Rendering in SketchUp - Daniel Tal - E-Book

Rendering in SketchUp E-Book

Daniel Tal

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The sure way for design professionals to learn SketchUp modelingand rendering techniques Rendering in SketchUp provides instructions for creating3D photoreal graphics for SketchUp models using integratedrendering programs. The book serves as a beginner rendering manualand reference guide to further develop rendering skills. With anemphasis on step-by-step process, SketchUp users learn a universalapproach to rendering varied SketchUp projects, includingarchitecture, interiors, and site design models. The book focuses on tasks and principles at the core ofphotorealistic rendering, including: * Rendering process: Learn a step-by-step process focusedon workflow within SketchUp's familiar workspace. * Universal method: Understand how the process can be usedto work with a variety of different integrated rendering programs,including Shaderlight, SU Podium and Twilight Render**. Theseprograms are easy to learn and function in SketchUp. * // > * Textures and materials: Discover how to obtain, applyand edit texture images representing surfaces. * Component details: Learn how to acquire and organizemodel details to allow for rich, expressive settings whilemaintaining computer and SketchUp performance. * Exterior and simulated lighting: Learn to set exteriorlighting with the SketchUp's Shadow menu or illuminate ascene with simulated lights, lamps, and bulbs. * Render settings: Use specific settings for variousrendering programs to quickly set texture character, image quality,and graphic output. * Computer specifications: Find out how computers producerenders and the type of computer hardware required to streamlinethe process. * Photoshop post-processing: Learn how to further refinerendered images in Photoshop. * **Free online chapters: The book reviews specificsettings for SketchUp and the rendering plug-in Shaderlight. Giventhe ever-changing nature of technology, free, online accompanyingchapters detail settings for additional integrated renderingprograms including SU Podium, Twilight Render, and more.

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Table of Contents

Acknowledgments

Part 1: Overview and Concepts

Chapter 1: Introduction to Rendering in SketchUp

Integrated Rendering Programs

Studio Rendering Programs

Digital Rendering and Photorealism

Using This Book

The Software

Chapter 2: Contents and Extended Features

Companion IRP Chapters

Method and Reference Guide

Chapter 3: The Rendering Process

Create the SketchUp Model

The Iterative Rendering Process

The Post-Rendering Process

Chapter 4: How Rendering Works

IRP Render Processing

Computer Hardware and Rendering

Other Rendering Options

Computer Specifications

Chapter 5: Learning to Look

Rendering as an Art Form

Becoming a Student of Light and Color

Part 2: Textures

Chapter 6: Textures Overview

Textures in SketchUp

The Texturing Process

General Considerations

Texture Image Formats

Chapter 7: The Texture Library

SketchUp Native Textures

Web Sources

Choosing and Downloading Textures

Saving a Texture Library

Searching CG Textures

Linking the Texture Library

Chapter 8: The SketchUp Texture Tools

Macintosh Texture Tools

PC Texture Tools

The Paint Bucket Tool

The Styles Menu

The Right-Click Texture Menu

Chapter 9: Apply, Assess, and Adjust

The Three As

Apply

Assess and Adjust

Texture Tips

Chapter 10: Editing Textures in an External Photo Editor

Linking an Editor to SketchUp

Launching, Editing, and Saving

Typical Alterations

Part 3: Modeling Detail

Chapter 11: An Overview of Modeling Detail

What Is Detail Modeling?

Methods

Chapter 12: The Detailing Tools

The Component Library

The Component Browser

Using Layers

SketchUp Scenes

The Camera Tools

Chapter 13: Component Details

What Is Component Detail?

Premade Components and Textures

Premade Component Websites

Chapter 14: Organizing the Model

What Is a Large Model?

Layering Strategy

Layer Conventions by Model Typology

Cleaning Up Layers

Controlling Layers with Scenes

Toggling Layers

Warning!

