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User Manual - Twilight Render

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1. Select the method and dimensions for your r Ead Enter the width and height of your renderec Twilight will only render the Camera Draw Tools window Plugins Help Two Point Perspective ifithas previous vw eB a NOT been panned or Next es ah otherwise manipulated after Standard Views E P EA activating the feature from the Parallel Projection F4 ie SketchUp Camera Menu Perspective as pamanna ag aeeti FAN s w Two Point Perspective ae Wit eae 2 z Scene 1 Scene 4 Before AfterTwoPoint 2D PannedTwoPoint 20 Scene 5 Scene 2 Scene 3 Scene 1 Scene 4 Before AlterTwoPoint 2D Scene 5 Scene 2 Scene 3 barat cores zai aaa canal iene a E taye Two Point z W Seen Shat Two Point Perspective Perspective da ALi U men a ad ts idad E a Twilight Render View Cameras Layers Layouts 77 7 a 4 Render Camera Advanced gt Select the method and dimensions for your i Enter the width and height of your renderec idth a Width 480 Height 320 e LM Fit to view proportions Actual Size 480x320 Preset o8 Exterior Daytime Progressive eT y Yaa Bo Sie Sin a Saas Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 52 of 54 Page Reference Uninstall Reinstall Twilight Render Be sure you have your original license emai
2. Credits Credits Twilight Render is built on the exceptional quality of the Kerkythea Echo 2008 Render Engine Kerkythea has quietly been the render engine of choice for professionals students and hobbyists around the world for many years Now Twilight allows anyone using Google SketchUp from the extreme novice to the hi end professional rendering specialist easy access to the world renowned Kerkythea from within Google SketchUp For questions regarding Kerkythea and its usage please refer to the Kerkythea Website Contributing Artists Material Libraries are used and distributed with permission from their authors Claudio Pilustrelli Patrick Nieborg Alexandre Mur Thank you for your generosity and creativity For access to many more great material libraries that are compatible with Twilight Render please refer to the Kerkythea Website A special thank you goes to loannis Pantazopoulos who has given so much rendering power and enjoyment so generously to so many people for so many years Special Thanks A special thanks to Kim Frederik Miguel Lescano Cornejo and Pentti Lahdenper for their steadfast selfless contribution to the Twilight Render community and the continued improvement and development of the Twilight Render Plugin for Google SketchUp Their knowledge insight and friendship is invaluable Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 54 of 54 Page
3. InverseSquared v From scene Convert light Editor Standard Spot IES Projector Sun Sky Spotlight Name SpotLight Enabled Light Bulb Size Radius Casts Shadows Soft Blurred Shadows Light Color 2 000 Light Strength 1 000 T Attenuation white Basic colors i EEE EEE i GENRES ESTE E ISS E BRE REE BEE EEE amp te ff ie i Custom colors aaa ae Hue 160 Red 255 Sat lo Green 255 Di Custom Color ColorlSolid Lyr 240 Blue 255 OK Cancel Add to Custom Colors R erie Tyanhinh t t Dannnar Twilight Render Daal tr eee r N p back to lOD w wili vandar Back to lop by WwHignt Nendel The Light List and Settings Sky is a listing of all lights in the scene allowing easy access to full lighting control This is also where you can choose Sun amp Sky parameters as well as utilize an HDR or Spherical Sky The Sky contributes to lighting in most rendering methods in Twilight This is why the sky is found in the Light List and Settings Dialog The Sun amp Sky work hand in hand by default in Twilight with the Physical Sky setting specialized render methods do not take sky light into account such as Alpha Mask or some other render passes Also simple raytracing method is possible with Twilight and sky light is not taken into account with this method Using the From Scene Pull down Menu you can ch
4. Click 2 Z Light Emitter How To Apply a Twilight Material Template Architectural Glass SubSurface Scattering Click the Twilight Material Tool then choose a material in your scene you would like to add special properties to Then apply a Template by choosing one of the Template SketchUp Material Texture is incorporated names from the Material Tool s dialog Template Pull Down Menu Materials are automatically with the Template demonstrated most easily and quickly in the Getting Started Video Tutorials 1 and in the Intermediate Video Tutorial 1 When to use a Material Template Use templates to create a mirror add reflection and bump mapping to ceramic tiles add reflections to porcelain add light emitting properties to any surface in any color to create a translucent material such as wax to create water or frosted glass or blurry metal like stainless steel Do NOT use templates on any material that does not need special properties like reflection Adding special material properties unnecessarily will only add render time with little or no visual gain Adding reflections especially soft or blurry Specular Reflections will drastically increase realism in a rendering as most materials even brick display specular reflections but be aware that it will add render time and requires higher quality render settings to look correct Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back t
5. O 6 Copy the new Library File from the Kerkythea Materials Libraries folder into the Twilight Materials folder a ad ae DISADVANTAGES TO REMEMBER WHEN USING LIBRARIES In the setting of an office or network when sharing a scene the library must also be sent with the file Library materials are dumb materials that is they can not be easily edited Edge Lines do not work with Library Materials unless they are created specifically to do so Materials can of course be exported via xml to Kerkythea edited and saved into a library again etc Faceted Geometry of Curved Surfaces K If there is a curved surface that should be rendering smooth but it renders as faceted place the geometry within a group or component and it should render smooth HDR High Dynamic Range HDR images contain 32 bits of information per pixel as opposed to 8 bits with a jpg In rendering one typically uses a spherically mapped HDR image to actually project light onto a 3D scene from all directions at once In this manner if an HDR is created in a specific place St John s Cathedral for example and then used to light a 3D object one should be theoretically able to visualize the object as if it were lit with the exact light that it would get in St John s Cathedral There are thousands of HDR images available for download via many different websites HDR typically provide all the light your scene needs Exceptions would be in the case of using HDR i
6. Weld vertices BP p 70 3 Welding vertices means you want to find all pairs of vertices with po i bag i N distance of each other and join them into one A normal is an imaginary line drawn perpendicularly out from the front of a face It is used to decide which edge between two faces should appear smooth and which should appear as a crease or sharp This only comes into play when weld vertices is chosen This is important also with the rendering of Edge Lines correctly on curving surfaces because the vertices of a model for materials on curving surfaces will need to be welded and this reguires that a hard edge angle chosen 30 is a good angle to choose to start as _ the smooth angle in most cases with default SketchUp curves Combine Hard Edge Angle with Edge Lines when working with Edge lines on curved surfaces if not the edge lines will show on each facet of the curved surface Edge Line Checking the Edge Lines box will render lines similar to the edge lines you see in the SketchUp view Edge Line thickness in Twilight is not linked to edge line sizes in SketchUp To define edge lines use a simple rule of thumb Lonely Edges can not be rendered That is an edge that does not define the edge of a face will not be processed by Twilight To render a Lonely Edge simply make it into a face by using a free ruby plugin for SketchUp such as Extrude Lines 2 Points rb which may be found at the Ruby Library D
7. Options X Directories and Files This page lists the system directories and files that Twilight uses bad Dialogs Material Library Directories Advanced _ eer About C Program Files Google Google SketchUp 7 Plugins Twilight Mat Twilight language Material Preview Scenes Ci Program Files Google Google SketchUp 7 Plugins Twilight Pre C Program Files Google Google SketchUp 7 Plugins Twilight Pre C Program Files Google Google SketchUp 7 Plugins Twilight Pre C Program Files Google Google SketchUp 7 Plugins Twilight Pre C Program Files Google Google SketchUp 7 Plugins Twilight Pre C Program Files Google Google SketchUp 7 Plugins Twilight Pre C Program Files Google Google SketchUp 7 Plugins Twilight Pre Render Preset Directories C Program Files Google Google SketchUp 7 Plugins Twilight Rer Browse KA MT gt Directories and Files This page provides system options For the various dialogs and editors in Twilight Dialogs Advanced Reset all saved dialog answers About Reset all saved dialog positions Twilight language Show system log file Log Twilight editor theme Brushed x Options 4 Directories and Files This page contains all advanced options for Twilight D ialogs C Specify Filename of rendered image before starting render Advanced About Twilight language Options Directories and Files Twilight Plugin For Google Sketchup version 1 1 2 Dialogs Advanced License Standard
8. Twilight Render is A photo realistic rendering plug in for Google SketchUp Now realistic renderings are possible from within SketchUp without having to spend months or years learning some complicated software With Twilight it takes care of much of the hard work for you so you can concentrate on designing and even enjoy rendering Design Render Relax e Material Templates create complex materials with a click Ceramic Metal Paint Stone Light Emitter SSS and more e Continue Working in Saving SketchUp Models While Rendering e Multiple Render Methods e Biased multiple non progressive e Unbiased 3 progressive e Multithread to Unlimited Number of Processors 1 2 4 8 or 16 cores in your machine No problem No extra charge e Alpha Mask for Selected Object s e Render Selected Object s e Parallel Spherical or Physical Cameras e Physically accurate materials Fresnel reflections Blurry Metal Reflections Sub Surface Scattering Volumetrics and more e Depth of Field DOF easy as a mouse click e View Framing Tool to help with precise camera setup e Image Based Lighting HDR Use an HDR to light your scene or Render your own spherical HDR images save as OpenEXR e interactive Tonemapping Real Time Interactive Exposure Adjustment e Render to Pass works with selected object group component too Alpha Mask Depth Render Diffuse Pass Specular Pass e Render fly thru animations and m
9. You may create your own settings by opening a copy of any setting inside of a text editor like Notepad and changing the values you wish to modify then save it with a logical name into the Custom folder You will need to close and re open the Render Dialog in order to see make the new setting available for use You may also use Kerkythea 2008 Echo to create a render preset and then save this into your Twilight Render Settings folder structure Please refer to Kerkythea s documentation to learn more about this method Rendering Wi RaT height of your rendered imag 2 i qi 10 Select the method for saving your render Manual Manual Automatically when finished Every 10 minutes Overwrite Every hour Overwrite Every hour No overwrite Ver 1 3 r1 sif Back to Top 2 Render Size This is the resolution of the rendering in pixels Click the chain link to toggle the proportion lock Clicking the magnifying glass will reset the resolution to match the size and proportion of the SketchUp viewport 3 Fitto View Proportions With this box checked no matter what resolution you choose for the Render Size Twilight will render the image using the proportions shown on the screen and show you the resultant actual size resolution in pixels of the rendering below If this box is checked when using the Position Scene View Tool the view frame will fill t
10. newtonian behavior This means you make wheels roll blocks fall walls break and almost anything your imagination can come up with Using Twilight it s easy to render great animations of your SketchyPhysics masterpieces For those of you who are unfamiliar here is a brief how to First you ll need SketchyPhysics installed Follow the link above to find the latest Depending on your experience with SP you may need to take some time to learn how to use it There is a lot of functionality in there but If you just want to run a simple test make sure the SketchyPhysics solids toolbar is showing e Adda solid floor e Addasphere e Move the sphere above the surface of the floor e Go ahead and hit the Play button just to make sure it s working Once you have your SP scene setup here s what you need to do Twilight renders animation using SketchUp s built in animation controls For this you ll need multiple scenes to render any animation It will work with a minimum of one scene and just entering number of seconds of SP animation e Go ahead and add a scene if you haven t already e For a simple demonstration add a second scene If you want the camera view to be animated move to a new location If not add it in the exact spot as the first scene e Tweak your SU animation settings to get the length of time you want It s always recommended to set the Scene Delay to 0 Open the Twilight Render window e Go to the Animation tab
11. About Registered To com on 10 12 09 Twilight language Icons where applicable derived from the Tango Project http kango freedesktop org Tango_Desktop_Project Some image manipulation provided by FreeImage http freeimage sourceforge net FreeImage is used under the FIPL version 1 0 Directories and Files Special thanks to all the wonderful volunteers who helped translate Twilight Render seek d Fran ais French Thanks to Frenchy Pilou About Espa ol Spanish Thanks to Miguel Lescano Cornejo and Smiley Twilight language Deutsch German Thanks to Burkhard Bals 438 Japanese Thanks to Tosiharu Kimura TER P 2 Traditional Chinese Thanks to IREZ Chen Yen Hung Twilight language English Ver 1 3 r1 sif Back to Top Twilight Render 2010 by Twilight Render The Options For Twilight dialog allows you to set various default background parameters and file paths for Twilight Directories and Files Specify here any directory l e network directories for Material Libraries Material Preview Scenes and Rendering Presets by clicking the Browse Button Dialogs Reset all your dialog answers or Restore or Reset all Dialogs to their Default Positions Show the system log file if having an an issue with an error You may Choose different Themes for Twilight s User Interface Advanced If you prefer to specify the filename for your image every time before you rend
12. Standard Spot IES Projector Sun Sky Spotlight cone angles deg d Falloff 150 000 a x HotSpot 40 000 ie Spotlight cone angles deg Falloff 80 973 C Hotspot 20 IES Photometric Light Options Tab Cight Editor From Scene Convert Standard Spot _ IES Projector SunjSky IES Photometric data file C Program Files Kerkythea Rendering System ies L4480 IES Ver 1 3 r1 sif Back to Top Spot Lights have 2 two main parameters the Falloff and HotSpot Falloff Falloff defines the angle which the light will Fall Off from full strength to zero It starts at full strength from the angle defined in the HotSpot It fades to zero using the angle defined in the Falloff parameter Therefore the Falloff angle must be greater than the HotSpot HotSpot HotSpot defines the angle through which the light will remain at its full power Outside of this angle the Falloff will begin After loading an IES Data File the spotlight s component will change shape in an attempt to approximate the direction and strength the light will shine The smaller the leg the less light output from that area of the light This allows the user full control for easily placing the IES light and orienting it correctly Twilight Render 2010 03 21 10 Date by Twilight Render 25 of 54 Page Ligh
