we're going to need to go over here. And this I think this doesn't need to be 35 uh cm. I think this needs to be a little bit less. So I think something like this could work. Let's just extend this from this side all the way over here. Uh okay. So if I double click, let's just close this off. So these are kind of connected. This should be one surface. And now what we can basically do is if we go inside this surface, we can just push this inside for 0.5 cm. Just so there is a little bit of difference between the two surfaces. Maybe 0.5 is too little. Let's do 2 cm. And let's do the same thing over here for 2 cm. And this can kind of be how we can divide uh both of these in terms of the material. And now let's go to the other side. We can basically do the same thing. Let's um offset this with F key to 35 cm. Let's use the L key. Let's go all the way downwards, all the way upwards. Same thing over here. Boom. Boom. Let's delete these two lines. And then let's go to the roof. We can offset this into something like this as well. I think that is kind of it for the sides. Now here at the front, what we need to do is we basically need to extend uh one part of the wall here to the front. So let's just go a little bit backwards. So let's just move this a little bit to the front. Once again, M key. Uh, yep. Something like this. Let's double click. Let's use the tape measure tool. Let's go downwards to something like this. And then, uh, yeah, I think that's about it for what we need from this elevation. Now, uh, I can just move this forward. Let's go inside the wall. Rectangle. Push. Pull this all the way to the other side. Let's delete this. These two are not the same. Uh let's go all the way over here. All right. I think this is pretty much it. What we need from this side. Let's take a look on the other side. I think we also need to u push pull apart here. So let's just go uh move this backwards. Let's put this parallel. And we're going to need to draw another guideline. So, let's just go inside this wall. Let's use this. Wait, actually, yeah, we're going to need to go inside this wall. And I think this guideline represents perfectly the height there. So, if I just use the tape measure tool and go parallel this way, so throughout the red axis and end it on this end point. Now, I can move this out of the way here for me. And I can go inside. Let's double click. Let's use the rectangular tool and let's close this off on this edge. Let's push pull this all the way to the other side. And I think this should be about it here. So, this is pretty much it. The skeleton of the house that we have here. Um, what is left in terms of the exteriors in terms of the 3D model, not the materials and all that, is the windows and also the door. So, I'm going to show you how we can do that pretty quickly without having to model everything ourselves in just a second. All right, so it's time for us to finally move to doors and windows. So, the Sketch Warehouse is basically a library of SketchUp where users uh furniture companies and other third-party users can upload their own 3D models. And they're all free to use for everyone who has SketchUp entrance door. And I click enter. You can see that there are going to show up a bunch of doors that we can use inside our 3D model. You can go through bunch of these and for example you can open this one and then you can see the file size uh some other I guess um kind of configuration information about it and you can also go to 3D preview and you can also preview it right here in the window. you can move around and just check if it would be actually a good fit for your um model without actually having to download it. Now, I also have something here in the liked content uh which I saved for this course. Uh do not mind the name that is just a random account account of mine. Uh so I can just click download and now we already have it inside our model. So what we can do here is now we're going to try and align it perfectly to the corner. We're going to click on this end point and we're going to click another time on that end point. As you can see, as of now, the um door is a little bit too big for our opening. Or maybe it would be better to say that our opening is too little for an entrance door. However, we can just press the S key for the scale tool and we can just scale it down to something like this. And as you can see, now it fits perfectly. Now, in order to actually create windows, I would suggest you a method to an extension on SketchUp. So, what is an extension? If you go here at the extensions and then go to extension warehouse, you can see a bunch of add-ons or ext extensions or tools that have been created by the community. So, if you go over here at the extension warehouse and you type in Windows builder, you should have something like this show up. You can click once and then you can go here and click install. And then once you have that, you should be able to see something like this show up. Um, if you just give me a second, I am going to add this on to our uh tab. So, we can go to Windows Builder. Once you download that, you should have something like this show up, which is basically the Windows builder. In order to create uh Windows with the window builder, you're going to have to click here. And as you can see, you're going to have a bunch of parameters show up. So you can click here and you can see that you can add a fixed window, a sliding window, a double hung, you can add a French window. Uh these are basically the type of windows that you can add here. And then you can also check in the length, the sashes if you want sashes, the materials of the framing, uh all of the different configuration that you would basically need for a window. However, we do not need anything complicated as of now. So, what we're going to do here is we're going to click on this take a measurement for the length. So, we're going to click once here and then another time right here. That will be the length of the window. And we're going to click another time here. And this will be the height of our window. And now we can just click create and place. And just like that, we will have a window ready for us to use. And now what we need to do is we just have to right click, we unglue it, and then we move it a little bit inwards. So as you can see, now we have our window here. I think we made it a little bit wider than it should have been. So we can use a scale tool just a tiny bit to fix it on this corner. Maybe we can also uh push pull this all the way to the window. And as you can see, now we have created that. And now what we need to do is basically the same thing for all the windows. Let's employees, chances are you're already overwhelmed by the time and effort it takes to create 3D renders on your own. Uh, but it doesn't have to be like that. At Scale 3D, we specialize in providing unlimited renders and revisions for a fixed monthly fee so you can focus on what you do best. Designing while we create realistic renders that complement your design in autopilot. You will no longer have to waste time micromanaging or dealing with poor quality visuals and instead you can just start working with us and get fast delivery, high quality results and seamless integration into your workflow. We only work with architecture firms with a lot of ongoing projects. So, if this sounds like you, click the first link below and apply to see if you qualify for a oneweek free trial with no commitment. Back to the tutorial. Now, the difference with these other windows is that these ones are sliding windows. So, we're going to go once again at the window builder and we are going to go and select sliding window. And now we're going to take new measurements for this one. So, let's choose this corner all the way to this corner. And then another time for the height from there up to this end point. And then we can click create in place. Uh let's just click this downwards. Let's rotate it on this side. Let's also move this upwards. Boom. Um I think this is supposed to be in the opposite side. So I think something like this. Yep. I think something like this is supposed to be on this here. So, let's just move this a little bit inwards for the uh actual inset. That way, it is in the midpoint of the opening. And then we're just going to do the same thing for all of these other windows as well. So, let's click in the window builder. Let's take new measurement from this end to this end. And as you can see, this tool is just great. Um, you can just create windows so much faster than having to do manually or even download them from the uh 3D warehouse. So, uh let's just rotate it. I think we can even glue these um I think we can even glue these uh horizontally or I mean vertically, but uh it's fine. We can rotate it. Uh it's not going to be an issue. And then these two ones are going to have the same measurement. So let's just create a new window. Uh one measurement from this end point to another one. Let's do the same with the height. Click once and then another time. And now uh let's try to glue it. Let's say vertical. Create in place. Yep. I think if we just click here and now we can Yeah, I think we have to move. So, it was totally fine like that. Okay, cool. So, let's move this a little bit inwards. We have to flip it. Uh, once again, let's just move this over here. Let's go a little bit inwards. Uh, these two have to be uh Oh, yeah. I think that was fine. And now we can just use the M key, the control key. And now we can copy it in the other side. And now, as you can see, in just a few minutes, we have the exterior door and also the windows done here. Right? So now, what is left for doors and windows is the interior doors. So, in order to do that, we're going to use a new tool. So, if you go to tools, you're going to see something called the section plane. And the section plane is going to allow us to work on an interior a lot easier and faster when we have a roof or ceiling. So we're going to create it parallel uh like this in a horizontal plane. This will be section one. And now what we can do is we can just move this upwards. So this will be the section line. And then we can just move this vertically until we actually see the openings. And we can see underneath uh yeah underneath of this do something like this. Okay cool. So now we can just add it to your doors. And in order for us to add interior doors, we're going to go to the uh 3D warehouse. Let's type in interior door. Uh interior door. Maybe I can type in interior door 90x 210. Um yeah, I guess something like this should work. Let me try and download it. So if I download this, as you can see, and now this should work pretty good with what we have here. So let's just move this all the way down. Uh let's go upwards. Boom. Boom. Boom. I think this should be fine. The only thing that would be missing here is uh basically if we go inside the group, I want to just select the frame. So if I select this and then I can just move this outwards and then um wait is there anything else here that I can do? Uh boom. Okay. So now we can just push pull this all the way over here. And now it has the perfect width for our opening as well. We can just select this. And now we can just copy it all along for all the different uh openings. So let's just click here once. Let's do the same here. Now we have to flip this. So in these instances we do not have to actually rotate the whole door. What we can do is we can go here at the flip tool. So if we click the flip to once, you can see that we can flip it along different axis. So as you can see, if I just click on the red axis now, it perfectly fits just as we need it. So now I'm just going to copy this as well. is about it as far as I'm concerned with the main stuff with the windows and the doors. Now one thing that we have to do which I think um it's not a must but it definitely adds a bit of realism in terms of how this is usually constructed is that we can also add a sill here. So we can just draw a rectangle. We can move this upwards for about 3 cm. Even 3 cm is too much. Let's just uh go for 2 cm. And then we can push this forward for 3 cm. And then we can also just add a rectangle over here. The same one we can just copy on the other side. And now we can push pull this for 3 cmters as well on this side. Another 3 cm as well on this side. We can make a group of this. And now we can just copy it for the other window since uh we basically have the same dimensions on both of them. So I'm just going to select all the windows here quickly. Boom. Boom. Uh I just want to make sure that we have all of them in a tag in case later on we need to modify them or something like that. This will help us keep the whole workflow a lot more organized and it's very good practice to do this. So now we're going to add another tag here. Uh do we have something for doors? So let's just make this interior doors and let's select all of these. One, two, bum. And we can go upwards. Let's put these in interior doors. And then the exterior door. We're just going to put that in a separate layer. Uh so let's just add a new one. interior door, I mean exterior door. Sorry about that. Exterior door. And then let's select the exterior door and then we can move this to the exterior door um tag. So next thing that we need to do is that we will need to add the baseboards. Now, one thing that I have to say is that when we are going to work in the interior for this project, we're going to work only in this bedroom, the uh actual living room, the dining room, and the kitchen because these are mainly the areas that we uh the two will go and work on the most commonly. Um all of these are the ones these are all other bedrooms that we do not need to do a bedroom three times in the course, right? So, uh, let's go over here and we will need to add baseboards. So, I'm going to add baseboards from this wall here. So, from this side of the wall all the way to this corner and then from this corner all the way to this other corner and then all the way up to here. And now I can just go ahead and uh, one second. Okay, so we selected all of these edges. Let's make a group out of these. And now we can go here and create a new tag. Let's add this as baseboard. And now we can go ahead and put this into baseboard. Now we can go inside the group and we can continue to draw wherever the path of our baseboard will be. So let's just go for something like this. Um boom. And then uh over here this will be the kitchen. So there will be no uh I guess uh trim or baseboard that comes from the floor. The kitchen will have its own one. So let's go from on this side all the way to over here. And then we're going to need to do one on uh let me just go inside the group once again. Then we're going to need to do one here on the living uh I mean on the bedroom. So, let's just go uh throughout all of the different edges that we need to take care of this. As you can see, we left some openings here in the door. We might need to uh do a little bit of modeling corrections later on, but we can take a look at that later as I said. So, I'm going to go over here and let's use the rectangle tool. So with a rectangle tool, I'm just going to draw something uh over this axis. And this could be anywhere between let's say um let's say boom boom boom. I think this should have a 1.5 or let's say a 1 cm u width and then the height can be let's say 9 cm. So something like this. And then let's modify and draw the baseboard. So maybe it goes something like this. So we can just click once here. Uh it may have just a small arc right there. Uh nothing too complicated. Or maybe it can go something like this. Right? Nothing too complicated. We're not going for anything crazy, very simple, minimalistic. So what we're going to need to do is we will basically select this path that we have created here. Let's use the follow me tool and let's click on this. And then as you can see the baseboard has followed all the way through uh the path that we have created. By the way, wherever the path is disconnected, we cannot select all of them at once and then just do the follow me tool. We have to do all the segments that are I guess separated one by one. So next up, let me just copy this and then we can push pull this all the way over here. Let's just copy this. Um and then let's paste it right here. And let's just start all the way from here. Let's select these. Let's select another one. Let's go to follow me tool. Let's click once. And that would be kind of it for this one as well. The next step that we're going to do is that we will add some furniture right here in the 3D model. So, what I can do now is I can basically turn off and hide the floor plan because we do not need that. And uh what we can actually do is um now in order to add furniture, there are a few good practices that I would like to kind of suggest you when using a 3D warehouse. So if you go over here and let's just type in sofa for example, if you want to search sofa, you can see that there are going to be a bunch of options showing up. And you can also go to filters and then you can also do only products. So if you go to the result types and press only products, these are only official products that have been submitted by manufacturers, official manufacturers. And usually most of the time these should be higher quality. Generally speaking, it doesn't mean that all of them are higher quality, but this is just as a general rule of thumb. But something that matters is the polygon count. So the polygon count is basically how many surfaces or areas a certain furniture or um a model has. And in this instance, especially for furniture, the more polygons it usually has, it means that it is more organic in the sense of the shape and it has been modeled a little bit more carefully. So this doesn't mean that it is like that all the time, but if we actually go ahead and increase the minimum amount of polygons that we want to show to something like 6K and then we click apply, most of the time we will have some higher quality ones showing up. So as you can see, these ones have a little bit of wrinkles. These are all stuff that will add more polygons in this course. If you already have downloaded the floor plans earlier, you will also have a folder where where you will find all of the furniture models that we will use here because I went ahead and save time to not scroll throughout the course and selected all of them by myself. In order to add the furniture from the files that you have downloaded, all you have to do is hold, for example, the bedroom file. You can just hold and then release it into SketchUp. And then you're going to have to wait a few seconds u depending on how fast or strong your computer is for it to load up and then be imported automatically. And then now I am just going to go ahead and select this and move it. Now as you can see SketchUp immediately got a little bit lagger. And what I would suggest if it does the same for you is to go to styles and turn off edges. And this will keep less data inside our uh model here. And uh it will make it move or I guess respond a lot faster. So what we will do is I'm just going to select one of these corners. Let me turn off profiles as well as of now because um it is just lagging too much. So let me just select one of these corners and then let's just move it all the way to this bedroom. Uh, it most likely should fit perfectly fine. Let me just check. Um, boom, boom, boom. All right, let's just move this downwards. Cool. So, this is pretty much the modeling of the bedroom that we need right now. There's not much else that we can add in terms of like um the accessories and anything like that. We could add um obviously the materials later on, which we will do. However, if we go here, next up, we can also go ahead and download the dining room. By the way, the kitchen is going to be the one that we will go ahead and model ourselves because usually most of the time you're not going to be able to find in the 3D warehouse any kind of kitchen that you can u basically just import it and it will fit perfectly. That's very rare. So, you're going to have to model kitchens yourself most of the time. All right, so this is our dining room model. Let's move this downwards. Uh what we will do is that we will have to take off these two chairs because we do not actually need them. And then uh we will also be able to scale down the carpet. I guess the centering of the table I wanted to kind of be in the centering of with the windows here. And then this uh flower we can just move it right on this corner. All right. And then now we can go over here and then let's just finally import the living room before we would move forward and model the kitchen. So this would be our living room model. This still needs some tweaking. So if I go over here, I'm just going to go inside the group. Uh let's just delete some of this stuff off. We can just delete that. Uh let's turn this section active. And then yep, we can just rotate it to something like this. Let's move this over here. Let's just delete this wall completely. And uh let's see. So this we can just move it a little bit backwards. And then uh I think what we need to do is to also flip this. So let's just flip this along the red axis. Perfect. And uh yeah, I think we we might need to take either one of these carpets off. One thing for sure is that this rug is going to be is going to need to be a lot smaller. So, in just a second, I'm going to be able to to just make that a lot smaller. So, this piece of the furniture here, I don't think we will need that. That is way too much. And now, these chairs, we