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V-Ray for SketchUp Manual

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1. Alpha Contribution ji H z Default_vRay_Material I Exclude all objects from reflectionfrefraction Z Optimize object exclusion A a Rav e Material Preview IV Trace Reflections V Double Sided IV Trace Refractions V Reflect on Backside Cutoff 0 001 J Disable volume Fog aa Update ie preview image to reflect changes made to the material Default_vRay_Material Tl Exclude all objects from reflection refraction IF Optimize object exclusion V Ray for SketchUp 18 Diffuse Layer Color used to apply color on material The m box onthe rightis usedto apply pattern and arrange sequence Transparency used to adjust the color transparency Black is completely opaque and white is completely transparent Update Preview Material Workspace Scene Materials Default_vRay_Material V Ray Material Editor Update Preview m _ _ Material Workspace Scene Materials Default_vVRay_Material ransparency IV Trace Reflections IV Double Sided IV Trace Refractions V Reflect on Backside Cutoff 0 001 I Disable Volume Fog 1 E J Exclude all objects from reflection refraction Alpha Contribution Z Optimize object exclusion Maps Diffuse Color m Transparency Zz m Options IV Trace Reflections V Double Sided IV Trace Refractions V Reflect on Back
2. 31 Material Reflection Layer This section is about how to add and edit the reflection layer Please select the red chair in the scene Click the Materials Editor icon in the V Ray toolbar Adding Reflection Layer 1 Click on the next to Chair_red under Scene Materials to pull out all the layers Right click on Reflection Layer Select Add new layer to add a new reflection layer for this material There will show Reflection under the material control section as it shows on the right Material Preview IV Trace Reflections IV Trace Refractioy IV Trace Reflections IV Trace Refraction Update Preview Cutoff 0 001 Update Preview J Cutoff 0 001 Material Workspace Alpha Contribution Material Workspace Scene Materials Scene Materials Alpha Contribution Chair Green J Exclude all object Chair Green Chair Orange Chair Orange Exclude all object Chair Red o Chair Red ee Emissive Layers 5 Emissive Layers Vv i a Reflection Layers Diffuse Layers yer I Bump m f Ba Refraction Layers Refraction Layers I Bump m T Ba Default_ Ray_Material I Displacement m T GI o Default _YRay_Material Ground 1 Ground I Displacement m Gl Vv Keep continuity K Keep continuity 2 To remove a new added layer right click 3 By
3. Metal Silver Metal Stainless Milk Plastic Orange Plastic Red V Ray for SketchUp 100 Sculpture Gray_Dot Sculpture White Dot Wood 01 lolipop V Ray for SketchUp 101 V Ray for SketchUp 102 V Ray for SketchUp 103
4. 1 Before you use the Floating License Server you need to run the Floating License Manger on the computer you will use as the server Click Start then All Programs under ASGvis LLC folder select Launch Floating License Manager Click Add existing license Z ASGvis V Ray Floating License Manager Manage Licenses 4dd existing license Buy new license License Server Start license Server 3 Enter the Serial Number select the amount of seats that you have and click Submit If you have more than one license you have to repeat step 1 thru 3 Request Floating License Enter a serial number to act as your master serial for this Floating License Server e Low Choose how many seats you would like to add From this serial number 1 2 Select the appropiate product and click OK ASGyis Products which product would you like to add W Riay For Rhino W Riay For Rhino EDL V Ray For SketchUp V Riay For SketchUp EDL 4 After you have finished with your licenses click Start license Server You will see the icon in the desktop toolbar ASGvis V Ray Floating License Manager Manage Licenses Add existing license License Server Start license Server Floating License Network Computer Setting up a computer on the Network 1 After setting up the Floating License Manger start SketchUp and select I have a floating license server and would like
5. Keyboard Operation By clicking on this icon V Ray will render where the mouse is pointed to first during the last pass of rendering process see image above This is very helpful for those who want to see the final result of particular part of the image If the result is not what you want hit ESC to end rendering process right away l Opens the V Ray Color Eme i 0 00 corrections box From ejejeje here you can adjust curves levels and exposure In order to see the effects you must click the corresponding icon Curves Exposure Curve color correctio a 0 39 0 08 Oo Levels o o o Oo s 8 7 6 05 4 3 2 o BELEE EIEE TO TNT gt Loom in out Arrow Keys move around the image V Ray for SketchUp 94 Distributed Rendering Distributed Rendering is the capability to render a single image across multiple computers This has the possibility of utilizing multiple computers which can greatly increase rendering speed V Ray can use up to ten computers with just one license In order for V Ray to utilize these extra machines there are two things that need to be done First there are needs to be a way for V Ray for actually use the other machine Secondly V Ray needs to be told to look for those machines Setting Up the V Ray Distributed Rendering Spawner The way in which V Ray communicates with other computers know as the slave machines is through a s
6. ad Transp Cutoff 0 001 pr Lighting on workflow In Global Switches W Maps 7 Filter Maps M Lights M Hidden Lights there is a section in the bottom right Bs ae be Show GI Only Override materials gamma correction To adjust the inputs check Correct RGB and output change the Gamma value from 1 to 2 2 V Ray for SketchUp 87 Caustics What are Caustics Caustic is a lighting phenomena created by some materials for example metal glass and liquid which either reflect or refract light around the object This happens when the light becomes focused by the materials resulting in a pattern of bright light Open file Chairs Caustics 01 skp open V Ray for SketchUp s Render Options Pull down the Caustic control panel at the bottom Check the on to open the Caustic effect Max Photons 50 Multiplier 1 ad Max Density fo Search Distance 20 At the beginning of the render the progress window will say that it is Max tree depth 30 average ee depth 16 5292 i i i i Ni ti 10672 calculating caustics Depending on the number of lights and the WNumber oftree nodes 10672 a i Number of tree leafs 4707 caustic subdivisions of each light this process may be very quick or take pose etic 7 Scene bounding box is 60 7306 1 70369 9 2 a few minutes Preparing direct light manager Preparing global light manager Irradiance sample size is 84 bytes Building caustic photon map Setting up