13. e Change the drop down from No Animation to Has Animated Objects e Set your start time to 0 and your stop time to the end of your simulation like 2 seconds if you only have 2 scenes with no scene delay and the default transition time e Now set your Frame Rate e If you want to make sure you get your whole SP simulation hit the SketchyPhysics play button and watch the status bar It will tell you how many frames have elapsed e Take that number and divide by the number of seconds in your render IE 70 frames 2 seconds your frame rate is 35 frames per second e Now set your base image name Twilight will create a sequence of images starting with that name and appending numbers like 0001 0002 etc Set the appropriate extension for the image type The default is jpg e Now make sure the Allow SketchyPhysics to run button is checked e Go to the Render Tab e Under presets select Express gt Animation gt Preview Object Animation e Ifyou want a better quality preset you can choose one of the others like Low Object Animation through High Object Animation Now hit the render button Twilight will run through the animation advancing SketchyPhysics by one frame for each rendered frame When it s done you can run your sequence through your favorite video maker and voila a great animation Some things to keep in mind e Twilight does not utilize the Sketchy Replay features e Do not attempt to interact with Sket
14. ood Bamboo Bum Bump Map slot This links the image of the material into the Bump Map eer eN slot ast Fast Shiny Flas zE ims a To assign a Bump Map in Twilight after assigning a Template 1 Choose Texture in the Material s Bump Slot 2 Browse to and load the Bump Map texture image 3 Set the Size or Strength of the bump A size of 1 or Less is appropriate for a good bump map When linking the bump texture to the SketchUp Material it is suggested to keep this number to 3 or less In the case of a Brick Wall image for example if the bricks are light and the mortar lines are dark it will work well as a Bump Map The dark mortar will enhance the depth when in the Bump Map Channel If the bricks are dark and the mortar lines are light using the invert check box for the Bump Map Channel will allow you to quickly invert the lights and darks of the image in the Bump Map Channel making the mortar lines recede in to the wall and the bricks bump out This method works well in most cases but in some cases will not give satisfactory results The best way to apply a Bump Map is to create a True Bump Map A True Bump Map is actually made specifically with the Bump Map Channel characteristics in mind Dark in down Light out up Open the image file you want to use as a base for creating a Bump Map into your preferred image editing program such as Adobe Photoshop Duplicate the l
15. 942 w m2 So set emitter to 1 942 w m2 for a 515 square meter plane to make it mimick the light output of an emitter powered by 1000 total watts Now your ceiling just became a 1000watt light bulb and equals 2 lights in Twilight because a rectangle will be triangulated but because the light is in power defined by area it doesn t matter the number of triangles but rather the area 03 21 10 Date 44 of 54 Page Reference Material Priority In SketchUp there are so many ways you can paint things that there needs to be a priority order for rendering these materials When painting objects keep in mind these important tips 1 Itis best to paint faces not groups or components It is best to paint Front Faces Try not to paint back faces 2 Ifa group or component is painted with a color or texture the FRONT faces in that component or group will acquire that color 3 Ifa BACK face is painted with a color inside of a group or component and the Component itself is painted with a different color or texture the Face will render with the color painted on the Component not the color painted on the back face inside of the component This is different from how you see the colors displayed in SketchUp s view The Back Face in SketchUp is by default a blue color Avoid painting back faces because the normal for a back face will return the opposite information for materials for a bump or specular map than you want it to give Also if a back
16. For instance use this method without Click 3 to create ceramic tiles by combining a SketchUp Ceramic Tile Material with a Twilight Ceramic Template or create concrete by combining SketchUp s Concrete material with the Rough Stone Template or SketchUp s Wood Flooring by combining it with the Shiny Plastic Template C Program Files Google Google SketchUp 7 Plugins Twilight Preview cube Twilight Template a Be sure to add a scratch map to your bump texture create a seamless scratch map using Sone Meri an external photo editor or download a great one for free from the Twilight Render forum This will give a more realistic looking Brushed Metal because the scratch look is not added automatically A scratch map looks something like this To create a Zinc metal using the Brushed Metal Template Apply the Brushed Metal Template gt Aluminum set the Color to 90 grey set Shininess to 15 Ver 1 3 11 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render pore ide Materials Edit Library i Gis Y e Coca EEEN 4 iE Drg o hay afec Z Color ly al Texture a pocu P BB alpha 100 000 ES Index of aA Refraction rR Ha A v Shininess 5 000 For bricks start for example by applying SketchUp s Brick_Rough_Dark brick material in the Bricks and Cladding SketchUp material category 1 Apply Template Stone gt Natural Template with T
17. Light Components on the layer called TWL_Lights_Layer This is so that one can easily hide all the lighting components from within SketchUp s Layers Dialog Hiding a layer containing lights effectively turns those lights off when rendering in Twilight After placing an Omni Light component into your scene if you copy it to another place inside your model you need only change its properites in the Light Editor Dialog once as all other copies of that light will change with it Lighting The Spot Light Tool The Spot Light Tool allows you to insert a Spot Light A spot light is manually adjustable to cast light in a certain direction with a definable Hotspot angle and a Falloff angle To place a Spot Light in your scene 1 2 O O e Click the Spot Light Tool Click your light s Basepoint the place in your scene on a face or point near where you want the light to be placed drawing a temporary line where you intend to place the light may be helpful for guiding placement of a light for example a line crossing a circle so you can snap to the midpoint of the line with your light Now you need to click a second time to place the insertion point of the Light Component To avoid lighting artifacts or problems the component must not be touching an adjacent face Moving the mouse in a direction you can specify the insertion point for the light itself Use the Shift key to lock the inferencing just as with many tools in
18. Show system log File Log Twilight editor theme 03 21 10 Date Lighting The Omni Point Light Tool The Omni Point Light Tool allows you to insert an Omni directional Light An Omni Light casts equal amounts of light in all directions a little bit like a real light bulb All lights in Twilight are by default set to attenuate light light diminishes an amount over a distance just as in real life by the distance The exception to this is the Sun which effectively has no attenuation To place an Omni Light in your scene 1 2 Click the Omni Light Tool Click your light s Base Point This is the place in your scene on a face or point near where you want the light to be placed Drawing a temporary line where you intend to place the light may be helpful for guiding placement of a light For example draw a line crossing a circle so you can snap to the midpoint for the light Now click a second time to pick the insertion point of the Omni Light Component To avoid lighting artifacts or problems the component must not be touching an adjacent face Moving the mouse in a direction you can specify the insertion point for the light itself Use the Shift key to lock the inferencing just as with many tools in SketchUp With the mouse inferencing a direction you may also type in the distance and hit Enter Now click to place the Omni Light Component You should now see the Omni Light appear in your model Twilight
19. SketchUp Now click to place the Spot Light Component or type a distance Click a third time to place a Direction Point this is how to point the Spot Light in a certain direction Twilight will automatically give the light a power This power can be changed manually using the Light Editor Dialog later After placing a light right clicking on the light will give you two options Edit Light and Set Light Target After placing a light open the Light Editor Dialog and use the eyedropper tool to choose and edit any light in your scene If you see black speckles in your renderings it can be due to the fact a light is sharing 3D space with an adjacent face Fora standard sized light bulb keep the Spot Light approximately two 2 inches 5cm away from adjacent geometry If you change the radius of your Spot Light to be greater than two 2 inches 5cm then move it even further away from adjacent geometry to avoid potential conflicts light artifacts 2 Place a Spot Light inside of a light component fixture you have in your scene The Spotlight will automatically adopt it s name from the component In addition when you copy the fixture the light copies with it Also if properties for an omni or spot light placed inside of a component are edited once it will change the light inside all instances of that fixture fF It is with a Spotlight that one may utilize Photometric IES data Load a Photometric Data File IES into the spotlight s d
20. and front face are painted the front face s material will be what you will see not the back So this will give confusing results in your rendering Only paint front faces Model Processing Phase The Model Processing Phase happens just after you click the Start Render Button It is the part of the rendering phase when Twilight processes all geometry components lighting cameras materials and animation information in your scene Hidden geometry is not processed Objects on a layer that has been turned off are not processed You can control what is processed from your scene in many ways 1 Select an object and tell Twilight to render only that object Sion 1 Select the object you wish to render by itself Geometry is selected Render only selection 2 Click the Twilight Power Button to open the render dialog S 3 Click the Start Render Button j No f 4 Twilight will then ask you if you want to render only the selected object s C Do not show this dialog again 5 Click Yes This will then cause Twilight to render only the selected object s 2 Turn off a layer containing objects you wish to hide 1 It is wise in SketchUp to draw everything on the default layer Layer0 This way if you wish to hide some objects such as furniture or Phase 1 you can create a layer such as one called Furniture or Phase 1 Then in SketchUp s Pull down Menu View go to View gt Toolbars gt Layers 4
21. as in Photography Depth Of Field DOF blurring of objects as a function of distance from the camera in Twilight is a function of the F number and the camera s focal point It is also a function of the View Angle set in SU using the magnifying glass and holding down the Shift key The higher the F number the clearer the image that is the DOF effect will be less noticeable Wider Angle fields of view gt 50 degrees with shorter focal lengths give greater depth of field Use higher F number for larger objects and larger distances The F Number must be used in conjunction with the Twilight Position Scene View Tool a4 Hold down the Ctrl key and click a point on an object in your scene where you want the camera to be in sharp focus to set the Camera s Focal Point Change the F stop on the camera here as shown default to Pinhole This number is a fraction 2 8 1 2 8 In the real world each step on a camera equals twice as much light entering the aperature In Twilight each step in general will simply decrease the DOF effect If 2 8 very blurry 32 clear When rendered you will now see Depth of Field depending on the scene Things in front of or behind your focus object should be a bit blurry depending on their relative distance to the camera and the F number chosen Be sure to Update your SketchUp camera Scene right away AFTER choosing a Camera Focal Point This will save your DOF view for later use C
22. have a machine that renders with high speed using Twilight on 8 threads at a surprisingly low cost This same technology even makes each thread faster than one may expect It is suggested for maximum enjoyment of Twilight that one do research before purchasing a machine for rendering Affordable machines are now commercially available with 16 threads Post processing aka Post Pro or PP Post processing is the action of editing any raw image after it has been rendered by a render engine such as Twilight Editing the image can be done with any number of photo image editing programs such as the free program known as The Gimp or the well known Photoshop To learn more about methods of Post pro simply search the internet for tutorials on the subject of interest Twilight Render provides several hi quality Post pro technique tutorials on its forum 3 21 10 Date Reference Proper Animation for SketchUp by Morisdov Mover rb Animation Plugin for SketchUp This is an animation plugin for SketchUp that allows one to animate objects such as the opening of doors or moving of an object from one place to another When used properly it s animations will be automatically rendered by Twilight Set up the Animation Options appropriately as described in the Animation Tab section of this manual Mover rb provided by CMD of the Google SketchUp Team is even easier to use and very handy for Animating objects within SketchUp for rendering with Twilight
23. in order to make the animation video appear to have the delay time specified To add delay later use your video animation production software to create scene delays Q Since all lighting in the scene is taken into account by Twilight whether it is contributing light to the currently rendered frame or not it is wise to turn off lights that do not contribute in a significant way to that particular scene This becomes vital in reducing rendering times for animations G Twilight will calculate all direct and indirect lighting for all lights on all geometry processed in the scene whether it is seen by the camera or not For example one may want to set animation scenes to turn off hi polygon geometry such as furniture in certain spaces if these spaces will not actually be seen or need to be rendered during a portion of the animation Animating the turning on and off of lighting is achieved by leveraging Scene Tabs to control layers or hidden geometry By putting lights on layers whose visibility is turned on and off via the SketchUp Scene Manager they will be turned on and off during animation In the animation pull down simply choose Has Animated lights Sun If rendering with animated objects be sure to choose appropriate pull down option Ac Uo 3 21 10 Date m CrA r Rendering Settings as 2 Start s Render Camera Advanced Animation a i PE A j a Avan This will read as 0 zero at first Y
24. off of the surface of the material It is advisable to leave the reflection color white To reduce the amount of reflection one should reduce the shininess of the material or reduce the IOR To create artistic effects adding a strong color here will create some interesting effects See the Reference Setcion for an in depth explanation about Reflection Maps using textures in the Reflection channel Bump size 1 000 jeze CliInvert Bump Channel Texture T Rue and Sett See the Reference Section entry for Bump Mapping for an overview on the Bump Channel See also the Material creation examples below lke Alpha Percentage p Alpha 100 000 Alpha means the transparency or see thru ness of the material This is directly linked to the alpha slider in the SketchUp Material Editor panel So if you change it in the Twilight Material Editor panel you will see it changed inside of SketchUp as well 0 zero completely transparent 100 means completely opaque It does not control the reflectivity of the object only whether you can see thru it or not Ifa Texture contains an Alpha Channel it will be automatically read loaded by Twilight Alpha Channels are automatically recognized by Twilight for the following image types tga tif png psd Index of Refraction IOR Index of Refraction 14 Ss IOR may be the most obscure of the most commonly used settings IOR defines how light is effected when passing through or refl