can probably move them just a little bit closer uh to the dining area. That way, they do not take as much space for us. And uh I think in terms of this we should be fine. Maybe I could move this a little bit more to the left here. Um just because I think this carpet would be better off if it didn't actually touch any of the uh dining chairs. But they're just way too close for that. Uh let's just move this a little bit to the right. I don't think that would work. But uh I mean even this is a bit close. Let me just see if I can come up with a solution for that. So, okay, let's just use this uh over here. We can move this backwards. Uh let's just select all of these and move these a little bit here. And then maybe a bit more backwards. Um yeah, I'm not too sure about this. Maybe it will have to come over um this side. And then we can probably make it smaller from this end. So, if I just click once, boom. Something like this maybe could be fine. So, let me just select the tables. Let's deselect this. And let's move this over here. Boom. Boom. All right. All right. So, let's now move on to the kitchen. Uh, before I do that, by the way, let me just select all of this furniture and then let me just put all of this furniture in a new tag. So, let's just go to tags. Let's add a new tag. Furniture imported. That's what I'm going to name it. Uh, let's go ahead. Tag furniture imported. U, let me check in just a second if I can turn this on and off. So, furniture imported. Okay, perfect. Uh, I'm going to turn off the furniture because it's just way too heavy for us now. And now we can move and work freely on our kitchen. Perfect. All right. So now that we don't have that, the PC will not get too overworked if we turn on the edges and profiles. These will help us immensely with modeling the kitchen here. So what we need to do is let's draw a rectangle that goes from this end all the way to the other end. So it will be 318.1 by 60 cm. And now we can move this upwards for 90 cm. And we can also draw another rectangle to something like this which will be around 60 cm. And we can push pull this all the way to this end. I guess something like this. And now let's draw something uh 60 by 60 here. We can push pull this upwards. Uh one thing we can do is we can also turn off the active cut and let's just move a little bit uh closer inside. We can just push pull this all the way upwards. And all right. So now that we have kind of a base for this, uh what we also need to do is we can also add a baseboard here. So let's just click once to this corner. And let's just click another time over here. Uh if we go upwards, I want it to be around 10 cmters. Okay. Now we can push this inside for yeah let's say another 6 cm for the baseboard and we can basically do the same with this other I guess wing of the kitchen over here. Let's push pull this for 6 cm. And that would be kind of it on this. So let me just select all of this. Let's make this a group. And then we can also add a new tag. Let's type in kitchen. I think overall we've been uh pretty organized in terms of the tags. So let's just add this to the kitchen. Okay, cool. And now what we need to do here is before we would add more stuff is that we definitely need to add some guidelines. So if we go inside the model here, let's go to the measuring tape. As you can see, the large tool set is not on for me right now. So I'm just going to right click. We're going to turn on large tool set. And let's just choose the measuring tape. I think I also had it here, but yeah, we still need the large tool set. So let's select this part. uh we will have one of these guidelines here. Let's move for 0.5 on this side and then 0.5 on this side as well. This will be the gap uh between our um well actually this needs to move for 0.5 over here. And we can delete this and draw a rectangle to something like this. Now we also need to draw the countertop. So if we go ahead and just make this to something about 3 cm and then from one end to the other. Now let's uh push pull this forward for about 2 cm and then we can push pull this forward for another 2 cm. Um I think this should be it in terms of the countertop. Let's push pull this on the other side. And all right. So what we can do here is let's select this and we can go ahead over here and let's just move this for 60 cmters. And then let's do another 90. Um and these should be our lower cabinets here. And this over here uh is probably one large u let's say yeah this could be a cabinet um for for the rest of the inventory or maybe even the a smaller fridge here because that's how I think it was planned in the original house. Okay, cool. So now uh let's go ahead and add another guideline here. Let's use the tape measure tool. Let's go for 60 cm and then from 60 cm to 1 cm. Well, actually, let's just keep this aligned on this axis for 1 cm. And then the same thing with this one. Let's just move this for 0.5. And now all of the gaps here are the same kind of um yeah, I guess the same width. So, if I go over here, I can just go inside for 1.5 cm. And then I can just double click all of these to create the gaps. And that is about it in terms of the cabinets from what I can tell. Okay. So, let's continue with the rest of the stuff in the kitchen here. Uh, one thing that we also need to add is another gap. So, I'm going to go over here, add the tape measure tool. Let's go downwards for about I think we're going to need to go about 3 cmters here. And then we can create a line that goes from this end all the way here uh at the back. And then let's push pull this backwards. And then let's double click. And then we can double click once again here. Um and now we have created a little bit opening for us to be able to basically um a way for us to open the cabinet. So let's go over here once again. Let's go to the tape measure tool. Let's move this downwards for another 3 cmters. We can push pull this. Oh, we actually need to draw a line here. So let's just draw from here all the way over here. Let's double click and then let's double click once again. Let's delete this, this, and then this. Oh, and then this. So, one thing that we also need to add is let's go over here. Uh, I'm going to need to add another gap on uh this end of the kitchen. All right, let's move this upwards for about uh 1.5 cmters. And then let's extend this the L key all the way over here. Push.pull this. All right. Let's go upwards. Cool. So now I am going to go ahead and draw another division line somewhere around here. Just to divide this. Let's divide this by uh 1 cm in total. Let's push pull this for two centimeters inside. And then now let's draw the upper cabinets. So for the upper cabinets we are just gonna draw uh one uh side something like this I believe. Um and let's do 90 by 30. And these will be our upper cabinets. And then let's do the same thing over here. 90 by 30. And then let's uh push pull this on this side. All right. So now um I think we just gonna make these one a little bit wider. So let me just measure this how large it is. So this is 228. Uh let's basically divide this in three equal parts. So it would be every 76 cm a new I guess cabinet. So 76. Boom. Let's go upwards. And then we can just copy this on the other side. And now what we can do is let's just select these two segments. Let's go for 0.5 on this side. And then uh 1 cm on this side. Let's use the eraser tool. Let's delete the segments in the middle. And now we can just double click. Oh, we can just go inside for 2 cm. All right. Now let's do the same thing over here. Let's divide this on two equal parts of the cabinets. 152 / two that's 76 as well. Oh, nice. So, I think these are all equal. So, let's just go and move this over here. Let's go for 0.5. And then this on the other end for one. Let's delete this. And then let's uh double click inside. Do something like this. Uh what else uh do we need to add here? I think uh we need a way to be able to open these cabinets. So, we are most likely going to need to go ahead and draw with a tape measuring tool. Something like this. And then over here for 2 cm. And then let's draw this over here. Boom. And then over here as well. Let's go upwards. This will be a way for us to open the cabinets. And then let's do the same thing over here. Yeah, I think 2 cmters. That should give us enough room to open this. Uh, one thing that we also need to add is just a small gap right here. Um, boom. Boom. Another centimeter. 1 cm. I think this would be too much. I think let's just do 0.5 on this end. So, 0.5. And then we can push pull this inwards by 1 cm. Well, 2 centimeters now. All right. So, this would kind of be the way that we would structure our kitchen in terms of the cabinets. We're going to take care of the other stuff. Uh, I guess the materials later on. One thing that we need to add is first a sink here. So, let's just go to the sketch warehouse and let's type in kitchen sink right here. Um, let's just select I think this one looks fine. So, let's just select this and download it. downloading progress. So, this should be right here. And let's just flip this over on the green axis and this should be where the kitchen sink uh lands. So, if I go over here and I just explode these and then make all of these a group and then I go inside, basically, well, I'm going to need to explode this as well. So now basically what I want to do is if I go over here, let's use the rectangular tool. Um, and then we can just draw to something around here. And let's just push pull this downwards. Now let's just add a stove. So let's just type in stove. Um, I think let's just find something simpler. Something like this. Um, and we can just add this right here. Let's rotate it on this side. Um, or yeah, I think it should be over here. Okay, cool. So, as far as the kitchen goes, uh, this should be pretty much it. Um, well, we, uh, is there anything else we should add? Well, I guess we could also add Is there anything else that is missing here? Um, I think we just need to add a woman here. And it definitely looks like a kitchen. No, I'm just kidding. Uh, let's just delete that. I think this is pretty much it for um the skeleton or I guess the the main parts of the kitchen. And I hope no one actually takes that seriously. Uh but yeah, uh this is about it. I'm pretty sure this also needs to get deleted here. So let's just push pull this all the way up. And yeah, this is about it as far as the kitchen goes. So let me just go over here. Let me get a good view. So in terms of the ceiling, what I want to do here is I'm basically just going to do a very simple uh recessed ceiling here. So let me just uh double click here and then let's use rectangular tool starting from this edge all the way to uh this one over here at the hallway and then let me select within the surface and then we can use the F key for offset and let's just offset it to around here. Now this part let's push it upwards for 10 cm. And now what we can do is if I click here twice, this will select the face and the edges. But we can deselect the actual face while holding the shift key. And now we only have the edges. And we can use the M key to move and the control key to go downwards. And then now we will be able to create the recessed lighting gaps here. And let's go backwards for about 4 cmters. Let's move all of these backwards for the same amount to something like this. And now we have a recessed ceiling here or here we might just do spotlights in terms of lighting and that would be about it. And then we are going to do the same thing here at the bedroom. Uh but now at the bedroom I want to make sure that we have the furniture tag turned on. Uh that way we do not actually create the recessed uh ceiling right where the cabin I mean the um uh what's it called? Yeah, the closet is. Uh, and then, uh, I'm just going to go over here. Boom. Uh, let me just go inside. Let's do something like this. I'm going to have to draw a line right here. So, let's go from over here to right here. And let's go all the way to the other side. Okay. And now let's use the rectangular tool. From this end point, let's go on a diagonal to this side over here. Let's just zoom in a little bit. Um, all the way over here. And now we can just do an offset of about 50 cm. And now we can also uh let me see, we can also go upwards for about 10 cm. We can do the same thing here. Let's just copy this downwards for well let's just deselect the surface. Let's copy this downwards for about 5 cmters. Then we push this back for 4 cm. The same one over here. Uh this face as well. And let's rotate a tiny bit. And boom. And that's about it for the ceiling here. Now, something else that we also need to add is we can also add a way to hide the curtains once we actually place them at the right place basically. So, it would be something like this. And then we could just extrude this all the way to the other side here. And then we would possibly uh just move the curtains upwards uh behind this part. Uh but that's not an issue. We can do that a little bit later on once we get to some of the final details. As you can see, this part of the wall here is extruded more than we needed to. So, let's just align it. And as I'm looking around, I think we can take these off and hide them. As of now, we do not need the drawings anymore. Uh, let's just hide them. And then, yeah, I think with that done, we might be ready to do color coding. Um, basically if you're confused with what I just said, just follow along with me and you will understand exactly what I'm talking about. Because in D5 render, when you apply a material, it will apply that material to all the same uh surfaces that have the same texture applied. So once again, if this is something that sounds confusing, just follow along and you'll be totally fine. Uh, you'll just understand as we go. So what I will do here is that I will activate the section plane once again. Uh let me just go over here and go to tools section plane. Uh let's just put it right here. And now I can move this a little bit upwards to uh something around here. Should be fine. And now we can start to do the color coding. All right. So we're going to get started by going here in the default tray and we're going to go a little bit upwards. And here add the materials. Let's just go to wood for example. And let's first apply the flooring. So we're just going to choose this wood floor. And then let's just double click within the flooring here. And let's just apply it to this area. And then we also need to apply it here in the bedroom. So now we have basically coded uh one set of materials for the flooring here. Uh maybe we can do the same thing here for uh this part if we need to hide it later on. But uh I think we should be fine here. For the actual walls, we can just go to colors and let's just choose something which should be a bit I guess uh beige. And then I can just double click in the walls and then I can just apply all of this here. So this would kind of be it. We also need to paint the insides of these walls right around the windows. And then we can modify some things later on just to be a lot more precise with where we place this. Uh, and then also this wall over here. And then let's say the bedroom wall here as well. We also need to have a different material here for the baseboard or the trim. Uh, maybe we go for something a little bit darker. So we can just select this. Let's go inside the group. Ctrl+ A. And then we can just apply it just like this. So, what I'm going to do here is I'm going to choose this wall. Let's just choose a light green. I know it might not look good now for uh the beginning. Uh but you will see that once we apply some backsplash tiles that I plan to apply, it will look much better, I suppose. So, let's just go over here. Let's apply this. Um well, actually, in order to select these, we will need to go inside the model here. And as you can see, this part is not touching with the cabinets. There's a tiny little gap there, but that should be fine. We'll fix that later on. And then uh let's just apply this here. Okay, cool. And now in terms of the cabinets, let's just go here to wood. Let's just choose something like this, for example. Um all right, so let's just go ahead and paint uh this with a B tool. Uh but let's first just select these part of the cabinets where I want them to have the wood applied. So let's just deselect all this. Let's apply this. And now let's choose a color here. Let's just use this one. Uh and then we can just apply it for the um countertop here, which most likely should be white. I don't think we will use the marble or anything like that, but uh we can test out a few options if you want to. And then also for the top cabinets, we will keep them white as well. Let me just use uh this one. Let's just select all of these and this one. And then just just apply this material. All right. All right. So, one other step. Let's just select um this material and let's just apply it here for the ceiling and let's just select all of this and let's also keep a separate color for our ceiling even though it has been applied to the whole roof but that is not an issue because we're going to fix that in just a second. So let's go here to metals. Uh let's just choose metal and then let's just choose this metal seamed. Let's apply this to our roof here. To this part of the roof and then this part of the wall here, uh the insides of it as well. And then here on the side as well. Let's just go inside the group. Let's apply this. Let's apply this as well. And then let's just go ahead with all of these. And then we'll also probably use some type of wood siding here for the other part of this here. So it will be a combination of like this seamed metal with some type of siding. So let's just select this part as well. Boom. And uh yeah. So now one thing that we have to do as well since we're here is we would just have to go ahead and uh create separate surfaces within these walls because this will be continued metal. So uh this will be another surface and then the interior of the wall will be another surface as well. So let's just select this from the edge all the way to here. Let's apply it. And then the upper part as well. And then what we can do here is uh let's just take this off. And uh I think as far as the metallic part goes, I think that should be about it for the exterior. Now we can also go back to wood. Let's just choose any type of material here. I think this one um should be all right. And then we can just apply it for this part of the wall. And then for the sides as well, the sides of the roof too. Um this part as well if you want to modify it. Not that it will make a difference in the final render. But uh if we just do something like this, we can also go to edit and modify the colors that the material actually emits. um if that's a feature that you just want it to look better visually even on the 3D model. I think there's some more errors in the modeling in the bedroom that we have to fix. So, for example, if we go over here, let's just select uh these I guess parts of the lighting. Uh let's just put them right where they need to be at the cables. I think something like this. And then let's just push them all the way down to where they need to be. I highly suggest that you also do this with your own model. Uh it really really helps to have uh all of this sorted out. So just go through all of this. That way we have less errors when we are in the actual rendering phase. Not that it would not allow us to make any changes, but if we can do it uh beforehand, then we might as well do it now. So, let's just push pull this all the way down to where the light is. Uh, let me check if there is anything else that we have to correct here. Uh, let me look around. Anything that we need to add or remove or tweak? I think we should be all right. Okay. So, right here we have our model. Now, it's time for us to finally move on to some cooler stuff with rendering. Now, before you would do that, I would highly recommend you to go ahead in Google and just type in D5 Live Sync. And if you're using SketchUp just like me in this video, just go ahead and download D5 Live for SketchUp right here. And uh basically, it's a very simple setup. If you've ever downloaded anything before, it will be super easy. And then you should have something like this show up in your SketchUp window. And then once you have that, you should be able to just click this connect to D5 render. And this will automatically launch D5 render and we will be ready to view our model in D5. And then in just a second you will be able to see our model in D5 render. As you can see it is still loading. So let's just give it a few more seconds. All right. So here we have our 3D model inside the D5 view. Now this is in no shape or form looking good or anything like that. There's still a lot of work that has to be done with this. First, let me get started with showing you how you can navigate inside D5 render. So, first of all, if you go here in the top right, you will see a few different navigation options. So, we can orbit around just like in SketchUp. Basically, uh you have to hold the right click mouse and then move it to orbit around the central point where the cursor it is placed and then uh you can scroll in or out to zoom in or out. However, uh I personally do not prefer this type of navigation. I prefer much more the fly navigation. So, this is basically if you've ever played any video game is pretty much the same. So, you can uh right click and hold to change the angle of your point of view. And then you can use WD to move around. So, W to go forward, S to go