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Blender Archviz: Cryptomate | Part 45 |

chocofur · 3,259 words · 15 min read

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0:00in the next videos i want to show you a

0:02few more post-production techniques we

0:04can do using blender and the first one

0:07of them will be masking out the elements

0:10so let's say in our final picture we

0:13want to increase or decrease the

0:15brightness of a certain material without

0:18affecting the rest of the image

0:20and the best way we can do that is by

0:24creating a mask of the material we want

0:27to influence blender allows us doing

0:30that using the amazing cryptomate

0:33node within the compositor

0:35so right now in this video i want to

0:37show you how to set up this kind of

0:40image how the masks work and how we can

0:43combine everything later in blender

0:47let's begin with enabling the kryptomat

0:49rendering elements to do that we have to

0:51go to the viewer layer settings here now

0:55to the render passes once we expand this

0:58tab you can see many different options

1:01so let's just hide the data and light as

1:03for now and within the cryptomat i

1:05usually only enable the object and

1:08material options if we go to the

1:10compositing and enable the nodes you can

1:13see we have the cryptomat

1:16outputs here but they are not available

1:19yet because we have to re-render our

1:22image to have it all visible so let's do

1:24it right now and i'm gonna get back to

1:26you once it's re-rendered

1:29so the image is now re-rendered as we

1:31can see here however we have the same

1:33situation as when we were doing the tone

1:36mapping and post-production so if we

1:38restart blender right now

1:40this entire result will be lost and we

1:42would have to re-render the image again

1:44to have access to those layers so

1:47to avoid re-rendering

1:49let's go to the render settings and save

1:52our image as open xr file format again

1:56however

1:59instead of choosing

2:01the previous open xr file format we have

2:05to go with the multi-layer one and this

2:07multi-layer

2:09thing so to speak adds those render

2:13layers we had in the compositor so let's

2:17let's now open a clean blender file go

2:20to the compositing i'm going to press

2:22ctrl spacebar full full screen i'm going

2:25to enable the notes and delete

2:27the bases we have created now i'm going

2:29to press shift a input

2:32and image

2:34let's enlarge it a little bit

2:36click open and select our cryptomat xr

2:39file

2:41so once we do that you can see our input

2:44however we don't see the layers we had

2:46set up and to do that to enable them we

2:49have to switch the settings here

2:52now i'm gonna add

2:54a viewer node

2:55plug it in here so we just see our base

2:58rendering i'm gonna press v key to zoom

3:01out a little bit alt v to zoom in

3:05and i'm gonna copy this viewer node

3:08and i'm gonna press shift a go to matte

3:10and choose cryptomat

3:12so this is the main node we are gonna

3:15use for previewing

3:17the selection

3:19layers

3:20what we have to do right now is simply

3:22connecting the dots however we don't

3:24have to plug in all of those inputs to

3:27this node you could think we can just

3:29connect one with one two with two but

3:32what usually works is just plugging in

3:35those zeros together let's also connect

3:37the image and the first

3:40thing you wanna do is connecting the

3:41pick output with an image input

3:44and that gives us a preview of the

3:48selection layer we can now use

3:51if we simply connect the mat or image

3:55we don't see anything as for now

3:58but here within the node we can see the

4:01picker tools so let's just click it and

4:04select anything within

4:06this preview

4:08layer

4:09so the the screw greenish color is

4:13representing our wooden material the

4:15orange is the plaster and this is the

4:19concrete floor so i'm just gonna

4:22select the speaker and click on it you

4:24can see we have this hash code being

4:26displayed here

4:27let's duplicate this viewer node once

4:30more and now if i connect the matte

4:33with the input here you can see we have

4:35our selection mask if i connect the

4:38image

4:39we will have

4:41this render element cut out from the

4:44main image and separate it here

4:47so if i go back to the pick

4:50preview here i can click the remove

4:53picker remove this concrete material and

4:55let's say add

4:56a plaster

4:58and

4:59gloss so you can see

5:01if we expand it here we have two

5:03selections added and now when i click on

5:05the viewer node

5:07we have those

5:08selection elements visible and again if

5:10i just connect the matte

5:12now i can see just the mask

5:16as you can see here on the left we have

5:18two groups of matte selection layers so

5:20the first one is based on the materials