25. or other type of background image The Material Tool quickly apply physically accurate material properties to any SketchUp material painted on a face in your scene The Twilight Options set advanced options for Twilight Choose a Language Activate a License The Position Scene View Tool View Tool allows you to accurately frame your view and set a focal point for your camera Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 3 of 54 Page Rendering The Render Dialog Click a topic to jump to it s link below aO Cayouts a Render Dialog Menu Bar f TEET 2 Toolbar 3 settings Window t Render Coneia_aeveneed _ 4 Render Window Width a05 Height F20 Fitto view proportions cs co mfa 7 79 Activa Sve Saree Preset G High ha 9 Lt gs 2_s_p_t___ Presets BEX press B4 Easy ii Ot Pretim i eRe VAN UI Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render ones Rendering Render Render map Hender Pause fender Save Image Export Scene Exit lt Current View ShadowAugust Shadow July pointPerspective Render This Render ThisSkylight Layers Dayvouns All None LayerO Metal Stainless Porcelainsink TWL_Light_Layer Layouts Default Save Current Load Settings d Preset Camera Advanced gt Render Dialog
26. the Browse button to find the 15 When in a hurry for your animation reasonable rate folder where you want the animation images to be placed Type the name you 10 When in a big hurry animation choppy want to use as the Base Name for all the animation images No need to type in 5 Test Render frame rate for animations an extension The frames will be automatically saved in jog format for best quality and compression of color images 7 Allow SketchyPhysics to run SketchyPhysics is a free plugin for SkechUp available here It allows you to specify physical characteristics for objects in your model then to play an animation to see how they will act in the real world This animation can now be rendered using Twilight See the oketchyPhysics Reference Section for a detailed tutorial on rendering your SketchyPhysics model 03 21 10 Date Rendering Wi Render Window Twilight Render View Cameras Layers Layouts x aj Viewing the rendered image within the Render Window can be controlled with the scrollbars Clicking the Save Button will allow you to save W ral your image by default in the highest quality jpg format at any time during the rendering process You may save the image in tif 32 bit OpenEXR exr 32 bit omp 8 bit png 8 bit by typing the desired extension after the file name The rendering progress information is displayed on the notification line During a rendering mad
27. the use of any of these 5 17 jee Fast Flat Paint Paint Fast Satin Paint Stone Fast SemiGloss Paint Ceramic Fast Flat Plastic Plastic Fast Shiny Plastic 11 Light Emitter Realistic Glass Fast Aluminum Wt ete Another way to create truly realistic light sources is with a Light Emitting Surface LES Paint EERE ere ieee your surface with a color white and apply the Light Emitter template to that color to make it ae parece shine Remember that great light comes at a cost of render time and that higher quality render cc a A e E settings are required It is recommended to use LES only with progressive indoor rendering HENS C Kaas E methods Each light emitting rectangle is considered as two rectangles are divided into triangles during processing in order to be rendered with Twilight s engine Therefore turning a sphere into a Light Emitting Surface could result in Twilight s engine thinking about hundreds of Lo Color C little lights Use Light Emitting surfaces wisely Color After applying the Light Emitter Template you can see a new parameter appear called Emitter 5e 1 0000 wet Fake makes it look lit but it will not increase render times as it does not actually shine any light when rendered with a non progressive rendering method Fake Emit is great for making a quick render TV screen material Or good for inside of a light fixture where no actual light may be shining Invisible makes it so that it wil
28. will automatically give the light a power This power can be changed manually using the Light Editor Dialog later After placing a light right clicking on the light will give you two options Edit Light and Set Light Target Choosing Set Light Target will allow you to re target your light quickly by clicking any point in your model This works with IES and Projector Lights as well but may reset any previous custom rotation After placing a light open the Light Editor Dialog and use the eyedropper tool to choose and edit any light in your scene If you see black speckles in your renderings it can be due to the fact a light is sharing 3D space with an adjacent face Fora standard sized lightbulb keep the Omni Light approximately two 2 inches 5cm away from adjacent geometry If you change the radius of your Omni Light to be greater than two 2 inches 5cm then move it even further away from adjacent geometry to avoid potential conflicts light artifacts Place an Omni Light into a light component fixture you have in your scene Placing a light within a SketchUp Component will cause the light to adopt the component s name In addition when you copy the fixture the light goes with it Also if properties for an omni or spot light placed inside of a component are edited once it will change the light inside all instances of that fixture allowing control of many lights at once Twilight places all Omni Point Lights and Spot
29. your newly created Twilight Library The material definition is now in your scene Using the alt key with SketchUp s paint bucket tool you can sample the water from the inserted component and paint it on other surfaces around the scene 7 Another alternative is to Shift drag the material from one surface to another using the Twilight Material Eye Dropper Tool DAYN Option 2 Leveraging skp Models Scenes Save a simple storage model somewhere on your hard drive Call it MyTwilightMaterials skp e When you have a material you like in Twilight copy a face containing the material from your model and paste it into your MyTwilightMaterials skp model e Then when you need the material you can open the MyTwilightMaterials skp and copy that face and paste it back into your new model then shift drag the material onto your current model as described in Option 1 above 03 21 10 Date 14 af BA Pana Reference Option 3 Create a Custom Material Library for the Scene Using Kerkythea 2008 Echo 1 Export scene to Kerkythea Open the Material Editor In left pane select and right click the material s and send the Scene s Materials to the right pane save Material Library give ita name Use Twilight s Options gt Files amp Directories panel to add the new Material Librarie s path location You will see the Material Library of Kerkythea upon re opening SketchUp the New Material Library will be listed in the Twilight Material Libraries
30. 4 thingS cccceeeeeees 4 Rotation Orbit of the ViOW eccceceseecesseeesseeseeeeeeeeeesnneeees 39 The Twilight VOGUE ociscuos0 ccecanisascmstsieesbbontansadenssomausbecentennds 4 Pan the VIB sis aictencuxienncinnnsiedvterdusandeusiwucssindavheavasinsencaesabenduntiies 39 Look Around Swivel the Camera ccccccscssccsessesseeseneen 39 section 1 The Render Dialog ccccccssessssesssssessseseeeees 5 Focal PODE secre ar ar e aaa 39 Render Dialog Menu Bal ccccccccesesssssssssseesseeees 6 Render Dialog Toolbar c cccccescesescsesssetssesseeseeees 7 Section 8 REfELENCE e ceceeeeseceeecceneecenseeeneeesneeveneeeesressnressteeeens 40 Settings Window FramMe ccccccsesesssesseesseesseeeeeeees 8 Batch Rendering sssrini aaa aa 40 Camera Tab ene nnn ene a AAEN EARNE 14 Background Images On a Plane Face 40 Advanced As ictcruverceatadinianiaisusitunemendusatedenemteliapeieapianada 16 Bump Mapping and Bump MapsS ccccessceseeseeseeeeeens 41 Animation TaD arrena iiaei 17 Oe a E 42 Render VINO cssccsininoutanataccsiidwondunsainniiviatianeinnst tingeduinwnda 19 Color Codes RGB AEX csiiasicsuienonivecadinvisnanivnsniainontixevedureeges 42 ST AGUNG onenean eian i E 21 Custom Material Templates and Material Libraries 42 Faceted Geometry of Curved Surfaces ccccccscstseseseees 43 Section 2 The Omni Point Light Tool 23 FAI a deer eee annette oven paceemececepiena
31. Fit For faster rendering and the most realistic shadows Image These options will NOT contribute light reflections try setting the Sunlight slider to 5 or 7 before These options give the least control over placement of image and do not rendering the scene sh oer contribute as lighting from the sky nor to reflections All of the background types O EEE E only display a background in front of the camera The sky behind the B ta Sunlight camera is therefore black Itis best to avoid using them they are provided gt AO 2 for artistic freedom purposes for advanced users i Sa Maximum Sun Intensity ee 3 Sky Color Background Sky Type Paak My is best to use when wanting a single color projected onto the scene from all a directions Light Grey works well as a quick soft box for product shots It Background Color Background Centered Image Background Tiled Image Background Fit Image Sky Color Hemispherical Sky Spherical Sky Physical Sky Sky Probe Fig 1 Spherical Sky Example gt lt Fig 2 Sky Probe Example contributes to both scene lighting and reflections It also looks great with the clay rendering settings 4 Hemispherical Sky and Spherical Sky Insert an image that is meant for use as a spherical sky or hemispherical sky upper half only of the sphere It contributes to both scene lighting and reflections To use Ch
32. Jim Folz has developed it further here with dialogs and easings Proxy Object or High Polygon Object Rendering Handling in SketchUp TOETA a S Fie Edt View Camera Draw Tool Window Phaps Hei As of Twilight version 1 1 a SketchUp s layers are handled ona WYSIWYG OPS A8 OG Be Preece ei ag raking MothE aew NomtHE asid HURAR NocthE axtHigh J n se WOENS f W rua ason maa ma oom fe ken a a auana eoa O Fi Scuthivtect_or outhiestHigh GouthEact ce r E ima z s yAn E Pare What YOU SEE IS what you See Sy t basis S a R gt layoL get basis So any layer you C Dm tonlan see turned on in your wi 4 JAS SSS poa pa 5 SketchUp Scene should also os SE SSAA SSS xax ica be what is rendered in ae POSS SASS Lt E Twilight and vice versa O a Proxy Rendering is available ook gt in Twilight by leveraging the iei power of Layer Visibility in af s SketchUp A Proxy is a gt Stand In for something else A Proxy object in SketchUp is Off something you can see that oa A ee SMGEIS ITHIM represents stands in for gt 2A RRA f z something much more i i a ll Tret I te seectobpcts Shift w extend select Drag mouse t i MSSELFERRERTE d Use teature moge COMPIEX Try this workflow for working with High Polygon m
33. Menu Bar 1 Render Menu The Render menu allows you to start the rendering or exit and close the Twilight Render Dialog 2 View Menu The View menu allows you to re open the Toolbar or the Settings Window if they have been closed 3 Cameras Menu The Cameras menu lists all cameras in the scene If you choose a camera in the list Twilight will render only that view no matter what is showing in the Google SketchUp view window This forces a rendering of a certain camera while editing the model 4 Layers Menu The Layers menu allows you to choose a layer or layers to be ignored during the rendering De selecting the dot next to any layer name in the menu list means that you may see the layer in the Google SketchUp View but it will not be processed or rendered by Twilight a Perhaps 2D plants or 2D people are desired in the SketchUp scene exports but not in the Twilight rendered output 5 Layouts Menu The Layouts menu allows you to save different configurations of the render dialog and recall them at any time This is useful if you like to close the Toolbar and Settings Window to give more screen real estate to the Rendering Window Then you can use a previously saved layout to restore the Settings Window and Toolbar quickly 6 Closing the Render Dialog After clicking the X to close the Render Dialog Twilight will prompt you to let you know that even though you have closed the dialog the rendering will continue in the back
34. Now selecting an object s in your scene you can force that object onto another layer by simply going to the Layers pull down menu and choosing your layer such as one called Furniture 5 Now open the SketchUp Layers dialog via SketchUp s pull down menu Window gt Layers and uncheck the box next to the layer name holding the objects you wish to hide 6 Orsimply go to Twilight s Render Window and choose the pull down menu Layers and deselect the name of the layer you wish to hide by clicking the name of the layer This will leave it visible in SketchUp s scene view but not render it 3 Hide an object or group inside of Google SketchUp Select an object and context click right click choose Hide Or go to Sketchup s Menu Edit gt Hide 03 21 10 Date Reference 4 Nested Groups Components or Objects on Hidden Layers Twilight gt Render all ayers in Component Putting High polygon objects on hidden layers inside of components allows X Fender allay AlL Components Oe to hide the layer while work yet see the object when rendered This is also known as one way of handling proxy objects See full description in the Reference Section Proxy Object or High Polygon Object Rendering Handlin in SketchUp 5 In the Advanced Tab you can set the processing to work only on lights and cameras Under the Content Updates Update Method gt Lights Cameras If you have not yet already proces
35. Templates Remember that metals will look great in Twilight but require high render quality and may take a long time to render nicely Using an Easy Render Setting with a sign will bring nice results Look also to the Alternative _AA methods in the Express gt Advanced Render Settings folder Progressive render settings will bring best results The key with many Templates is to use the SketchUp texture only in the bump channel To do this after applying the Brushed Metal Template gt Aluminum to the Cladding_Siding_White SketchUp Texture 1 Click the Chain Link Button to break the link of the SketchUp Texture Image to the Material Color Channel 2 Click the Chain Link Button to enable the link of the SketchUp Texture Image to the Bump Channel 3 Click the Texture pull down menu choice in the Material Color Channel and choose Color to remove the texture completely from the Color Channel 5 k i M oog 4 Now the SketchUp image is driving the bump instead of the color Wl weld vertices SketchUp Siding Buse edge tines 2 Adjust the metal color further by changing it in the color channel change the eues lll Preview shininess to 20 to make it even more brushed and matte looking maybe go even to 7 metal panel ma lt a You can also add a color to the reflection channel to create other types of metal This i material will continue to remain physically accurate obey the laws of physics
36. all cases you need to keep a gamma of 1 0 if you want your images to render unaltered As a note the no shadows and fake settings do not work when using render setting Easy 09 or Easy 10 These render methods do not allow the faking of light effects Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 39 of 54 Page Reference Wi Render Bump Mapping and Bump Maps Material Editor Tei Edit Edit Library Texture Paie E ji Sas at TH Using a Bump Map allows a render engine to use a Grey Scale Image to create an illusion of geometry that is not actually there Bump Maps do not create geometry i e displacement Bump Maps only work on surfaces that have some measure of reflectivity They will not really be noticeable on a __ flat colored surface Bump Maps work like this 50 hee no change in appearance for the height of the surface Darker in or down Lighter out or up The easiest way to apply a Bump Map in Twilight is to first apply a template similar to what you are trying to create If it s painted metal use a paint template If there is no template applied increase the IOR number from the default of 1 to be something higher l e 1 1 If the IOR is not increased Bump sie 4 AA B Biver the bumps will not appear Second click the Chain Link button next to the i le sE Texture ee
37. astic ceramic stone light emitter Choose a Render Setting quick medium high quality or multiple unbiased progressive rendering methods are available Choose a Render Size output resolution Start the Rendering Save the Rendered Image Great renderings need four 4 things 1 Good Models A poorly detailed model will look as such or even more clearly so in a rendering 2 Good Lighting A well lit model is simple in Twilight if you follow the principal of light it as you would do so in real life 3 Good Materials Quality materials are key to convincing renderings Learn to observe the world around you closely 4 A Quality Render Engine like Twilight Render The Twilight Toolbar BO ESRED The Render Dialog button or Power Button for short Opens the Rendering dialog allowing you to choose all rendering parameters such as resolution camera settings animation settings and to start your rendering The Omni Light Tool insert an Omni Light Pointlight An Omni Light casts equal amounts of light in all directions The Spot Light Tool insert a Spot Light A spot light is manually adjustable to cast light in a certain direction with a definable HotSpot angle and a Falloff angle The Light Editor Dialog Sky is a listing of all lights in the scene allowing easy access to full lighting control This is also where you can choose Sun amp Sky parameters as well as utilize an HDR or Spherical Sky