behind, A on the left and D to the right. And then what you can also do is you can also increase the speed to which you move by holding the shift key and combining it with uh wd. Now something else you can do is you can also increase uh basically the speed of movement by increasing this. So if we go somewhere around 80 as you can see now we are moving a lot faster. This is especially useful for larger scale models. And then if we basically scroll down all of these options more or less have to do with the angle of view. So if you want to tilt it and then also the height of the view. So in this example if we even go to walk you can see that this will be set to eye level. So uh 165 you can also increase the height to depending on what kind of person uh is basically viewing the image but I would prefer to just keep it overall at the fly mode. All right. So with that said, before you would actually do any lighting configuration, any material configuration, the first thing that I want to do is to create scenes and cameras. So scenes are basically presets where you save the camera angle that you want and also the settings that are related to that view. Now I prefer to do this first because this will help us a lot in order to not waste time in parts that we will not capture in the final render. And this way we know exactly what we are composing in our image. So one thing that I know for sure is that we will definitely get one view from this angle. So from the front of the house and then another view from the back of the house and then I think one render per each uh interior space. So one for uh the living room, another one for the kitchen and then another one for the bedroom. So first of all uh in order to do this let me just tone down the speed of this to like 10. And now in order to do this, we can just click create new scene. Once we do that, as you can see, now we can move around, uh, explore, whatever we want to do. And if you want to go back to that exact same scene, we can just click once again here in the scene list, and it will automatically take us to where we were. So for example, on this view, if we actually want to change the scene, we could go here at edit camera. So if we go to edit camera, we will see a few different options over here. Now uh the first thing that I want to show you is the projection mode. So if we have perspective as projection mode which is the actual um default one we will be working with threepoint perspective. What that means is that we also have a vertical vanishing point. So uh you will see the difference between these two in just a second. So if I go over here and click to twopoint perspective you will see automatically that all vertical lines will now be 90°. So let me see once again if we go to perspective this will be uh tilted. So as you can see the vertical lines are a bit tilted. So if I go even further downwards you will see that these are tilted. This is not straight. Same thing for the one here on the side. But if I do twopoint perspective you can see that all of these will be at 90°. Um in real life we see things in the perspective mode the three-point perspective. However, architecture images are usually taken into twopoint perspective, especially when in eye level. The only instance where we would use the threepoint perspective is if you would take an aerial image because, as you can see, while I'm keeping it at two-point perspective and I'm doing a bird's eye view or an aerial image, you can see that the building is getting distorted. However, if we switch back to three-point perspective, you can see that it looks much more natural, kind of like exactly like a bird's eye view. So, uh, let me go back to the view that we were trying to compose here. And, um, so this is one of the settings that we have to put to twopoint perspective for our view. Next up is the aspect ratio. The aspect ratio is basically the proportion between the width and the height of the image. Now, we have a few different options over here. 16x9, 4x3, and you might be wondering what each of these mean. For starters, all that we would need is the 16x9, the 9 by6, and maybe the 3x4. And let me show you exactly why. So the 16x9 aspect ratio, as you can see, is perfect for presentations that will be on desktop. So this will be 1920x 1080 resolution, which is basically uh full high definition, full HD. And u this is perfect for TV for uh PC because basically the monitors are usually 16 by9 as well. And this is what you would use for these kind of presentations. However, if you're doing videos for let's say vertical format like Instagram reels, uh Tik Tok or anything like that, we'll do the opposite of this which is 9 by6. And uh this is the kind of aspect ratio that we would be using in that instance. If you're doing it for um Instagram posts or LinkedIn posts, 3x4 usually works best. So something like this or even if you want to be even more precise, I prefer to do 1080 by 1350 in height. And this is usually the perfect aspect ratio for posts in Instagram, in LinkedIn, um and basically the feed overall. Now this is super important because this will help us to put the appropriate uh proportions of the image depending on the media that we will be using it on because a 16x9 image will definitely get cut off a lot of the times when we are posting it in social media and it doesn't capture as much space as we wanted to on the feed. So, uh, for this video, we'll mostly keep it at, uh, 16 by9 throughout the whole course because we are working in a computer and I want you to be able to see, um, the best proportion possible in your screen as well. Um, and we'll basically keep it at 16x9. Now, while we are setting up the view, there are a few things that we have to remember. So there are a few composition rules as to where you place the building because the camera is not the same if the building would be here, if it would be here or if you would keep a view something like this or even something like this. Right now um the way that we kind of have a general rule of thumb over this is that if we go to display settings here on the top right, we can click something called the grid. And this will add some guidelines which will guide us to basically position our building. Now as you can see the screen here is divided into uh nine equal parts or uh basically it's divided by two vertical lines which divide three equal parts horizontally and two horizontal lines which divide three equal parts uh vertically as well. So with this there are two main rules that we're going to take a look at. The first one is the rule of thirds which basically means that the main object or uh I guess the main point of emphasis in our render has to be placed somewhere around the intersection of the lines. So wherever these lines meet, that's where our building has to be placed. Or for example, something like this could be another option where the corner of the building is alongside the uh vertical line here. Or um basically we can also do a rule of centering where you basically center the building uh right in the middle to something like this. Now these help us a lot in order to not make any major composition mistakes. However, for this view, what I plan to do is to keep um the building to something like this. I'm going to try and align uh this corner of the building right here with this vertical line. And I think something like this should be looking good enough. Okay. Uh maybe we can go a little bit downwards uh to also match it with the height of the roof. Uh but I think something like this should be good enough. Now, anytimes you make any changes to the camera, what you always have to remember in D5 is that you want to go back here and click update scene in order for the changes to be made because otherwise all these changes will be completely lost. So, we can update the scene and now we basically have these settings that we made here. Um, now something else that we also have to take a look at is the field of view. And the field of view basically dictates how wide or how narrow we want um our camera field of view to be. Now I know I just use field of view inside the actual uh explanation but it basically dictates how much we can see at once in a camera view. Now the field of view generally for 16x9 image is uh 40 to 60°. However uh for interiors it can be even larger. So in this instance in our image I think I'm going to use something around 60. I want to have a wider field of view because I think the uh surroundings that we will build in uh this render are going to be very crucial to just giving uh an overall better mood to our render. And then once I do that once again I'm going to go ahead and click uh update scene. And I just want to leave this image like this as of now. Now the other scene that we will build is here from the back. So if we go somewhere around here, uh we're going to use the same general rule of thumb. We want the building to be kind of in the middle and uh parallel to these vertical lines. So I think something like uh this could be looking very well and very good for uh the back of the building as well. So once we do that, what we can do is we can also just go ahead and click create scene. So now we have two different scenes. ones from the back here and another one from the front. Now, as you can see, we have a little camera here, but this is because our settings are open only for this camera. And in that instance, we can just take off the added camera from that scene. And I think we can leave this to something like this. All right. So, now we just set up a few basic camera views, a few basic scenes. Uh, obviously we can change these as we go, as we need them. But before I would actually move into the interiors, I just want to make sure that I set up the riot landscape and overall the riot uh surroundings for our scene. Uh now, if I look around, you can see that the facade is still um visible there because it is still visible in SketchUp as well. And what you can notice is that if I go here on our SketchUp window back and I just delete this, it will also be deleted into our D5 scene. This is exactly what lifync does. It basically syncs our model directly live with a SketchUp. That way any changes we make in SketchUp automatically apply onto our model here. Now, what I imagine here would look very good is if we have like a forest landscape uh with maybe a little bit of mountains in the back. And I definitely want to keep a lake here at the front of the house. And we're going to do that pretty simply. It's very easy and it's probably one of the coolest I guess um ways that we can manipulate here in D5. It's very fun. So, if you go here in the left uh tab, you can see the terrain icon. And if we click the terrain icon, you can see that we can sculpt the terrain. We can basically create something upwards, downwards. We can erase any changes we made. Uh we can smoothen out the terrain and we can flatten it. Now, what we're going to do here is before we get to the paint, manage all of that, I want to make sure that I create lake here. And I'm going to show you how we do that in just a second. So, we're going to click here in the downward tool. And as you can see, immediately when I put my cursor on top of the terrain, uh there is a circle which dictates how big the downward tool is going to be. But we want to create a lake here. So, what we're going to do is let's create a larger size brush. So this will control the size of the brush that we have here. Maybe even a little bit bigger. Something like this. And then this is the strength. So how much this affects the terrain. And then the edge falloff is basically how well the change of uh the landscape transitions uh in a way. So if I increase this uh the transition is going to be a lot smoother. And um yeah, basically I I think we're going to leave it to something like this. And then brush texture. Uh we can use different brushes, but I don't think this is useful at all for us here. So let's just keep it the same way that it was. All right. So now let's just go even further backwards. And uh I think we're going to take this off. And let's just click and hold the left click of the mouse. And as you can see, it automatically uh pushed our uh terrain downwards. So, let me just go a little bit more over here. And now we can slowly uh make this kind of a lake. So, uh this is just I guess the depth of it. And now let's decrease the size a bit. And uh we can basically make a smoother transition here. So, we can just click on these a little bit. Let's decrease the strength. Uh, let's go for something like this. And it looks a bit messy right now, but you're going to see how we will fix this in just a second. So, now we made basically the depth of the lake. But how do we actually add the water? So, if we just click to something like that, you can see that we made the depth. But if you go here at the assets in the top left, you will see that D5 render has a bunch of assets we can automatically use. And before you get too excited, because I know there's a lot of stuff that we can use here, I just want you to here to go to model and just type in plane. So if you just type in plane, you will see that there will be a white plane model. And I want you to download this and just put it here in the depth. And then what we can do is that we can basically increase the size of it here in the inspector. So if I just type in 80,000 for example, uh this will be eight times bigger. But let's move this a bit upwards. And then let's just add a number one before the eight. That way this is even larger. Uh let's do uh three. I think something like this should work. And now basically we can just move this a little bit upwards. Uh, let's make this even larger. So, let's do four. All right. And then let's just go for something like this. Maybe we can move this just a little bit higher. So, this will be where we will have the water uh volume here in the lake that we want to keep behind the house. And then what we have to do is if you go back to assets, we can automatically go here to materials and let's just type in water and press enter. And let's just choose this called water cyan. So if I just click on this now, you can see that we have the water model and we're slowly getting this to look like a lake. Um, now what we can do is we definitely have to make this a lot smaller. If I pick the eyropper tool and select the water, we will have all the configurations. And over here at the UV map, we can basically decide how large we want the map of the water to be. As you can see, the waves are just too big and it doesn't look realistic. So instead here, I'm just going to type in 25 and enter. As you can see, now the waves are all uh fixed. And this is how we can manipulate the whole uh landscape and the terrain. Now, one thing that I would add is we'll just add some more depth. As you can see, it basically increases uh how blue this looks. Um, and then one other thing that I would like to do here before we move too much forward with all the materials and all this stuff is maybe just move this a little bit higher up. So, uh, yeah, this could look like a little lake, I guess. Um, we could probably make it even bigger, but I just do not see the point of that. Now uh one thing that I noticed is that it is basically cutting off a little bit harsh here at these edges. So we can do is we can go back to terrain and then now we can use the other tool the opposite the upward tool. And now we can just move the these upward. That way the edges are a little bit more organic. So let's just move this upwards even more. Boom. Boom. Boom. Um this is basically very simple. This is like painting over everything. Um, so okay. Yep. I think this should be all right. Now, one thing that we can do is we can basically just smoon everything here. So that way these are not as harsh as you can see. Now I'm basically just using the smooth tool here and basically making these a lot smoother. Uh, even here near the edge of the lake. Cool. Um and now what we can basically do once we've done the lake, we can also make this a little bit surrounded by mountains which will also add more variety to the landscape. Now one thing that I have to mention is the reason why I'm working on the landscape and the surroundings first is because they just play a very major part uh as far as the composition here goes. So let's go here to assets. We're going to go upwards. Let's just choose terrain and then height map. Let's go to mountain. Uh let's take this off. So, if you go here at terrain at the D5 render assets, you can see that there's a bunch of presets with terrains that are already modeled. And these are so cool because even once you place them inside, these have a lot of room for configuration and optimization. So, for example, let's just use this mountain. And we can basically put this behind. I know this seems like uh too much right now, but uh bear with me because we'll edit all of this. And the cool thing about this is that we can also add another mountain. and uh and kind of merge these two. So, as you can see, if I move the cursor off, placing the mountain near this, you can see that these two are uh kind of merging with each other. And this is very cool because I can just click here and now these will be these will be just like uh one mountain. Now, what we can do is I definitely want to add more variety here uh behind the uh lake before we go ahead and edit all of these mountains that we are going to be adding. So, uh let's just add something called the badlands. Uh let's just add some of these here. And then let's just add more variety by adding um I guess these other ones right next to them. Um, and this is basically how you're going to create all the landscape and all of the surroundings, which will make the scene a lot more dynamic, will add a lot more to the storytelling of the scene as well. Um, and let's just add this here, too. Let's just add another one of these here to the side. And, uh, then I think we should be all right. Let me just add, um, let's just add another mountain here on this part. Uh let me just wait until it downloads. So basically if you just click here on this icon, this will download that certain model. Hey uh if you run an architecture firm with more than 10 employees, you probably know how stressful it can be trying to handle 3D renders on your own on top of everything else that you have to take care of. But honestly, it doesn't have to be that way. At Scal 3D, we've got you covered with unlimited renders and revisions for a fixed monthly fee. So, no more wasting time micromanaging or dealing with lowquality visuals. Instead, you can focus on your design and we will make sure that the renders are high quality and delivered fast. Uh, we only work with firms that had a lot of ongoing projects going on. So, if that's you, click the link below and apply for a oneweek free trial with absolutely no commitment. Let's make running process smoother. Now uh also one thing that I would highly recommend you do before your scene crashes is to go here in the top right go to file and save as and then definitely definitely save this uh for your scene. All right. So now for these mountains what I want to do here let me just increase the speed of movement. So for these mountains I basically don't want them to be as big. So maybe I want them to be a bit smaller. So I can just select the mountain and as you can see here in the height map resources that show up automatically we can basically just lower the height map do something like this and this will decrease the height of the mountain and we can do this for all of the mountains here. One last thing that I would do here is if you go to the mountains and then go to paint this will basically dictate the uh materials that will be applied to the mountains. So as you can see um the ground level the lower it is we are using some grass and then the slopes as we go higher we are using rock and that's basically on the erosion of the mountains and then the peaks of the mountains uh the heights are going to be with snow. Now what else do we need to add here? Well I'm going to show you in just a second what we need to do. Let me turn this off. Now we probably need to add some vegetation. And in order to add some vegetation we'll probably need some type of forest vegetation. And the way we can do this is that we don't actually have to add trees one by one. D5 is very useful because it has a lot of um asset templates. And in this instance, it means that what we have to do is we can just use the scatter tool. And the scatter tool is something that you can just select the type of materials that you want to be distributed throughout the model where you want them distributed and it will automatically do that. And I'm going to show you how to do that in just a second. So uh let me just go ahead here in the terrain once again and I want to sculpt this part a little bit upwards uh to something like this. So we can just double click on it and as you can see now we have a new material that we can paint and basically wherever we paint with this new material here this will dictate where the actual forest trees are going to be placed. So let's increase the size of this a bit. And now we can just paint over all of this. We can do something like this. We can have some of the trees. Right now you can imagine that we are basically choosing where we want the trees to be. Um this will basically place a bunch of trees and then we can do it along some of the mountains here. So once we have painted this, let's just make sure we save this that way it doesn't crash on us when it basically