Chapter 15: Camera Scenes, Composition, and Backdrops

Camera Scenes

Composition

Backdrops

Chapter 16: Advanced Detailing

Texture Modeling

Ruby Scripts for Detailing

Part 4: Setting Light with Shadows

Chapter 17: The Shadow Menu

The SketchUp Shadow Menu

Solar North

Working with Shadows

Troubleshooting Shadows

Chapter 18: Composing Light

Composing Light Tools

Composing Light Strategies

Composing the Light

Part 5: The Iterative Rendering Process

Chapter 19: A Rendering Overview

IRP Universal Features

Custom Features

Chapter 20: Steps of the Iterative Rendering Process

Add Initial Values

Draft to Final Render

Simulated Light Drafts-to-Final Process

Chapter 21: Texture Values

IRPs and Texture Values

Bump Values

Surface Condition and Surface Reflection

Transparency

Texture Categories

Troubleshooting Textures

Chapter 22: Image Resolution

What Is Resolution?

Determining DPI

Large Resolutions

Chapter 23: Exterior Light

First Lighting Steps

SketchUp Shadows

Image-Based Lighting

Exposure/Gamma/Intensity

Chapter 24: Simulated Lighting

Types of Lighting

Placing and Editing Lights

Render Times

General Simulated Light Strategies

Part 6: Shaderlight by ArtVPS

Chapter 25: Introduction to Shaderlight

Menu Overview

Secondary Menu

Special Features

Chapter 26: Shaderlight Iterative Rendering Settings

The Render Settings Menu

Dynamic Preview and Saving

Draft-to-Final Settings

Chapter 27: Shaderlight Texture Settings

Apply Texture Values

Texture Value Descriptions

Texture Settings Categories

Glass and Water Material Values

Chapter 28: Shaderlight Exterior Lighting and Backdrops

SketchUp Dark Slider

Physical Sky

HDRI Lighting

Background and Backdrops

Chapter 29: Shaderlight Simulated Lighting

Shaderlight Lighting Options

Light Editor

Shaderlight Render Settings

Quality Settings

Lighting Settings

Postproduction

Chapter 30: Shaderlight Special Features

Batch Rendering

ReplaceMe

Chalk Rendering

Part 7: The Photoshop Postproduction Process

Chapter 31: Postproduction Effects

Methods

Light and Color

Effects

Chapter 32: Detailed Postproduction

Realistic Vegetation

Architecture Photo Placement

Backgrounds/Backdrops

Part 8: Anatomy of a Rendering

Chapter 33: Building the Base Model

Chapter Relationships

The Base Model

Solid Color to Surfaces

Base Model Extrusion

Solid Colors Swapped with Textures

Chapter 34: Building Detail

Chapter 35: Interior Detail

Interior Base Model

Interior Detailing

Chapter 36: Site Detail

Chapter 37: Scenes

Cleaning Up the Layer List

Off/On Scenes

Specific Control Scenes

Camera View Scenes

Chapter 38: Setting Light with Shadows

Chapter 39: The Iterative Rendering Process for Exterior Scenes

Chapter 40: The Iterative Rendering Process for Interior Scenes

Chapter 41: Postproduction of Exterior Scene

Index

Cover image: Rendering of city, park, and interior by Daniel Tal (modeled in SketchUp, rendered in Shaderlight, postproduction processing in Photoshop)

Cover design: John Wiley & Sons, Inc.

This book is printed on acid-free paper.

Copyright © 2013 by John Wiley & Sons, Inc. All rights reserved.

Published by John Wiley & Sons, Inc., Hoboken, New Jersey

Published simultaneously in Canada

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600, or on the web at www.copyright.com. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at www.wiley.com/go/permissions.

Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with the respect to the accuracy or completeness of the contents of this book and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives or written sales materials. The advice and strategies contained herein may not be suitable for your situation. You should consult with a professional where appropriate. Neither the publisher nor the author shall be liable for damages arising herefrom.