38. ayer turn it to grey scale increase contrast and paint areas 50 grey where you want no bump Paint areas black where you want the deepest recesses and vice versa This was done for the bump map for the Wood_Bamboo_Medium flooring example in the image above Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 40 of 54 Page Reference Codec A Codec is used during processing of an animation using a separate video editing program such as Windows Movie Maker or the free and easy to use VirtualDub Using a Video Editing program one may open a series of jpg images just as rendered from Twilight and save them as an avi video Using a Codec allows the program to compress this avi video resulting in a much smaller file size It is important to remember that many codecs require a certain size or image proportion in order to be used For example when using the Xvid codec the Width of the image must be divisible by 4 and the height must be divisible by 2 Paying special attention to the size of the rendered image for animations therefore becomes critical in post processing Color Codes RGB HEX Twilight will accept common English names for colors i e White Yellow Brown etc It will accept RGB colors typed in this format rgb 62 91 5 It will also use HEX codes in this format 704E32 when pasted into the color line Use of these formats apply for all Twilight Dialogs where a Color Cod
39. button Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 19 of 54 Page Rendering Troubleshooting 1 have started a rendering and it is in the Ray Tracing phase but the Render Window is empty or showing only black Did you turn off all the lights using the Light Editor Dialog Did you turn off all the lights by hiding the TWL Light Layer Did you turn off the Sun and set the background to the color of black p y Did you neglect applying a Twilight glass material template such as Thin Glass to any windows glass for an interior rendering so that it will allow light to pass through the face If your glass has an opaque material applied light can not reach your scene 5 Did you insert any Twilight Omni or Spot light inside of a component that is opaque or did you accidentally change the glass material of your lighting component to be opaque using the SketchUp material s opacity slider or the Twilight material s alpha Slider 2 have changed a material in my scene but the rendering keeps showing the old material and will not update it 1 If your model is not updating materials when you render be sure to check that the setting for Updating Content is set to All and re render 2 Ifyou paint the objects inside of a group or component with a material then you paint the entire group or component with a different material the material that is painted directly on a fro
40. chUp while rendering an animation Hitting any of the SketchyPhysics buttons while rendering or attempting to manipulate the view will cause unstable results and may crash SketchUp e You can cancel the animation render at any time by hitting the Cancel button in the render window e While using the interactive tonemapping features while rendering will work it will only effect the currently rendered frame so should be avoided When your render is complete the SketchyPhysics objects will be reset to their original locations and Twilight will notify you that it is complete That s all there is to it It should take only minutes to create a great looking animation using the awesome features of SketchyPhysics D A A A N2 94 4N Data N10 03 21 10 Date d 50 of 54 Page Reference Sky Portal the Sky Portal Material is for use on models of interiors where they rely heavily or are lit only using Sun and Sky Material Editor Templates From Scene ZO X ACTA The Sky Portal material is found in the Architectural_Twilight Material Library provided with the Some common arditedural related materials Twilight Render plugin installation Two additional Sky Portal materials can be downloaded in a special Material Library for Licensed Users from the Twilight Render Forum here One of the Sky Portal materials found there will allow you to gain the benefits of the Sky Portal while still allowing you to see the sky and objects outside of the wind
41. de especially to be used for surrounding your model inside a seamless sphere that looks like a sky or like a sky and ground This image may be a High Dynamic Range image or may only be a jpg format Either way it will contribute light to the rendering An HDR will contribute a lot more light than a jpg format image Typically with HDR lighting it is best to disable the sun Is there a way to know how the sky will look in the render like a preview 1 load sky via Sun amp Sky Options Tab 2 go to the scene you want to preview 3 hide your model ctrl A to select all then Edit gt hide selected 4 choose Easy 08 render setting 5 Render If different rotation needed Rotate Sky with Rotation Slider on Sun amp Sky Options Tab as desired and re render Themes for Twilight User Interface a ee Options Simple Dark D pti ons Here are samples of the available themes and how they will appear on a system using Windows XP Change the theme using the Dialogs tab in The Twilight Options Dialog Scene 1 E Scene 4 Before AfterTwoPoint 2D Scene 5 Scene a Scene 3 a Pe E Two Point Perspective 2 Point Perspective Two Point Perspective is a camera mode in SketchUp that forces all verticals in a scene to be truly vertical When in any camera view in SketchUp activate Two Point Perspective via the Camera gt Two Point Perspective menu option Param tres x 4 Render Camera Advanced gt
42. drive In WindowsXP for example it is located under Google SketchUp Plugins Twilight RenderSettings By default Twilight uses the Low setting found in the Easy Settings folder Navigate the Presets Folder Tree by clicking on the plus sign next to a folder name to expand a category folder or by double clicking a category folder name Twilight comes with several folders These may be modified by using a file browser and going into the folders to add delete create arrange folders and settings however desired These folders can be located on a network drive location and found by Twilight by designating the folder in the Options gt Directories Dialog Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 7 of 54 Page Ceci Wight As a good rule of thumb Start low and work your way higher If you are not getting the result you want in a setting try the next higher setting If the number of lights is low higher settings may be required for good lighting results and therefore as the number of lights increases you may want need to use lower render settings Also the larger the rendering resolution the lower the render setting you may need The settings have much higher quality AA Only the High settings use true caustics The others use pseudocaustics to get quicker results With non progressive render methods Found in the Easy category under the na
43. e by Twilight Render 12 of 54 Page Rendering 4 Camera Advanced Animation E7 Configure the camera parameters to use For your render Type of Projection Planar iv Camera F Number Pinhole we Lens Focal Length imm ees 10 677 Es Tone Mapping Filter Type Simple a Exposure Level 1 800 ki Gamma Adjustment 1 000 Settings q Camera Advanced Animation Configure the camera parameters to use For yc Type of Projection Planar Camera F NMurnber Pinhole Settings x Camera Tab 1 Projection Planar Match SketchUp s Camera Default Cylindrical Render a Cylindrical Panoramic view For use in virtual tours or as cylindrical background images Spherical Render a Panoramic Spherical Image an image with spherical projection For use in virtual tours for example When saved in hdr format Cylindrical and Spherical image types can be used to light other scenes in Twilight Parallel Render the scene without taking perspective vanishing point convergence into account Great for rendering an elevation isometric or section view SketchUp s Section Cuts are not rendered automatically in Twilight However plugin ruby scripts like Zorro2 by Whaat are available which can be used to modify a model quickly for rendering a section perspective 2 F Number Lighting and Cameras in Twilight are best thought of just
44. e can be used Material Editor Templates From Scene Edit Library Edit Library F bed r ER Eater rgb 62 91 5 _ calor 704E32 Ch sold Color Solid Color v Ir OW Se wi solid Color or se FOINSE Tl bel Reflection white IE al i m Reflection white _ Nhe b Solid dor l rOWSse re Browse Solid Color ae Custom Material Templates and Material Libraries If spend time to modify a Twilight Material Template to get something want can I save that as a Custom Template Saving the SketchUp model saves the settings But there is for the moment not a way to simply save a template setting for reloading later You may attempt to modify an existing template using a text editor There are a several alternatives Option 1 Leveraging Components 1 Create a component with a face that has the SketchUp material using your Custom Template Settings i e Water1 Itis important that the name for your material you want to use be unique from the default SketchUp Material names otherwise the imported material will be overwritten by any similarly named material already within the scene Create a personal Component Library in the SketchUp Components folder and call it something like Twilight Save the component Water1 containing the specialized Water material into your Twilight components folder Start a new scene and insert the Water1 component from
45. e light object will emit light in a way that is specifically mimicking the light emmittance for that light fixture Be sure the power of the light is set to 1 To increase the brightness of lights typically adjusting the exposure of the camera on the Camera Tab will do the trick If the IES is surprisingly dim for some reason it could be a poor ies file or it could be for a fixture with particularly low light output Light Portal see Sky Portal Light Through A Window You are rendering an interior and have sun coming through the window Here are a few tips e Be sure all windows are only modeled with a single pane of glass e Be sure you have applied a material to the glass using SketchUp s materials such as the typical translucent_glass_grey or whatever e Be sure you use the Twilight Material Tool to click that glass material on the windows and apply the Architectural Glass gt Common or No Shadow e Set the sun in SketchUp to cast as much light as possible into your room the more light the better e Apply material templates that are appropriate to your other objects e Render a small test render with Easy01 Prelim e Adjust tone mapping exposure in the camera panel of the Render Window if image is too dark Typically will be too dark try Exposure 1 e When happy with camera materials etc Render test render at 800x600 ish on Low or Medium easy settings e When happy and ready for the final render on Easy09 progressive T
46. e using a Progressive Rendering Preset it will tell you which Pass is being completed i e 822 10000 Progressive rendering means that it will continue to render until the rendering is stopped or until it reaches 10000 passes It is not intended or suggested that the image be considered finished when it reaches 10000 passes stop the render process when you consider the image to be sufficiently clear For most images the clarity will not Ray Tracing 822 10000 Threads 8 4 28096 increase much noticeably after 1000 passes The Number of Threads being used while rendering is displayed like this Threads The percentage complete of a particular Pass not necessarily of the entire rendering process is displayed next to the number of threads The Anti aliasing AA pass must be allowed to continue to completion or it is not applied to the rendering A Pass can be thought of as a phase in a rendering process Different Render Settings have different phases or Passes Examples of a Pass are Ray Tracing and Anti Aliasing Backup of Rendered Image Temporary File Location For progressive renderings a temporary backup file is saved to your hard drive in the application s data file You will have to enable viewing of hidden folders and possibly extensions in your Windows setup in order to see the folder This can be found on Windows systems in a path something like XP C Documents and Se
47. ecause it automatically replaces all materials in the scene with a clay material without changing the bump mapping and returns them to their original state when finished It is also a Smart at T Jd m H al preset that leaves Light Emitting Surfaces and Thin Glass Architectural Glass as ae they are to allow for easily running clay renderings for interior images If materials sy ET or m p have a bump map applied the bump will still render without the color or texture Alpha Mask This is used for altilis sbidsii A in post process image editing T Ti Damir ee in Seke haiei h ada S x i es Select an object s Faded ee a an 6 GlicketorS ae n 2 Choose Alpha Mask as your render method sei at 3 1iC O 4 Camera Tab Be sure exposure and gamma F d IC Aa diate Nall Ente eth and herght of your rendered mag g or 1 0 va PE 0 SS 3 Start the rendering a E 4 When asked to render only selected objects 4 choose yes AN 5 Ablack and white image will be created of the res object 6 Save the rendered mask image OOO sewrare hectare ii SEESE eon EEE Al This black and white mask is for use with photo editing programs in post processing By placing the generated mask in the Mask Slot for a layer in your image editing program the item rendered will be isolated Most common uses for this are for isolating furniture for post processing objects behind
48. ecting from a material For Glass this is a scientifically known number of 1 52 For water it is 1 33 depending on the temperature For most surfaces this is a scientifically known number and also is automatically assigned by Twilight whenever you apply a template So in most cases it will not need to be changed manually If you know the IOR for the material you are trying to create it must be entered correctly for the material to appear physically accurate If not known it s best to choose the template most similar to the type of material you are trying to create For many materials a good starting template is the Plastic Template There are many Refractive Indexes available on the web A very nice one is located at http refractiveindex info Materials Shininess Shiny Shininess jaoo00 Surfaces that are very smooth or polished are considered to be shiny This would be like a Mirror for instance Large numbers here smooth 50000 perfectly smooth Small numbers here rough 7 lowest recommended value So for most objects like a typical varnished wood floor start by picking one of the plastics templates to start Flat Satin or Shiny Increase or decrease shininess number as desired Hard Edge Angle w 2 Hard Edge Angle is the angle between the normals of two adjacent Hard Edge Angle mma SS y gt 4 faces Hard Edge Angle is ignored if Weld Vertices box is not 45l lpi checked
49. efer to the Twilight Render Tips Tricks and More Forum for tutorials including a video tutorial showing how to leverage Twilight with Kerkythea s Material Editor Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render seo Oe Fae Reference For Twilight Render the scratch map is simply another name for Bump Map If you apply a brushed metal template to a color in SketchUp for it to look realistic you will need a bump map that looks like the fine scratches in brushed materials So applying a Scratch Map in other words a grey scale image texture with the look of scratches see example image to the left to the surface and then applying the Brushed Metal Template to that material will result in much more realistic results The scratch looking bump map should be correctly scaled using SketchUp s native material editor and texture positioning tools If you are using the Kerkythea Material editor a scratch map becomes a bit more complex powerful Kerkythea users should refer to Kerkythea s Materials forum and documentation for further information Share a Twilight Render Scene with another user Twilight Render Users on the same network should be able to open any SketchUp model and hit render Just follow these simple guidelines 1 Use ies files and texture files that are available on a network location not on a local machine 2 Avoid using Custom or Special material libraries It is