7. corrected linear workflow Gamma correction compensates for a monitor s tendency to display mid tones darker than they actually are Most programs embed the correction for this into the image but because of the nature of how V Ray processes color information it does not correct for this Ultimately the result is that the Vray Sky will appear too dark if it is not corrected for display on our monitors Also if the image is not gamma corrected the influence of the sky will not be accurate either Needless to say gamma correction is very important extremely so when using the V Ray Sun and Sky The image on the far left is has no gamma correction This causes the sky to be dark and its colors to be inaccurate The closer image has been gamma corrected which brightens the sky as well as having colors which accurately represent the sky s influence Enabling Gamma Correction In order to gamma correct images Render both the inputs textures and colors Reflection efraction M Batch render Low thread priority M Show progress window Gamma Correction Output 2 2 Input 22 Correct RGE I Correct LOR Textures Indirect Illumination and output need to be adjusted M Max depth 5 E with V Ray as well as not impeding z F Default Lights Shadows corner containing the controls for Don t render final image Correct LDR Textures To adjust the This is very quick and simple to do Hoy Wasp Lave 5
8. GROUND Self illuminated material can make the object become a lightsource itself It does not limit to a certain shape like a regular light type does Every part of the object can be illuminated and used as a lightsource Self illuminated material is perfect to create objects like light ball light tube light shade stylish lighting cold light and lit screen However emissive materials should not be used as the primary lighting for ascene If you are using a physical camera in your scene you may notice that your light emitting materials render black or darker than expected This is because the physical camera reacts differently to light than a regular camera does Because of this you may have to make your light emitting materials significantly brighter in order to be rendered by the physical camera V Ray for SketchUp 45 Adjust the Intensity Default set the Intensity to 1 Below images are rendered with Intensity of 3 left and 5 right Adjust the color Default set the color to white Click on the color box to change to a different color Notice that if the setting of the Intensity is too high the color of the object itself will become close to white Only the light come out from this self illuminated object will carry the correct color Sowe recommend you not to use this as anormal lightsource Just make it as a decorative object in the scene Please refer to below image chart for results of vario
9. IV Trace Reflections V Double Sided IV Trace Refractions IV Reflect on Backside Cutoff 0 001 J Disable volume Fog IV Trace Refractions V Reflect on Backside a aa af j 2 Alpha Contribution 1 Update Preview Cutoff 0 001 Disable Volume Fog Ton j 7 Exclude all objects from reflection refraction Material Workspace Alpha Contribution E Material Workspace Fc PON a Scene Materials Scene Materials Optimize object exclusiar SAREE Exclude all objects from reflection refraction Defaultmaterial Maps Rename F 9 DefaultMateriall Optimize object exclusion AE EE ERAAN i Ramya H o Default_VRay_Material Default_vRay Import Export Pack Select objects by material Apply material to object s Apply material to layers How to change the name of a material Right click on the name of the material you wish to change and select Rename The name of the V Ray Material Editor Material Preview IV Trace Reflections V Double Sided Material Preview l IV Trace Reflections V Double Sided IV Trace Refractions V Reflect on Backside IV Trace Refractions V Reflect on Backside Cutoff 0 001 I Disable volume Fog Cutoff 0 001 I Disable volume Fog Alpha Contribution 1 Update Preview I Exclude all objects from reflection refraction Alpha Contribution 1 a Update Preview ll objects f
10. m Transparency m Goseness 1 1m Tor 1 55 m Glossiness 1 m tor 1 55 H m Subdiys E Subdivs 18 es late erias Tranxeny AIR GREEN r Translucency Fog Colo IR ORANGE Fog Color p n Translucent IR RED I Translucent m Emissive Layers Fog Multiplier fi Thickness 1000 ua ba Reflection Layers Thickness 1000 g Muhip ET diffuse Layers I Affect Shadows Scatter coeff fo efraction Layers Scatter coeff fa T Affect Alpha sult_ Ray_Material I Affect Alpha UND gt Fudibekeoett E Image on the left is what you will get Do the same changes to the other two colors and you will get the image looks like the one to the right Under Render Environment change the background color from black to white and see what you will get this time ee V Ray for SketchUp 38 Fog Settings Explained The appearance of Fog depends on three parameters Fog color Fog Multiplier and object size The Fog color is a very important factor and the wrong color can make it hard to achieve your desired effect It is best to set your color to a very light or desaturated version of the desired color The Fog multiplier will be determined by the Fog color and the object size The object s size is important because Fog is created by calculating how much light penetrates an object Therefore a larger object will absorb more light than a smaller object This means that a single setting