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Library of Congress Cataloging-in-Publication Data:

Tal, Daniel, 1971-

Rendering in SketchUp: from modeling to presentation for architecture, landscape architecture and interior design/Daniel Tal.

1 online resource.

Includes index.

Description based on print version record and CIP data provided by publisher; resource not viewed.

ISBN 978-1-118-33277-1 (pdf)—ISBN 978-1-118-33001-2 (epub) — ISBN 978-1-118-33445-4 ( mobi) — ISBN 978-0-470-64219-1 (pbk.) (print) 1. Architectural design--Data processing. 2. Landscape architectural drawing—Data processing. 3. Interior decoration—Computer-aided design. 4. SketchUp. I. Title.

NA2728

720.28'4025668—dc23

2012028296

Printed in the United States of America

10 9 8 7 6 5 4 3 2 1

Acknowledgments

In my previous book, SketchUp for Site Design, the acknowledgments page was inadvertently omitted, so these acknowledgments are intended as a thank you for both books!

First, to my wife, Jennifer Seidman Tal, who helped cowrite both of these books, I dedicate both these manuscripts to you. Thank you for teaching me how to write and for supporting me through the process.

Dedicated to Jenn Seidman

To my family, Nissim, Ruth, Amanda, Eliza, Josh and Jake, Orly, Dave, Karen and Steve, Shara and Carlo, Sue, Joel and Carl, thank you for your support.

Thank you to John Palmer whose definitions, patience, and deep concepts on the nature of rendering, light, modeling, and life (in general) helped shape this book’s approach, concepts and, conveyance. John Palmer contributed some of his modeling talent to this book. It would not be the same without him.

A special thank you goes to John Pacyga, who helped review and contribute to the books content and approach. His help was invaluable.

Thanks to Avraham Zhoari, who turned 13 in April 2012 and who is a SketchUp master in his own right. Even at such a young age, he can model with the best of them.

Thank you to my brother, Ryder Cauley, whose teachings, inspiration, and artistic vision grace all the works I have ever done and who was an integral part of bringing this book to life.

Thanks to the SketchUp team for their continued support and friendship: Nancy Trigg, Aidan Chopra, Tyler Millar, Chris Dizon, John Baccus, Chris Kronin, Shara Rice, Tasha Danko, and the rest.

To Michael Brightman, SketchUp and Layout master extraordinaire—always remember the REI Starbucks! Thank you to Mark Carvalho for educating and helping me with complex models and organization. Mark, an architect by trade, was one of the six original developers of the SketchUp program when it was @Last. Many of Mark’s building models are included in this book.

Where’s Waldo? (rendering by John Palmer)

Thank you to my professors at Colorado State University: Merlyn Paulson, Brad Goetz, and Jeff Lakey.

Jeff Lakey deserves a double thank you for his continuing mentorship!

A thank you goes to the team at ArtVPS: Kate Marshal, Martin Cox, Grahm Wiley, Richard Mead, and others.

A thanks goes to David Wayne from SU Podium for the support he provided.

Thank you to Shane Fletcher (and Chris) from Twilight Render for his endless patience and help.

Thanks to Mark Kosmos, who helped start this fun!

To Jared Green and Terry Poltrick from ASLA, you will recognize many of the images in these books as being from the projects we worked on for the sustainable sites animations. Thank you for the opportunity and chance to exercise a creative agenda.

Thanks to the 3D artists who helped contribute to this book (you can see them in Chapter 5): Rashad Al-Ahmadi, Ryan Knope, Aikio Akabe, Kala Letts, Matea Soltec, Anna Cawrse, Victor Perex Amado, Duane Kemp, and Sid Porobic.

Coen Nannick, thank you for your friendship over the years.

Thanks to SketchUcation (Mike Lucy), Smustard (Todd Burch), and the general SketchUp community. Special mention goes to Chris Fulmer for his Ruby Scripts and being a fellow LA promoting 3D.