50. efinition by choosing the IES tab in the dialog and clicking the Load button to browse to and load the IES file IES files are found for light fixtures not for bulb types They are provided by most commercial lighting manufacturers for free on their websites To Convert an Omni into a Spot light choose the Omni Light in the Light Editor Dialog and click the Convert menu item at the top of the dialog Choose Spot to convert the Omni into a Spot Light then it will be able to be loaded with IES data NIAINATAN nth 03 21 10 Date Lighting The Light Editor Dialog Light Editor Ss From Scene Convert x Standard Spot s ull Select a Light Component From the scene to edit All OFF h Scene environment and render Background i Sky Type Sunlight Enabled Background Color Ea e Sunlight Casts Shadow sa ial USL F Soft Blurry Shadows are Sunlight Color pasta esha LJ i white 2 000 i Sunlight Background Color 3 D i ioo fack T Background Image a aes Oe oe 45 000 Background Sky Rotation Angle 180 fo Eight Editor 180 From Scene Convert Standard Spot IES Projector SunSky 7 Projector Mame SpotLight Enabled Light Bulb Size Radius E Casts Shadows 2 000 lee Soft Blurred Shadows Light Strength Light Color caz g 0 500 ae white T Attenuation
51. epot maintained by Didier Bur Using this tool you may extrude the line a small distance with 2 clicks such as 4in 3mm Then the line will render with Twilight s Material s Edge Lines feature try this technique with an imported CAD site plan 1 1 meters approximately 4 use this for large exteriors such as large buildings or interiors of very large spaces 01 4 use this for fine lines around smaller buildings such as a house and elements like stairways 001 04 Use this for fine lines around detailed elements such as furniture objects and cabinetry Ver 1 3 11 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render ares ade Materials Material Template Choices Overview 1 Generic Use this template to give a quick touch of reflection to a surface This template is designed to be quick but not necessarily the highest quality nor physically accurate So use it wisely Use this template also to reset a material Sometimes it is quicker to just start over Here you will find the reset button for any material These material templates are by nature not physically accurate but are useful for many artistic applications If you are experiencing strange lighting artifacts in your renderings be sure to eliminate the use of any of these 2 Paint As it s title suggests if you have a surface painted the color you want in SketchUp simply choose your paint finish here Using a seamless te
52. er choose it here About Gives information about specific version of Twilight being used registered user information and other credits This is also where one may Request a License and Install a License In order to create a license request Push the Request License button Save the generated file Email the file to licensing twilightrender com Then someone from Twilight Render LLC based in U S Mountain Time Zone will generate a license and email it back within 24 hours 1 2 3 4 5 Copy the text of the license number from the email 6 Push the Activate Twilight button 7 Paste the text of the license number on line provided 8 Copy the Activation Email address from the email O Paste the text of the email address into the box 1 0 Click Ok Twilight Language Choose your language close the dialog close and re open SketchUp Refer to your operating system help for correct language pack installation 03 21 10 Date 37 of 54 Page nsa The Position Scene View Frame After clicking the Position Scene View Tool a 9 square grid will appear This helps with framing a view using the rule of thirds typically putting the subject at or near the crossing of the third points adds interest to the scene When the The outer edges of the grid are the outer edges of precisely the view that will be rendered Focal Point Center Axis IO Cri Sat Camera Focal Point Click on a point to set as camera
53. erent sizes for previewing architectural materials Spheres work best with materials without textures such as glass and metal While the cubes work best with texture driven materials like stone wood and other patterns with real world dimensions The size of the texture you see rendered in the SketchUp view window should be exactly what you will see in your rendering so remember that the Preview Scenes are only approximations and actual render results depend on many complex factors There are two 2 ways to apply Twilight s Material properties to SketchUp s materials Material Templates and Material Libraries Materials Material Templates Material Templates are the quickest and most flexible way to apply Twilight Material Properties to SketchUp Materials Therefore it is recommended to utilize templates whenever possible in lieu of using Material Libraries Some features of Twilight s Material Templates 1 Template s flexibility allows you to create almost any material extremely quickly and Click 1 7 emer ed pile aT 2 Templates share seamlessly among all Twilight users mele 3 Platinum 3 Templates are guaranteed physically accurate unless specifically designed and Copper stated otherwise 4 Templates will not increase a model s file size 5 Templates eliminate the need for project specific libraries and reduces the chance of missing textures Ceramic Plastic Realistic Glass Metal Brushed Metal
54. es the material libraries can be a huge help There are several useful libraries installed by default with Twilight Gems Translucents SubSurface Scattering Illuminants and more These are libraries of materials that may be difficult to achieve any other way They were created and provided by various contributing artists and are used distributed with permission for Twilight Render Additional content for Twilight such as Materials Skies and Components can be found by Licensed Users in the Red Carpet Club section of the Twilight Render User Forum There are hundreds of high quality free materials available for free download from Kerkythea net Users of Kerkythea may also create their own material libraries using Kerkythea then either point Twilight to the Kerkythea Material Libraries folder via the Twilight Options Dialog or copy a library folder from the Kerkythea Material Libraries folder into the SketchUp Plugins Twilight Materials directory To install a material pack To install a material pack downloaded from Kerkythea net for use only with Twilight Render 1 Change the name of the file from Example mat zip to be Example zip 2 Unzip the file into your SketchUp Plugins Twilight Materials directory 3 Re open SketchUp to see it in your Library List Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 36 of 54 Page Options The Twilight Options Dialog
55. g down the Alt Ctrl keys while clicking on any point in the scene will actually swivel the camera to focus on that point while setting that point as the new Focal Point for the camera iy Remember to create a new scene or update the current scene in order for SketchUp s scene tab to remember your new focal point Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render peepee ids Reference Reference Batch Rendering Batch Rendering is the process of Rendering Multiple Views but only clicking the Start Render button once To Batch Render with Twilight utilize the Animation feature Example with 3 scenes to render CamA CamB CamC 1 Set SketchUp s Animation Transition Time in Seconds to 1 Window gt Model Info gt Animation 2 Set SketchUp s Animation Scene Delay Time in Seconds to 0 Window gt Model Info gt Animation 3 Specify these settings in Twilight s Render Dialog Animation Tab Start 0 Stop 2 the easiest way to think of this number is the number of transitions between scenes Set Frame Rate to 1 fps 4 Specify a Base Name for the rendered image files 5 Twilight will render 3 frames Frame000 CamA Frame 001 CamB Frame002 CamC Background Images On Billboards or a Plane Face In SketchUp This tip contributed by Miguel Lescano Cornejo je Size 1 000 I Invert o Tean E M g AR Emitter Power wim 2 150 Bh an al
56. ground Think of it as the hide button for the Render Dialog To get the dialog back simply click the Start Button again Rendering Render Dialog Toolbar 1 Start Render Button The Start Render Button begins rendering the scene using the parameters defined in the render dialog If there has been no Render Setting chosen it will use a preliminary test render setting The Stop Render Cancel Render button stops the rendering in progress Itis not available during the Model Processing Phase 2 Stop Render Cancel Render 3 Pause Play Button The Pause Play Button allows you to pause a rendering in progress When clicked the button then becomes a Play button which when clicked resumes the rendering again that is it allows you to continue the rendering from where it left off when it was paused If SketchUp s session is closed you may not resume a rendering 4 Save Rendering Button The Save Rendering Button allows you to save the rendering to the hard drive or network The save image default is jpg at 100 quality To change to another format simply type in the extension Available extensions are jpg 8 bit tif 32 bit OpenEXR exr 32 bit omp 8 bit png 8 bit by typing the desired extension after the file name 5 Export Scene to Kerkythea XML Button for rendering the model with Kerkythea The Kerkythea XML Export Button exports the scene for further development rendering with Kerkythea Render
57. hUp will render as flat white In order to edit the Default Material with Twilight s Material Tool you must paint the surface with a color or texture The quickest way to paint all Default Material faces inside of a SketchUp model is to choose a color or texture in the SketchUp material editor then while holding the Shift key paint any Default Material face All faces with the Default Material in the model will be now painted with the new material To do this for only the faces connected to the face chosen hold the Ctrl key while painting a face Caution doing the Shift paint option WILL paint all groups and components in the scene as well and should be avoided when these are present in the scene To copy a material from one surface to another while the Twilight Material Eye Dropper Tool is activated Hold down the shift key click and hold the mouse button down on the surface of the material you want to copy drag the mouse to a face painted with the material you want to over write then release the mouse button This is handy for dragging materials one likes from different past models into a new model If you are having trouble getting your material to work refer to the Twilight Material Appearance Priority Order Material Previews There are several previews to choose from in Twilight Clicking the pulldown menu under the preview image will allow you to choose from several spheres in different lighting studios as well as cubes with diff
58. he screen 4 Saving Render Method Incremental Save This option allows you to save a rendering automatically and incrementally in a format and to a place of your choice When choosing any render saving method except for Manual the image will be saved while it is in progress of being rendered It will also be saved automatically at any time that the rendering is stopped After making a selection from the menu then clicking the Start Render button you will be prompted for a rendered image location and name Type in the name under which you desire the image to be saved and add an extension for the image type to be saved hdr png Be sure to select carefully the type of image to be saved Without an extension the image will be saved as a high quality jpg format Incremental saves work with all render methods Keep in mind if incremental saves are used with non progressive render methods Easy 1 7 the image will not necessarily be completed when it is saved For instance if a computer failure or power failure happens during a rendering and it has been saved in progress using the Incremental Save feature the image will likely have no anti aliasing Before Render option simply allows you to define a name and place to save the final render and when it is complete it will be saved No overwrite means that it will add a number to the name of the rendering for each incremental save Twilight Render 2010 03 21 10 Dat
59. hese methods do not allow things to be faked so a material that fakes casting no shadows will still render with shadows in a progressive render method Fake light emitting surface will actually emit light in a progressive render method For this reason one should avoid fake Easy 04 Meditm 26m 26s Easy 05 Meditm 1h 45m emitting surfaces with progressive render methods as they may produce more light for the scene than intended People experienced with Twilight may find themselves choosing Preset 09 the most for interiors while for exteriors they may choose Preset 08 For exteriors lit only with Sun amp Sky Preset 08 Exterior Progressive will be not only the highest quality but possibly also the fastest method This is especially true for those with multiple processors Examples at left rendered on Intel Centrino DuoT2500 2Ghz with 2 Threads Easy 06 High thel9m Easy 07 High 4h lem Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render eee ie Rendering Advanced Settings Clay Render This is used for checking the lighting without worrying about the materials The Clay Render is a way of saying check the lighting without materials textures It is useful when you have a model either untextured or partially textured and are looking for a quick preliminary rendering This setting is more advanced than many other render engines and their clay render settings b
60. highly recommended to use Templates when creating materials with special properties When required to use a library material try to use only library materials provided with Twilight s installation 3 If using Special Material Libraries be sure these libraries are located in a network location or are copied on all machines of all users of Twilight If the library is located on the network be sure all user copies of Twilight include that material folder location in it s list of Materials Directories When sharing a Twilight Render scene with another Twilight user not on the same network or who may not have access to the IES or texture files used in the scene be sure to share all files and material libraries referenced and follow these steps to pack everything together to share 1 Open the Scene you wish to share Open the Render Window Click the XML button and export as XML Choose yes when it asks to save textures and IES files Copy the skp file into the folder with the textures IES and XML format file Delete the xml file optional but will make file size smaller Zip the folder and send to a friend with Twilight They can now open the scene and hit render ee ie aS Ver 1 3 r1 sif Twilight Render 2010 03 21 10 osc F e 1 L9 of 54 f age Back to Top by Twilight Render pene We Reference SketchyPhysics Animations SketchyPhysics is an awesome plugin for SketchUp that allows you to create scenes with physical
61. his will give you best results with so little light e Perhaps try using a Sky Portal the Sky Portal Material is for use on models of interiors where they rely on the Sun and Sky Ver 1 3 r1 sif Twilight Render 2010 reer osc Back to Top by Twilight Render Boy ae ieee Reference Lighting An Interior Scene First Build reasonably accurate component for your lights Insert a Twilight Light Object inside the Light Component Put the lights in places and with powers that are equivalent to the way the space would be lit in real life Avoid fill lights and fakery unless you know what you are doing they typically add render time and detract from the real look of the final image and may actually make the rendering simply over lit and blown out leading to SLOWER render times It s difficult to give a wattage power to a spot light in Twilight But for a rule of thumb assume the default spot light is a 100w bulb in Lumen output Lights don t emit watts they use Watts to emit light which is measured in Lumens The closer the hotspot number is to the falloff number the lower the light power will need to be so a hotspot of 30 falloff of 31 can mimic a 100w bulb with a power of only 5 or something like that For a hotspot of 10 falloff of 179 the power will need to be about 1 5 to mimic the behavior of a 100w bulb just as a very general idea For the most accurate lighting with spotlights insert a spot set power t