5:23what it means that a single color within

5:26the image represents a single material

5:28we have one plaster shader which is

5:30represented by this

5:32ascend kind of color

5:34we have one wooden shader woods which is

5:36represented by this

5:38greenish

5:39color we have one concrete shader we

5:42have two

5:43glass materials which as you can see

5:47are separated slightly by this bluish

5:50tint

5:51and yeah the table and the chairs they

5:53also share the same material that's why

5:55they have the same color but we can also

5:58differentiate the selection base on the

6:01actual object so if i plug in this input

6:05um

6:06yeah let's zoom out you can now see

6:10each chair has a different color tint

6:13the table

6:15it kind of looks the same as this

6:17material same as this counter and the

6:20bar stool but if we use the picker tool

6:22we can actually

6:24select uh individual objects here you

6:26can see it the same here on the lamps

6:29and so on so now in the next video i

6:32want to show you how we can combine

6:34those different selection

6:36methods

6:37and enhance our base image so what i'm

6:40what i'm going to do will be the

6:42saturating the walls and maybe

6:43influencing the color of individual

6:46elements around the scene

6:48so see you in the next video hello

6:50everyone in this video i'm going to show

6:52you how to use the kryptomite node to

6:55edit different elements within the

6:57rendering and then combine them together

6:59so

7:00first let's try desaturating the ceiling

7:03and the walls

7:04here

7:05for that i'm going to use the material

7:07input

7:08in my cryptomat node so you can see we

7:12have there's a same material on both of

7:14these elements let's use the color

7:17picker

7:18and let's now preview if we have the

7:20correct selection so in order to

7:23desaturate

7:24those elements i'm going to press shift

7:26a go to color hue saturation value i

7:29would just go down with the saturation

7:31so you can see

7:33there is no color tint within those

7:36elements

7:37if we have zero

7:38and the question is how we can add these

7:41effect to our main image

7:44you you would normally think there

7:46should be a way

7:48so we can now add put those two elements

7:51on top of this rendering and that does

7:53the trick unfortunately it doesn't work

7:55like this in blender

7:57so we have to kind of go

7:59around it and

8:02yeah make it a little bit differently

8:04to combine our cryptomat selection with

8:07the main image we have to create color

8:10mix node

8:11so once i drag and drop it into the main

8:13link here you will see this is the

8:15result we are getting and that's because

8:18our image input is mixed with this color

8:21so if i use this slider you can see we

8:24are able to change the amount of mix

8:27happening and the way to connect our

8:30cryptomat with the main image

8:32is by

8:34taking the hue saturation node

8:36changing the input from

8:38this image to the main image

8:41and now plug in it

8:43here

8:44what we have right now is our

8:46desaturated image

8:50right here we have image now it goes

8:52through this full desaturation node and

8:54now it mixes with the main image

8:57represented with this link what we have

8:59here right now

9:00is yeah a mixture

9:03of again the main image with the

9:05saturated image so if i decrease this

9:08slider

9:09that the saturation effect goes away so

9:12what we want to have right now is this

9:15desaturation effect limited to this

9:18white area only represented by the matte

9:21represented by our

9:23selection from here

9:25uh long story short just plug in the

9:28matte input to the fact input here

9:31and that does the trick for us so you

9:34can see right now if i change anything

9:36within this node this uh the change is

9:40only limited

9:41to

9:42the walls and to the ceiling

9:45now what if we

9:46not only want to have our ceiling and

9:49walls desaturated but the kitchen wooden

9:51element made darker well

9:54we have to copy the crypto node and

9:57simply create a new selection so

10:00let's

10:02use a different viewer input here

10:04because we are not going to use this

10:06node anymore

10:07now let's plug in the image

10:09here again and since we want to limit

10:12our

10:13change to this wooden element only

10:17let's select this object not the entire

10:19wooden

10:20material so we are going to use the

10:23crypto object input here

10:26and if i click on this viewer node you

10:27can see

10:29this wooden element has slightly

10:31different tint than this one so we are

10:33gonna use a picker on that part

10:37to remove the previous selection i'm

10:39just gonna click and hit delete

10:41now i'm gonna click add

10:43select our kitchen element and see if it

10:46previews correctly

10:48that's right so this is something we