Building models by Avraham Zhoari, age thirteen

To the unsung Ruby Script writers, I bow down to your efforts, brilliance, and diligence. You make SketchUp functional. To Fredo6, ThomThom, Dale Martens, TIG, tak2hata, Chuck Vali, Jim Foltz, Rick Wilson, C Philips, and more, thank you!

Thanks to my publisher, Margaret at Wiley, for being supportive and never providing anything but solid advice.

Thanks to my friends and colleagues at RNL: Andrew Irvine, Marc Stutzman, Brian Nicholson, Trent Cito, and Scott Anderson.

Thank you to Diego Matho, whose organization and suggestions made both books possible. He is my unsung hero and deserves a huge thank you!

Thank you to Edson Mahfuz for your friendship, support, and advice.

To Mitchel Stangl, thank you for Christmas dinners and the assurance of SketchUp Apocalypse.

Thanks to Dennis Rubba, who helped me start this path and encouraged me to take risks.

Thank you to Jim Leggitt, whose passion and energy makes anything seem possible.

Thank you, Len Horydk and DynaSCAPE, for the work and exploration I have gotten to enjoy over the past year, which contributed to this book’s content.

Thanks to Fred Abler and FormFonts, whose products and business provide the SketchUp community with excellent models. To Alan and Gabriel (and others who have contributed models to FormFonts), thank you. Your models grace the pages of this book. You do amazing work!

Thank you to Land8Lounge and Andrew Spiering for supporting my work and listening to endless conversations about the possible ways to make social networking work for landscape architects.

Thank you to the University of Maryland and Jack Sullivan, FASLA, for his support and enthusiasm in letting me lecture to his students.

To my friends in Hawaii ASLA (Chris, Dacus, Brian Wolf, Drew Braley, Robert James), thank you for allowing me to teach and visit paradise.

Last, a thank you to the Divine Presence of life for the gifts and blessings. My gratitude is eternal.

Part 1

Overview and Concepts

Chapter 1

Introduction to Rendering in SketchUp

This book is designed to teach SketchUp users how to generate photorealistic images using integrated rendering programs (IRPs). It will teach you how to prepare models to be rendered, and it will show you how to use integrated rendering programs to create graphic images (Fig. 1.1 and Fig. 1.2).

Fig. 1.1: A SketchUp model

Fig. 1.2: SketchUp model rendered using Twilight Render

The step-by-step process you’ll learn includes five main areas:

Placing texture images on model surfaces that appear like real-world materials

Adding relevant detail to a SketchUp model to create more realistic renderings

Setting up SketchUp to establish the lighting environment for the rendering

Fine-tuning the Integrated Rendering Program settings to generate the desired photorealistic images

Altering images in a photo-editing program to enhance renderings during the postproduction process

In addition, you’ll learn how rendering programs generate an image and learn about the computer specifications those programs require.

Integrated Rendering Programs

Integrated rendering programs(IRPs) are third-party plug-ins that are installed and work within SketchUp (Fig. 1.3, Fig. 1.4, Fig. 1.5). They provide enhanced features that offer big advantages to users generating photorealistic images. First, IRPs use a limited number of menus and settings that are all accessible within SketchUp’s interface. Second, they allow you to use SketchUp’s features and settings, eliminating the need to learn a lot of new tools and methods. The combination of these two advantages provides an effortless learning curve, which means you’ll be producing photorealistic images quickly.

Fig. 1.3: Shaderlight IRP menu in SketchUp

Fig. 1.4: Twilight Render IRP menu in SketchUp

Fig. 1.5: SU Podium IRP menu in SketchUp

Studio Rendering Programs

Most professional rendering artists and offices use studio rendering programs (SRPs) to generate images (Fig. 1.6). SRPs are third-party programs that cannot be directly integrated into SketchUp. To use them, the SketchUp model must be exported into the studio application. Although SRPs offer more features and in some cases better rendering quality for images, they tend to be expensive and significantly harder to learn and master, particularly for those new to rendering. When used correctly, IRPs can yield excellent results on par or better than many SRPs.