62. hoosing a previously created scene after setting the camera s target will change the focus of the camera ne Uy 3 21 10 Date Af EA D 7 amma Adjustment 1 000 Ver 1 3 r1 sif Back to Top 3 Filter Filter type of Tonemapping Tonemapping is simply the modification of an image to control it s highlights and dark areas to achieve an image look Tonemapping is as crucial for getting a nicely rendered image as the exposure setting is to a real camera Tonemapping in Twilight is achieved in the Camera Tab Choose the Type of Tonemapping Filter then set the parameters such as the Exposure or Gamma It is recommended to adjust the Exposure first and change the Gamma only when absolutely necessary You may think of Tonemapping like adjusting a camera s exposure on the fly You can tonemap the image manually by increasing or decreasing the exposure of the image at any time during the render process D Tonemapping may be adjusted at any time during or after the render process As long as the rendered image remains in the window Twilight Render 2010 03 21 10 Date by Twilight Render 14 of 54 Page Rendering Update Method E all All Camera amp Lights Camera Only Mone For more tips on controlling processed content see the section entitled Model Processing Phase Rendering Selected is an additional way you can choose the content to rende
63. ie TETE agen og Shininess 128 000 ag Line oio 4 7 Weld Vertices Use Edge Lines Some people prefer to place a Background Image directly on a face inside SketchUp Also you might want to add images to TVs and computer screens In all these cases _ the inserted image needs to render exactly as it is without being affected by the sun sky or lights in your scene The following setting works perfectly for Camera Tab Exposure Settings Exposure 1 0 Gamma 1 0 1 Explode your image so it becomes a texture applied on a plane 2 In the Twilight material editor choose Templates gt Light Emitter any of them 3 Set the Power W m2 to 150 4 Next to the light bulb Change Emitter gt Normal to Emitter gt Fake 5 Unmark the Cast shadow checkbox lt Your material settings should now look like this example to the left S95 Density 7 Cast Shadow If you re using a different Exposure value use this simple formula to calculate the C Archivos de programalGogle Google Sketchup 7 Plugins Twilight power for your fake emitters Power for your fake emitter 150 exposure __ Refresh Examples Type Light Emitter custom For an exposure value of 0 5 you must set your fake emitters to 150 0 5 600 Ime_o798 _7 Foran exposure value of 1 2 you must set your fake emitters to 150 1 2 104 167 For an exposure value of 2 you must set your fake emitters to 150 2 37 5 In
64. iles x86 Google Google SketchUp 7 Plugins 4 Download fresh latest version of Twilight from http www TwilightRender com 5 Run the exe installation file Make sure to allow it to install everything it asks to install including extra windows libraries 6 Now Open SketchUp 7 You should have only the basic SU tools PLUS the Twilight Toolbar should appear 8 Open scene and try rendering Verify there is no crashing 9 Work a while make sure everything is working well 10 open Windows Explorer 11 copy the contents of the Plugins folder select all and CTRL C 12 now navigate to the PluginsBAK folder 13 now CTRL V paste in all the new Twilight Plugin stuff into the PluginsBAK folder C Program Files x86 Google Google SketchUp 7 PluginsBAkK If it asks if you want to replace anything be sure to choose Yes 14 If you can now see the new files are added to that folder delete the folder called Plugins Google SketchUp 7 Plugins 15 RENAME the folder from PluginsBAK to be Plugins Google SketchUp 7 PluginsBAK gt Plugins 16 Copy your Materials from your backup place wherever you saved them and put them in the new fresh clean Materials folder found in Plugins Twilight Materials If you have the Organizer Script plugin be sure to exclude TWILIGHT by adding it to the exclusion text file BEFORE OPENING SKETCHUP 17 Close Reopen SketchUp and Install the license via the Options Dialog in Twilight Render
65. in clear ipg Comm Files of type Common jpa jpeg png bmp gif Lighting From Scene Convert Light Editor 1 Standard Spot TES Projector SunSky i Scene environment and render background Sun amp Sky Options Tab The Sun amp Sky Options Tab gives full control over the environment Here it is shown out of the box with all the default settings The default settings should Background I Sky Type Sunlight Enabled pie a ola Physical Sky Sunlight Casts Shadow Sky Bright YE DES H Soft Blurry Shadows 1 000 Sunlight Color Dusty Sky Turbidity te 2 000 Background Color work for most cases Here is where you can turn off the sun The sun is enabled for your convenience whether or not the shadows are turned on inside of SketchUp This allows one to work on larger models with the shadows off in SketchUp but still have them on when hitting the render button white Sunlight _ Background Sky Type Choose the desired sky type from the Background Sky Type menu Background Image Maximum Sun Intensity 5 000 Background Sky Rotation Angle 180 1 Physical Sky Default to start as it changes with the time of day and location set in SketchUp Physical Sky also contributes good lighting from all directions onto the model Recommended Sun Settings 2 Background Color Centered Image Tiled Image
66. ing system There you can utilize smooth camera animation rendering and inserting hi poly vegetation content along with the Instancing Brush for populating quickly hundreds of thousands of instances of objects Also by leveraging Kerkythea you can do advanced in depth material editing save and share material libraries for future use create and share specialized render setting presets for use with Twilight merge in other file formats like models in obj format into your scene and much more Ver 1 3 r1 sif Twilight Render 2010 et soi Back to Top by Twilight Render ooh Ones Settings Window Frame Render Camera Advanced Anim Method and ARE TE For pp ren Render Tab Frokar Fhe midh and Rhainhk mF weenie randarad ire The Preset Tab has four parts 1 The Render Preset List Render Size resolution of the rendering 2 3 Fit To View Proportions 4 Saving Render Method Incremental Save Preset 07 High E Presets snd 1 Render Preset List i Express 1 1 Easy The Render Preset Window lists all the render setting presets available for use with Twilight 24 Ad d 3 ae To set or choose the desired render preset simply click the name of the desired preset You F Tech will see it Loaded into the Preset line This window has a Presets Folder Tree The Folder Tree is showing the folders containing render presets that are located in the Twilight Plugins folder on the hard
67. l if you are upgrading a version after v0 19 your version number is in the Twilight Options dialog The email contains the text you will need to paste in after reinstallation 1 Copy your Twilight Materials folder to a safe place as a backup just in case this may be an unnecessary step TWL likely will not uninstall any extra mat packs you installed yourself C Program Files x86 Google Google SketchUp 7 Plugins Twilight Materials 2 find this file on your machine and double click it C Program Files x86 Google Google SketchUp 7 Plugins unins000 exe 3 Uninstall should now be complete Look in the Plugins folder and verify that the Twilight Folder has been completely deleted Now to verify the uninstall 1 Find a file called AppData Twilight on your computer This can be found on Windows Systems in a path something like you will need to enable the viewing of hidden folders in Window s Folder Options XP C Documents and Settings Customer Application Data Twilight Vista C Documents and Settings User Application Data Twilight or C Users Username AppData Roaming Twilight Windows 7 C Users Your_name AppData Roaming Twilight 2 Delete that file if it s still there Reinstallation of Twilight Render 1 Restart your machine 2 Rename your SketchUp Plugins folder to PluginsBAK C Program Files x86 Google Google SketchUp 7 PluginsBAK 3 Create a new folder called Plugins C Program F
68. l save much time in processing and rendering It is wise to be extremely cautious when utilizing models posted to the internet and available for free Downloading models such as from the Google 3D Warehouse This is due to the fact that many of these models are not built with the intention to render them they are not built correctly they may contain a lot of superfluous geometry or materials or they may not be built to correct scale Typically packages made professionally and posted as groups of models as a resource from a manufacturer are safe to utilize but many of them have problems as well 7 Twilight Material Appearance Priority Order 1 Any face with a Front material applied will always use that material 2 If not If that face is in a group or component if that group or component has a material applied it will use that material 3 Finally if the face has a back material applied that material will be used 8 My Dialog Box is missing or somewhere off screen There is an option in Twilight gt Options gt Dialogs for eu dilie resetting all saved dialog positions If you choose it Directories and Files This page provides system options for the various dialogs and editors in Twilight it will restore the Render window to it s default Dialogs n i l m p Advanced Reset all saved dialog answers position Reset All Saved Dialog Positions About Twilight language Reset all saved dialog positions
69. l shine light but not be visible in the rendering as the light source You may also choose to load an IES Data File into a Light Emitting Material with this pull down menu Shininess 15 000 EdgeLine 0 100 A v sss F liweld Verticec f Materiais IW Render 12 SubSurface Scattering SubSurface Scattering is the phenomena of light scattering along underneath the surface of a material causing a glow in some lighting conditions A good example is a piece of translucent plastic covering a light fixture jade stone or a wax candle SubSurface Scattering can require higher quality render settings to look satisfactory They will not show up correctly at all in Easy 01 Prelim or Easy 02 Low Using an Easy setting will give better results Using Progressive Rendering methods will guarantee good results Easy 09 will give the best results only when using Light Emitting Surfaces or HDR lighting Easy 10 will give the best results in all lighting conditions SubSurface Scattering template will not typically render correctly on a single face The model must have a real world thickness and follow similar rules to modeling for using the Realistic Glass Template Most importantly the model must be a valid solid that is water tight and be of accurate scale To use the SSS template ds Apply a SketchUp Material Color to your model 2 Apply an SSS Template to that material 3 Set Alpha Opacity and SSS Den
70. mages to light an Interior It s better to not use sun in conjunction with an HDR in the Sky but for artistic effect this is common practice In this case changing lowering the power of the sun and or changing the intensity of the sky and or lowering the exposure of the rendered image may be advisable In Twilight one also has the ability to save an image as an HDR In this case one would do so in order to have the ability to take advantage of the darkest and lightest areas of the image where in a normal image some of these areas may not be able to be seen clearly with an HDR one may tonemap them using a photo editor to get the greatest visual tonal range Of course if the Camera is set to Spherical and the image is saved as HDR you will have a spherically mapped HDR image of your model Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 42 of 54 Page Reference IES Data Files ies IES is a file format developed by IESNA a consortium of illuminant manufacturers and other Agencies It contains manufacturer data and Photometric data that show the light distribution pattern of the illuminant typically a specific light fixture It is typically available from the lighting manufacturer s website alongside the other technical information for the light fixture Download the ies format text file and use the IES Photometric Light Options Tab in The Light Editor Dialog to Browse to the ies file Now th
71. mes Low Medium and High the render setting preset assigns more than 100 different parameters automatically Choosing wisely is important It will be the tendency of an inexperienced person using Twilight to automatically choose High as their render setting In actuality an experienced user may find that Medium gives great results most efficiently in many cases Also it is wise to render preliminary renderings on the Prelim setting If there are many lights more than 10 and no metallic or blurry reflective surfaces the Low render setting could serve quite well and render very quickly indeed While if there are blurry metals or blurry reflections on surfaces then a settings with a will be a better choice 09 Indoor Progressive will be one of the best quality but will have longer render times in many cases However it may serve well as a fairly quick preview for larger scenes AA Anti aliasing is built into all Easy settings except for Prelim It varies in quality per Easy setting Easy 03 Low Mataas Some materials are specially made to fake some effects no shadows fake light and can only be rendered this way with Easy Settings 1 8 Some materials will render ok with the Low High render presets but will be best shown in the progressive rendering methods blurry metals translucent and Sub Surface Scattering materials All materials render well with the progressive rendering methods but t
72. models are facing out as the normals are used for calculating much about the light passing through and bouncing from this surface 7 Architectural Glass The fastest rendering and best looking glass for most architectural renderings will be found in this template For the quickest architectural renderings with glass draw a single face to represent the glass surface paint this face with a glass material from SketchUp and then apply a choice from this template to that glass material When using a non progressive rendering method the template without shadows will render very quickly and allow the most light to enter an interior room Set IOR to 2 2 and change color of reflection to darker grey for a tinted glass look These material templates are by nature not physically accurate but are useful for many artistic applications and render nicely in all methods 03 21 10 Date Te LECA Materials 8 Metal Making a great looking metal is as simple as a click here After applying a template you can change the color shininess reflection color bump mapping etc to make it look however you like Remember that metals will look great in Twilight but require high render quality and may take a long time to render nicely Using an Easy Render Setting with a sign will bring nice results 9 Brushed Metal Looking for a brushed stainless steel Look no further Aluminum or other brushed look metals can be based on these
73. ng If your model is not updating materials or geometry when you render be sure to check that this setting is set to All and re render This settings remains across sessions so remember to set back to All when closing the SketchUp file 2 Grouping Method There are two methods of grouping the content of a scene One fast and one slow They are both of equal quality Definitions Instances processes any component definitions in the model as an i instance for Twilight to render This not only increases the speed and efficiency of processing but also the speed and efficiency of rendering Per Material ignores components in the scene This method could be very slow for larger scenes It will also increase render times for larger scenes or cause your machine to run out of RAM It is not likely that you will need to change this method Try this method if having trouble exporting a scene to XML or to help in more easily editing materials in Kerkythea 3 Threads Threads Number of Threads provided by your processor s to employ in rendering the image Multithreading means that the computer is utilizing more than one Thread to do a task Twilight will by default render with the maximum number of threads found on the machine Twilight s render process is always in Low Priority Mode so as not to disrupt other processes on the machine Eventhough it is using all threads this allows you to continue working in SketchUp and other pr