11. 3 Click on the Update Preview again and you will see the transparency but without its original red color When you set the transparency to 100 white no matter what you have for diffuse color it will not show up It will render like right hand side image below io i i Refection Diffuse Color MB m transparency m Bam Refraction m Transparency m Glossiness 1 m tor 1 55 H m Subdivs 6 E Scene Materials CHAIR GREEN Translucency CHAIR ORANGE Fog Color E CHAIR RED I Translucent m oo Emissive Layers Reflection Layers a Diffuse Layers ti Fog Multiplier 1 Thickness 1000 nd I Affect Shadows Esmee Refraction Layers Scatt fF fa pes Ei Default_VvRay_Material Se al I Affect Alpha GROUND d Fwd bck coeff l 1 a foptions The color of refractive materials When you want to apply color to a refractive material the best way to do this is through the Fog Color which is located to the lower right of the Refraction dialog box 4 Click on Fog Color and change it to the same color as the original Diffuse Color Click on the Update Preview and you will see the red color show up on the material this time RL tse 15 xj Eril Editor Eril Editor iol xi Rin fect Se Diffuse Diffuse Color m Transparency m Color m Transparency m Refraction Refraction Refraction m Transparency m Refraction
12. Options Maps Update Preview Material Workspace Scene Materials Greenchair HO orang Redct Rename Remove Duplicate Import Export Pack Select objects by material Apply material to objectis Apply material to layer s V Ray Material Editor Material Preview Update Preview Material Workspace scene M Add material gt Gree A Import new material Orar Red Purge unused materi V Ray Material Editor Material Preview i Color Options Maps Update Preview Material Workspace Scene Materials Greenchair orani Rename Rede Remove Duplicate Import Export Pack Select objects by material Apply material to object s Apply material to layer s Apply material to objects on layer s l Eg Apply the active material to all objects on the Following layer s 3D CHAIR GREEN 3D CHAIR RED VRAY LIGHT Purge unused materials Right click on Scene Materials to select purge unused materials to remove materials which are notapplied onthescene objects You can not use undo to undo the change in Material Editor V Ray for SketchUp 22 Material Usage 01 Open Chairs Gl skpfile Select ground the objects Click in Material Editor over the V Ray toolbar right click in Scene Materials then select Add
13. Select objects by material Apply material to object s Apply material to layer s V Ray for SketchUp 20 How to export material Right click on the material you wish to export and select export to export this material The File extension is vismat the file is 1 KB This file can be imported packed or sent to other users later on Material Preview Diffuse IV Trace Re IV TraceR Cutoff 0 0 Alpha Contrit Update Preview T Exclude Material Workspace Scene Materials E 8 Defa Rename Remove Duplicate Import Export Pack Select objects by material Apply material to objects Apply material to layer s mM How to import new material ly Of amp Save in Materials gt Glass f metal My Recent Misc Documents Plastic File name DefaultMaterial b My Network Save as type ASGvis Materials vismat iv Right click on the scene material and select import new material then you can select the material you want Material Preview E Default_YRay_Material How to pack material Right click on the material you wish to pack and select pack This feature is very usefull because you can save Material Preview Update Preview Material Workspace Purge unused materials Mm 6 the te
14. The more objects you get the longer the rendering time you would need You will get the result as left image if you apply the texture map directly without transparency map The black background of the texture map is blocking part of the block The image on the right is rendered with transparency map Here is the object and the transparency map that we will use to create our label V RAY pOl SKETCHUP You will get the result as left image if you apply the texture map directly without transparency map The black background of the texture map is blocking part of the box The image on the right is rendered with transparency map V Ray for SketchUp 56 1 Open Block Red skp select the block and open its Material Editor Select Block RedMap right click on Diffuse Layer to add new layer and you will have the dialog window as the image on the right Change its diffuse color to red R 244 G 40 B 11 f V Ray Material Editor CA V Ray Material Editor Material Preview pi Material Preview Color aa m Transparency m Color E m Transparency m Options Diffuset IV Trace Reflections Double Sided Gdor F m Transparency m M Trace Refractions V Reflect on Backside Options J Update Preview Cutoff 0 001 I Disable Volume Fog Update Preview I Trace Reflections Double Sided Material Workspace Alpha Contribution 1 a Material Workspace M Trace Refracti
15. This means a much more natural reaction to light as well as an added dimension of control over the lighting of your scene There are also added ways to adjust your rendered result Type of Camera In V Ray s physical camera parameters you will amera see that there are three options within the Default Camera types of cameras The first is a still camera i on Type Standard Height 400 rc and the other two cinematic and video are for use with animations We will only be concerned with the still camera as the others are used to do camera matching with existing qd footage The still camera may still be used Type si camera i Override Focal Length Gyeride roy 45 Ss M suto Fib Cu Physical Camera with animations and produces great results stil camer came qd Shutter speed Cremer camere f 36 vi d Suter angle ES SEF zoom 1 Le Shutter offset o F number 8 2 white Latency 0 H Fim speed 50 200 WE Exposure Inthe real world exposure isthe act of light affecting the film or a sensor and there are three aspects that dictate the resulting affect of the light The first is Known as ISO speed The ISO speed refers to the sensitivity of the film or sensor Alarger ISO speed corresponds to a greater sensitivity to light The second aspect affecting the exposure is the aperture This corresponds to the size of the opening that allows light to pass to the film or sensor This valu