puts all these trees there. So if we go to assets once again and we go to scatter as you can see there are a bunch of readyto use um presets for our um basically model here. So if I go here at forest landscape you can see that we can use aerial um forest which is basically trees. Uh these are all different type of trees that we can automatically scatter in our model. So if we just select this and then if we select if we just put the mouse anywhere where we painted. So something like this and we can basically just click create scatter area and we just have to wait a few seconds and you will see our model filled up with trees here which is very useful. It just saves so much time. And as you can see now we can go back to our scene and now it has more context with trees around. We can go on the other side. As you can see, now it has more context with trees around. Once again, basically what I'm going to do here is I'm going to go ahead once again and terrain. We're going to go to paint. We're going to add a new texture. And if we go here at the all different categories at natural raw materials, we can basically click this road surface. We can select the road surface. And now we can just uh yep, we can just go to the paint tool. And now we can just paint with the road surface. Let's decrease the size of it. We just basically want to make it a lot smaller than this. Let's do um 2.5. Let's do maybe 3.5. And uh yeah, so we can basically just draw from somewhere around here. And we can basically go something like this. So imagine this is somehow a natural route that vehicles take to arrive at the house. And that's what we are kind of going with here. So if I go to our scene two uh yep this is pretty much as you can see we can just differ the different materials that we need here on the landscape. And this looks pretty good. Um now what this helps us is just to now when we going to create the other landscape here which would be near the house we can defer uh the other kind of um spaces where we want bushes and other type of landscape to be distributed. As you can see we're now basically only worrying about surroundings because we do not need to worry about anything else as of now. Uh so if we go to ground, let's go over here and let's just take a look at grass materials. Uh let me just scroll downwards. And basically what we would need here would be some type of forest. Um I guess these woodlands are cool, but um maybe we can just choose uh let's see, maybe this grassland. So maybe we can choose this. Uh we can double click it is automatically uh put in there. And now we can use the paint tool. We can go to terrain. We can select this. We can use the paint tool. Let's increase the size of it. And uh let's go a little bit backwards. And let's decrease the size to something like this. And now we can basically just draw around here. This will uh keep the distribution that we will do now in just a second of the bushes of the grass and all of the other landscape uh only isolated to what we want to keep it around the house. So let's just decrease this in size edge fall off. Let's get just a little bit closer. And now we can also paint around here. All right. So now what we can do is if we go here once again at the assets and if we go here at scatter we can basically uh look for some um lawn landscape forest landscape we just did that but we're going to take a look at u lawn landscape and we can choose something which would fit. So, natural meadow, uh, we have a few different options here. Farmland, wildflower, uh, windflower, whatever all of these are, wild grassland, and I think wild grassland would look best here because basically we're kind of here in wild around the forest. We have a lake in front of this. So, what we're going to do here is let's just go upwards. Let's just choose this wild grassland and let's just um, basically try to select uh, the surface that we just painted over here. So, let's just select this and let's just click create and let's just give it a few seconds for it to all be distributed throughout this area. And then once we go back to our scenes, you're going to see the difference immediately. So now this seems like it was scattered. You can see all the content here. However, it is not visible. The reason being is that uh D5 basically saves space on your computer by not uh making the objects visible unless you're very close to them. So if we go to our scenes here, uh you can see that now this all has been generated. Yes, it is too large and we're going to basically modify that in just a second. If you go in the back, we also can see this as well. So what we're going to do here is let's go back to the scene here and we have this selected. So um here's here are just a few categories that we are going to go ahead and um show in just a little bit. But here at random scaling, this will basically keep us um informed about what the scale of these are. So instead of being from 80 to 158, basically the different ratios of size that these can have, instead we're just going to select this and we're going to make it from 40 to maximum 50. And now, as you can see, we can just give it a few more seconds. These will be scaled down. It will look much better. And um we are going to be able to see our house or building that is the main emphasis of um this project this render and all that. All right. So you can see now this has been um yep this has been kind of uh I guess I right. So now as you can see the scatter is a lot smaller in the area. It looks a lot more realistic like this. So, what we can do is if you want to make changes to this, we can go back to terrain and we can choose this again and we can paint near the road a little bit more if we wanted to. So, we can just go let's do three. And let's just draw around here. And now, if we just go ahead and uh take that off. And now we just select the scatter. You can see as you can see it says scatter area has been changed. That's because we repainted some part of it. After disabling the popup reminder, you can update and now we can basically just click regenerate and it will also generate uh this kind of lawn where we just painted as well. All right. So you can see now this is regenerated and uh it looks a little bit better. Now one thing that I would do with this scatter is that since we uh decrease the size, there's not as much density as I would like to. So what we can do here is we can probably increase the density to something like this. That way uh some of the ground area is not as visible. So as you can see these are distributed very naturally. It all looks very natural. Even the trees have different sizes. They have different alignments and all that. As you can see now there's more distribution. It just looks a little bit better. Let's just add another ground. It doesn't matter what type of ground. Maybe this one. And then we're going to add some other type of lawn which might be a bit more weathered. That way it shows that people have walked towards this path or have used this path in order to get there. Right. All right. And now what we can do here is if we go to the scatter uh we have to regenerate this. We'll wait a second. We'll open the assets here. we'll basically apply a whole different scatter to this area. That way we can basically uh tell a little bit more some guidelines that will guide our vision, guide our eyes towards the house which is exactly the kind of principles that we talked about uh composition here. So now if I go to assets and I go back to scatter, I can try that one. So if I use this one which is a little bit weathered, let me just download it. So let's just select this. Let's create scatter area. All right. So, let's just check this. If we go to scene one. Okay. So, this gives us a little bit of direction. Is it a little bit too much? Yes, it is. So, what I'm going to do here is uh I'm going to go to transformations. Let's just make this 30 to 50. Okay. Let's go to scatter, regenerate. Um, and this should be our final take with this uh scattering of the ground here in the back. So we are at scene one and we're going to go ahead and add some more assets in our foreground. So uh let's just do that right now. So let's go to assets and let's go here at model. So let's just slowly take a slower look and um basically take a deeper look in the D5 render assets library. So over here you can see all the different categories. So nature, character, animal, vehicle, backdrop, plane and all these. We're going to see how we can use all of these later on. However, as of now, we need to stop in nature because I'm looking for some tree that we can place here in the foreground and maybe some bushes and uh small stones and all that might be something like this. So, I can just select that and I can place it uh over here. However, uh this uh the leaves here seem to be uh basically blocking our view. Uh what we can do is we can try and rotate this or we can basically just increase this in size so much. Uh which doesn't look that good. So we're going to delete this. Let's try another option. Uh maybe something like this. Let's just place this here. And this is exactly what I would be looking for. Maybe just a little bit smaller. Something like this. Uh this will help our foreground a lot. Uh so let's just move this forward. So, let's just add more trees here in the back. Some of these have different colors. That's just to add a little bit more vibrant look. Let's just see how this one looks. So, this we might add here in the back as well. Let's just take this one off completely. For example, I'm going to increase the height of this. I'm going to change the rotation just that way they don't look identical because in real life uh you rarely or you never see kind of um um trees or any kind of vegetation be this identical. So we can increase this in height. We can rotate this a bit. We can decrease this in in uh scale. Let's rotate this a bit as well. We can leave it like that. Um and let's just go through the material library once again. We have some other ones that we can use here. Maybe something like this here closer nearby here. We also need to work a little bit here on the back with some trees. Uh maybe this part here needs more density. But okay, let's just tackle this uh once again. Okay, so as far as landscape surrounding goes, I think for this scene, we are pretty much there. Now we can move to the front of the house and we're going to see how that looks as well. Uh first things first, we definitely have to add some trees here in the back. So let's go back to assets. Let's go to conifer trees and then maybe we can scroll down. Let's just add one of these here at the back. Something else that I would add is if we scroll downwards, let's go to vehicle and then large and medium. Uh I think I want to add this pickup truck. I think a pickup truck would kind of match the uh the scene, the mood of the scene here that we have. So let's just rotate a little bit. Uh something like this. And then we can move it a bit forward, a bit to the right, a bit backwards, something like that. Um I think let's just add some stones. All right. And then let's just select uh both of these, this and this. And then we can go downwards a little bit. Um okay, let's start fixing a little bit of the lighting and the effects of these views. Now, uh, when it comes to lighting, there are four main ways that we can tackle this in D5 render, and I'm going to show you all four of them. The first one is the default one with a default D5 render sky. And basically, what the D5 uh default render sky, you can basically just move the sun around. And as you can see, it changes the direction. You can make it uh nighttime if you just click and rotate here in environment and geo and sky. Uh now one more thing that I would add is that I would if you're going to use this option, I really really suggest you to use the custom sun because there's just a lot more control uh that you have over all of this. Uh before we do that, just one thing that I want to make is I want to turn off auto exposure and then I just want to tone it down a little bit to uh something like this. So if we go to environment, let's turn on the custom sun and I would go ahead and see just a few of these settings. So the sunlight intensity is basically how harsh you want the sun. The sun disck radius um basically dictates how sharp the shadows are. So if you see if you can see the shadow of uh the tree here if I increase the sundisk radius you can see that it gets blurred out and and distorted. But if it is at zero you can see how sharp the edges of the shadows are. But in this instance I usually um for daytime experience which is what this one is I usually like to keep it somewhere around four. And then the altitude is how high you want the sun to be. So this is at night time. And then this would be sunset, sunrise, something like this. And then as we increase it, it basically changes the time of day. So I think we could leave it to somewhere around here. And then the azimuth is basically uh rotating the sun direction. Now, in this instance, for this view, I definitely would want the sun direction, uh, I mean the sun to hit from this side. That way, it brightens up this part of the saw. And then this part of the sod could could be, um, I guess in shadows. So, uh, I'm going to go all the way over here. And I think that something like this as far as direction of the sun could look good here. Uh, the sun intensity is a bit too high as default. I usually like to keep it at 0 4. As you can see, it it's getting a little bit more balanced, maybe even uh three. And then we can play around with uh the exposure as well. Uh but that is not an issue. Um if you're following along, I'd highly recommend you that you keep remembering updating the scene here. And then u there's a lot more stuff you can do. You can basically turn on the cloud amount. So this if you want to do like um a very gloomy mood, you can turn on the cloud amount. Uh you can basically select how thick you want the clouds to be. As you can see, they are getting thicker as we move this upper, the density, how dense you want the clouds to be. Right? So this is another option, the height of the clouds, if you want them higher, if you want them lower, closer to where we are, and then the speed of movement, the direction of movement of the cloud, and if we want them to cast shadows. So this is very useful when we actually want to uh create I guess um animations because wherever um as the shadows as the clouds would basically cover the sun there will also be shadows in our scene. So this is one way to set up the lighting. Uh it doesn't look perfect as of now. There's still a lot of stuff that I would play around with here obviously. Uh but yeah, this is just one way that we could set up the lighting here and uh basically move on to the rest of stuff. However, the other option that we have here, which makes our life a lot easier, is basically the uh D5 presets that we have. So, if you saw, I just created duplicate of the scene that we have already. And basically to the duplicate, I'm going to add a new preset, which would help us uh basically compare all of the different options. So, if I go over here to this studio icon, as you can see this gradient, if I click once, you can see that there are some D5 curated um presets. So, if you see the presets here, there are a few options we can choose. So, there is exterior sunset basically um one of the options we can choose. exterior day. Uh, exterior overcast. These are interior ones. Exterior overcast, interior overcast, exterior ones, exterior dust, overcast, sunny, exterior sunny. There's just a bunch of presets which basically will automatically apply these moods onto our render here. So, we can try this out. If we just choose exterior day and let's just download this. Uh, if we just download this and then double click it, you can see that it will automatically be applied to our scene here. And we can check that out in just a second. By the way, I am leaving materials later on to fix all these because this is not the finished product as far as materials goes because the materials highly depend on the kind of lighting we set. And I mean the the kind of lighting we set up um affects the way that materials behave a lot. So yeah, that's why I'm leaving them last. So we're going to set up the lighting first and then we're going to move to materials. So now what we have to do here is if we just double click this preset. We're going to wait a few seconds and as you can see it automatically applied it to our scene. So easy, so fast and and it just makes life really really really easy. Um so now I can even rotate um the sun. Uh this applied in HRI which is basically what we are going to check in just a second. Um and yeah so over here we can change the altitude. So how high the sun is and we can also change the azimuth which is basically the sun direction that we have here. Uh now one thing that I would add is that the color temperature seems to be very uh I'd say it seems to be very saturated. It seems to be very orangey. Uh but uh yeah. So I'm going to show you just a few more things around here. Let's just keep this uh the way the exact way that it is right now. Uh but we're going to come back later to this and choose the kind of setup that we want. So I kind of have something different in mind. We can just update the scene here and it will have the preset applied. Now one other thing that we can have. So let me just add a scene and basically it will duplicate what we already have is the AI atmospheric match. And this is so so good. So basically what we can do with the AI atmospheric match is that we can apply reference images to our scene here and this will automatically um apply the mood that it gets the info from the image. It applies the mood and basically converts our image to that mood and automatically sets up the settings. So I'm going to show you in just a second how that looks. So for example, I just found this image in Behance here and uh all we have to do here is if I open up this image and I can just take a screenshot in my computer. I can just select this uh and then if I go here I can upload the reference image. So basically I can just upload the same screenshot that I had. I can basically then go on and um once that is uploaded I can just snap the current view. That way um D5 knows what we want to affect what we want to affect with this reference image. And then in just a few seconds it will start generating and trying to match the same mood. So we click apply style is being migrating. And u as you can see it matches a lot of the stuff pretty closely. Even though this is not the final product of what we have here, it still is pretty close. So let's just check that in a second. Let's see what the final product of this is. So as you can see uh the color of the sky, the direction of the sun and a lot of stuff really really really starts to uh be taken into into account from what we had there and uh yeah it's some pretty pretty useful stuff. This is one of my favorite features. I think uh if used right this could be one of the most important features uh that you can utilize in D5 render. But let's go ahead and take a look at the final one. So the final option that we have here is called um HRI. So HDRI lighting is basically downloading an image which is taken in real life. It's basically a 360 image that we can import into our renderer and it mimics real life lighting that was photographed in real life where you can get this ARI. So, if you go in your uh browser and you just type in polyhaven.com/hri, you will see that there are a few, well, not a few, there's just a bunch of images you can download and automatically upload into your scene. And as you can see, there are a few different u options. outdoor uh you can also find skies indoor studio sunrise sunset uh nature uh in this instance I think nature is one of those that might work for us. So for example if I just go and click this image and then uh you want to make sure that the file type is HRI and then you just download it. We give it a few seconds and now we can go over here at the skylight. Let's just go at ARI. So when you go to ARI, if you click this drop-down menu, you can see that there are already some A as on the default mode basically on the library that D5 comes with. But if you want to download, I mean, if you want to upload your own one like I'm doing, you can just click plus customize HDR and then wherever you downloaded that, you can just upload it and in just a few seconds, you can see that this was applied to our scene. Now, yes, uh it looks very dark and that's because if you press this uh these buttons here, you can also change the skylight. You can also change the background and uh yeah, you can just optimize every single point of this. Now, this is a bit blurry is not the highest quality, but this just uh this is just to show you what exactly this can do. Now, one of the Asia eyes that I will use is this one right here. uh we're going to test it out and we are going to fix this. So uh if I just uh go here, let's just make the skylight 0.1 background uh 0.1. And now we can start to optimize this. So as you can see uh it is looking a bit um too bright. But if we go over here, we can add a sun. So right now it is only being um I guess there is light only coming from the sky and the brightness the sky has. If you turn on the sun, you can see that there's going to be sunlight coming in as well. And uh for now, the direction is follow AGRI. So what this means is that wherever D5 basically detects the brightest point