[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/4 - 3D Models/3 - BlenderKit.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_4 - 3D Models_3 - BlenderKit.json
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{
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"file": "3 - BlenderKit.wav",
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"transcription": {
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"audio_file": "3%20-%20BlenderKit.wav",
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"text": "In this lesson, we will talk about the website blenderkit.com. It's a site that offers a lot of models, materials, maps, HDRs, scenes, brushes, etc. and other useful resources that you can immediately use directly in your scene in Blender. These items are divided into paid and free elements. However, there are really a lot of them, so I think that even among the free items you can find something that meets your expectations. To use BlenderKit in Blender we need to download the add-on. We do this from the download BlenderKit section. And then we select download. The add-on will be saved in the location you specified. And once it's saved there, once it's downloaded, we'll go to Blender and install it. We install the addon from the edit preferences, addon section. And here in the drop down menu we have install from disk. If you install it from the correctly specified location, it should appear in this spot. Right after installation it will be automatically enabled. In the addon settings window we have the option to. However, you don't have to do that. You can, of course, create a free account. And then after choosing a username, you need to log in on the BlenderKit website. Logging in connects you with Blender, and everything will work correctly. The purpose of logging in is if you have a premium account, which costs money. If I'm not mistaken, normally, nine euros or dollars a month unavailable to you. Logging into a free account also has one more improvement, namely that if we are logged in, we can search for various models on the website, such as 3D models, CAD files, and others. And then we just copy the link from this place. And Blender automatically, or rather the Blender kit add-on, automatically searches for these models right here in our window, which I'll show you in a moment. If we're not logged in, we kind of have that improvement blocked. So to speak, and we have to search for those models by simply typing their names manually. Of course, it's not a big deal at all. You can log in or you can choose not to log in. In this case, I won't be logging into my account. Instead, I'll be searching for the models by typing them in manually, so you'll see how that works in practice. Moving on to working with the add-on. We can search for models having expandable filters here on the side, and we have a ton of filters here, we can search for something in the field of architecture. In the field of nature, for example. And we see various models that we can download to our scene. Models with a padlock are premium models, so if you don't have a subscription, you can't download them or use them. Models without a padlock can be used without any problem. Of course, as with any model, some will have better quality, others will have......worse, quality. Each model should be downloaded to the scene, and you should think about and evaluate whether the quality it presents is suitable for you. There's no one universal piece of advice that will always be acceptable or always be not okay in general. In our course we will use a few models from the website blendicate.com. You can find their list in the excel file attached to this course. These models look like this. This will be a model of a chair, a model of a lamp, a model of another chair, a model of another lamp, a little box, Louis Vuitton, a small moment, a link should indeed appear here that we can easily copy. Directly to Blender, this place in Blender will automatically search for that model for us to download. If we are not logged in, we have to search for these models manually by typing in, for example, the name. In this case, we will type in the name Furgus. But first we need to turn off our filters, because it's searching in architecture and nature. We won't find it here. And we can see that the name we entered has found the model in the first position. And this is exactly the model we were expecting. If we found the model, we can easily and simply drag it into our scene, anywhere we like. And the model should download import and be ready to use. Of course, we need to check the geometry every time, as I mentioned before, and assess whether the model is good enough in terms of quality that we want to use it. Let's search for maybe one more model, and let it be a lamp model that is labeled as case, free, pendant light. We're importing it into our scene. And it has been downloaded. This is how it looks. Some elements can be grouped. They may have some additional objects, which are not necessarily there, that we don't necessarily want. In that case, we need to tidy up this model a little bit. I always simply select all of the elements. I use Alt plus B and choose Clear Parent and keep all necessary transformations, all steps. I delete what's unnecessary, which in this case is a piece, and the indicator here in this spot. I don't want it in my scene. This lamp is upside down, so I'm flipping it over using a mirrored reflection. And I see that at this moment something didn't go as it should have. The lamp has slightly shifted. This is quite a common issue when we're working with imported models, and we really don't know what to expect from their geometry, because we didn't create them, so we don't know what to expect from their geometry because we didn't create them so we don't know what the author had in mind when modeling them. In this case, as we observe, we see first and foremost that the strings that will carefully hold our lamp are made as if they were burned using various modifiers such as different types of... I don't want them to be made this way so I'll most definitely delete them entirely and in any case, absolutely model that element by hand. Before I get to that, I'll tidy up my lab shades a bit. At this moment, we can see that they are very angular. They are like that because a subdivision modifier is applied to them, which would round them off to a proper and nice geometry. However, it is turned off in the viewport. I do confirm these modifiers because based on my experience I know that the more modifiers there are the more issues can arise when loading all these things during the rendering stage. That's why I'm not a fan. Keeping modifiers especially of the subdivision type as open modifiers let's call them that. So in each lamp shade I'll confirm it remembering that I need to confirm the first one first. In this case, scrum. Next, turn on the subdivision and confirm it as well. And I have to do this with every element of the lamp. After completing all these tasks, my lamp is taking on the shape that I want it to have. I can now easily add all these elements together. These two elements as well. For now, I won't be connecting these two elements together. I need to model my strings that hold the lamp. We'll do this in a very simple way. We'll use these specific elements that are present on each individual part of the lamp. Specifically on each of the lamp shades. They then enter into the edit mode, which allows for modifications. We'll also utilize the shelf that's conveniently located right here in this particular spot. Next, the same circle from this spot. And same circle from this spot. We'll copy them up and we'll separate it from our lamp. Simply entering edit mode for the circles with the F key. We'll just create some faces. And then we'll slightly pull them up. Now we need to move the mounting down so that our lampshades fit in. It can be like this. It doesn't have to be super precise here. It can just as well be upwards. It won't be completely visible and it's not important. Next we align the height and we very carefully move all the elements to our lamp. Here they can also fit into this element. It doesn't have to be super precise because as I mentioned it won't be visible. Now having made these mounting links for the lamp we can assign assign it, first of all, the material still. Here we'll leave the material brush to brush, which is the material that's here on the shades. And we will add all these elements to each other. This way we'll get a complete lamp model. This lamp still has some hidden lights in it, which we kept its largest model. There won't be a furniture stage in this course. In the next lesson, I'll show you how I arranged all these imported models in my scene. I'll show you their location so you can see how to do it correctly. And you can replicate it like this or in a way that you find appropriate.",
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"language": "en",
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"duration": 686.89,
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"timestamp": "2025-12-10T17:48:44.871359"
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},
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"timestamp": "2025-12-10T17:48:44.874354",
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"processing_time_seconds": 158.94202184677124
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}
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