10:50want to change right now i'm going to

10:52add rgb curves

10:54so shift a color rgb curves

10:58and just make this part a little bit

11:01darker

11:02to add our edited element to the main

11:07result we have here so far we have to

11:09use exactly the same trick let me remove

11:11these viewer node

11:14let's duplicate the mix shader

11:18ah sorry it's actually not a shader it's

11:20a node so

11:22yeah i'm gonna plug this input here i'm

11:25gonna now take

11:26this image input

11:28put it here

11:30let's disconnect this rgb curves node

11:34and let's

11:35drag and drop it to this link

11:38and now again what we have to do is use

11:40this matte

11:41input

11:42and use it as effect so now if i preview

11:46the main viewer you can see this element

11:49gets dark

11:50and we can use this curve to edit it

11:54only

11:55the final trick i would like to show you

11:57what we can do using those nodes as you

11:59can see by the way the

12:01setup becomes pretty complex so i

12:04personally no i'm not the biggest fan of

12:07using

12:08uh blender compositor for this kind of

12:11note editing that's why in the next

12:12video i'm gonna show you how to do this

12:14in photoshop but still i want to show

12:16you how you can add color to some of the

12:20elements and let's say we will make the

12:22table here blue

12:25let's start by duplicating this

12:27cryptomite node again removing anything

12:31from here

12:34and using the object input again

12:40let's take this viewer node

12:44and let's use the color picker to choose

12:48the

12:50table let's see the preview and this is

12:53our selection now to add a color

12:56we also use the color mix node so i'm

13:00going to press shift a color

13:02mix

13:03plug it in here and you can see right

13:05now the whole table got white if we

13:07change the color here

13:09it's gonna simply have this very plain

13:12look and that's because we are using the

13:14mix

13:15method here but if you click on this

13:17button

13:18zoom out a little bit you can see there

13:20are many different blend types we can

13:22use in blender these are quite similar

13:24to the ones you also have in photoshop

13:26or or any other application

13:28to add kind of an color overlay over the

13:32object so we don't lose the shadows and

13:34the details

13:36depending on the situation you might use

13:39the

13:40multiply

13:42like this and then use this slider to

13:44increase or decrease the effect

13:47overlay

13:50or

13:52soft light

13:53and which one does the best job in my

13:56opinion it really depends on the

13:58situation

13:59for example overlay tends to over burn

14:02some of the colors

14:03multiply

14:05tends to make things a little bit too

14:07dark in my opinion but again depending

14:10what you're looking for

14:12uh

14:13you might try different blend types so

14:15let's stick with the soft light for now

14:18and see how it looks if we combine this

14:21changed element with the main image

14:24so i'm gonna repeat the process again

14:27as you can see

14:29this is now our final output connected

14:32to this viewer node

14:34let's just press v and alt v sorry alt

14:37middle mouse button to move the back

14:40image a little bit

14:42um so yeah we're gonna simply duplicate

14:46this node

14:47connect it

14:48now take the main input

14:52plug it in here

14:54disconnect this node from everything

14:58drag and drop it here and use the matte

15:01as an input to this fact node here

15:05so now you can see

15:07the table in our image is blue

15:10and if this blue color

15:13is

15:14good enough for you well you can always

15:16get back to this one single note here

15:19and play around with it to see

15:22what looks best

15:23uh

15:24i would say the

15:27soft

15:29soft light

15:30is the best blend mode option here

15:34um so let's get back to it and use it as

15:37on the max

15:39mix value here what's also very cool

15:42is that you can

15:44expand the selection at any moment so if

15:47we

15:47use the pick

15:50output here for the viewer again

15:53and let's say add few more objects to

15:56the selection

15:57they will be instantly

16:01visible here as well so a pretty good

16:03thing if you want to prepare multiple

16:06versions of a rendering

16:08obviously you can see these colors are

16:11not visible in the reflections but for a

16:13very quick previews let's say if you

16:15have to create

16:17different

16:18color setups for your client or for

16:20yourself to to find the best solution

16:23i would say this is a very good way of

16:25doing that

16:26uh so yeah i would say that's basically

16:29it

16:30let's now

16:31go

16:32back to the very very beginning of this

16:35setup in the next video and i'm gonna

16:37show you

16:38how we can

16:40use those selection layers in photoshop