in the AGRI, that will also be detected as the sun uh which is pretty natural because usually the brightest point in the sky is usually the sun. So uh yeah, if I go back here, let's do custom. I can just select this. Let's just update the view. And then I can basically do the lighting something. Uh let's just leave it like that. Let's turn on the sun. We'll leave it at follow ARI. The sunlight intensity. Let's do 0.5. And now if I rotate the sky, you can see that the sun direction is going to rotate together with it. Right. So now one thing that I would also add is we maybe add some more sky sunlight intensity. Uh let's just do 0.3. Um and uh yeah this is one way that we can also um basically create the mood of the lighting into our scene. Now another thing that we can optimize is the temperature of the skylight basically the temperature of u the light that it is being emitted. So we can make it uh very I guess warm as you can see now or we can make it very cold. Um you can basically tell how the temperature of uh the background is changing as well or we can uh change both of them at the same time. Now we can do this for the sun as well. We can make the sun a bit uh more orang-ish I guess. Once again a bit warmer. That is another option that we have. We can add uh costics and all that. But uh in order for us to not make this too complicated, I think uh I might just stick in this scene with the default uh D5 sky. So all right. So let me go back here on our scene. Now what we can do is we can also um go to effects because a lot of that will play a role into our scene. So if you go to effects, we can also tone down the exposure just a bit more. Uh, one thing that I will definitely add here is that I definitely want to be some shadow here at the foreground. That way, uh, the attention goes more at the center of the image effect. Let's just tone this down just a little bit more. Let's update this. All right. And then highlight local exposure. So, we're going to go through all of these different settings here. First of all, I want the image to be a bit warmer than it already is because it just seems way too cold. Um and then what we are going to do as well is let's just play around with some of these highlights and shadows. So as of now uh you can see that this would um kind of brighten up the image. If we increase the shadows it just becomes a bit too uh dark. We can also play around with that in the post-production. We can add more contrast. Basically the difference between uh dark values and um light values as well and white white values as well. Right. So then we can also play around with the saturation. We can make uh things a lot more saturated all the colors which we do not need. Uh and yeah, I mean you can play around with these settings. Overall what I would say is uh let's just focus here on the exposure first and also on the contrast. I think this needs a little bit more contrast. And I think the white balance might be a lot better positioned here. And u I think let's just tone down the sha shadows just a tiny bit. something like this. And um I think the image would be a little bit more balanced. Now uh there is just a bunch of other stuff that we can test out here as well. So uh one thing that I would add here is if we go to the environment, we definitely need to add some fog to add to basically lower the contrast the further away we are. So here the fog if we turn this on this basically if we go all the way it basically uh dictates how much how intense you want the fog to be. The height uh basically shows how when we want the the fog to start showing at what height. The falloff is basically the transition between uh the uh fog and where there is no fog and the start distance is from where the fog starts showing up. So this is a little bit too much. I think this would be a bit more natural. So, as you can see, everything in the back there is, I guess, being a bit um I guess less contrasty, I would say. All right. Uh so, let me just turn this a little bit more to the left. I'm just testing some stuff out here. Um and then the start point could be a bit further in the back. Okay. All right. So then uh this could be it about the fog. Uh let's go and test some more stuff out. Um so once again custom sun we can control how intense we want the sunlight to be. So how strong strong the sun uh source is. And I definitely want this to uh be a little closer. Something like this. Okay. Okay. I think I like this. I like the the shadows is are coming off here. One more thing that we can try out is we can turn on the saturation just a little bit. Maybe something like this. We can update the scene. And I think with that said, we can move on to actually fixing uh the materials. So first thing that I notice when we want to set up the materials is that over here uh the roof and the whole uh metal part is uh basically a metal seam, right? So it would be something like this which you see on on um Google images here and we cannot create a very good illusion of this 3D part of the scene here um just based on materials. However, what we can do is if we go here in SketchUp, we can basically uh 3D model that quite easily and um quite fast actually. So, I'm just going to do that real quick. Uh so, I'm basically going to draw the lines and then we're going to use the follow me tool just to draw all of the seams. So, now I can just double click on this. All right, let's just select this and then let's just use the move key. Let's just press M copy with a control and then we can basically multiply this uh nine more times [Music] maybe. And now we can basically just draw the profile. Uh something like this. And then we can just cut this off. Um okay, let's just delete this. We do not need that to follow anything. And then I can just draw something like this. And then lastly all now I can just select the pathway. And then I can just use the follow me tool. Uh this one. Boom. And then this would pretty much be it. Um and does it look good? Maybe it is a little bit bigger than uh what we would need it to be, but I think overall it seems fine to me. Uh so what I'm going to do is let me just double click and then I can just copy uh the center right here. Let's just go on this side. We can copy it once again. [Music] uh B key eyedropper tool with the alt key and let's just apply this here. Okay, cool. So now we go back to our D5 scene. As I said, we're just going to click here a live sync. We're going to wait to synchronize it. And now we are going to go back to the assets. As you can see now we have clear clear clearly some seams in the metal. So if we go to assets, let's go to material and let's just type in metal. And now we can basically choose black matte metal. So I can select that. I can just apply it here. And as you can see automatically uh this will look better than what it did previously. Um one thing that I would say is we do have some weird texture going on here. uh the base texture map might be a bit too uh I would say too uh small and repeating too much. So let's just leave it to something like this. Uh let's just use a UV randomizer. Let's just leave it to something like this. We're going to make it basically a bit larger. And then the base color, let's just make it a little bit darker. I think something around here. Metallic all the way up. Uh this is a bit too dark. Let's just do something like this. Okay. Uh we might also something else we can do is we can also take this off completely. Uh so we can also just u delete and this would be our roof in just a second. Not like this. Uh it would basically be something like this as well which looks a bit cleaner. And it also it's very possible to have a scenario where the roof looks like this. And now the only other exterior material that we have to apply here is the wood. Now one thing I would say though is that most of the time 100% of the time actually uh you will be good enough with using the D5 render assets. Uh so here if you go to the material you basically have it all set up for you uh configurated and ready to use. In this instance what we might have to do is we can scroll downwards. We can go to wood. The best thing you can do is if you go to one of the websites where you can find materials ready to use just like this one. So, one of those which I like to use is ambientg.com. I'm not um sponsored by them in any shape or form. And if we just type in wood, you'll see that there's going to be a lot more options than the one uh that we had in the D5 render ass library. And for example, we can just download this wood sighting. And then uh you can choose what type of format you want to. I can just download 4K JPEG. And then once that is downloaded, you can go ahead and select the texture that you wanted to replace with. And over here you can find a few different options. So if you go here, you can do batch import PBR textures. And you can basically just select all of the textures that were downloaded as a package uh from that online website that I just showed you. We can click open. And in just a second, you will find that applied here on our um I guess cabin, villa, house, whatever you want to call it. Uh one thing though, this seems a little bit too small. So, we're going to make this bigger. Um let's just see how this looks. Maybe this is too big. Somewhere around here. Okay. I think something like this could look good. Uh if we select this wood material, uh we might as well be able to also increase uh the um I think it looks a bit too dark. So maybe we can just increase the brightness a little bit. Let's decrease the saturation. I think something like this looks a little better. It has a bit more contrast between the black matte metal and what we already have here. Uh now one other thing that we can also configure is if I select here the window frames I can just select on them increase the metallic slider all the way up and then we can also make the base color a bit darker and as you can see now we also have the window frames looking a lot more realistic than what they were previously. Uh one thing that I will also configure is the glass. So you can see the glass. Um, yeah, I think what I would like to do with it is, uh, maybe decrease the opacity just a little bit more. Uh, the specular option basically um, shows how much this is going to reflect. I do not want too much reflections, but I definitely want to have some more context in the interior. One way to add context into the interior without actually having to do any modeling is a tool called interior parallax, which is available in D5 render. And honestly, it's one of my favorite ones. So, if you go downwards, if you see interior parallax, these are basically uh planes with these are basically images, right? So, these are images. So, if I just download uh one of these, you're going to be able to see automatically how this plays a huge role uh in the context of the house that we have here. Let me just scroll downwards and find something which might fit. So, for example, this one, I can just select that this residential interior 04. I can just click once. I can rotate it for 90°. Um, and then I can move it inside. Let's move it a bit on the right. And now, as you can see, uh, there is more context into interior. It basically looks like there is something there. Now, the light intensity, the artificial light intensity is a bit too much. Uh but I think something like this uh looks better. It gives more context overall, right? And then we can add some different ones for these other two rooms. So we can just click in whichever. So residential interior 03. Let's just put this. Let's just rotate it by 90° as well. And then now we can put it here uh on this part of the house. Once again, let's just turn off the light intens. I mean the lighting test could be there. And then just turn on the lighting a little bit more here. And then for the final one on this middle room um in the yeah in the room that is in the middle of these two. We can rotate it by 90°. Let's just move it inside once again. Uh let's put this right there. Uh well maybe a little bit here to the left. And then let's turn off the artificial lighting and increase uh the natural lighting on it a bit. And as you can see now, it's just a little bit more context. Let's just update the scene. And now in order to render this out and export this as an image, we're going to go here and click image. And then uh these are all the options that are already in there. Uh what I would say here is you can also add uh render channels. And basically render channels are different views or I say different images that are created based on the render which help us in post-production to isolate certain objects a lot easier. In this case, all I need is the material ID. I can just select this and then I can render this out in just a second. All right. So, scene one is already in progress and we're going to uh render this out and we're going to see the final result exported from D5 render in just a minute. Okay. So, this is the result that we got from D5 render. And it looks pretty good. But there is still one more thing that we can do here that will improve the renders drastically and that is AI post-processing. And this is amazing from D5. So basically we can just take our render here, we can select it at AI postprocessing and with just one click you are able to enhance this image dramatically and basically just make it look a lot more realistic, a lot more detailed. I can just click this button right here AI enhancer and then enhancement way. We can just go all the way up because we do not care. We actually want the image to be looking as good as possible. We're going to enhance this. And once this is enhanced, we're going to import all of the stuff in Photoshop and fine-tune everything. That way, the image looks just perfect. This is how the image looked before AI. And this is how the image looks after AI. As you can see, there just so much more details added. Just look at the tree trunk here. Uh just look at the vegetation. Just look how much more detail is added to the ground. Take a look at the wood facade here. Look how less detailed it was before. AI. It basically just adds a lot more detail. It just looks a lot better. Even the metal has some imperfections and stuff that help us along the clouds, everything. The image just looks a lot lot better, right? Okay. So, with that said, uh you can see the difference that this made. Now, what we're going to do is we are going to download this image right here. We got we're going to name it scene one AI. And now all of these three files you're basically going to go ahead and upload them in uh Photoshop. Okay. So this is the AI um the part where this is the AI enhanced image that we have here. And there are a few things that I want to change. So uh earlier if you uh remember that I talked a little bit about the um basically the tonal ranges of the image. That's the first thing that we're going to fix here. And now the tonal ranges of the image. is we're going to go here at uh the um basically in Photoshop we're just going to go here add the camera raw filter. We're going to click on it and then we're going to change the profile to monochrome. And as you can see this is how the image looks like in black and white. However, I want to make some changes to uh some of the settings. I want to bring this over here. Uh let's just extend this. And you might be wondering how am I making these changes. Well, this is kind of um how I am basing the the kind of tonal ranges based on other references uh similar type of images. So, if I go ahead and I just type in um forest villa and if I go back to color, you can see that the image looks a little bit more balanced, right? Uh and honestly, it's looking quite good as it is right now. However, if you go here at detail, we can add some more sharpening. So, uh, it looks a bit sharper. It is a bit over the top. We're going to leave it at 25. But the noise reduction here kind of, uh, balances out. So, we're going to leave the sharpening at 25, the noise reduction at 20. Uh, that kind of offsets a little bit. And, um, I kind of like the way that it looks as of now. Uh, one more thing that I would say here, uh, which might help is if we go to effects, we can add some vignetting. And basically what weinging does, it adds more frames and basically takes away some of the focus from the corner. So if we add something around, yeah, I think minus 20 might be good enough. Um, and then other than that, I'm sure the image looks good. The way it is, I just want to make sure that maybe the vibrance need to be a little bit lower. So maybe I can do minus three on the vibrance. And then the saturation could be minus three as well. Not minus 30, just minus three. Oh, okay. Wait, minus three and then minus three. I think the image looks uh quite good the way it is right now. I'm not sure what you guys think. For me, I think this looks quite well. I mean, remember with what we started here. So, u this might be the final uh image of our scene here. Okay. All right. So, let's go back to D5 render. And now we're gonna work on our second scene here which is at the back basic basically no this is actually the front of the house. Uh however what we're going to do is u let's see we can copy parameters and then we can paste the parameters here. That way most of the settings are already applied here in our image. However one thing that definitely has to change over here is the um basically the azima. So over here we want to keep this part lit up and the sides here we definitely want to keep them um basically in shadows I would say. Right. So we can do something like this. And then we can also add some shadows here at the ground because there's just too much micro contrast that we do not need. Once again we're going to copy that tree. Let's just move it here at the back somewhere where this doesn't make any trouble for us. So, let's just increase this in size by quite a lot. Let's just put this behind the camera. Uh, somewhere around here. Let's rotate uh let's get back our scene to uh the way it was before. Environment. Let's just change uh boom boom boom. Let's see what looks best here. Uh what I want to test out is if I can add some uh outdoor furniture here from the 3D warehouse. So, let's just type in uh grill area or barbecue area. Boom. Boom. Barb. Let's just type in BBQ area. I think something like this could look quite well. Actually, I can add it somewhere around here. And actually, let me just deselect this. What I would say here is boom boom boom. Actually, let's just keep this here. Um, probably want to make them a bit less less saturated. I think if we go RGB um hex code, let's just do something like this. Or we can maybe even apply a wood material. So, if we go here at the D5 render assets, we can just go to wood. Let's just find something that would work. So, let's just choose So, let's just choose this light maple wood. And then we can just apply it on these chairs. Okay, I think that's pretty good. Um, and yeah, I think one more thing here. I just think I want to rotate this just a little bit. Something like this. All right. So, you can actually tell that there are four chairs here. Um, and yeah, I think we need to take some parts off here. So, if you go in the terrain, let's go to the terrain. Let's just choose um this one. Let's paint over on this part. Let's just increase the size to two. All right. Now, let me just check a few more things. Um I think over here we might need to add a little bit of a concrete slab. So, uh let's just go back here. Lifync is not. Okay. So, we have to get off that. Uh let's go over here. Let's just draw a rectangle once again. Something like this. We can basically push pull it downwards a little bit. Let's delete these. Boom. Boom. Boom. And then let's make this a little bit. Come forward. Let's select this material. Let's apply it here. And if we go back to our scene, everything should be looking all right. Let's go to the terrain here. And um so the road surface we have to replace this. Let's go with dirt. Uh let's take this off. Let's go downwards. And then I think let's replace it with this show surface is darker. And I think uh the current one is just taking too much attention that we do not need to be taken away from um what the main point here which is the actual building. Okay cool. Um, is there anything else that we need to take care of here? Do we still need to increase the density on this? Let's go to um distribution. It's almost all the way there. Cluster size, I'm not sure about Okay, so now let's just go to scene two once again. And yeah, I think we just need to render this out. Use AI enhancer and just do all the post-prouction stuff just like we did previously. Okay, so now let's do the AI postprocessing on this one. enhancement weight all the way up. Let's click AI enhancer and uh let's see how this will look. Okay, so this is the result with the AI enhancement. Honestly, looking pretty good. Uh I think the image is a bit brighter than the one that we had um in the back of the house. And it's mostly I think about the shadow. Uh which I think we might also need to change because there's just too much micro contrast here as well. So, what I'm going to do is I'm going to go back to our render here, and I'm going to move this over here, and maybe make this just a little bit larger as well. Once again, let's turn around. Let's move this backwards. Uh, let's just see something like this, maybe. Yeah, I think we can do something like this. Let's just uh render this out now. Uh, once again, scene two. Boom. Boom. Okay. So, this is before and