Hey, guys, welcome back.
And this video I'm going to fix the reflections for our glass material and show some reflections on
the glass as well.
So first thing is to check this material.
So let's select those materials.
Translucent glass, gray.
Let's go to acid editor.
Select it again because sometimes it doesn't get selected.
So now you can see it selected.
And now let's open the properties or the parameters for this material so you can see there is no reflection
for this class.
So let's add reflection and the reflection is full.
Maybe increase it a bit more.
You can also check the values online for this class material and use the appropriate material.
But this regular class reflection should work well as well.
And you can change the diffuse to black.
So you fix that material.
Let's see if there's any other materials that we need to fix.
So I'm going to go to layers or tags, that is, and switch off walls, exterior and windows, and let's
fix the staircase material as well, because yellow looks awkward.
Let's keep it black.
Let's add some reflection.
Reduce the glossiness.
Keep it fully metallic.
And let's add a bump as well.
It's a good idea to add a bump to all your materials, although it's going to be a less amount.
Let's try maybe stucco this time.
So again, this kind of in effect, if you want to sort of reduce the size of this, you can go to texture
placement and you can go to repeat UV and change this to say 0.1 by 0.1.
So that would make it big.
And if you want to make it small, just type in two by two.
So now that would make it small as well.
Let's say five by five.
Let's go back because either bumpers are played on the material.
Let's check the material size here as well.
So let's go to acetate or go to binding.
Change the texture mode to texture helper.
You can see it is not uniform and it is the UVs are not placed properly.
So I'm just going to enter this group, select all this material, click on triplane a projection world.
So now it's wrapped in correctly.
You can go ahead and do the same for the others as well.
But I think this should suffice.
Just the mean all of the staircase.
All right.
Once you're done with that, I'm also going to increase the size, let's say five feet by five feet.
So you have a nice big texture there.
And let's check the other materials.
So maybe this door just to add some reflections to the door.
So I'm going to quickly go ahead and apply all the reflections and so on to the various materials in
our scene.
The is you don't have to worry too much about the materials, but whichever model shows up in the render,
for example, this here, which is a metal aluminium, you can add some metallic material, reduce the
amount to add some reflection.
This works well.
So it's a good idea to go ahead and add some reflections to all your materials.
So I'll quickly do that.
No quick time lapse.
Now for your fall off map, you can just click on the advanced parameters, your go to scene to add
some sheet.
So that would make it sort of a cloth material, add some reflections as well.
And you can change the view mode to save fabric and you can see that it's a decent fabric.
Material sheen is a little too much.
So let's reduce the sheen.
That looks fine.
The fabric material I won't be covering because it's a little complicated.
You'll have to add textures to get that fabric effect that showed you another workshop.
But since the exterior, I know you don't have to worry too much, but for interior renders definitely
add a lot more fabric materials.
Definitely be more detail with your fabric material.
So this material comes with the same similar material that we created and anything else the glass will
do later for another video and this should suffice.
Let's just check this material one last time.
Yeah, we've added the reflection, although it looks good and let's switch back our tags on.
So I'm gonna go to all exteriors windows, go back to scene one and an interactive render.
So click on the viewport render.
So now you can see the reflections on the glacier.
But let's try to reflect some trees on this glass than just the plain glass.
And I also feel a bump for this wall metal because it's looking a little too plain.
So let's stop that.
Let's continue running the render and then change the settings for this wall.
It's got a cool texture so you can use the same texture at the bump as well.
All right.
So now you can see the texture there.
Let's go to the editor, select this material.
So that is no bump map.
You can use the same metal for the bump maps.
A copy.
And based to bump it.
So now you can see, though, the Jacksons or the bump on the material, right, is the bump amount.
And that looks good.
We can make this material slightly darker by going to color manipulation and raising the color again.
So that would make it slightly darker as well.
Cool.
Now let's go back to scene one.
And right now we put it up.
If you'd like to see before and afters or see the progress of your render, I would recommend that you
use the interactive render mode within the V-Ray frame buffer.
But if you're not a big fan of seeing the progress of your render, you can just stick to the SketchUp
render and keep progressing with your render.
Alright, so now you can see that the materials look better.
You can see some reflection on the glass.
Now if you're going to add a tree in front of this building, you can see the reflections on this glass.
But you may not see the reflections of this class so much because this is a frosty glass and they wouldn't
reflect as much as a plain glass.
So let's add some trees here.
So I'll just move this to the left so you can see some all these trees.
I'm going to move all these trees to the front of the building.
Let's see if it's aligned correctly.
It is actually selected so you can move it around.
Okay, so this seems to be right in front.
You can make a copy this side and make a copy this side as well.
Just three went to the bottom, so you'll have to just move on top.
Okay, that's fine.
It won't really be seen in the viewport in the main render, so you don't have to worry.
And it's a good idea to give the trees at a certain height as well, because it would sort of reflect
the shadows on the wall and we can adjust the sun settings of the scene as well.
So let's go back to scene one.
Well.
So now let's run an interactive render again.
Let's check the whole doh render looks.
So now you can see some tree reflections on the glacier.
How cool is that?
And you can also see it here, but it's very subtle.
All right.
So now we'll go back to our interactive render and use the original lighting system, which was a dark
lighting system and set up for night render.
So it's not an interactive render here.
So that shows up in the video frame buffer.
So it's a little too dark.
So I'm going to increase the dome light settings.
So you can see the reflections.
But once you switch on the sphere light, it sort of reduces the reflections.
So you'll have to reduce the sphere light to see those reflections again.
You can see these trees here on the glass and you can increase the dome light settings.
So increase the dome light.
Right click on the dial.
To make it sort of brighter and there's good to go.
So now you can see the reflections of the glass, some nice materials, and we just need to fix the
ground and so on.
So I'll fix the ground and other stuff in the next videos.
Also, don't forget to add this to this TV.
If we stop the render, added the noise and add it to the is.
So if you do before and after.
So this is a this would be you can see how much we've progressed with the materials as well.
How cool is that?
So I'll see you guys next video shows.
And now let's just play around with the sun settings.
I'm going to go to my shadows.
So let's stop the render switch on shadows.
So you can see that sunlight is falling this way.
So that's why you don't see any light on the building.
So let's edit the sunlight.