PBR materials and UV mapping, artificial and daylight/sun-study lighting, composing camera views and walkthroughs, real-time versus offline photorealistic rendering, using visualization to earn stakeholder buy-in, and the performance/quality tradeoffs behind every rendering decision.
A model that looks correct in a shaded 3D view still needs a genuinely different set of decisions — PBR material channels, mapped UVs, physically accurate lighting, and a deliberately composed camera — before it communicates a design decision to someone who can't read a floor plan. This module works through those decisions end to end: material and lighting setup, camera and walkthrough composition, choosing between real-time and offline rendering engines for a given deliverable, and staging visualization to match what a review milestone actually needs.
By the end of this module you should be able to explain why a real-time engine and an offline path tracer aren't competing tools but complementary ones matched to different stages of a project, and why a stakeholder who approves a misleading rendering has, in effect, approved something other than what will actually get built.