16. obtained through Irradiance Maps usually with lesstime than DMC soit may not be completely necessary to switch to DMC for final images depending on the situation V Ray for SketchUp 73 Secondary Engine Light Cache Light Cache is used for Secondary Engine to calculate light distribution in scenes Its calculated ina way that is very similar to Photon Mapping With Photon Mapping the calculation starts from the light source and collects light energy along way Light Cache starts from the camera instead Some advantages to using Light Cache are that It doesn t have many settings to deal with and it renders quite fast The image on the left is rendered with combination of Irradiance Map and DMC and the image on the right is rendered with combination of Irradiance Map and Light Cache The image on the right is Slightly brighter This is due to the fact that Light Cache calculates an infinite number of secondary bounces where DMC only calculates a predetermined number of bounces Although each of these bounces individually is insignificant their added affect increases the brightness of the image Subdivs is the most important factor for Light Cache Subdivs is used to decide how many light traced to use from Camera to calculate the light distribution The actual number of traced is the Square of the number of Subdivs As default of 1000 for example the actual number of traced rays will be 1 000 000 When determining how many Subdiv
17. 2 thread s Yv gt Building caustics photon map Examples Image on the left is rendered without Caustic effect Image on the right is rendered with it The values of Max Photons multiplier and Caustic Subdivs are all using default setting With the image on the left you can see a slight caustics effect This is due to the Affect Shadows option This option is actually trying to fake the caustics effect seen on the right V Ray for SketchUp 88 Go back to the Caustic s control panel Render it again with the Max Photons changed from 50 to 300 as the image on the right Compare with last page you will find the Caustic effect is greater this time and smoother Usually it s easier to spot the Caustic effect in a darker scene If the scene is brighter you can try increase the Multiplier to offset the difference Max Photons 300 Multiplier 1 Max Density fo Search Distance 20 E If you want to control the quality of Caustic even better other than increase the intensity of light you can also increase the Subdivs under Sampling from 1000 to 2000 or even higher But this will increase the prepare time for render Caustic effect Image on the right is rendered with Caustic Subdivs set to 3000 you can see the better quality of Caustic effect in this case Sampling Subdivs 8 Photon Subdivs 500 H Caustic Subdivs 3000 aa V Ray for SketchUp 89 Color mapping is used to adju
18. Name Address 1 Address 2 City Zip Country United States State Maryland Phone Phone 2 Fax Email fa License Information Purchase Number Master Number Seating oniy License type Local y 2 If you are connected to the internet you can try our Web Activation Click on Web Activation A box will appear Click on Activate now Web page activation X Activate now Following the link will bring you to the web page activation form IF clicking the link Fails to launch your browser you will need to copy the link and paste it into the browser manually When you reach the activation site you will need to enter the required information and submit it After the form is verified it will produce a response code Copy and paste that code into the text field below and then click Ok 4 It will give you a Response Code copy and paste the response code to the box in the Web page activation and click OK Web page activation E Activate now Following the link will bring you to the web page activation form IF clicking the link Fails to launch your browser you will need to copy the link and paste it into the browser manually When you reach the activation site you will need to enter the required information and submit it After the form is verified it will produce a response code Copy and paste that code into the text field below and then cl
19. OTS OTT TERT OTe TTT m accept the terms of the license agreement I do not accept the terms of the license agreement InstallShield 3 Choose complete setup type to install all 4 Choose the destination folder where program features click Next to continue setup will install the program Please select a setup type Complete 13 All program features will be installed Requires the most disk space Ocuson Select which program features you want installed Recommended for advanced users ce ar 5 Click install to begin the installation If 6 When the installation has successfully you want to change anything click Back instalLed click finish InstallShield Wizard Complete The InstallShield Wizard has successfully installed V Ray for Click Install to begin the installation SketchUp Click Finish to exit the wizard If you want to review or change any of your installation settings click Back Click Cancel to exit the wizard Activating V Ray For SketchUp 1 After installation open SketchUp Now the Product license dialogs will ask you to choose one of the three options 4 ASGvis Product License No license was detected Please choose From the Following scenarios License Types CT have a floating license server and would like to use that I have purchased a standalone license and would like to use that I wish to demo this prod
