Blender 2.80 Tutorial : Eevee Interior #2 Black Living Room

Blender 2.80 Tutorial : Eevee Interior #2 Black Living Room


Hello and welcome to this tutorial about interior rendering with blender 2.8 and Eevee. This scene is created with blender 2.79 Here is the render result with cycles render engine. It took about 40 minutes with a GTX 1080 Ti Let us take a quick preview render in viewport by press shift-z It uses 30 samples for preview render This process is speed up 5 times so we don’t have to wait for long Now we will try to render the scene with blender 2.8 Before we continue this video don’t forget to Like and Subscribe this channel We can download latest blender 2.8 daily build here choose the blender version according to your operating system After the download completed Extract it and we are ready to the next step Open Blender 2.8 by double-clicking this file Open the file Black living room.blend You can get this file in description below Go to Properties Window Render Tab change render engine to Eevee. In the method to display choose rendered and wait a moment The scene looks overexposed we’ll fix it. In the Color Management change exposure value to 0 The scene looks better for now Activate the Ambient Occlusion Activate the Screen Space Reflection check the Refraction too Decrease Edge Fading value to almost 0 notice the change in viewport Select the area lamp by clicking it. Sometimes we have to try several times to select lamp object Go to Object Data tab. In the Shadow drop-down menu activate Contact Shadows Change the Clip Start value to 0.2 Softness to 20 And Exponent to 1 Select the spot lamp Activate Contact Shadows Select the background plane Go to Shader Editor. Change the Emission Strength to 5 Now we’re gonna add some light object to simulate global illumination Select the floor object. Right-click and select Snap Cursor to Selected Press Shift+A light Probe Irradiance Volume Press Numpad 1 to switch viewport to front orthographic view Move the Irradiance Volume to the center of the room Adjust its size by pressing S key to scale it make it slightly larger than the room dimension Press S and then Z to scale along z-axis Check the size and adjust it if necessary Go to Object Data tab. Change the resolution x value to 6 and Y value to 6 At a Reflection Cubemap to the scene Move its position to the center of the room go to Object Data change the radius value to 8 It’s important to use this two Light Probe Object to simulate GI and reflections. Go to render tab panel In the Indirect Lighting change Cubemap Size to 1024 It’s time to bake the indirect lighting and reflection, press Bake Indirect Lighting button and wait until the calculation complete The scene looks even better now we’ll do several adjustment to the lamp Feel free to change lamp parameter value while notice the effect on 3d viewport Adjust the Specular value if necessary to darken reflection on objects Save the file with a different name Do several adjustments for Screen Space Reflection parameters We can further tweak shadows parameter Feel free to experiment with the lamp parameter Now for glass and tran sparent material settings. Select the jar object Go to Material tab Activate Screen Space Refraction change Refraction Depth value to 0.02 We cannot see glass object as glass until we activate Screen Space Refraction in its own material setting Do the same step to the wall-mounted lamp glass object Find your own best setting by changing parameters Select the floor object Reducing floor reflection by adding Multiply Math Node Set value to 0.5 Change the area lamp color to bluish tone Select spot lamp fittin g object Change Emission Strength to 5 Move to its proper position Select both spot lamp and fitting. Press Alt+D to duplicate linked both objects Move it above the credenza Change the spot lamp color to yellowish orange color Turn off the overlays to see viewport clearly play with color management settings to achieve the best result You can change Look, Exposure, and Gamma values you think it’s best Turn on overlays again. Select leaf object turn on Screen Space Refraction to show its translucency Do the same with the other leaf object Tweak Ambient Occlusion setting to get the best result Activate the Bloom effect adjust its setting to get desired effect Select the curtain object and adjust it setting to reveal material translucency We need to rebake the indirect lighting Do several shadow adjustment to find the best looking lighting you want Press numpad 0 to switch viewport to camera view Zoom to see entire view use scroll mouse button and Shift + middle mouse button to navigate. Go to the output tab Change percentage scale to 100% Render the scene Here is the result. It took just six seconds to render. This scene contains a Compositing Node, so we going to deactivate it And this is the render result without Compositing Node Do some adjustment in Color Management settings Go back to 3d viewport window by pressing escape button in image window Select the camera, press Ctrl + Numpad 0 to activate selected camera Press Shift + tilde (~) key to navigate camera using mouse and WSAD key just like in a game Left click Mouse when you’ve done Activate the Depth of Field. Go to object data and change F-stop value to 4. Notice the appearance of foreground leaves It is slightly blur We can change Focus Distance to choose which object to be sharp or blur Select the rug object Go to Hair tab change Hair Shape Type to Strip and Additional Subdiv to 1. Go to Particle tab In Viewport Display change the Amount to 75 or 100 if your computer has enough GPU power Select previous camera activated by press Ctrl+numpad 0 Adjust its Focus Distance to 6. We’ll try to render this scene at 200% of its original resolution Render the scene and wait a moment It took only 17 seconds to render image at 3600 pixels by 2400 pixels, which is super fast Put the 3d cursor on the table add a Reflection Plane Light Probe object to refine the table reflection It’s necessary when you want to add reflection on a mirror surfaces. Scale it to match the table size Change its distance value to 0.2 move it until you can see reflection correctly Here’s some animation we have made with the scene The 22 seconds animation took about 85 minutes rendering at full HD 30 frame per second It’s a lot of time savings when you don’t have much time to meet the deadline Hope this video gives you knowledge about blender 2.8 and Eevee. Thanks for watching this video till the end Please comment if you have any questions See you in the next video


