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One of the common mistake in learning VRAY SketchUp is adjusting all the dials at the same
time without knowing what the dials are for. If you do this then you are in jeopardy to
frustrate yourself. I did! I was overwhelmed with many dials and parameters.. By the way, my
name is Nomer Adona, I have been using this software since its beta phase with SketchUp, I
believe I am one of the guys who started using it when it was announced. If you want to see
how I began with, check this Blog Entry. Five years ago I ran at many pitfalls, learning was
rather slow due to the fact the VRAY SketchUp Manual was not even made, there were no
tutorials, and we only rely on asking ASGVIS guys and coppying notes on every
experimentation we made. I have written my first tutorial with VRAY Sketchup and posted it at
www.cgpinoy. but I felt it's already outdated now and need to be reworked. So in the course
of writing this tutorial, I am very mindful with the fears of the new users, the new UI of
SketchUp VRAY 1.49.01 and how to easily learn it by tweaking the most important dials.
So to all newbies with Rendering and with VRAY SketchUp this is for you. May God bless this
simple series and hopefully it will help you to start rendering.
Resources:
Download the Free trial of Vray SketchUp 1.49.01 HERE
Download the Manual, Installation Guide HERE
Download the Scene we will be using HERE. This scene is very simple and feel free to use and
test it.
All textures that I used in this scene are courtesy of SketchUp Texture. Rosanna Mataloni and
yours truly are very committed in giving the best resources when it comes to SketchUp and
Vray SketchUp.
Note: I am using Google Sketchup 8 and Vray SketchUp 1.49.01. If you want to follow this step
by step, be sure that you have the same software.
Ok let us start!
1. SketchUp File
Here is the old SketchUp file I have use in my previous tutorial. One of the things I dont like
with this model are the sharp corners.
2. Rounded Corners
Based on my experience, rounded corners look much better. I used Round Corners by Fredo.
Be aware that if you opt to use this script, you need to also hae the latest Libfredo.
3. SketchUp Texture
Here is the SketchUp screen grab. Notice that the corners are now rounded and I also applied
new materials courtesy of SketchUp Texture.
If you want the material not to be effected by the Override material, you need to UNTICK the
box "Effected by Override material. By doing this, all the materials will be affected by the
override except our clear_glass material.
Note: If the material has been highlighted in the Vray material editor, the selected material
will be the same material selected in the SKetchup Material tab. If you want to apply quickly,
refrain from applying the material in VRAY Material Editor (it's very slow), rather apply the
material using paint bucket tool of SketchUp. It is faster.
5. Now go to the VRAY Options and be sure the Default setting is loaded. If not just click the
Load Defaults icon.
6. Clay Render...
For me, I always start my rendering using clay render. Vray will render the scene using the
assigned override material color. There are several benefits in using clay render; faster and
you can see the blotches easily. I also use this in detecting possible VRAY crashes. (This
matter won't be tackled here.)
To do clay render, open the VRAY Options and click the Global Switches tab. Tick Override
materials. You can also change the Override material color if you want.
Note: A while ago we assigned the clear-glass material not to b effected by override material.
It means that Vray will override all the materials with the chosen material color except the
"clear-glass" material.
Here is the render. The override color was applied except the clear glass applied to the glazing
of our window. If we did not untick the box "Effected by Override material", the whole thing
will be black because the glazing is not transparent.
You may realize that the sun is not coming inside the room. Let us address this in the next
step.
7. Affect Shadows:
In order for the shadow to showed and pass the glazed material, we need to tick "Affect
shadow", If you want the fog color to affect the light cast, then tick "Affect Alpha".
Here is the render, the shadow is now showing. Notice the edges of the shadow they are really
sharp.
8. Soft Shadows
Soft shadows appear more realistic than sharp shadows. In order to do that let us go to the
Environment Tab. Click the "M" on the left of GI color.
Once the "M" was clicked, another tab will appear. Notice in default setting, "Text sky" is
loaded. In order to achieve soft shadow, we need to increase the size of the Sun.. Change the
Sun size from 1.0 (default) to 6.0. I always use between 2.5-3.5. But in this tutorial let us use
6.0 to see the effect. To achieve much smoother shadow, you need to increased the
Subdiision multiplier. I put 16 in this tutorial.
Here is the render, notice the shadow is softer, but take note, the rendering time also
increased.
Create a rectangular face, same size as the window, then move this face around 10-15 cm
from the window. If you are using one sided, be sure the positive side is facing the interior.
Now let put the intensity at 30 and tick invisible. The light will have an effect into the interior
but hidden in the camera.