20. The plane on the left has a texture multiplier of 25 and the plane on the left has a multiplier of 1 You will notice that the rendered image is the same in both cases That is because it is does not matter the method that is chose only that the multipliers are inline with the desired effect The image on the left is an example of the different quality settings for displacement The plane on the left has an Edge Length of 24 pixels and a Maximum Subdivision of 6 The plane on the right has an Edge Length of 2 pixels and a Maximum Subdivision of 512 Here is a comparison of bump mapping left and displacement right Both the maps and intensities are the same As you can see the bump map is limited in its ability to create the depth that is capable with displacement Example 1 Example 2 V Ray for SketchUp 55 ransparenc What s Transparency Mapping Transparency mapping is another method using Bitmap to create materials The difference is that this is using alpha channel to get rid of unwanted part of the Bitmap saving only the part covered by alpha channel This is called a mask This is used mostly for creating product logos stickers and numbers Many users try to avoid using transparency mapping and model the actual object in the scene Although you can ignore material settings by creating the actual model of objects that will increase both the number of objects in the scene and the file size
21. This example shows that Environment light in semi open spaces usually doesn t lead to a proper solution the first time When begining to set up the illumination for interior space a first step should be to check how many openings in the scene allow environment light to come in This includes transparent objects like windows or doors It is also important to know how many lights are intended to be in the final scene as well as what time of day the rendering is meant to depict These are all very helpful for setting the Environment light correctly V Ray for SketchUp 67 Even if the Environment lighting is set to the desired level for the final scene you will still wind up having to adjust it based on the materials and other lights that will be added to the scene Very often the camera got moved during this process and the quality and brightness are not what you were expecting Even though the interior lighting is under control once the camera is pulled out from the box you will get the bright white rendered result as the image on the left It will still be necessary to add light in the room adjust the brightness and render as image on the right V Ray for SketchUp 68 Choosing different Render Engines In order to calculate indirect light within V Ray a render engine must be specified to compute those calculations Each engine has its own method of calculation and each with its own advantages and disadvantag
22. Trace Reflections gt IV Double Sided IV Trace Refractions Reflect on Backside Cutoff 0 001 IT Disable volume Fog Translucent material We ve talked about changing the Diffuse color to get the degree of transparency we want to create before White means 100 transparent black means 100 opaque You can create translucent materials with colors anywhere between white and black But now we want to introduce a different translucent material It is related to special light absorption materials Open file Translucency skp and render it you will get image like below on the left You will see that colors where partitions meet the outside box and at the base of the box are darker This is because the thickness of the object changes and the light travel distance changes also So the degree of light absorption varies To create this kind of material you have to check the Translucency option under the Refraction ee V Ray for SketchUp 43 Color am m Transparency i m Refraction m Transparency a m Glossiness fo2 m IOR i m Subdivs 8 A Translucency IV Translucent m Gii Thickness 1000 gt Eos ast Ml IV Affect Shadows Scatter coeff 0 I Affect Alpha Fudjbck coeff j1 4 IV Trace Reflections Double Sided lt I Trace Refractions I Reflect on Backside Cutoff 0 001 a I Disable Volume Fog Check the Translucent box under Translucency first Thickness is for c
23. antialiasing it typically produces quality results Proper Adjustment of the Image Sampler has a direct impact on the speed and quality of the final image For faster previews you can decrease the Image Sampler quality For final renders it is very important to have a correct setting because a poor setting can produce a poor quality image even if the lighting calculations are very precise In all cases higher subdivisions will yield a better quality image V Ray for SketchUp 92 Resolution of the Image Image size setting V Ray can ignore the size set up in SketchUp Open V Ray for SketchUp s Render Options Pull down the Output control menu and check the box for Override Viewport to have V Ray define the image size There are several size presets in V Ray to choose from User can also set the size themselves The unit used is pixel The Image Aspect value is the height width ratio for current size Click on the L to lock in this ratio Now when either the height or width is changed V Ray will calculate the other value automatically according to this ratio Saving your image Check the Save File under the Render Output and then click on the to set up the file saving path type and file name When V Ray finishes rendering the file will be saved accordingly Please note that next rendering will override the previous one with the exact same path type and name Width 320 a 640x480 1024x768 1600x1200 h
24. change the scale to World and now the sample size is in scene units The advantage to using screen units over world units is that with screen units more samples will be added to objects which are in the foreground of the image With world units many samples will be added to objects far away while objects which are closer to the camera will receive fewer samples Because of this issue it is recommended to keep the scale at the default value of screen V Ray for SketchUp 75 Lighting Dialog Box Below are all light types details supported by V Ray for SketchUp Eachlight content is different Other then color multiplier and shadow on off each also has Subdivs for shadow quality control Photon Map for render quality control Caustic Subdivs control and Bias for shadow offset The difference is only with Point Light which has the ability to adjust the radius of shadows Point Lights are the ones that need to control the Decay itself Linear Inverse and Inverse Square The last two Decay dramatically So when using Inverse or Inverse Square you must increase the multiplier That means Point Lights are very much affected by the distance from an object so it will take longer time to adjust these lights Rectangular Light IF Double Sided I Invisible I No Decay IV Ignore Light Normals I Skylight Portal T Store with Irradiance Map Point Light i Scalar v Decay Linear z Sampling ES Phot