74. nt face will take precedence then the material on the component or group then materials on back faces 3 Materials painted on the front face will take precedence of the materials painted on the back face Set the view of your model in SketchUp to Monochrome in order to quickly see if it is the front face that has been correctly painted with the desired material 4 Be sure that there are not 2 planes with different materials sharing the same 3D space If this happens sometimes you will see one material rendered in SketchUp s view but the other plane and material will show in the rendering 3 have changed some geometry in my scene but the rendering keeps showing the old geometry and will not update it 1 If your model is not updating geometry when you render be sure to check that the setting for Processing Geometry is set to All and re render 4 There are black speckles noise all over my rendering Be sure that any light spotlight or omni light is not touching sharing 3D space with other geometry or another object in the scene Keep lights approximately 2 inches 5cm away from adjacent geometry Ine 49 mA P A Tranhinhkt t DnnAne AAAA 2 9 ver 1 0 ri sli Twilight Render 2010 Noel Rendering 5 When start the render it says Processing had errors but continues rendering Processing had errors T 1 Are there layers or materials with strange or non latin characters in their names Fo
75. o 1 and load the IES data for the fixture using the IES tab in the Twilight Light Editor Rendering it in Easy 09 or 10 for interiors will be most accurate To calculate the power for light emitter surfaces is a bit more complicated Let s say you have a large space and you want to light it all quickly and evenly with just 2 lights We just said above that we don t want to fake lighting typically so what are we talking about here Occasionally you will need to use some creative lighting to render quickly yet still look good So for your average space just light it as is but for a huge gymnasium with 200 light sources there may be a better way anything over 15 lights is considered a lot of lights for Easy render settings 1 8 Create a plane below the ceiling Hold if off from the side walls about a foot 30cm Then paint it with white and rename it Emit then apply the Template Emit 100w m2 Select the face in SketchUp and look at the Entity Info to see how many meters squared it is then go from there to figure out the power you want it to emit If you want a total emittance of 1000 watts to light the entire space large dining hall or airplane hangar and your plane is 5540sqft 515sqmeters and you apply the 100w m2 light emit template this will mean that the plane will emit 515m2x100w 51500watts This is too much so change that to what you want and put that amount of watts you want it to emit 1000w 515m2 1
76. o Top by Twilight Render 29 of 54 Page Materials Material Dialog Terminologies After Applying a Material Template In order to help make modifications to the material here are some explanations of terms Color 198 155 Color Channel Texture C Documents and Sett There are three main Channels for most materials in Twilight The first and Main Channel of the material in most cases is the Color of your material This is also known as the Diffuse Color Color can technically be a Color an RGB value or a Texture an image This is the Color or Texture of the material when viewed in purely flat indirect light To choose a correct color imagine what color the material is on a completely overcast day In fact to create your own hi res textures you want to take hi resolution pictures of your textures with the most flat lighting possible such as on a very cloudy day For this reason pure white should not be used as a color as it should have room to be whiter when light shines on it In addition pure black should not be used as it should have room to be darker when shadows fall upon it There are no materials occuring naturally that are pure white or black For white it is recommended to use 90 95 gray For black it is recommended to use 10 20 gray Reflection white a Reflection Channel ji SA The Reflection Channel is the color you see when bounced
77. odels that will be used more than once in your model or with any model that will be used many times and slow down your work in SketchUp Geometry should be drawn on Layer 0 then select the geometry and turn it into a component That component should be placed on a unique layer called something such as High Poly Object Layer Now Create a bounding box around that High poly component and erase the faces so that there are only edge lines Turn the edge lines into a component and place that component on a unique layer called something like High Poly Guidelines Select the two components and create a new component called My Combined Component on Layer 0 Now turn visibility OFF for the layer High Poly Object Layer using SketchUp s Layer Dialog Visibility Check Box Do NOT hide the geometry it will NOT render Then select the component one may choose Render all Layers in Component from the Right click gt Twilight Context Menu 8 After changing a component to have it s layers rendered whether or not they are visible you can set it back to normal by choosing the component again Right Click then choose Twilight gt Render only visible Layers in Component oO eS Ye Note that if there is a smaller component located inside the larger component known as a nested component this choice must be deliberately activated upon all nested componets If you have enabled the Render all Layers in Component option fo
78. ograms while rendering with little performance degradation depending on the machine and render method Please avoid changing this setting unless you know what you are doing Rendering Settings x Render Camera Advanced Animation 7 Configure your animation settings Animation requires 2 or more Sketchup scene views Scene transition and delay time will effect the animation prsssuareessranannnsnosnrsnssansnosnren OO EER R SRA T EROS EES OSE EER ACES ESOS RODS senan nesa EERO O ERAS ORE SER ASCE E SORE EER asensnees nan sseanneesna EE a are Es Time 4 00 f 4 00 5 Rendered Frames 61 i a Start of Animation fs io End of Animation s 4 000 Animation Tab 1 Animation Pull down Menu Choosing Only View will turn on animation rendering and cause Twilight to render the fly thru animation as it has been set up to do in your scene s tabs utilizing SketchUp s native scene animation feature Any scene which has been excluded from the animation by unchecking the Include in Animation check box in the SketchUp Scene Manager Dialog Box will likewise be excluded from the rendered animation in Twilight See Also Proper Animation for SketchUp See Also Batch Rendering See Also Codec Info p Set Scene Delay to Zero 0 before rendering your animation If not SketchUp s animation control will tell Twilight to render the same frame over and over for the duration of the Scene Delay
79. oose Spherical Sky then Click the Texture button to load the Spherical Sky image 5 Sky Probe This is for HDR images that are mapped specifically as a spherical probe They look like a circle See Fig 2 It contributes to both scene lighting and reflections A Probe image will be identified as such on the web page where it is downloaded If an HDR is loaded as a Sky Probe or vice versa and it is NOT a probe but a Spherical Sky instead it will result in odd lighting for the scene Simply change the Sky Type to be the appropriate type and re render A Tynanlinht Dandar INAN 02 91 10 Nate Twilight Render 2010 03 21 10 Date J ay ae Materials The Material Tool The Material Tool allows you to quickly apply physically accurate material properties to any SketchUp material painted on a face in your scene Good materials are key to a good rendering With Twilight s Material Tool it is easy to convert your SketchUp materials into good materials With Twilight you are not creating new materials but modifying the materials you already have painted in SketchUp Hi res textures applied in SketchUp are automatically optimized by SketchUp for quicker display while working but the hi res texture linked to the material will be passed through to Twilight and used for rendering If there is no material applied it can not be edited with the Material Tool It is important to note that the Default material in Sketc
80. oose from a list of all lights in your scene to edit Chooseing All Off will disable all lights including the sun It will NOT turn off the Sky To disable the sky simply choose Background Color as the Sky Type Backgrounds will not contribute light to the scene Standard Light Options Tab Naming lights is important for good scene organization and for ease of the next user to find what they are looking for Enabled check box turns the light on or off Casts Shadow check box only works for lights when rendering with non progressive rendering methods such as the Low High render presets Soft Shadows check box turns the soft shadow on or off Realistic lights usually have soft shadows Light Color box will accept RGB values as well as the common color names Cicking the color swatch button will pull up the Color Swatch dialog Light Bulb Size is a radius size so type accordingly This controls not only how the light will interact with adjacent geometry but also the soft effect of the soft shadow The larger the radius the softer the shadow Light Strength With IES Data Files the light strength should be set to a power of 1 Light Strength and hotspot falloff information for spots play crucial roles The Attenuation is the amount a light will dissipate In physics this is typically by the Inverse Squared Lighting Spot Options Tab From scene Convert Cight Editor
81. ore with little fuss e Render Animated Lights Sun amp Sky or Objects Object animations created with SketchyPhysics or ProperAnimation for SketchUp are supported these plugins are available separately from their authors e Automatically Recognizes Alpha channel for PNG PSD Tiff TGA images when applied to surfaces in SketchUp e Save images as jpg png bmp tif Adr exr e Render Quick Concept Images or get as Photo Realistic as you want to make it e Render Edges of Faces and you keep full control of the edge thickness e Languages choose one from the options menu English Spanish French German Chinese Japanese and more to come Wherever the name SketchUp is used it is noted that it means Google SketchUp Google Inc and SketchUp are copyrighted trademarked entities and are not affiliated with Twilight Render Edges that do not form faces can not be rendered Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 1 of 54 Page Contents Twilight Render User Manual Table of Contents Twilight Render 1S a cascextacantendehieccscueatdanawdsaeiedeataiedusaqesdabsdsdeaes 1 Section 7 Position Scene View TOOl c eceeecceesesseeeeeeeeeeesstteees 39 OITA A 4 The Position Scene View Frame 39 To render your model in 6 simple Steps eeeeeeeeees 4 Focal Point Center AXIS 0 ccccccccsccceseeceeeseeeeeeeesseseeseeeseesnaees 39 Great renderings need four
82. ou may leave it at 0 or if rendering an Configure your animation settings Animation requires 2 or n in n shoe SREFEHLIN seers eae ee eda ay animation in pieces may choose any second of time to start the animation time will effect the animation rendering sequence OnyVew y 3 Stop s TE EOE SOE RRS Eien es This will read as 0 zero at first If you have 3 frames you have 2 transitions katk Anakan between them If SketchUp s Animation Transition Time is set to 2 seconds then o a 2 transitions x 2 seconds 4 00 s of video If rendering an animation in pieces you can specify any second where you want to stop the animation End of Animation 3 i j 4 000 al 4 Jump Frame Rate Tames TEN Clicking this button will cause the view in SketchUp to jump to the frame at the 15 000 time specified in the dialog box or step through the animation using the Arrow Radio Buttons 23 Base Image Name CA Documents and Settings Customer My C 5 Frame Rate V Reuse lighting information The Number of Frames Images Needed per Second of Video also thought of E Allow SketchyPhysics to run as the Rate the Frames Are Shown Per Second Commonly Used Frame Rates 6 Base Name 30 Standard television When rendering the frames of the animation Twilight will automatically change the 24 Standard film good for computer playback name of each frame to have a number after it Click
83. ow SkyPortals_Twilight Dm Low render settings are fast because they tell the lights not to cast a lot of light rays Therefore they will not work well for your scene attempting to light an interior with light only coming from the Sun and Sky Higher render settings are required so that more rays are cast and therefore hopefully more of these random light rays make it in through the openings into the interior of the model l E 64 m EE The Sun and Sky cast light rays onto your model in a random way lf some of those rays make it through an opening and bounce around inside your model they will light up your scene If only there were something that told the Sun and Sky exactly where the openings into the model were and acted like a door man for the light rays saying come on in here guys that would be useful A Sky Portal is just that It is a plane that covers any opening into an interior model and acts like the door man When working properly it will take ALL rays of light from the Sun and Sky and bring them thru the Sky Portal e This plane must have the Front of the Face facing IN towards the inside of the model e Pick any unused color in SketchUp s material pallette and paint the Front of the face of that Sky Portal Plane e Now in SketchUp s material editor rename the material something like Sky Portal e Now with Twilight s Material Tool apply the Sky Portal Material definition from the Library called Sky Po
84. r from the Scene Choose an object to render and start the rendering Twilight will p ask to only render the selected object If you choose yes you must be sure to select a light to render with the object as the lights selected are taken into account Grouping Method Gene ee eg ee ee Definitions Instances Per Material PF Isane Pane File lane History H To find out how many threads your computer has Open Task Manager in Windows right click your desktop and look at the Performance Tab This example shows a machine with 2 threads Advanced Tab 1 Content Updates There are several ways to have the scene updated All makes Twilight process everything in the scene for every frame or image that will be rendered Camera amp Lights or Camera Only tells Twilight that you have not changed anything in the scene except a light or camera This causes the processing phase of test rendering progress to go much more quickly for doing a series of test renderings on large scenes since it will only be updating the lights and cameras None will re render with last exported content as if there have been no changes to the scene at all Camera amp Lights Only mode should be used cautiously because it is easy to forget this option has been set If something changes in the geometry or materials of the model the user will wonder why they have not been incorporated into the renderi
85. r a component yet something on the same layer within the component will not render be sure to check if that object is inside of a nested component Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 47 of 54 Page Reference IW Render Reflection Maps Specular Map Using a Reflection Map or Specular Map one can precisely control the ii amount of light reflected Related to Alpha Mask or Bump Maps the Reflection Map reacts so Black No Reflection Gray Percentage of Reflection HIE White Perfect Reflection Combining a good reflection map with a good Bump Map will make extremely photo realistic materials ee To assign a Reflection Map in Twilight after assigning a Template 1 Choose Texture under Reflection Material slot E A TE 2 Browse to and load the reflection map texture Eie Wood Bamboo Mec 3 RGB Red Green Blue RGB are the Red Green and Blue values numbers used in order for a color to be displayed on a computer screen An RGB value is written as rgb 251 190 36 in Twilight dialogs Other related ways to modify a color in SketchUp s material dialog are by using the Color Wheel HLS Hue Lightness Saturation and HSB Hue Saturation Brightness For those experienced with rendering and desiring more than Specular Reflection control via a true Reflection map this is available in Twilight via Kerkythea Materials R
86. reign characters should be getting filtered automatically but using only non accented letters may help 2 Was a material applied in the model from a material library which is not installed on the machine having the error Find the missing material library and put it in the Plugins Twilight Materials folder 3 Was there a material applied for which a texture file is now missing for some reason Find the missing texture and put it in the same file with the skp file 4 Was there a light in the scene which incorporated an IES photometric file in it s definition that is now missing now on a different computer Find the IES file and put it in the same file with the skp model 6 can not render my scene using Medium or High settings but it will render with Low Some may find that for high geometry scenes with a lot of lights will simply not render at all on their machine with the Medium or High settings This is due to the fact that the machine will be running out of RAM to contain all the information necessary to complete the rendering The scene should render well with Easy Setting 09 Interior Progressive Another possible solution would be to eliminate any lights that are not significantly contributing to the scene also to be sure anything in the model that appears more than once is made into a component and the components are copied not the non component geometry Leveraging the power of components in SketchUp wil