Here is the render Vray rectangular light + sunlight. Notice that more light penetrated the
scene, less blotches specially in the ceiling and walls. But notice once, we introduce the Vray
rectangular lights we can see some grains and noises. We will address this in the next step.
Note: To avoid blotches, use the technique of adding invisible Vray rectangular lights.
9. Correcting Noise.
Now go to the Image Sampler tab, the default IS is "Adaptive DMC". Now look at the Color
Treshold parameter. Change the default 0.01 to 0.005.
Here is the render. Be mindful that the noise was lessen, but the downside was the rendering
time.
Here is a much better setting (Color Threshold of 0.001) but again the rendering time is much
much longer.
Let us see the render without overriding the material. That's it for this segment.
Basic Vray Sketchup Tutorial Series 2
Hello! Here is Nomeradona again. I want to welcome you with my second segment of this
Basic VRAY SketchUp Tutorial Series. In case you missed the first part you can access it HERE
Introduction:
In years of visualization, there are many workflow that helped me in managing my scenes and
saving rendering time. Once I am satisfied with lighting, I don't immediately jump with
material settings. I normally do this next important part; "Saving my Irradiance and Light
Cache maps.
Step 1: Low settings for other settings except for my primary and secondary engines.
The first step is bringing down all the other settings except for the primary and secondary
engines. First I enable (ticked) the "Override Materials" in the Global Switches except the glass
material. (see the first segment of this series how I do this.)
I also use Adaptive DMC for my image sampler (if the scene has many soft shadow, blurry
reflections and DOF). I maintain the Min Subdivision to 1 while the Max subdivision is 2. This is
the one I will use in this tutorial since I have soft shadow (sun).
The output
I usually use even lower than 640 x 480, but for this tutorial I will make it 640x480px
Now for the Indirect Illumination I make my setting high with Ambient Occlusion on. Primary
engine is IR, while the Secondary engine is LC.
Light Cache setting has shown below. Subdivision is 1500 ( you can even use 2000). The rest
is default.
Here is the render. Actually I don't have to wait for the rendering stage. I normally stop once
the LC and IR passes were done.
In order to save the IR and LC Maps, all you have to do is to scroll down the current map
section of IR and LC engines. Click "Save".
Save the current Irradiance Map in the desired folder. Name the map.
Likewise, scroll down the LC engine and look at the current map. Save it. You will also notice
that the samples were written together with the size of the map. It is advisable that once you
don't need them anymore, erase them to free space to your hard drive.
Save the current Light Cache in the desired folder. Name the map.
Ir map is loaded.
Likewise for the Light Cache, go to the Mode section and use the down arrow. Select "From
File". Click the small box on the File section and browse the previous saved maps. Below is the
screen grab for the LC Map.
LC map reloaded
Image Sampler..
Option 1: Adaptive DMC. Increased the Max Subdivision to 32, you can make it up to 99, but I
think that is too much. Color Threshold is lowered to 0.003 (this will produce a very smooth
rendering. You can make it 0.002 or 0.001 but I think its not necessary. For faster rendering
you can even make it to 0.005. Anti-aliasing is enabled. I normally choose Catmull Rom (for
me the most sharp AA).
Option 2: You can also use Adaptive Subdivision. Raise between 2-4. But I think this is slower.
Output. You can increase your output now. For this tutorial I will use the Viewport size.
Standard material, all you need is to highlight "Scene Material" then right click
mouse (another tab will appear). Highlight create and again you will have 5 different types of
materials (angle blend, SKp two sided, standard, toon and two sided). Click Standard.
Once standard material was clicked, this new material will be created. You will notice Vray will
stack in the very last and name it "Default Material". This default material will have three
properties (diffuse, options and maps)
4. VRAY Layers
Each VRAY MATERIAL does not only have properties, but can have also different layers. Vray
layers are like stacks of paper or transparencies on top of each other. This understanding
must be noted as early as possible. The reflection layer is like a varnish that you apply on top
of the stacks. You can apply as many layers as you wish. In this tutorial, I wont talk about UV
and I want to do a separate tutorial just for this subject.
To create Vray Layer, you need to highlight the material you want to add layer. Right Mouse
click then highlight create layer. Four layer types (emissive, reflection, diffuse and refraction)
can be selected.
Refraction Layer
6. Removing Layer
To remove layer, all you have to do is to highlight the layer, right click mouse and select
Remove Layer.
You can also add as many layers as you want. For advance materials, usually you can play
with two different reflection materials, or two different diffuse materials. You can also change
the position of this layer by moving the layer above or below the stacks.