25. get light from all around V Ray for SketchUp 15 The image is in blue tone is because the default environment color of V Ray is set in light blue of R 204 G224 B225 Please checkthe box under GI to enter the colorselections Changethe Sat from62 to 5 The color is changed to light blue of R250 G252 B255 whichis very closeto white ClickOK to exist then click on the blue render icon to color the image The image color becomes very close to white like the image on the right ouput m m Environment Faswn Hm I Reflection M Hm F Background m F Refraction fi Hm image Sampler Choose color Basic colors Ei Tel See EESTE ims Fes Hue 144 Red 250 Sat 240 Green 252 Define Custom Colors gt gt ColorlSolid Lum 238 Blue 255 OK Cancel Add to Custom Colors Because the chairs and floor are not assigned to any materials V Ray gives the objects SketchWp default white layer as material To know how to assign the materials to the objects and make adjustments we need to open the Properties tab Two ways to assign materials in V Ray 1 Click in the V Ray toolbar on the Material Editor to open it Create a meterial then in the SketchUp Material click in model and click the surface to apply the material dior Diffuse i Select Edit lt h D in model x a Update Preview Material Workspace Scene Mater
26. gianes eli OR gps 1 2 1 5 1 8 2 4 2 1 V Ray for SketchUp 35 1 0 O 0 00 O O e i lossiness Chrome 0 9 0 6 SSOUISSO SPUOID9 JON Samples of Reflection Glossiness Reflection Filter The filter color is used to apply color to reflections You can see that by changing the filter color on each of the renderings below the color of the reflections change The magnitude of this effect will change based on the strength of the reflections themselves In the case of materials which are very reflective filer color may be an effective way to change the object s appearance SSS ee in M Filter m n M Filter m m M Filter m 35 i m Reflection Glessiness fi m 3s f m Reflection Glessiness i m 35 fi m Reflection Glessiness i m V Ray for SketchUp 36 Refraction Layer Open file Chairs Refraction Original skp We are going to introduce how to add and edit the refraction layer Select the red chair from above to edit chair material Add Refraction Layer Select Materials Editor icon over V Ray toolbar 1 Click on the to the right of the Chair_Red and then right click on Refraction Layers Select Add new layer You will see the Refraction layer added to the right of the window V Ray MaterialEditor V Ray MaterialEditor Material Editor Material Preview a Update Preview Material Work
27. illumination HDR Environment Light Source Bitmap Environment Light Source Environment Light source for semi open space Choosing different Render EngineS sssssessssesscescsesscsecsreseeeee Classification of Light Bounces Primary Engine Irradiance Map Primary Secondary Engine Deterministic Monte Carlo Secondary Engine Light Cache Liohting Diallon BOX cs ccaysccarcaneesnseeedaueseseers E INARARO LAERE aaenneeeaes EEEE E E e ET A TET EEE ETE A ET A P The Quality of Shadow Radius for Shadow edge The Shadow Color DED EVN FSG ac ca eee cee esice vee eaean cae ee wee E EE What is Depth of Field How to find out the focal distance Size of Aperture Change focal distance PHYSIC AU CaO Ge a5 cccs ur sececosessneetcesiecgasess co oenseeaecescceecuuiwesssueese Type of Camera Exposure Adjusting Exposure Using Aperture Using Shutterspeed Using ISO Adjusting White Balance Using the Sun with the V Ray Physical Camera Accessing the Sun Properties Exposing Your scene with the Physical Camera Adding the V Ray Sky Time of Day and the Sun s appearance Changing the Sun s Appearance with Turbidity Changing the Sun s Appearance with Ozone Gamma Correction and the V Ray Sun and Sky Enabling Gamma Correction Using Color Mapping with the V Ray Sun 56 58 59 61 69 76 711 79 82 85 US CS Sec ecg ob hee hp ee ee oe E ee aw Oe ees What are Caustics Examples Color Map DG wicdcscena
28. images have been calculated with the same Min Max Rate yet the Subdivisions have been increased from 50 to 100 and the samples have been increased from 20 to 40 You can see in the arangement of the irrandiance points the little white dots that the second image is much smoother Basic Parameters Basic Parameters Min Rate 3 Max Rate 0 ET Color Threshold 0 3 or Min Rate 3 Max Rate 0 re Color Threshold 0 3 oe HSph Subdivs 50 i Samples 20 rs Normal Threshold fo rs HSph Subdivs 100 a Samples 40 ai Normal Threshold o1 a Distance Threshold 0 1 a Distance Threshold 0 1 E efx When Min Rate and Max Rate are too low leaking light happens even if the objects are joined together See image on the left for example This is due to lack of Samples when calculating the Prepass Of course this only happens when using Irradiance Map rendering engine The image on the left is rendered with Min Rate and Max Rate of 4 and 3 Youcan see light comes through the corner clearly The image on the right increased the value to 3 and 0 and you can see a big improvement MinRate H max Rate 3 Min Rate 3 Max Rate 0 V Ray for SketchUp 72 Primary Engine Deterministic Monte Carlo Deterministic Monte Carlo is the most accurate method of light calculation in V Ray It is most useful for scenes with a lot of small details The downfall with this method is that takes significantly longer
