Download V-Ray for SketchUp Manual PDF

TitleV-Ray for SketchUp Manual
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A R E N D E R I N G P L U G I N F O R D E S I G N E R S

V-Ray for SketchUp

By Chia Fu Chiang

Damien Alomar

Jorge Barrero

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Table of Contents

Install V-Ray for SketchUp................................................................

Activating V-Ray for SketchUp...........................................................

Before you Start Rendering...............................................................

Understanding Default Settings..........................................................

Render Options............................................................................

Save and Load Option Settings

Two ways to assign materials in V-Ray

Material Editor.............................................................................

Diffuse Layer

Adding a new Material

How to duplicate a material

How to change the name of a material

How to remove a material

Others

Material Usage.............................................................................

Add Lights..................................................................................

The Characteristics of Rectangular Light...............................................

Size does matter

Shadows change according to the size

Impact on reflective objects due to visible and invisible rectangle light

Double Sided Option

Material: Reflection Layer................................................................

Adding Reflection Layer

Fresnel Reflections

Reflections and Highlights................................................................

Other Parameters..........................................................................

Reflection Glossiness

Reflection Filter

Refraction Layer...........................................................................

Add Refraction Layer

Controlling the Amount of Transparency

The color of refractive materials

Fog Settings Explained

Adjusting Refraction IOR

The Glossiness of Refractive Materials

Shadows of Refractive Materials

Double-Sided Material

Translucent Material

Emissive Materials.........................................................................

Add Emissive Layer

Adjust the Intensity

Adjust the Color

Emissive Textures

Texture Mapping...........................................................................

Projection Types and Adjustments

Bump Maps.................................................................................

Displacement..............................................................................

Adding Displacement

Displacement Parameters

Adjusting Displacement

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Bump map is created using the grayscale of the Bitmap to set the high and low texture. The bright part of the

Bitmap is considered as high part and the dark is low. The Bump map is seen more clearly at the part where

the object reflects the most of the light. Using Bump map texture to create bumped texture is only a visual

effect, not the true surface of the object. Look at the edge of the object and you will still see the smooth

surface.

Below are some examples of textures created with Bump map.

And also, earlier we talked about using Reflection>Glossiness to adjust reflecting material 's

glossiness and create frosted look of the object. If add a little bit of Bump map to it now will make

the object looks even better.

Image on the left is using only Glossiness from Reflection setting. Image on the right has Bump map

added to it.

Image on the left is result of using only brick Bitmap. The surface of the block looks very smooth.

Image on the right is rendered with Bump map added to the entire block. Obviously you can see the

Bump texture within the brick surface.

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Displacement

Displacement allows you to recreate the texture of a surface by using a black and white image to

describe the varying height of the surface. This is very similar to how bump mapping works, but

each method does this in a different way. Bump mapping simply shifts the surface according to

the image applied to it, without actually changing the geometric structure of the surface. This

causes bump mapping to be somewhat limited in its capabilities of representing those surfaces.

Displacement on the other hand actually creates the geometry that is described by the image.

This is done by subdividing a given piece of geometry and adjusting the individual heights of all of

the faces based on the image that it is describing. The result is a surface that produces a much

more accurate and realistic result.

Using displacement is very similar to using bump mapping. In fact, you can probably use your

current bump maps as displacement maps. In the Maps rollout of the material options there will

be an option for Displacement. Enable displacement by clicking the check box on the left, and the

proceed to click on the “m” to add a displacement map. Although textures are used for

displacement maps in most situations it is possible to add a displacement map via the procedural

mapping.

In the V-Ray for SketchUp Options there is a rollout which contains the parameters for

displacement. It is important to note that these are global controls for all of the displacement

through out the scene. Currently

there is no individual controls on a

per object or material level. This

means that you must be aware of

the settings within this rollout

when adjusting an individual

material’s displacement.

Adding Displacement

Displacement Parameters

Once either a texture or procedural mapping is added there is one last thing that you will have to

pay attention to while still in the texture editor, and that is the multiplier. The multiplier is what

is actually going to determine the final size of the displacement this will reference the Amount

value in the Displacement rollout.

The Amount value may possibly be the most important value within the rollout, as this value will

determine the scale of all displacement. The Amount value is the number of scene units of an

object with the texture multiplier set to 1. This means that one could adjust the affect of

displacement through either the Amount value or the texture multiplier, but because the Amount

value affects all displacement, it is recommended that it be left constant and the texture

multiplier be used to adjust the displacement of an individual material.

Both the Maximum Subdivisions and the Edge Length will affect the quality and speed of the

displaced mesh. Maximum Subdivisions will control the amount of subdivided triangles that are

allowed to be created from a single triangle of the original mesh. In general, it is better to have a

slightly denser mesh and lower maximum subdivision rather than a simpler mesh and a higher

maximum subdivision. Depending on density of the render mesh created by SketchUp, the max

subdivisions may not necessarily come into play. The edge length will determine the maximum

length of a single triangle. By default this value is expressed in pixels, but if you disable View-

Dependant then the edge length value will reference your scene units. Smaller values will lead to

a higher quality, while larger values will decrease the quality.

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