7. Adding/loading Maps
Once you see a small "m"in any box, this indicates that you can load a texture map here. If a
capital "M" is showing in this box, this means a texture map of any type is applied. To apply or
load a texture map, simply click the small 'm'. In the particular example below, I clicked the
"m" in the diffuse layer. Once clicked, a new tab will appear. The small square window is the
preview window. This is a very useful tool to preview the material. Under it is a small scroll
window where you can load the different texture map types. On the right is the property
window that display the different properties that can affect this texture map.
Note: All other Map types are procedural maps except the TexBitmap
Each texture bitmaps have different properties. Below is the Window properties of Texbitmap.
Browse the location of the file you want to load and click open.
Note: The highlighted material in VRAY material is the same material selected in the Native
Sketchup Material Editor once paint bucket is selected.
To apply the material, simply select the faces you want to apply the material.
In the image below the material has been applied. Notice that tiling (repeat of texture) is so
obvious. I purpose applied a non-seamless material so as to help you in the very beginning
how to manage your bitmap texture.
Photoshop. You might asked me but how about printing big image.. Printing big image is
another issue but you can always use other software on this matter.
The second thing is making the texture seamless in order to avoid obvious tiling.There are lots
of software design in creating seamless texture. My favorite is Pixplant and Crazybump. You
can also use Photoshop using this quick tutorial.
Step 1: Load the texture
The screen grab below shows the finished render. But wait what happen to the wood material
we applied on the table. This one looks like mirror.
Well it's look like a mirror because in the Reflection Layer, there is no map loaded. Notice the
'm'.
Be aware that if there is no Map type loaded in the reflection layer, VRAY will read the
reflection as 100% reflective. So any material you put in the diffuse layer, the reflection layer
will disregard it.
Here is the TexFresnel properties window. For the moment click ok.
Here is the finished render using the render region. Ohh it looks like plastic.
Bonus...
Download the materials I did. We will use these later.
Diffuse map
Displacement/bump map
Specular map.
You can select the texture in two ways. The first one is using the Vray Material Editor and the
second one is using the native Sketchup Material editor. Use the eyedropper icon and point
the material you want to edit. In this case, I choose the wallpaper 2 (see screen grab below)
Once the texture is selected, you will see in the Vray Material Editor that this material is
selected and highlighted. Any material that you created in SketchUp from Vray SketchUp 1.33
up, will have VRAY material automatically.
Once clicked, this new tab will appear. Under Map type, select "Texbitmap". Go to Bitmap
Buffer, click the small box on the right of the File. Load your Bump Map.
When we apply a different bump map with different pattern from diffuse map, we won't have
any idea how the bump map is pplied. In the below screen grab only the diffuse map shows,
we wont have any idea how will be the effect of the wooden weave bump map that we
applied. To control the UV position and scale of the bump map we will go to the next step.
First of all, I would like to recognize Fernando Rentas, I owed this one from him.
We can adjust the scale and position of bumpmaps or any other maps like displacement,
reflection etc. by creating a proxy diffuse map and placing it on the upper stack. We will load
the same material we used in the bumpmap in this proxy diffuse material. We will make the
proxy diffuse map as transparent so as to have no effect to our original diffuse map. Here is
how to do it.
b. You can rename this second diffuse layer (in my case Diffuse_UV MAP), and move it on the
upper stack. Load the same bump map on the second diffuse map.
The 2nd Diffuse map shows up in the screen grab, what happen to the Diffuse 1 ? Well its
under this second diffuse material that we put on the top layer. Don't worry we will just use
this to adjust the position and scale of the bump map.In the screen grab below, the bump
map scale is showing and its too small to see.
Below, I entered 200x 200.. The image scale has been adjusted in real time.
d. Adjusting the Color Transparency. Let us now adjust the transparency of the diffuse proxy
map. You can do this quickly by putting white color to the color swatch. But the problem, you
will end up on making the wall transparent also. The best way to do it is by assigning an A
color map with 'white' hue. See image below.
Here is the render. We can see the effect of the bump map to the wall. We also managed to
adjust the scale of the bump map.
Since we did not put any map to the reflection layer, this suggest that the material is 100%
reflective (like mirror material).
Now let us follow what we have done in tutorial 3. Move the Diffuse layer on top of the
Reflection Layer. Load in the diffuse layer the decal map that we have done in Photoshop.
Below shows the effect of the diffuse map to the mirror. It's repeating many times. This time
we will adjust the texture position and scale.
Again by using the Native Sketchup Material editor adust the scale.
You can also use the pins (by unfixing them) in adjusting both the scale and position. Ok I'm
satisfied with this.
Now, this is the most important in decal. Be sure to click 'Use color texture as transparency".
Here is the final render. Notice the effect of decal to the mirror.