after. Um, I think there is too much noise here in the ground surface, but we're going to fix that in the post-production. So, I'm going to download this. Let's put scene to AI. And now, let's go to Photoshop post production. And now, we going to go ahead and upload uh the scene to elements. So, first thing, uh, I know for sure that I want to keep the ground from the non AI image because the one with AI just looks way too, um, there's just, yeah, it takes a bit too much attention here, which I do not like. So, in order to do that, we're going to go to the material ID. And what we can do is we can basically just go ahead and use the magic wand tool. We can select this part of the ground and then we can copy or yeah I mean we can also just rasterize the AI layer and then just delete it from the AI layer. We go ahead and turn off the material ID and now as you can see uh it looks balanced. So we have all the other elements AI enhanced except the ground now and it looks much much better like it. So this is the back of uh the house and this is the front and I think these look quite good. I think there is um the textures, the the vegetation look good. Um basically the surroundings look very realistic as well. Um I think I'm quite happy with how this look. All right, so it's time for us to finally continue on the interior of the home that we have here. So first of all, we're probably going to have to create a render. Something uh I think something like this might be good enough. Um, so for example, I really want to highlight the um indoor outdoor connection. And then we're going to have to do another one from this other side to also capture the kitchen, which looks very, very ugly as of now, but we'll fix that with some material tweaking and all of that. Uh, in this render, I basically want to capture the dining room uh, and the sofa here. And we're probably going to need to add a um, basically a TV uh, stand here in this part of the house. So, what I'm going to do here is I'm just going to add a new scene. And then on the scene, we are going to go ahead and edit the camera just like in the exterior. And then let's turn the aspect ratio to 16 by9. Uh maybe we could increase the field of view a little bit to something like this and get a little bit closer. So, we can leave the field of view at 65. Uh that doesn't cause a problem for us in interiors. Um and then other than that, I think we can just leave it the way it is right now. Now, for this scene, what I would do is I most likely take this off. So, what we can do here is I can basically go outside. I can select this plant. We can go back to our scene here. And then here in the object list, we can basically just click this eye icon, which will hide it. And then if we update it on this scene, you can see that um even if I go back to scene one, the plant will show. But if you go back to the scene here in the interior, it will not show anymore. So, uh, pretty pretty useful stuff. And then, uh, the next scene that we would work on would be something like this, I believe. So, we would also capture an indoor outdoor kind of setting. It could be something like this. Or we could even get uh closer to our uh, living room and maybe we could hide uh this part here. Or it could also be um a bit more generic from basically the front. But maybe in this instance, I think I would like to keep it uh somewhere around here. And now we can just click to add a new scene. Uh we can tweak it later on obviously. And then finally for the third interior which would be our uh bedroom here. Uh what we will do is um well we cannot see a lot right now. So let me just let me just add a new scene. So let's just click on a new scene. Let's go to edit camera. And first thing, let's turn on exposure. That way, we can uh see a lot more of the area. Let's go upwards a little bit. And uh so in this scene, what I think we will need is we'll definitely need a larger field of view. So something like this. Um I think something like this should work because I definitely want to also capture the outdoor area as well. So uh let's just leave it like this for now and then we can make some tweaks and changes later on. So, first of all, I just want to work on this scene here of the living room. First thing I want to do is I want to go back to our sketch window. I want to go to Sketch warehouse. And I have saved a model of like a TV stand. Okay, we can delete this part. And now let's rotate this um something like this. Let's move it from here up to this point. Let's just update this. And then next up if we go to environment u now let's uh deal with the lighting. So for the interior lighting what we will do is we will actually work with an HDRI. So as far as HDRI goes I'm going to use something uh let's use this clear sunny one. We can just use this one. And then uh what we definitely need to do here is we need to modify the lighting. So u what we will do is let's just turn on the exposure very very high. So something like uh this I would say there is a lot of green reflections here and that's probably because uh we need to fix some stuff from u basically our ai u let's try to add another one from the custom section. So let's just add this one while this one is a lot brighter. So, let's just tone this down to 0.1 and 0.1. And then let's also tone down the reflection a little bit. I mean the exposure a little bit. Uh to something like this. And then what we can also do, I think we could also reduce the background a little bit. Let's try to rotate it. Uh I think we can just leave it like this for now. And then uh as far as the sun goes, I mean I don't think so. Let's see if we actually need to use a sun. Uh we can also rotate it until there is light that's coming in from this. But let's just turn on the sun for now. Let's tune the intensity to something very very low. Uh maybe 0.1. And let's try to rotate this. Uh that way the sun actually comes in here. Uh there's probably some issues with like uh shadows that are going to be casted from the trees that we have here, but that should not be an issue in just a second. Let me turn off the sun completely. And let me just rotate this once again. I think I'm going to leave the sky rotation to Okay. And then uh something else that we can try to do here is we can also increase the skylight a little bit. Um and then we can also maybe increase the background to 0.025. Uh there's no sun here. However, we can I want to basically make the um background temperature a bit more to the blue side. So maybe something like this. But then uh that might also be fixed if we make the overall image a lot more high definition. Um and then other than that the fog is completely fine. It can stay there. I don't think there's anything else that we can do in this instance. Uh maybe we can increase the skylight. Maybe uh that's just not needed. I think we have to go to effects next up and uh play around with the exposure. So I think this might be a good exposure. However, uh as of now, there is one more thing that I would like to experiment with here, which is basically adding artificial lighting, which mimics real life lighting. So, in order to do that, if you go here, add the add lights tool, um if you click on it once, and then you can see there's a bunch of other options for artificial lighting. So, point lights, spotlights, strip lights, and rectangular light. So, I want to choose a rectangular light. And I'm going to choose a rectangular light. And I'm just going to place it randomly over here. And what I want to do is I am going to go ahead and rotate it by 90° on the x axis and uh 90° on the z-axis. And as you can see now, this has a completely other direction. So uh what I'm going to do here, instead of it being 90° over there, let's just rotate it on the other side. So it's basically 270° rotated on the Z-axis. And now we can lower it a bit and we can increase it in size. And basically going to place this right our uh outside our window because it is very important to um because this way we can basically mimic uh real life lighting. So as you can see uh this will let's increase the attenuation radius. Uh maybe the brightness is just way too high the intensity. But we can slowly lower this down and this will definitely act like natural lighting like uh basically sunlighting coming from uh the outdoors into our uh interior here. So maybe even lower something like uh 30 37 uh whatever this is. And then what I can do is if I want to make the uh light a bit warmer, we can do that. We can also increase the intensity a little bit more if we feel like that is needed here. Maybe I can get it even closer to the window. So something like this. Uh for now, I think we might need to also play around a little bit with the exposure and also fix some of the materials. However, we could also test out some more uh type of lighting. So, we definitely need to add point lighting. We can click the point lighting. Let's just add one here. And then, as you can see now, let's just make this uh warmer and lower the intensity to like three. And let's increase the light source radius, the attenuation radius. Uh, and we can probably drop this a little bit lower. And also decrease the intensity to 0.5. Um, that might be too much as well. 0.1. Let's just move this on the other side too. Let's go over here. Now, let's go back to the view. I think these might be too much in terms of intensity. So, uh intensity of one is too much. Let's do 0.5. And then 0.5 again. Okay. We can add point lights in this light here. Uh let's get a little bit closer on this side as well, just to make sure this is um put in a lot more accurately. Intensity can be lower. Let's do 0.2. Uh let's basically make this a lot warmer. Uh let's do wait, let's do 0.1 as well. So one thing that we can do in order to make this look more realistic in terms of the lighting is that we can uh select uh this material and then we can basically make this look um kind of like a um a cloth, right? So this is basically a cloth and now you can also see the lighting being emitted here too. And now we can do the same thing here on these lights. So let's just add another point light right here. Now in order to make this emit through this material, we have to turn this into subsurface scattering which is basically the type of material that uh it's basically wax and jade and these type of materials that would allow light to go through. Uh, now this light source needs to be warmer and it also needs to be at like an intensity of one. And let's just move all of these downwards. So now the lighting fixtures are turned on. Uh, one thing that we can also add is the uh, basically the recessed ceiling that we have here. So what we will do is we will go to the light here and we will add strip lighting. So let's just add a strip lighting there. Uh, we can move this a bit downwards. Something like this. And uh we can also increase this in size. That way it basically um it basically covers this whole part of the recessed ceiling. And we can also make this a little bit warmer. And now we can just copy this on the other side here. That way we do not have to create these all from the beginning. uh but instead we um kind of use the same parameters, the same light intensity uh because it it saves those when you copy it. So I think these are definitely supposed to be turned into 90° as well. So upside down, this also needs to be turned into 90°. So oh I mean 180 upside down. Let's just move this downwards. And then let's do the intensity five. Let's do the intensity uh five over here as well. Okay. So, for now, what I think we need to do is we need to go back a little bit to the materials. We set some of those up and then we will come back to lighting just to balance everything out. So, we can go to wood flooring here and we can scroll downwards. I think some herring bone flooring would look very well here. I think like a darker one like this one would really help because uh some of this furniture is beige and it is lighter tones. It will make them pop out a little bit more. So let's take the herring bone flooring and we'll just one click. We can basically just apply to our flooring here. Uh let's check if it is too big, too small. I think the size is good. I would just rotate it for by I think 45 degrees. Uh or uh maybe let's do what about uh 135°. I think this might look a little bit better. Probably increase. Yep. I think something like this would look very good for the flooring. And then next up, we can basically select this wood material here on the chairs. Uh I think these need to have a little bit more reflection. And uh maybe this can be a bit lighter. Uh so let's just make this wood a little bit lighter so we can increase the brightness. And then something else that we can do on this which is very useful. So if you go here at the material templates you basically saw earlier that we can use different material templates for uh subsurface scattering uh subsurface I mean transparent materials water flowing water car paint and all this. But this displacement texture is very useful for when uh wood has grains, bumps and maybe all of this stuff. So uh we can just use the material template for the displacement map. And then over here you see an option with AI generated texture maps. And this is very useful because as long as you have the source because as long as you have the source map then this automatically will configurate all the roughness the u height of the map the bump map the metallic and all that. Now all of these have different purposes. So the normal map uh the height map are basically are going to dictate the height of the grains. It will make the texture more 3D and it will basically make it have a little bit um just look a lot more realistic. And then the specular map and the roughness map are maps which will help with reflections and how basically how rough the material is. And the metallic map is usually used for uh metallic materials. Now in this instance we do not have to configurate all of these values by oursel. We can just click AI generated texture maps and now AI will automatically configure all the reflections uh the height maps and all of this for us. So as you can see it just did that automatically right now. I would go back over here and make this just a little bit more I guess lighter. And then next thing we will do is we will select the cushions on these chairs. I selected the cushions just by using the eyropper tool. And here in the material template, what we can do is we can basically choose something here for uh cloth or let me just check if there's anything else that might fit better. No, I think cloth would be best here. And then we can also add the AI generated texture maps for this as well, which is very very useful. Automatically done once again. Now we can go for the wooden table. Uh let's go to displacement. Uh let's go to AI generated map once again. Uh we're going to give it just a few more seconds. Uh that might have made it a little bit too dark. Uh with the height map, maybe we do not need the height map at all. So let's just take that off. We're going to go here and basically decrease the roughness a little bit. That way it reflects a little bit more. And then maybe we can also make this uh just a tiny bit darker. Okay. And then as far as this table area goes, what is left here is these vases. Uh we might make them a little bit more reflective. Let's get a little bit closer here. Let's just choose this. Let's make this a little bit more reflective and look a bit more like wood. These walnuts here, these definitely need to look a bit darker in order to look like real walnuts. Um, and we might also add a displacement material here because this uh these definitely need to have some depth into them and look more realistic, more 3D. Um, and then other than that, I think as far as the table area goes, I think this might be uh pretty pretty good. So now we can go ahead and select the sofa material here. Uh instead of it being custom material template, we can go ahead and keep it as cloth. And now as you can see this will look more like a fabric material. We can also use fall off which basically um kind of um dictates how much reflection there's going to be in this material. Uh we're going to leave it a little bit lower. And then what we might do is here at the base color, uh we might make it a little bit darker. And then we can also add we can also add an AI generation. So if we just click that once then as you can see um it will automatically add the bump maps and everything else. And now in this instance we might increase the falloff for it to look a lot more realistic. And now as you can see uh the fabric material looks a lot better than what it used to. Uh base color maybe now it doesn't need to be as dark and uh the sofa looks a lot more realistic. Now we can go back here to the wood material. We can select this wood material. Let's lower this a tiny bit in terms of roughness. That way it is more reflective. Let's do the same thing for the plates here. Uh the bowls, we can lower the reflection. I mean we can increase the reflection on these as well. Uh the vase here we can decrease the roughness on this as well. And overall as you can see the process of uh basically uh fixing the materials here is pretty simple in terms that what we need to do is just go ahead and uh fix them all one by one. So we would just select all the materials and then slowly um get them to basically look better. So we go to effects. I think I want to lower the exposure just a little bit more. And we can update this here. And then let's just select the light here. I think I want to lower the intensity on this to like 40. Um, and then let me go back to effects. Let's increase the exposure by a lot to something like this. We can just leave it like this for now. Let's give it a few seconds. I'm going to save the file. Don't forget to also do it as well. That way you do not lose all the progress. Okay. So, next up, let's go here at the uh rug or the carpet material. Let's just select this. We're going to go ahead and use cloth for this as well. We're just going to click once. Let's do the AI um let's do the AI automated um textures. And then uh what I would like to do for this is we can probably decrease the falloff a little bit. Rug looks much better. It looks a bit more realistic. this material here on the chair as well. This one is definitely cloth. So, let's go ahead. Material template cloth again. Let's do the AI generated texture maps. Let's wait for a few seconds for these as well. And then this should look better. Done. And then the wood material. Uh this one looks all right as well. No need to to over complicate this. Um something which is uh very very important as well here. So if you go to our view, you can see that most of our view in terms of material is captured from the walls. So if we're going to go here, we're going to go to the D5 render asset library. We are going to scroll downwards here and try to find some wall material which uh would look very good like a wall paint. Um really stone paint rice. Um I want to try this one. I'm not too sure. Uh but uh let me scroll downwards. White concave regular white turf wall. I'm not sure if I want it to be white pattern wallpaper. We don't want we do not want pattern wallpaper. Beige plaster. Um I don't know. I just I think I want to try this one. So let's just try this really stone paint O2. We're going to wait while it downloads and then we're going to apply it onto our walls. Okay. Okay. So, once that is downloaded, let's just uh basically throw this onto our walls and see how this will look. Uh this looks very very dark. Um I do not like this that much. I can try to tweak it a little bit, but overall uh maybe we can also make the texture a bit bigger. Yeah, overall I do not think this works. What we can do is we can also click on the UV randomizer. But no, I don't think this is worth working on at all. Um, so let's just go downwards. Let's just choose a white wall paint. We can just use this one. Simple, but I'm sure it works just fine. We can apply it up there as well. Um, and then yeah, base color map. This needs to be white. And then as far as a base color goes, I think we can keep it somewhere around here. Okay. Uh all right. And then what else is there in this image in terms of materials? I think this kind of uh art art piece definitely needs to move a little bit higher. So let's just scroll downwards. Let's just select this. Let's move this somewhere around here. And a bit more to the right, I think, would look better. Um, and then I think as far as materials go, I just want to maybe make this wood a little bit darker. Now, I want to go back to this and make it just a little bit darker and see if this might maybe make it pop out a little bit more. Um, all right. So, this I just want to turn this off completely, the rectangular light for now. Uh, let's just update our scene. So, scene three is updated. And let's now fix the materials on this part of the TV. We have to go to SketchUp now. Uh let's just rotate uh to a point where this is a lot more visible and we can just apply whatever kind of material. So these ones I can just select all of them. Let's go to the to the SketchUp material library. We can go to colors and then let me scroll downwards. Let's just apply something like this. Let me just go inside. Let's double click. Let's explode. Then let's just uh go ahead. Let's apply this. And then for the TV, I think we can use some simple. So if you go downwards, let's just use this uh dark gray for the actual screen. And then for the frame, we can just select everything