29. might not be good it should be acceptable for previews After all settings are correct then render with higher value to get the best final quality image The image on the left is showing Irradiance Map s last prepass for a Min Max Rate of 3 0 The image on the right is the final result V Ray for SketchUp 70 The image on the left is showing the last prepass of 4 and 3 The image onthe right is the final result E V Ray rare buffer 100 of 800 x 600 The image on the left is showing last prepass of 3 and 2 The image onthe right is the final result Maras 3 2 maxrete 2 H W v Ray frame buffer 100 of 800 x 600 RE color 7 n lejoje e xX oe MT Ree rte Ae ed ee ok he ee irri AF Ca ca feet ane A ent at meet ie jeg aa MS i The image on the left is showing 3 to 0 Image on the right is showing 3 to 1 Although the one on the right has the better final result but the difference is very little Mna is max Rae bp 6 Min Rate po 4 Max Rate D W v Ray frame buffer 100 of 800 x 600 anae buller 100 of 800 x 600 afictivzvoRr V Ray for SketchUp 71 When working with complex images it may be necessary to do more than just adjust the Min and Max Rate Subdivisions are the next means of quality control with Irradiance Map Higher subdivisions will yield better quality With Higher subdivisions it may also be necessary to add more samples In the examples below both
30. need to add more lights in order to have more depth to the image 01 From the Vray toolbar select the seventh icon from the left Create Rectangular Light Ray for SketchUp E At Create a V Ray rectangular light 02 From Top view follow the steps below to 03 Start from bottom left create Rectangular Light in the scene QS lt N f Y Vi A Me gt A 1 04 To complete creating the light make your second left click to the top right of the scene as shown 05 Select this Rectangular light you just created V Ray for SketchUp 25 06 Go to the Front view select the move tool and drag the light to the top approximately 4X of the height of the chair A A 08 Select the Rectangular Light Right click on Object select V Ray for SketchUP and click Edit Light Entity Info Erase Delete Hide Lock Edit Group Explode Make Component Unglue Reset Scale Reset Skew Intersect gt Flip Along gt zoom Extents 10 When uncheck the No Decay the default setting of the intensity is set to 30 Please change the Multiplier from 30 to 4 Rectangle ight TTE Intensity IV on Color Multiplier 4 H lt lt Options I Double Sided Invisible 7 No Decay IV Ignore Light Normals I Skylight Portal 07 Render it and you will get a very bright image like the one below That s because the V Ray s default setting of the Rectangu
31. not act in the way it was designed V Ray for SketchUp Adding the V Ray Sky In V Ray for SkechUp the Sky is added in the environment rollout of E Ermmr E x the V Ray options click on the m next to GI parameters You must Sun ight source Defaut F7 Override Sun s parameters have Indirect Illumination enabled to access this so enable it if you natal coz have not already Clicking the m should bring up the texture editor Photonradus 50 intanet mitior i 2 l Ozone 0 35 size mutter po H and under Type select Sky At the top you will notice the option to I nan 5 Homen select a light source the SketchUp sun is selected by default and V Z Ray knows where the sun direction is coming from Lastly there is an out 4 option next to the button that says Override Sun s Parameters This F emih allows separate settings for the Sun and the Sky but for simplicity and continuity it is recommended to have this unchecked Now go ahead and repeat this process for the background If we render again we ll notice that our white ground plane has a slightly blue hue to it This is due to the influence of the sky on our scene Time of Day and the Sun s appearance Now that we have added the sun and sky let s see how the sun reacts to changing the time of day In order to change the position of the sun simply adjust the time of year and day using SketchUp Shadow Settings You can adjust the location thr
32. of field refers to the amount of an image which is in focus and the amount which becomes blurry In photography it is impossible to have every part of an image in perfect focus Because of this a photographer chooses what will be in focus and what will not Within Vray this will correspond to the focal distance The amount in which an object which out of focus depends on how far the are away from the focal distance of the camera as well as the size of the camera s aperture A small aperture will have a only a slight amount of blurriness for objects which are not within the focal distance A large aperture will have a large amount of blurriness for objects outside the focal distance Open V Ray for SketchUp s Render Options Pull down Camera control menu and will see the big item of Depth of Field 9 pmm Je m He H below Default is set to off check it if you want to have the Houssa Ie F Autorit ee ad depth of Field in the final rendering Depending on the way your camera is set up you may want to check Override focal distance With out this setting enabled V Ray will use the focal distance of the camera How to find out the current setting of focus distance of the camera 1 Open file Chairs DOF skp You will see the image below which shows the distance between the chairs Please note the distance between the camera and the chair in the center which is 67 away This is the number we need for the override focal distance which is 80
33. that the calculation speed is very fast but the shadow and illumination quality are low The image includes splotchiness and artifacts as well Min Rate the control of minimum sample for each pixel 0 value means 1 pixel as 1 sample Value of 1 means 2 pixels as 1 sample Value of 2 means 4 pixels as 1 sample and so on Smaller value means fewer amount of samples been taking from the object so the render qualities of shadow reflection and refraction are not very good Opposite way will result in better quality but longer render time Max Rate To control the maximum sample for each pixel O 1 pixel uses 1 sample 1 1 pixel uses 4 samples 2 1 pixel uses 8 samples and so on Smaller value means fewer total samples used to calculate the light Opposite will result in better quality but longer render time Default setting of 3 and 0 represent four passes of render job From 3 2 1 to inreaGs compieted Setti 2 thread s Treats completed 0 So you can see the Prepass 1 of 4 to Prepass 4 of 4 from the render process etting up 2 thread s e dialog box e According to definitions above for Min Rate and Max Rate it doesn t mean that 8 and 5 setting will have the same result of 3 and 0 even though each has the same Users can have a low set of values for Min and Max Rate to render faster previews while creating the lighting and material setting in the scene For example 6 and 5 or 4 to 3 Although the quality