16:45hi everyone in this video i wanna show

16:47you how we can save our kryptomat

16:50selection to photoshop how to export it

16:53from blender the process is actually

16:56very simple

16:57let's say we want to save our wooden

16:59material

17:00and yeah edit it later as a selection in

17:04photoshop so you can see

17:05we already have it extruded from the

17:08main image

17:09let's switch to the render settings here

17:12and let's switch from redner result to

17:14the viewer node so

17:16right now here we have a preview

17:19of what's actually visible here with our

17:22viewer note clicked if i switch to

17:25this mask we will have it visible here

17:27in the rendering window

17:30so what you want to do basically is

17:32saving this

17:34view

17:35as a png file

17:38so it's selected by default with the

17:41alpha channel so we select rgba you can

17:45also switch to 16 bits if you want to

17:47have the full quality of the image with

17:51all of the color spectrum but i usually

17:53go with 8 bits if i don't want to

17:56um overthink my post production so let's

18:00save this file and let's also

18:03pick a few other

18:06elements from our scene and i'm gonna

18:08get back

18:09to photoshop and show you how to combine

18:12them

18:13in photoshop i have my image open and to

18:15import the elements i can simply drag

18:18and drop them to my file you just have

18:21to be sure they are matching exactly the

18:23corners of the original image some older

18:26versions of photoshop tend to

18:29move the elements slightly just a few

18:32pixels to the left or right

18:34and yeah we can simply add one element

18:38after another align them together and

18:41you will see we have them visible as

18:44layers

18:45to edit the layers individually we have

18:48to select one of them and go to the

18:50selection masks here let's say i want to

18:52add curves

18:54and have them influence this layer only

18:57to do that there is this little button

18:59like this it will add this little arrow

19:02here i don't know how it it might look a

19:04little bit different in each version of

19:06photoshop but basically you should find

19:08it somewhere around here and now if i

19:11change the curve

19:12it will only edit this

19:15one element so let's do this with

19:17concrete floor

19:19let's say i want to add levels and limit

19:23uh

19:25range only to this floor

19:27and you can see the effect immediately

19:30in photoshop

19:31in order to colorize elements in

19:33photoshop we have to save the mask as an

19:37extra file

19:38so let's say we want to colorize this

19:41lamp i'm going to click on it and plug

19:43the matte output into the viewer node so

19:46right now

19:47if we go to the renderer

19:49this is the mask we can save

19:52let's do this

19:56and in photoshop

19:58you want to drag and drop the mask

20:01to the file

20:04now

20:05let's rasterize it

20:09press ctrl a to select everything ctrl c

20:12to copy and ctrl d

20:15to deselect let's disable the mask let's

20:18now create a new layer and fill it with

20:21color

20:22let's say red

20:25i'm going to press alt b to fill the

20:26layer and let's press this button here

20:29to add the mask now i'm going to hold my

20:31alt key left click and now press ctrl v

20:35to paste our mask

20:38as an actual mask to this

20:40color layer so you can see right now

20:44the red color is only visible if i press

20:47alt

20:48and left click

20:50to i can enter the mask editing view so

20:53right now the color is limited only to

20:56our lamp here we can also

20:59switch the blend modes

21:01exactly the same way as in blender and

21:04depending on the effect you want to

21:05achieve you might need a different

21:08uh

21:09option to be selected so i would say

21:11here

21:12the overlay

21:14seems to be doing the best job

21:16we can change the opacity by holding the

21:19shift key and scrolling we can do the 10

21:22increments

21:24so yeah that's basically it

21:27again to colorize the elements

21:30we have to

21:32save a mask from blender

21:34and to edit them normally we can just

21:37add the clipping mask with this arrow

21:39here which is enabled

21:42under this icon thank you guys for

21:44watching this video is part of my

21:46interior visualization course in blender

21:48which you can watch for free on youtube

21:50all the necessary details and link to

21:52the full playlist can be found in the

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21:56what i do and access all of the 3d files

21:58used in this course plus blender ready

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22:03exclusive 3d models just visit the choco

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22:07subscription plans again thanks for

22:10watching and i see you soon

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