87. rtal e Now when rendering with any method it will be working with all light info possible from only the Sun and Sky light outside e Easy09 would still be the render method of choice e However even if rendered with Easy 02 Low you will get high quality lighting considering how little light set up has been done e Rendering time will increase significantly for non progressive render methods because of all the light bounces now being calculated so start with the lowest render setting possible and work your way up when using Sky Portals Conversely render times for Easy09 or 10 may actually decrease difficult to quantify this because of the view scene dependancy Keys to Sky Portals e Use the least number of surfaces possible no curving surfaces e No light must be able to enter from the Sun and Sky into the model from any other way except through the Sky Portal e f 3 windows are on one wall be sure to use a single plane to cover all 3 windows the fewer portals the better faster e Be sure the portal covers completely intersects the window or opening not a crack of light may enter the opening without first going through the portal e Be sure the face is pointing into the model the direction you want the light to travel from the sun and sky to get into the model NIXINDAIAN Aata 03 21 10 Date S ECA m of 54 Reference Spherical Sky Skies Background A Spherical Sky Background is an image that is ma
88. s focal point Measurements A secondary Red Green Blue axis of dashed lines will also appear in the scene to represent the center for the position of the Focal Plane The Focal Plane is an imaginary plane that is perpendicular to the camera and represents the distance of the camera s focal point from the camera s lens A camera s focal point will always be on the Focal Plane in the center of the view Now after choosing any point in the view as the focal point this axis will update to show where that Focal Plane actually is in 3D space Rotation Orbit of the View After clicking the Position Scene View Tool clicking on any point on any object in your scene and dragging the mouse will orbit the view about that chosen point Pan the View After clicking the Position Scene View Tool holding down the Shift key while clicking your mouse button and dragging will pan the view on that chosen point Look Around Swivel the Camera am After clicking the Position Scene View Tool holding down the Alt key while clicking your mouse button and dragging will swivel the camera as if it were on a tripod Similar to SketchUp s native Look Around tool A AE Focal Point ey After clicking the Position Scene View Tool holding down the Ctrl key while left clicking a point in the view will align the Focal Plane represented by the camera s Focal Point Center Axis with that object in the scene without visibly changing the camera s view in SketchUp Holdin
89. sed the entire scene once it will automatically do so After that each time a rendering is started it will only change the lights and cameras but the materials model will be reused from the last rendering This speeds processing greatly on large scenes after the full model has been processed once and you are working only on modifying lights or cameras and find yourself re rendering multiple tests When rendering architectural animations where the camera is the only animated object there is no need to change this method on the Advanced Tab simply choose ViewOnly in the Animation Dialog Type pull down If you find you have changed geometry or materials and they are not being updated in the rendered scene be sure to check if this option is enabled If so change it to process All once again Multithreading and Rendering Machine Recommendations Twilight will render in Multithread mode on most Windows computers running SketchUp or a virtual Windows set up for Mac users Threads Number of Threads provided by your processor s to employ in rendering the image Multithreading means that the computer is utilizing more than one Thread to do a task Twilight will by default render with the maximum number of threads found on the machine However computer prices are affordable today with machines available now that have processors that utilize a technology called hyperthreading that gives them 8 threads This means it is affordable to
90. seenereeuaaadacadensae 43 To place an Omni Light in your SCENE ee eeeeeeeees 23 IES Data Files AGS cc diccstivessaveonsdnreertieataceivitevisatteniumiietitecedes 44 Light Portal see Sky Portal s n nnnenenennnsnsnnenenniririnrsrsrserrrsrens 44 Section 3 The Spot Light Tool cccssc0sdescasracedheacesecssdocaedienencteses 24 Light Through A WVIGOW fo ccac cscasscnueecerercemsiacscncasanteetseebtecetes 45 To place a Spot Light in your SCENE c ce ceeeeteeees 24 Lighting An Interior SCONG cccccecesssssscsssseessessesseeseeseeeees 45 AVE VCTIE Ulla C6 fee ee eee 46 section 4 The Light Editor Dialog cccccsecseeseeteeeees 25 Model Processing Phase ccccssscssscssssssesssessssesseeees 46 Standard Light Options Tab ccc ceccseseeceeseeeee 25 Multithreading and Rendering Machine Recommendations 47 SPOL Options TaD ee ee ee ere ee 26 Post processing aka Post Pro or PP ccccscsscsecseeseeees 47 IES Photometric Light Options Tab eeeeeee 26 Proper Animation Mover rb Animation Plugins 006 48 Projector Light Options Tab ou ceceseseeseeseeeen 21 Proxy Object or High Polygon Object Handling 08 48 Sun amp Sky Options Tab cccesssssseseessssseseeeees 28 Reflection Maps Specular Map cccccsssesssesssssceeseeees 49 RGB Red Green BMI i idtiosesccschoseniscoctcousdonndsdavietaewiondtanaines 49 Section 5 The Material Tool ce eeescssssese
91. sesesseseeeeeeeesnees 29 share a Twilight Render Scene with another user 50 Material PreViWS ccccccccccscsccesesseeeeesneecesenteeeeeeeeeeees 29 SketchyPhysics ANIMALIONS ccccceesseesseseseessecsseessessseeeeees 51 Material Templates cccccccsssecsessscsssseessseeeeseesenees 30 Sky Portal for interiors using only Sun and Sky 52 Material Template Choices OVErVieW cccccceseseeeeeees 33 Spherical Sky Skies BACkQround 0 eceeceeceseeceeeseeeeeeeeeees 53 Material LiDrari S 00 ceeecessececsececeseeceseseeseaeeessnseeeeeees 37 Themes for Twilight User Interface cccccccscetsteseeseeeeees 53 Two Point Perspective 2 Point Perspective eeeeeeeeeeeeeees 53 section 6 The Twilight Options Dialog eeeeeeeeeeees 38 MU E EE AEE E E A A AEE E T 54 Directories and FileS ce eeceesecsessecceseeessreesseeesenneeess 38 BEUS o EAE E AE AA A E EA 38 PV INCE A 38 E EE T EE EEE A A A AE E E 38 Twilight LanQUuage cccceccccssscssssseesssesstesseesteess 38 Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 2 of 54 Page Overview Overview To render your completed SketchUp model using Twilight follow these 6 simple steps 1 2 3 4 5 6 Insert Lights The physical Sun amp Sky are automatically set using SketchUp s Sun and Shadow settings Apply Twilight Material Templates to SketchUp Materials metal glass pl
92. sity for the material as desired 4 Change color of material as desired It is recommended to leave Reflection Color set 5 to White Be sure lighting in the scene will display the SubSurface Scattering property of the material Direct flat lighting of the object will not render this property well Note the back lighting in the examples to the left Color rgb 25 51 0 lal ZE o lt p f0 Red 102 Alpha 10 000 i fi Cara 750m lt gt ooo Sat 240 Green jo CololSolid Lum E Blue jo 555 Density i I eld Verti Vy 355 555 Density E Use Edge Lines 1 000 Refresh Type SubSurface Scattering Rubber Ball pr Type SubSurface Scattering Gum ES es SS 60cm 7 T Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render Orea Edit Library Plastic transluscent useful For modern lamps 4l Edit Library 100 Watts Tungsten 4l Edit Library Lampshade_Amber_Light 4 NK metals Plastics Sky gt z 4 555 Transluscent Ahd C Program Files Google Google Sketch x C Program Files Google Google Sketch x C Program Files Google Google Sketch x C Program Files Google Google Sketch x Type Default Custom Type Default Custom Type Default Custom Type Default Custom PoppyFlow PoppyFlow PoppyFlow PoppyFlow If you can not seem to get what you want from the Templat
93. the furniture such as people Also it is commonly used in architecture for post processing in a high resolution hi res sky image Ambient Occlusion This is a quick way of rendering ambient lighting It works best if the sun and lighting are turned off It quickly calculates approximates the adjacent shadows from nearby objects This is commonly known as how one object s lighting may occlude another s lighting Animation Interior One possible render preset optimized for interior renderings The Animation presets have something special in them that will avoid sparkles etc They will depending on the scene take longer to render than this one This setting will not look good with scenes using blurry metals or subsurface scattering materials pe ae der 2010 03 21 10 Ver 1 3 r1 sif 9 of 54 Pa a Back to Top by Twilight Render Depth Render Renders a greyscale image that assigns different values of grey for different distances from the camera Useful for post production in a photo editing program when manually recreating a Depth Of Field effect or complex masking fog effects or other post production tonemapping coloring tinting or highlighting techniques See also the Render Pass Reference Chart in the Tech Render Settings section Light Pass Renders an image showing only the light sources in the view This will include light emitting surfaces and the sky seen thru a window Anima
94. ting Projector Light Options Tab A Projector Light allows you to load a jpg image into the light definition so that the light will actually cast the image onto a surface This is useful not only when rendering an auditorium or classroom space where a projector might be displayed but may also be used for special lighting effects 1 Convert a Spot or Omni into a Projector using the Convert Menu 2 Click Texture button on the Projector Tab and browse to the image 3 Light color will be automatically set to BLACK Any other color will tint the image 4 Width and Height proportions of Light will be automatically set to match image dimensions Projector Light Component Shape will update accordingly Name the Projector Light using the Standard Tab 6 Increase Power of light to increase Brightness of image and use Exposure on the camera tab oI Cight Editor From Scene Convert Standard Spot IES Convert light to Projector EAER EFFE Light Editor From Scene Convert Select texture Standard Spot IES he Sun 5k Look in Rectangular projection with optionatmage d width 39 370 FNE i 2 A Height 39 370 My Recent Projected image Documents C Documents and Settings Customer My Documents My Documents qa Computer SunsetRovinj_clear jpg Wall_Stone_RoughBig Wall_Stone_RoughBigS y tif v ancel File name SunsetRov
95. tion Render Settings lf animating only camera you can lock the light cache by choosing Reuse Lighting Information checkbox in the Animation Tab of the Render Dialog This is a way of saying that the precalculation of general illumination will not need to be calculated more than once for the animation This not only saves render time but also causes the lighting in the render to have no flickering from varying lighting calculations However if you are rendering object animations it is not possible to lock the light cache So the animation settings were created with special attributes that allow for steady lighting throughout the animation without render times increasing greatly These settings are also proving useful in other applications as well such as with quick exterior renderings Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 10 of 54 Page ambientocclusionpass jpg AT j f diffusepass jpg maskrender jpg lightpass jpg depthrenderpass jpg specularpass jpg The Tech settings contain more Render Setting Presets organized by render method These are the legacy render settings for the convenience of Kerkythea users coming to use Twilight Here are some examples of Render Passes available in the Tech Render Settings Folder for use in Post Production Diffuse Texture Pass is useful for many things including test rendering animations G
96. ttings Username Application Data Twilight temp Vista C Documents and Settings User Application Data Twilight tmp_rnder tmp or try C Users Username AppData Roaming Twilight Windows 7 C Users Username AppData Roaming Twilight temp Ver 1 3 r1 sif Twilight Render 2010 03 21 10 Date Back to Top by Twilight Render 18 of 54 Page Save Image Image Context Menu Refresh Image Fit Image to Screen Stop Before Next Pass oe i a r The context menu when right clicking on the image gives you these options 1 Save Image This is the same as clicking the Save Button 2 Refresh Image Refresh Image will force the image to update it s progress By not updating the image constantly Twilight is able to save resources and render more quickly as well as allow you to continue working in SketchUp during rendering If the render window is hidden closed Twilight will refresh the image even less frequently and therefore improve performance and speed 3 Fit Image to Screen Fit Image to Screen will squeeze the entire rendered image to fit into the current Render Window size 4 Stop Before Next Pass Stop Before Next Pass is for use with progressive render settings If these render methods are stopped after only a few passes some pass lines may appear on the image due to an unfinished pass If stopping this method with the intention of saving the image it is better to use this choice instead of the normal Twilight stop
97. wilight s Material Tool 2 Click the Chain Link Button next to the Bump Channel this links the image of the brick to the Bump Channel driving the Bumpiness with the image of the bricks 3 Check the Invert box next to the Bump Channel Inverting the image makes the joints appear darker than the brick which is essential for correct Bump Mapping in renderings a Edge Line 0 100 C weld vertices 4 To get a more bumpy effect increase the Size number of the bump from 1 to 2 if still not enough increase it to 3 Bump over 3 usually becomes distorted not attractive 5 Change the Shininess from the default 20 to 7 to get a very subtle soft reflection Shininess lower than 7 generally will not give good results 10 Fast These materials may be the place to turn when lower quality settings are required for speed If using Medium settings but the Brushed Metal requires higher setting try Fast Aluminum modify color as desired It will render much cleaner in that setting than the highest quality metals will C Program Files Google Google SketchUp Plugins Twilight Preview cube IM Type Stone Custom Brick_Rough_Dark These material templates are by nature not physically accurate but are useful for many artistic applications If you are experiencing strange lighting artifacts in your renderings be sure to eliminate
98. xture for noise in the bump channel with the paint template can add much realism 3 Stone This template will not apply any image of stone but if you have painted a stone material onto a surface in your scene choosing this template will make it look great 4 Ceramic This template will not apply any image of tiles but if you have painted a ceramic tile material onto a surface in your scene it will give it the properties of a ceramic tile Then you need only add a bump map or simply click the chain link icon next to the word Bump to link the SketchUp material into the Bump Channel Twilight material definition See also more on Bump Maps Using a Reflection Map to eliminate reflections on the grout joints will add much realism 5 Plastic Many materials we see every day have a lot in common with plastic A wooden floor a table top furniture surfaces etc This is a powerful template setting up your material so that you can set the precise reflection type and Bump Maps and Reflection Mapping you wish 6 Realistic Glass If it s Realistic Glass you wish for you must build the model accurately realistically to proper scale If using the Realistic Glass template be sure the model you apply it to has a thickness and can hold water That is that it is a 6 sided cube a valid solid if using a rectangle in a model of a glass table top for example One should also always be certain that the Normals for all Faces on realistic glass

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