Learning to use an IRP is an excellent stepping stone to using advanced studio rendering programs. In this book, you’ll learn the fundamentals necessary for using both IRPs and the more advanced and complex rendering programs.

Fig. 1.6: 3ds Max is a popular studio rendering program.

Digital Rendering and Photorealism

The term photorealism originally described a genre of oil painting in which the painter proceeds from a photograph rather than from direct observation and then produces a meticulously painted image that appears “photographic” in its realistic depiction of detail.

Computer rendering is the act of simulating the play of light on a 3D model. Virtual light reflects from the model surfaces, allowing them to take on the appearance of real-world objects and materials. The goal is to create images that look like photographs (Fig. 1.7 and Fig. 1.8).

Fig. 1.7: SketchUp model of cover image

Fig. 1.8: Rendering of cover model

This book will teach you how to create renderings with photorealistic qualities. By applying the methods taught here, you will be able to generate images that appear richer and more realistic than non-rendered images exported directly from SketchUp. Don’t expect expert results immediately, though. Most users have to work through a learning curve, and their first attempts can range from non-photorealistic to photorealistic (Fig. 1.9 and Fig. 1.10). To generate more realistic images, you’ll need to practice the concepts outlined in this book with diligence and repetition. The more effort you put in, the better your results and the faster you will advance, steadily increasing the level of realism in your renderings (Fig. 1.11).

Fig. 1.9: Non-photorealistic rendering

Fig. 1.10: Photorealistic rendering (Shaderlight)

Fig. 1.11: Rendering with hyper-realistic qualities

Computer rendering is a huge and endless topic. It is not possible to cover every nuance and method of rendering in a single book. Similarly, there are multiple ways to accomplish some of the processes outlined in this book. This book is simply intended to be an introductory to intermediate guide for people approaching rendering for the first time.

Using This Book

This book is ideal for many levels of SketchUp users. People who have been using SketchUp to generate models for specific goals or projects will benefit from this book. Intermediate and advanced users can shine with this book, leveraging what they already know to build quick models and generate renderings.

However, if you are brand new to SketchUp, this book is not for you. The book does not offer basic SketchUp instruction nor does it give detailed step-by-step modeling guides. If you are interested in learning SketchUp basics, SketchUp for Dummies by Aidan Chopra is an excellent resource.

Professionals and Hobbyists

If you are an architect (Fig. 1.12), landscape architect (Fig. 1.13), interior designer (Fig. 1.14), set and stage designer, woodworker, product engineer, or SketchUp hobbyist, you will be able to use this book to render your models. The process and concepts directly translate to any SketchUp model.

Rendering Terms

The professional rendering community uses many common and technical terms. These terms (specularity, for example) can be complex and hard to understand as they relate to the underlying computer science of how renderings are created.

Most integrated rendering programs avoid using or referencing these terms, making it easier for users new to the process or not versed in computer terminology to work with these programs.

This book takes the same approach, not defining or using these terms and explaining the rendering process and methods in straightforward, layperson language. If you are interested in the more technical vocabulary, check out the following link: ftp://ftp.futurenet.co.uk/pub/arts/Glossary.pdf.

Fig. 1.12: Clarum Homes rendering (SU Podium) of Green/LEED certified architecture (model by Mark Carvalho and Daniel Tal)

Fig. 1.13: Interior render of school kitchen (Shaderlight)

Fig. 1.14: Brownfield Redevelopment render (SU Podium)

The Software

SketchUp is the core program used for modeling and preparing your model for rendering. There are many different IRPs. This book references most often Shaderlight by ArtVPS. The accompanying online chapters review versions of SU Podium and Twilight Render.

SketchUp

All of the modeling and rendering work for this book has been done in SketchUp 8. If you are using SketchUp 7 or an older version, it is strongly recommended that you download SketchUp 8 or the most current SketchUp version. You can use either theFree or Pro version, but Pro is recommended, as it includes some key tools (such as Solar North, which helps establish lighting) and enhanced import/export options that make preparing the model easier.