else. Deselect the screen. And then uh let's just apply this black material. Now if you go back to SketchUp, you can see that this is already applied. What we can do is I can just make the screen basically look more like a screen. So something like this and lower the roughness a lot around here. The frame needs to be metallic. So in that instance I would make metallic all the way up. Lower the roughness and maybe the base color gets a little bit lighter as well. Let's find a wood material for uh the actual uh stand. So let's go to wood. Um, maybe we can use something which is lighter. Let's just scroll downwards. Um, let's see. Maybe we can use this light maple wood. And let's just apply it there. That doesn't look too bad. And let's use a darker one for these uh patches here. And I think we can also use like some sort of darker wood for the trim here. So, I'm going to scroll once again. Let's go a little bit upwards. Let me try and use this brown strip wood grain. And I think wait let me Ctrl Z. Oh, so I think these two have the same material applied. So what we need to do in this instance, as you can see, we apply the same material for the trim and the U TV stand. And what this does is that it replaces all of them when we go to D5 with the same material. So instead we need to go inside this U TV stand once again. Let's just apply a material that we haven't used yet. And now we can go ahead and basically use that uh lighter wood that we used earlier, which I think it was, yeah, the light maple wood. And then the darker wood. Now we can replace it with a trim. So I can click on brown strip wood grain. Let's just apply it here. Um, and I think that might work for that. Let's go back to our view. Let's see how it looks as of now. Now in terms of material I think this uh looks fine especially taking into consideration that the AI enhancer will help a lot. Uh one thing that I will do is the intensity on this should be lower and then uh this let me just take another look at okay so this should probably be a bit bigger. Okay let's lower the intensity on this just further more. Let's go 22. Let's go to scene three once again. And now I think we can work with lighting. So if you go to edit camera, let me just take this back to 16 by9. Uh and then let's just update the view. And now let's work on the environment a little bit. So first things first, I think the skylight uh could be increased quite a good amount. Uh, so if I go to effects, I think we should I'm gonna So the thing here with the lighting is that we need to find a perfect balance between the exposure here in the effects and also the overall lighting of the HRI. So what I'm going to do here is I'm just going to turn these off and let's turn back the exposure to default. Right? So it's at zero. Now the skylight. Let's just make it uh 0.1. And let's just turn these on slowly. Okay. Now, uh this is so the exposure is a bit low. However, the exterior is overexposed that way that it has too much um light coming in. So then we're going to go back over here and let's try to turn on the sun. And now the sunlight intensity is going to be at one which might be too high. However, uh what we can do here is we can rotate this in a way that the sun comes in to um the openings as well. But as you can see the angle from which the sun is is a little bit too um high. Okay. So we can try and test another ai. So let's try and use um let me see. I want something that it is not too harsh. Maybe I'll just try this midday HDRI. So, I'm going to upload this here. Let's increase the background. Let's increase the skylight by a lot. Um, the effects. Maybe we have to increase the exposure a little bit as well. Now, we can try and rotate this. Okay. So, then this might be too harsh. Let's tone down the skylight. Let's tone down the background as well. Let's just give it a few seconds to all uh take into effect. Okay. So, what I'm going to try to do here is I'm going to turn off the fog completely. That way I have more visibility overall in the sky here. And uh let me go ahead and increase the skylight. I want to increase the well the background. We might keep it. I think we definitely need to increase the background as well. All right. So, we will go back onto our original aurori and then in the effects tab, let me just take it a little bit more to this side. Uh, what I'm going to do here is let me try and make the background a little bit more visible. Uh, we can also try to rotate it to make it look a bit more bluish. Something like this. And then we can also try and increase the skylight a little bit. So, let's just do 0.05. Um, 0.02. Is that still too much? We can turn on auto exposure as well. There there's that's that's also always an option. Uh so it could be looking something like this. We can also tone it down a little bit. Uh let's see. Now I can also turn back the rectangular light that we had earlier. So I can turn this on. I can take this a little bit further back. And I can also turn off the intensity to like 16. Um let's go back to the environment tab. Um, let's go to effects. Let's turn off auto exposure. Let's turn this on to something like this. Okay. So, as far as this interior shot goes here, I think in terms of pre-post production, we are sitting in a good place right now. Uh, one thing that I will do is I'll select all of these lights and I will make the intensity a bit lower to like three. And then also all of these lights. These need to be a bit lower to like uh 0.2. And uh let's go to effects. Let's just give it one final look. I think we can also increase a little bit of the contrast. Highlight exposure. We can increase the highlight exposure a little bit. Uh shadow local exposure. We do not need to touch that a lot. Highlights. I think all of these should be taking place in uh Photoshop because there's some things that could be done there much easier. We can also turn on the saturation a little bit. We do not need to do that too much. But one thing which is very important is the AO which is basically the ambient occlusion. And this will help with how the shadows look in corners like this. Um in other corners like this, it will make them more realistic. So if we just go and turn on the AO, we can uh basically increase the radius a little bit. And then let's click on AO overlay and preview. And let's increase uh the ambient occlusion to something around here. One of the most important options that we need to add on here is if you go to effects at style here, something called AO, which is ambient occlusion. Now, this will help with all the shadows in the corners here over here. And you will see the effect of it in just a second. So if we just turn this on, you can see that everything will look much darker, but that's because this is uh way too overboard. We can also increase the radius of these shadows as you can see here in the corners. And uh we can also increase how much shadows uh we want. So I think this adds some contrast, but I think the radius needs to be a bit lower. So we could probably leave it around this. It makes the image a bit more dramatic, I would say. Now, let's just update this and let's go ahead and create the first version of this render right after we decrease the actual intensity on this as well. So, let's do 0.05. Uh, let's go here at the export and let's just click render. I'm going to export this right here as scene three. All right. So, uh this is the output, the raw output just from D5 render. It doesn't look too bad. It doesn't look crazy good, but it will look a lot better in post-production. And also after we basically use the AI enhancer in this case. So let's just increase the enhancement weight of this. So we going to keep it all the way up at one. In the meantime, I am going to open uh Photoshop here. Okay. So this is before AI and this is after AI. Honestly, just adds so much more clarity. Okay. Okay. So, over here I'm going to go ahead in the filter and we're going to click Camera Raw filter. And now it's time for some um I guess optimizations with the color balancing. Let's go to monochrome. Uh and let's look and move around with the overall tonal range here. So, let's just move this. Um I think we are aiming for something a bit more balanced. The exposure might be a little bit too high. Uh but we will uh kind of try and balance this out and spread these a little bit more evenly I would say and maybe increase the contrast a little bit. Uh let's go back to color and see how this looks. Uh one thing that I would say is definitely very needed here is let's go to basic. And I think we can also play around with the temperature. We can make it a lot warmer. This is too much. We can make it also uh colder. I think something around plus five makes it look quite good. Now, one thing that I'm not too happy with is these walls in the ceiling. I think they are a bit too beige. Uh, which I'm not the biggest fan of. I think if they would look just pure white, it would be much better. We can also fix that. Uh, we can um take a look at that in just a second. Um, and then texture, clarity, vibrance. We can increase it, we can decrease it. Uh saturation, uh we do not need to play around with that. I think as far as saturation goes, this is all right. We do not need any more of that. Okay. And then detail, we can add some sharpening. Uh as always, I just like to do this uh little filter where we add some sharpening and then offset it with a nose uh with a noise reduction. And then color mixer. Um I would say I would not touch the color mixer. The only colors which I'm not too happy with in this image are uh the walls and the ceiling. So, we're going to uh edit that separately. And then as far as the effects go, let's just do a little bit of vignetting with minus 10. Um and then uh yeah, I think I think let's just keep it minus five. And yeah, I think what I'm going to do here is let me go back to uh rendering this and I'm going to go ahead and render the material ID. Let's just render the material ID. Scene three. Uh material ID. Let's click okay. And one thing that I would also try and uh fix here is let's go to basic. Let's turn on exposure just a little bit more highlights. We can increase highlights. I think the interior is a bit dark, but also I think the uh beige walls are also doing it. So uh we can increase whites a little bit if you want to. Let's click okay. Um, all right. All right. So, let's go to Photoshop. I'm going to put on the uh material ID here. Let's apply it. And then, basically, I'm going to go ahead and select uh color range. Let's just select this color range. And now, we have the walls uh selected here. Now, let's just duplicate the layer with the AI seam. Let's turn this uh let's basically reserize this layer. We're going to click uh we're going to do control shift I to reverse the selection. We're going to delete everything else except the walls. And now we're going to go to camera raw filter. And this instead of being beige, I basically uh yeah, I think I just basically want to make it a lot wider. So, let's lose the saturation on the oranges. Let's lose the saturation on the yellows uh a bit more. And instead of it looking gray, I think I'm going to increase the whites and these a little bit. Uh let's decrease uh the contrast a little bit. Let's increase the highlights. Let's just see how this is looking. Um I don't think it's there yet. Nope, I don't think it's there yet. Let's go back to filter cab filter. I still think it looks a bit too yellowish. So uh let's lose saturation on the yellows once again. We'll just click okay. Now it looks gray instead of looking white. So let's do filter. Um let's go ahead and increase the whites on these. Decrease the contrast a little bit. Highlights. Um and then maybe we can increase the yellows just a little bit. Running an architecture firm with more than 10 employees means that you've got a lot on your plate. 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I think this looks a little bit better. And uh base color something like this. Let's decrease the saturation even further. Okay. Now, let's uh go ahead and uh I think I want to duplicate this and apply it here in the ceiling. And then let's just create another render of our scene. Okay, let's go here. Let's um render this out. Let's do scene scene three new wall. Okay, so we have fixed uh the wall. Now I'm basically just going to upload uh the render on top with the fixed wall. Uh let's just apply the same camera raw filter. So all the color corrections, let's just apply them to this. And now we can go ahead use the material ID. Let's go to select. We can use the color range to select the wall. And now we can reststerize the new walls. U inverse selected. Delete everything else. Let's keep this. And uh I think it looks better now. Um it is a bit too bright. It is a bit too bright. Uh but we're going to fix that in just a second. Then let's do well actually let's go back and um basically duplicate this once again. We can inverse select this. Let's reststerize it. Let's delete. Let's go over here. Let's select uh color range. All right. Let's reststerize. Let's delete everything else. Um and now what we can do is let's just merge these two and go to filter camera raw filter. And let's lower the exposure a little bit on this I think. Uh and it looks a little bit better. It looks more like white and less like beige uh compared to what we had previously. And uh with that said, let's just uh export this to our final folder. All right. So let's just make a recap of everything that we have rendered so far. So we have rendered this. So the back of the house, the front of the house, and now we are also done with the living room, which I think came out looking pretty pretty good. And now it is time for us to render out the kitchen which as of now looks absolutely awful because of all of the materials that have been here. All right. So now we can look forward to actually fixing this kitchen image. So if I go here to edit camera, you can see something called the camera clipping plane, which means that it will take off anything u sitting in front of us for 90 cm as it is right now. Maybe just a little bit more. Uh or we might just have to take this plant out for this image completely. Um, the way that we can do that is I will basically just go in SketchUp and click on this plant here and then right click and click hide. So, um, now that's it. And we could also just hide this small little table as well. Uh, this helps the overall composition. Uh, next thing that I would do here is I would go to environment and I'm going to try and rotate the Asia eye just to see if we can get some sort of lighting coming in from this side. So, I'm going to turn on the sun or maybe I do not have to do that at all. Uh, maybe I'm going to leave it somewhere around here just so we have some extra lighting coming from this side. I think something like this looks a lot better than what we previously had. Uh, now this part of the grass here might not look realistic until we obviously decide to use the AI enhancer, which fixes a lot of that stuff. I think I'm going to leave the rotation of the Asi to something like this. Uh, let's select this metallic part here. And I think this metallic part here needs to go all the way to metallic. The roughness can be pretty much the same there. Uh, and as far as the wood goes, I think we might need to tone this down just a little bit more. So, if we go over here, uh, I think we can take back the darkness a little bit to the way that it was. Same thing for these chairs. Let's go here and let's tone these back the same way that they were. Okay. Now, let's just save this and click uh, save. All right. So, then we can go here to assets and let's go and apply some materials here to this kitchen. First of all, let's find a light wood. So, we're going to go here to wood. Uh, let's go downwards. I'm basically going to search a little bit longer for this wood material because I think it's very important. The light maple wood always works for that natural pine that might work well in uh this um kind of setting with pine trees. Uh let's see how that will look in just a second. We're going to apply that to our kitchen. Uh so, let's just download it. All right. So, this first of all, if you want to get this to look better, we have to rotate this by 90°. Um, and it still looks absolutely horrendous. And let's go back to assets and let's try and while SketchUp is basically live synchronizing with um our file here. I think we can apply this onto our cabinets and we can see how this looks. Uh, firstly, let's just rotate this 90°. How does this look? I have some mixed feeling about this too. So, what if we do something like this? Or we lower it by a lot. Something like this. Interesting. I think um I think this could work. I think my main concern here is that yeah, it needs to be a little bit lighter. So, let's make it a bit lighter. Let's decrease the saturation a bit. And maybe something like this could work. Uh I think the grains are a bit are taking a bit too much attention. Keep texture shape. Uh let's try to increase the size just a little bit more. I think something like this looks a little bit better if we increase the size. Yeah, I think this looks better than what it used to look. Anyway, let's select this material. On this one, we're just going to lower the roughness. We do not need to um basically do anything that over complicates things. Uh let's select this part of the sink. So we're going to select the sink. Let's make it metallic. Let's lower the roughness a bit more. Uh and then now let's find tiles. So if we go here at the materials, let's try and find wall tiles. And u let's try and see if I can find exactly what I was looking for. Um ceramic mosaic. We do not need that. Let's just scroll downwards. Um hopefully we can find the uh ball tiles, the green ones that I was imagining to use. If we do not find it here, I'm going to give it another search in ambusg.com because I really want to test how that will look. Uh so let's just type in green towel. It is similar to this is just should be vertical. Um it should be something like let me show you. Let me just show you here. It should be something like this one, right? Uh but let's just try this out. So I'm going to download this and I'm going to load it onto our D5 window. And I'm a little bit worried that it's not going to look as good as I thought it would look. But if it doesn't, we're just going to play it safe and choose something uh which is um pretty much guaranteed to work in terms of design here. So, let's just upload it there. Let's go with the eyropper tool. We select this part. Let's go to batch import PBR textures. And then I'm just going to select all of these. All right, let's just upload it. And let's see how this will look here. Um it is way too dark for some reason. It is way too dark. What if I just make this white? I think I'm going to risk it. I think that you guys are either going to fully love it or just hate it. Absolutely. Uh let me just make it less saturated to something like this. And then maybe increase the brightness of it to something like this. Um I'll just leave it looking like what it is right now. And then let me search for some marble countertop. U I think I can just go for something similar. U so this pearl white I something simple actually. And uh let's see how this will turn out. I I think I think I like the the green uh backsplash there. So let's just apply this to our countertop. And as far as materials go, that should be about it. Um, this one, I'm not sure if I want to keep this bronze. Uh, maybe we just make it a little bit darker. Maybe less less saturated. Something like this could work. Or maybe, yeah, even even this works better than something as dark as what we had earlier. All right. So, let's just select this part here. And what we can do is we can go and make uh this material emissive. That way it actually looks like we have some light coming out of it. And we can make it a little bit uh warmer. And then something else that we're going to do is we're going to go here and add lights. And we're going to click on spotlight. We're going to add a spotlight on both of these. And we are going to go ahead and edit them in just a second. So I'm going to go back to our scene. I'm going to select both of these light sources. We're going to lower the intensity to like two. And we're going to make the temperature a lot uh warmer. Something like this. Even even the intensity of two seems too much. Let's do 0 uh two instead. So 10 times less than what we had there. Uh maybe it's not as visible, but um basically I just wanted to have a use case where we are trying as many light sources as possible. I think in this instance we basically use all these. Uh in case if you're wondering what is is u the category here it basically different light distributions that you can have for the spotlight. We do not need to worry about that as of now since uh it doesn't make a huge difference in our render anyway. Now, one thing that makes a difference in our render anyway that uh we might not notice is something called the um something called the chamered corners or uh also rounded corners which we are going to apply in our scene right now. So, if I go near the kitchen cabinets, you can see that these are very harsh uh corners. These are very sharp and in real life there is no such thing as 90 degree angles because otherwise you would get cut anywhere that you would touch with your hands. However, if I go ahead and pick this material, you can see something right here which is called round corner. And you can see once I