Blender 2.8 Architecture Workflow

Blender 2.8 Architecture Workflow



Hey guys sorry for being late and keeping you waiting for this video. In this tutorial i am going to demonstrate how you can achieve this result. To create architecture design what you really need is the floor plan you can create by using Home styler or if you are good in blender you can create that here too. So first switch to top orthographic view and select the image refference from the menu after that select the image floor plan you want to load in. Now add a box in the scene and while in edit mode go to the overlay and check the edit length in the measurement tab. After that go to the scene tab and then change the unit scale to imperial. Now just pick one value from the floor plan and scale that box until it has the same value. After that select the floor plan and scale it up to match the box value. You can use the cursor pivot point which will help you to match it easily with the floor plan. I have the set the height value of the wall to about 13 feets Its better to know about average heights of the room,doors,windows from real life scenerio it will help you to built your model fast you can search on google to know the values. I have set the wall width value to about 6 inches.After that just use the edge loop and slide it to the end of the edges and then press g and use the numpad keys with XYZ axis to define the width of the wall. Its a simple trick but it can add pace to your wall. After following the floor plan you will get this result. For the background and lighting go to the world tab. Select the environment texture for the color and select HDR you want for the scene. To rotate the HDR use mapping under vector and generate texture coordinate for the vector again. Rotate the HDR on Z-axis and leave it what looks interesting for the scene. Focus on light that is covering the faces so you may know how it will give shadows later after baking. After that check ambient occlution and screen space reflection and play with the values. I wanted to make a night scene for that i have decreased the Gama value and slightly increased the exposure value. To hide the background i have used the sphere mesh with emmisive material with same material setting as i had used for the previous one, but this time i have used the texture coordinate object under the vector tab so that i can rotate it inside the 3D workspace. For the exterior glass material select the faces and assign material to it. After assigning the material put the roughness value to zero and change metallic value to .5. Under the setting tab check the screen space reflection and use alpha blend for the blending mode. We can use 0.1 to 0.6 refraction value for the glass. After that check the refraction under screen space reflection tab. And just increase the transmission value to 1 under material tab. For the interior lighting i have used area lights with check customs distance with slightly yellowish red color If your exterior light have dominant blue color try to use opposite color in the color wheel. So that you can better contrast for your scene. After setting these lights to different rooms i started to add different objects like walls, chairs and tables for the scene. For the global illumination you will need irradiance volume for individual room and some will be placed outside of the house where you think light will bounce.
Its importance to know that the inner box of the irradiance volume is the border of the light from which the light will start to fall off or you can say soften to the outer box of the volume. You can even define the falloff of light from the irradiance volume tab. After setting the irradiance volume bake the light. Don't hesitate to play with the color management Gama or exposure after you are done with the baking as it help you get create better scenario environmental lighting. After lighting interiror select the pool surface and assign material to it. To create water for the pool select slight blue color with zero roughness and increase the sub surface scattering value to 1. And increase the metallic value to 0.6. Then check subsurface transparency inside the setting tab. Don't forget to check the subsurface scattering from the scene tab. After assigning the material you can add area lights inside the pool with slight rotation making angle of 45 Its up to your creative choices you can change the scale of the area lights. After that select the floor of the pool and assign material to it. You can change the roughness to get the reflection of the lights. To create water effects you can add musgrave texture to roughness node then add texture coordinate and plug the object node to the musgrave vector. Play with scale value of the musgrave texture. Add color ramp between the musgrave and the roughness node to get more control over the values. After that play with the details of musgrave and the color ramp color values to get the desire results. For the grass select the floor faces and assign material to them with green color. Add this moment i felt that the area of grass plane will be in shadows so i added area lighs to the stairs with emissive material. To create grass i have created to planes of meshes with slightly curve to them with taper at the tip. After that duplicate and separate grass area from the floor from which you want to add grass. After separating go to the particles tab click on the plus button to add partilcles to it change the frames start and end value to zero. Then under the render tab select render as to object. And then tab click the picker to pick the mesh you want for the particles to display. Then increase the scale value to increase the size of the grass and also play with the randomize scale value to randomize the scale. And then check rotation and then play with the face and randomize face to have randomize rotation of the grass. After that just increase the emitter value to have more grass on the selected fields. Add material to the modulled grass it will update the other grass particle give it color. And add slightly yellowish scattering color with .1 to .5 scattering value. For the tree i have used blender built in tree generator plugin you need to go in preference tab which is under edit tab in the add on's tab type ''Sapling" then apply check to it and save it to preference tab. You can get the tree by pressing shift+A then go to curve and select sapling tree generator. I have used the tree for background it add more details to the scene. After that i have added the reflection cube map and scale it up to the background sphere to get the reflection of the sphere. You need to increase clipping end value to 10000 which will be present under the reflection cube map tab. After that position the cube map higher then the architecture so that it can capture the background sphere but not only the walls. After that rotate or scale the sphere as you want. Then click bake light it will bake the light as well as the reflection i needed to do that as i updated several outdoor lights.After that if you want to get more reflection on the glass then select the glass material and then slightly increase the metallic value. The walls were looking dull so i added the area lights with long width matching the width of the wall with color matching the interior lights. For the volumetric lights use the cube mesh scale the mesh and assign material to it. Remove the surface material and add volumes scatter under volume settings. Don't forget to check the volumetric from the scene tab. Then decrease the density to 0.01 and play with the anisotropic value to define the light volume more or less. In the end I did some changing to the windows and materials of the walls and use the pool inner surface material on the floor. And play with it to get the results. I have added more meshes inside the interior some of them were from my old projects the bed was the only mesh which was downloaded from blender swap due to some time issues I didn't modelled it. You can also use the downloaded model as far as it doesn't have the copyright issues. I was unable to upload videos so for that I am going to share this project file with you guys for free. You can download from the link in the description box. You can support me by pledging me on my patreon page so that i can make more videos for you guys. Subscribe and like and thanks for watching.


13 thoughts on “Blender 2.8 Architecture Workflow

  1. The best tutorial of Eevee in exterior archiviz!!!!!! I've been waiting for a long time since your last video~~Hope you can do more tutorials like these !Thanx a lot ,best wishes!!!

  2. It seems that you use walk navigation quite often? Do you have special shortcut for that or is there a way to make it as a default navigation?

  3. Im so interested with you Architectur tutorial, so i hope you always upload some of tips by making interior/ext. Especially using eevee render. Thanks 🙏

  4. Thank you so much for the video. Being a real time engine and such simple materials, the result is magnificent!!

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