If you are using a version of SketchUp beyond SketchUp 8 (for example, SketchUp 2013) the book’s content is still relevant and viable. In addition, any of your models or components created in SketchUp 8 or older versions are fully compatible with all newer SketchUp releases.

The IRPs

Many integrated rendering programs are available for use with SketchUp. (The complete list can be found on SketchUp’s official website). This book and the supplemental online chapters use three of them: SU Podium by SU Plug-ins (Fig. 1.15), Shaderlight by ArtVPS (Fig. 1.16), and Twilight Render (Fig. 1.17).

Fig. 1.15: Campus building render (SU Podium), part of ASLA Sustainable Sites Animations

Fig. 1.16: Riverwalk render (Shaderlight), part of ASLA Sustainable Sites Animations

Fig. 1.17: Rapid City Plaza concept render (Twilight Render)

The processes described in this book will work with almost any integrated rendering program, including:

Shaderlight, (www.artvps.com)
SU Podium (www.suplugins.com)
Twilight Render (www.twilightrender.com)
RenderPlus/RendernXt (http://www.renderplus.com)
Light Up (http://www.light-up.co.uk/)
LumenRT(http://www.lumenrt.com/)
Maxwell for SketchUp (http://www.maxwellrender.com/#)
Render[in] (http://www.renderin.com/)
Renditioner (http://www.idx-design.com/)
VRay (http://www.vray.com/vray_for_sketchup/)

The processes will also work, to some extent, with many studio rendering programs. A list of such programs compatible with SketchUp can be found on the SketchUp website (www.sketchup.com).

This book focuses on three IRPs to emphasize the universal nature of the book’s rendering processes, to expose readers to multiple IRPs, and to provide readers with options in terms of which IRP to use. While the book and online chapters describe some unique features of each IRP, they do not address every tool and function that the IRPs offer. Instead, they emphasize getting immediate rendering results and learning to use the base functions of each program.

Chapters discussing Shaderlight are included in Part 6. Downloadable chapters on Twilight Render are available at the author’s official website (www.ambit-3d.com). Chapters on other rendering programs will be available in the future at www.ambit-3d.com. Chapters are being made available online instead of here in print to ensure that the content addresses the most current version of each software program. Please note that the author has no association with any of the featured IRPs and does not receive any compensation for featuring them here.

The modeling and rendering process is more important than the specific IRP used. Which IRP to use from the three reviewed will come down to personal preference. Each is useful regardless of your profession and goals.

Photoshop

When you’re first learning to render, photo-editing software is not necessary. However, it plays an important role when you want to adjust the texture images applied to model surfaces prior to rendering—and it’s important when you’re tweaking completed renderings during postprocessing (Fig. 1.18). The examples in this book reference Adobe Photoshop for postproduction processing; however, other photo-editing programs (such as Gimp) can be used instead.

Fig. 1.18: Rendered image before postproduction (top) and after postproduction in Photoshop (bottom)

Chapter 2

Contents and Extended Features

Rendering in SketchUp is designed to provide a straightforward method for rendering. Although some books are designed so that you can skip around as you read, this one is not. You should progress through it in a linear manner because each part and chapter builds on the previous sections. As you follow along, keep in mind the following topics.

Companion IRP Chapters

Software can change very quickly, given updates, patches, and new releases. SketchUp is established software; even with new version releases, the software at its core remains the same. Its tools, menus, and methods have not changed dramatically.

However, IRPs can and will change with new releases and updates. The specifics of each IRP can quickly become outdated.

To accommodate this changing landscape, companion chapters to this book are available online for your use. These review the settings and tools for other integrated rendering programs, and they are kept up-to-date. You should go to and download these chapters before you continue with the remainder of the book (, ).

Lesen Sie weiter in der vollständigen Ausgabe!

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