turn that on, it automatically adds a chamfer or a round corner around it. Now, we can also exaggerate it, which we do not need to, but we can just leave it at around five. And this is more than good enough. We're going to do that for these other materials as well. Now, this might seem like a small difference, but trust me, uh, it does make a difference um in your renders because um, yeah, it's just unnatural to have a 90° corners. Let's do the same thing for these other cabinets here. Um, let's do five of those. And I'm pretty sure that the model here is already modeled to not be 90°. Yes, the table is uh the chairs are. So, uh not too much to worry about for the other pieces of furniture. Just wanted to make sure that we actually apply this on to the kitchen. Oh, one thing that we might need to apply to as well is the windows. So, let's get a little bit closer. These seem to be 90°. So, we have to make these round the corners as well. Let's do like five. and let's go back to our scene and take a final look to anything that we might need to modify. So, if we go to effects, exposure seems fine. Um, honestly, most of this stuff, most of the image, the basics of the image seem fine to me. What I would add is some accessories here in the kitchen. So, we can go to model and we can go ahead and search for indoor uh lamps, not accessories. Is there anything for kitchen? Yep, we can go kitchen accessories and we can choose some of this stuff just to add a little bit more life. That way it doesn't seem like uh no one actually lives here. So, what we can do is we can add the seasoning bottles. Uh, we might be able to add something like a scoop set, a saucepan on the stove. Um, maybe these spatula buckets. And we can scroll through all of this. All right. Uh, let's just wait until these get downloaded. All right. So, we can add that right there. If we scroll downwards, we can add the saucepan and the stove. Um, in just a second. Let me just get closer. Uh, I want to make sure that I put this here very precisely. So, let's just select it here. Uh, let's put it right over here. Oh, yeah. We can just put it right here. And then, is there anything else that we want to add? Uh, wooden spoon. Let's just add the spatula bucket. I think we can add it right here. And I think this should be enough to add a little bit more life. Um, maybe we could add like a small little flower. So, let's just type in potted flower. Uh, let's go to nature. I'm not sure where this would be best to be found. Potted. Uh, something small. Maybe even a little bit colorful. Boom. This could work. This could work. Let's just see. Yeah, I think I'm just going to choose something like this one. Or uh yeah, I think let's just choose this modern base plant and let's just put it here on the side. All right. So, we can click there and then let's just place it right here. Okay. Now, if you go back to our image, let's see if it is missing anything. Um I think overall it's looking good. Um, I think this might be good enough for us to be ready and move forward with the render. So, I'm going to go here, add the image. Uh, let's just turn on the material ID in case we need it for something. And I'm going to render this out as scene 4. And I'm excited to see what the AI enhancer does to this as well. I think um it might help with some stuff that I'm already noticing. But overall, the basics of the image do look good. Let's do AI post-processing. We can go over here. Let's just turn this all the way up and let's just wait to see the results in this. All right, so this is before AI and this is after. Honestly, pretty visible changes. Uh, and overall positive to be honest. Um, I think I'm not a huge fan of the extra grains here in the kitchen. uh because I think they just have too much micro contrast, but other than that, I think we would keep everything else AI. So, I'm just going to go ahead. I'm going to download the image. So, we have everything in Photoshop here. First thing, let me open the scene for material ID. What I'm going to do here is let's go select color range. Let's just choose uh this green here. And then I'm going to go ahead and reststerize the layer without AI. Let's invert select this. Let's delete everything else. And now let's see how this looks. Honestly, I like it without the extra grains a lot better than with those. So, what I'm going to do here is I will just merge these. And now we can go ahead add the filter uh camera raw filter and we can test things around. So, let's go to monochrome. Uh I think we are going to try and balance this out a little bit. Uh maybe something like this. Let's add the color. Uh it I think it looks a bit darker now than what it was looking previously. Uh so let's just go back to the way that it was in terms of that. I think the balance of the color might be good enough here. Uh maybe let's go to camera raw filter once again. Uh what we might be doing instead is we can try and add more contrast. uh just a little bit. And then uh we can go to detail. Let's add some sharpening. We could do uh 25 and also the offsetting with noise reduction effects. We could add a little bit of vignetting, but honestly, other than this, there's not much else that I would touch on this render to be honest. U it overall looks pretty pretty good. So, I'm just going to click okay and leave it like this for now. Um, let me know what you guys think in the comments. Uh, we are going to go ahead and take another look at the recap of the four renders that we have created. We have one more render left and then we're going to create the animation. So, this was the behind of the house renderer in exterior. This is the front of the house render in the exterior. And then we have the living room here. And then we also have the kitchen and the dining area. I think all of these look pretty good so far. I'm quite happy with the result. Okay, so let's move here to the bedroom. Uh first of all, uh I think there are some things that we definitely have to do in terms of modeling here that we have to fix. But before we do that, I just want to make sure that the lighting is set up correctly. So we're going to copy the parameters of the previous scene and let's just paste them here. And first thing I'm going to do here is I'm going to select the curtain and we will make this basically behave like a true curtain that it should be. So I'm going to keep it custom alpha and then over here. And then what I want you to do is to go to Google and just type in curtain opacity map. And then if we just go over here, I think any of these should be good enough for you and free to use. So you can just select this uh and then uh download it and save it as an image. And then if we go here at D5 render, we can select this um and then let's go over here at the opacity map. Let's go to desktop. And then we can just apply the um opac uh opacity map here. So as you can see now we have some visibility uh to the outdoors. And now one thing that I will do as well is I'm going to take off this um yep this base color map completely. And let's just leave that white. Uh let's do one more thing. Now let's go to environment once again. Let's try and rotate this in a way that it will bring more lighting into this living room. And then we can go here at effects. And maybe on this scene I think we might need to increase the exposure more uh than the others. Or what we can also do is we can also just move the curtain out of the way. That way we have more connection to the outdoors as well. So we can just select this curtain only this part of the curtain. Let's double click on it once again. We can maybe delete this one completely and we can leave it to uh something like this which seems to be looking all right. What I think might be better here is if we Yeah, I think let's just fix a little bit of the landscape here. So, let's just get closer here. Uh, we might take this off for uh this view. So, well, let's go back to our bedroom. Uh, let's turn this off and then let's update the scene and let's just check on a few things that we uh might need to do here. So, first of all, let's just select these light fixtures. These have to be emissive. So, we're going to go ahead and uh just click on add emissive. Uh we're going to leave the temperature warmer. Then, let's select this metallic part uh right here. Let's turn on metallic all the way up. Let's lower the roughness. Okay. And then the rug. Uh let's make this uh the cloth material. Let's add the AI generated texture maps. Uh let's click on this one over here. Let's add the uh let's make this cloth material. Let's make this AI uh generated math maps. And then let's do the same for this uh AI generated maps. And okay, let's lower the roughness. Let's select this. Let's lower the roughness. Okay. Right. So, this I think is leveled. Now, uh what we would want to do here is basically um kind of fill up uh this part of the wall with what we have here. So, let's go back to SketchUp. Um and then let's just go a little bit closer. Uh let's select these wall panels. All right. And then what we're going to do is we will basically just multiply these upwards. Um maybe we might need to move this a little bit downwards, a little bit closer. Okay, let's just select all of this. And then this lighting fixture cannot be floating. So once again, let's just select this part here. Uh let's just move this all the way upwards. So, let's just select this and then um I think I'm going to multiply this or let me see if I can just move it instead of multiplying. All right. Uh so, I'm just going to go inside here. Uh this part of the wood, we can maybe just scale this all the way to the wall. So, let's go back to scene number five and let's go ahead and live sync this. Okay. So, one last thing that we have to add is this, I guess, uh, black part of the panel right here. So, I can just, uh, select this. And as far as modeling fixes go in the bedroom, I think we should be done. Let me just select this part here. I think we can just extrude it all the way to end the wall. Perfect. So, uh, while I'm seeing this, there are a few things that come to mind to me. And I think probably the main issue is with this being a bit too cold. So, what I'm going to try and do is let me try and capture a angle from which the sun comes in a little bit more. So what I can do is I can turn on the sun and I can also make it not follow the Asia eye but instead I can give it the altitude and the azimuth that would fit us best. So let's just go something like this could help us make the image a little bit warmer and just uh get more light coming in our side. Uh what else could help in this image would be to basically move this a little bit more to the left I think. So it will just add a little bit more uh storytelling. Um nothing huge. It's not like a huge change but it just um contributes the overall storytelling of the image. Uh this uh we should lower the roughness a little bit. Maybe make this a little bit more um I guess reflective. The wood can be a little bit more reflective. And then other than that, honestly, I do not see any major changes that we could make to this. Uh these are all cloth material. Uh this maybe is a little bit too reflective. So we could make this one cloth material as well. And then make the AI generated textures. Uh let's go back to the scene. And I mean other than that, there's not a lot else that I uh would think would make a huge difference here. Um and then oh yeah, the curtain. So I can also make the curtain as a cloth material here. So I'm going to select the curtain. Let's make this cloth. Let's make AI generate a texture. And then uh with that done, I think we should be ready to go to effects. And I think we can maybe tone the white balance a little bit. I think a little bit warmer. I think something like this would help our renderer out a bit because it looks a bit too cold in my opinion. All right. Um, is there anything else that we need to add here? Radius of ambient occlusion. We do not need much more of that. Honestly, I wouldn't try to mess too much uh with this as of now. I think um things should get more balanced. Uh we can just we can just render this out and see how it turns u to look. So, let's just do 1920x 1080 and then we can render out with material ID. Let's just do scene 4. Well, no. This is scene five. So, scene five. Let's do the AI post-processing enhancement weight all the way up. And let's just wait and see the results. All right. So, this is before AI and after I. As always, AI doing an amazing job in helping us with some post-production stuff. So, let's just download this and then uh let's just name this scene five AI. And we can scene five AI. And we can put this in post-prouction immediately. Let's go to Photoshop. And then let's add the AI one because I don't think we need anything else from that other one. Let's go to filter uh camera raw filter. And then uh let's basically I think as far as colors go, it seems fine. Let's add some more detail with sharpening uh noise reduction. Uh let's just lower the vignette for like 15. And I think this seems about fine for me. We can just click okay. I think this came out looking pretty good as well. So I'm just going to export this quick export scene five final. And let's do a conclusion of all of the renders that we created throughout this course. Uh before we do that, let me remind you that we are also going to create an animation. So we are not done yet. The behind of the house exterior render looks great. The front of the house surrender looks great. I really like the living room. I like the kitchen and this looks great as well. Honestly, uh very very good stuff. I'm hoping you guys are enjoying this as much as I am. And u let's just move on to the animation part of this. All right. So now it's time for another very fun part where we will create the animation of our uh 3D render. Now uh we have to create videos basically by going here at video and the way we do this is we basically add two cameras in two different positions and the video will be created through the movement that the camera takes through that trajectory and I'm going to show you that in just a second. So for example, if we go here at the video icon, we can click once to add a current view, which would be a key frame. And then a second time, for example, over here, which would be another key frame that we will add. So for example, as you can see, if I go ahead and preview this and play, you can see that the movement is from the first shot to the second. And you might also notice the car uh moving here. And I'm going to show you how to do that in just a second. So, let me just um turn uh this car off completely. So, the path and in order to do that, you're going to go over here, add the path tool. You're going to click vehicle, and then you're going to have the library show up. At vehicles, what we're going to do is we're going to go to large and medium. Let's select the pickup truck, and then we basically are able to draw the path that we want the truck to take, which would be something like this. As you can see uh this is showing two trucks now and that's because this is too wide. And here in lane you can see the different settings. You can do one lane. So it is single lane. It is only one truck and we can make the speed a lot slower. So like 17 and then we can take off random collar and as you can see now the truck is moving much slower but in the same exact path. One thing you can notice is that it is turning around very sharp in the edges and doesn't look natural. In order to fix that, you can basically select this and you can also make the smoothness of the turns all the way up and these could become curvy. And in a second, you will be able to notice that uh this will look much much smoother and natural the way the car is moving. So, uh that is basically how you make a car move and dynamic throughout a dynam uh throughout an animation. So, if I go back here in our settings, you can see that this is shot number one. Well, here um you can see that I have both of the vehicle paths turned on. But now, let's just uh let me just actually let me just delete this one off completely. Something else you can do is you can also assign how long you want the movement of the camera to take from one key frame to another by basically clicking right here and just typing in the number of seconds that you want this to take. For example, 5 seconds. and then this will be a lot uh slower in terms of the camera movement. Very very cool stuff. Now something else that you might notice as well is if you go over here uh you have a bunch of templates with different camera movements. So for example you have horizontal pull where you're basically zooming. So you also have horizontal pull where you're basically zooming out and then you can have a bunch of more I guess um complicated stuff like dolly twist in which um I wouldn't recommend you to use it because it is a little bit uh yeah it is a bit too complicated for you to kind of assign in an animation. Uh but then uh you could also u do a bunch of other stuff like a twist fly over for example something like this but uh I wouldn't advise you to use this however u it is however uh this can kind of save you time for not having to create all of the actual um key frames yourself. Right now one other thing that you can do as well is you can also add sun movement. So in a way you can change the direction of the sun and the way to do that is you can click on the first camera view here and then you can change the azimuth of the sun. So for example something like this and if you change it for one of them you can basically updated just like we did with the scenes when we were rendering. So I can click once again and now if I play this you will notice that there will be sun movement which is pretty pretty cool. Now something else that we can also do is if I just delete this we can also add movement in terms of where the camera is focusing. So, I can go down here. I can add a view. And then I go upwards and I can click another time for the other view. Let's go in this view. Let's go to camera. Let's add the depth of field. Let's set the focus right here. As you can see, it blurs everything else out. And we can update this view. And then if you go to the second view, we can add another depth of field. Let's set the focus. Let's increase the blur. And if we play this right from the beginning, you will notice that there will be a transition in focus. Right? So, as you can see, it is a lot more focused in the grass at first and then it transitions to the house right there. So, these are pretty much the basics of the animations, how you can move the camera and how you can add movement in terms of vehicles. You can basically do the same thing with characters, animals or any other stuff. You can also uh change the direction of the sun as I showed you. Uh, one thing you have to keep in mind, I would always recommend you to have the resolution to 1080p and also MP4 format 30 frames per second. This is pretty standard. Now, uh, behind the scenes, I made all the clips that I wanted to make just so we do not waste time here. Uh, as you can see now, I also have to delete uh, this vehicle path completely as well. So, let's just delete this. All right. Uh, and as you can see, uh, I have made other clips. So, if you want a bunch of different sequences from different rooms, uh what you can do is you can basically just press this plus icon and then you will be able to create different clips. All right. So, here you can see that I've created one clip, something similar to what I was just doing right now. And then another one right here from the back of the house. I didn't want to waste time where basically would just uh mess around with the camera movement because uh as soon as you learn the principles that I showed you in the beginning of uh this animation session, then everything else pretty much just follows along. And then we also did one in the interior. We basically did one animation per each room in the interior as well. And then also one here for the kitchen and the dining room. And then another final one for the interior where we did the bedroom here. And then one final one just to end it off the animation where we start a little bit closer and then we just move um behind where we can kind of see the lake and everything else. Now what I advise you to do here is just go throughout all the clips that you can create. Obviously you do not have to follow the same camera path that I did. You can create your own ones and you can add them all to render cube and then uh that way you can just batch that way you can just batch render everything and you do not have to render all of the views one by one and then you can just select all of them here in the render queue and then render them out at your uh basically location which would fit best. These are all of the renders that we created in today's free course. And I really hope that you enjoyed this and learned something. If you did, if you learned just a little tiny thing, please leave a like and share this with someone who you know would find this useful. It would mean the world to me and it would allow me to create a lot more free tutorials like this so you can elevate your architecture visualizations. Once again, if you run an architecture firm with more than 10 employees and you have a lot of ongoing projects, feel free to click the first link below and apply for a free trial with us, Scale 3D, where we will create renders for you. If not, I highly recommend you that you watch another very detailed course on D5 render by clicking the video right