62 thoughts on “Blender 2.80 Tutorial : Eevee Interior #2 Black Living Room

  1. I think if you could easily open an Online course on Blender for Archviz for those who want more info. But you would need to have decent spoken English.
    Maybe find someone to practice English with. Or trade knowledge with a fellow Blender user in exchange for English lessons.
    Thank you for the video, and wish you all the best! 😉

  2. Whats going on with the womans they make better totus than men….because they are more smart then us???????

  3. keren.. Mas coba juga di terangkan alasan setiap parameter yang di ganti/gunakan. sebagai contoh: kenapa kita aktifkan CONTACT SHADOW. nilai2nya kenapa di tambah/di kurangi. aku lihat di sini blm di terangkan. jadi kita gak tau kenapa kok harus begini/begitu. keren deh tutorialnya

  4. Hi Kristian, thanks for the tutorial and for sharing the scene. I noticed the walls have bricks and I was curious to see whether that was the result of micro-displacement or the effect of normal maps. It turns out you had both applied though perhaps this was for the 2.79 Cycles version, as in Eevee there is currently no micro-displacement available. Am I right?

  5. your tutorial is very useful, not so much to know the tools …
    but to help you "calibrate" between the various tools for better results …
    and then it's funny, it's a bit like when the children color the drawings following the instructions … it's relaxing and satisfying to replicate the results..
    hehe

  6. I've had a lot of amazing 3D moments in my life, but trying Eevee for the first time with this scene… i'm shocked. If you spent hundred hours tweaking lights and GI params with previous renderers, and thousand waiting for some bucket to render, you know what i mean ; ) Also, tbh the quality result of your scene is wayyyy enough for a customer, we've seen worse lol. I'm not sure about the actual limitations of Eevee compared to Cycles though. Thank you for this superb interior archviz tutorial/scene in Eevee, this is gold.

  7. Well done – this is my favourite Eevee interior tutorial so far. Using Siri to narrate made it easy to understand and follow, and having the model to test made this a really valuable exercise. I have learned a lot.

  8. Terima kasih mas, bagus sekali tutorialnya. Mau tanya mas, kalau modeling ruangnya pakai sketchup atau blender? Baru coba2 blender nih soalnya mas, kebiasaan SU susah banget begitu coba2 modeling presisi di blender. Sekali lagi trims mas, sering2 ngasi tutor mas! Salam.

  9. So you are using a GTX 1080 ti. What difference would it make using an RTX 2080 ti? Since this card is made for ray-tracing i wonder what difference it will be while using Eevee.

  10. Holly shit, and I'm here with 3dsmax 2020 and beginning to learn Unreal engine for real time , I have downloaded blender 2.8 but dint go deep yet, but now i will. thank you very much for this tutorial and I'm subscribing

  11. I know my question is not related to the video but how do you use models in an actual recorded video and make them look real in the clip?
    please I need your help

  12. you took eevee to the next level, blender guru make some slight different tweaks but overall that s inspiring

  13. just wow – I've learned so much in this short tutorial. there are 30box waiting for you if you send me paypal etc… thank you sir.

  14. Nice tutorial, thank you. Been comparing this with the tutorial from Blender Guru and there are some things you do differently and I wanted to ask for your reasoning behind such decisions. 1) The area lamp is positioned directly toward the window acting like a big LED panel. Why? 2) Is there a reason why you are using ESM instead of VSM shadows? 3) Will you make a video covering making the video at the end? Thanks again.

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