34. the bottom left Instead of applying a gamma curve to each channel RGB independently Intensity Gamma is applied to the saturation of the color The image is shown on the bottom right V Ray for SketchUp 91 Adaptive Subdivisions control _ The default setting for Adaptive Subdivision can produce a good result See image below on the left These thin lines rendered with default Adaptive Subdivisions and had some broken line in the back Adaptive Subdivisions Sampler Open Image Sampler under Options V Ray s default uses Adaptive Subdivisions as its method of calculating antialiasing Default Min Rate is 1 Max Rate is 2 Similar to the previous discussion about Min Rate and Mat Rate use proper value to create accurate rendering For this example set the Min rate directly to 0 will fix those broken lines as in the image on the right Fix Rate Sampler Fixed Rate Sampler works in much the same way as the Adaptive Subdivisions sampler does but it does not have the compacity to use multiple levels of subdivisions Because of this the Fixed Rate sampler is generally quite slow although it does produce very predictable results Adaptive DMC Sampler Adaptive DMC Sampler is a very good sampler and pairs very well with using DMC for primary bounces Similar to DMC the Adaprive DMC Sampler is best used for scenes with lots of small details Although Adaptive DMCis not always the fastest method for calculating
35. to render There is also no prepass for this calculation as it is done as the image is rendered Image on the left is rendered with Irradiance Map Image on the right is renderedvith DMC Although the one on the right looks slightly grainy the colors are reproduced much more accurately with the DMC calculation DMC generally produces a slightly grainy result One of the ways you can improve this is by using a different image sampler Open the Image Sampler tab in Render options and change the Sampler from Adaptive Subdivision to Adaptive DMC Although Adaptive Subdivision produces predictable and fast results Adaptive DMC works very well whenDMC is used for primary bounces Now change the Max Subdivisions to a higher number such as50 This will help decrease the graininthe image Image Sampler Image Sampler 4 f C Fixed Rate Adaptive QMC Adaptive Subdivision Min Subdivs 1 Max Subdivs 50 Antialiasing filter V On Area bd Size 1s With DMC it is much easier to set up a rendering as there are very few settings that will need to be adjusted Artifacts such as light leaks and splotchiness will not beafactorin DMC renders It is recommended that DMC only be used for final or high quality test images due to the amount of time required to complete the render It isa goodideatouselrradiance Map or Light cache for test images then switch to DMCfor final images Results similar to DMC can be
36. 0 800 inches 67 feet It s important to note that exact location of camera was identified with ruby script Note Camera Point from www smustard com website p ee 67 8 5 16 Camera Scene 1 2 10 1 16 V Ray for SketchUp 79 Image on the top is rendered without Depth of Field and image on the bottom is rendered with Depth of Field Size of Aperture There is Aperture located at the top of the control panel for Depth of Field under Camera V Ray doesn t use the same number unit of F1 4 F2 0 F11 as the normal camera does to control the amount of light comes into the camera it uses the system unit for its size Smaller numbers have less effect on Depth of Field Larger numbers will make the object very blurry and takesa longer time to render especially when calculating the edge of object for Depth of Field effect So we recommend you start with a smaller number and move your way up if you need stronger effect This scene s aperture was set to 24 recommend you try different values and see what results you get V Ray for SketchUp 80 Below are some images showing more example of Depth of Field The glass cups are products of Nachtmann from Germany V Ray for SketchUp 81 Physical Camera The Physical Camera feature allows the camera s reaction to light to mimic that of a camera in the real world
37. 1 0 Refraction Glossiness 0 6 Refraction Glossiness 0 6 Gradient Map V Ray for SketchUp 41 Image below shows the influence of Refraction Glossiness material to objects behind it Objects further away become very blurry Shadows of refractive materials There is an Affect Shadow option to the right hand bottom corner of the Refraction dialog box default is unchecked When checked the color of the transparent object will affect its shadow and it s not black anymore The shadow also becomes more depth as well Renter i It is recommended to always have Affect Shadows checked Sern as it produces a more realistic effect Thickness i000 4 Scatter coeff fo a Images below show the difference with and without the Affect Shadows checked r o V Ray for SketchUp 42 Double sided material Under Options of each material you will find this Double sided selection Default setting is checked This option is particularly important for transparent material When this option is unchecked light that enters the inside surfaces will not be rendered and show up black The reason to have this option is that sometimes you may want to uncheck this option when render object with translucent material see next page in order to get the right texture Unless you want to create some special effects please have this option checked The double sided option will not have any affect on the shadows of the obj ect I
38. 20 2 25 2 30 2 35 2 40 2 45 V Ray for SketchUp 40 1 45 1 50 1 55 The Glossiness of Refractive materials Both refractive objects and reflective object have option setting for Glossiness The difference is that Reflection Glossiness only affects the surface where Refraction Glossiness will have an effect on the object s transparency The Glossiness of a refractive object usually used to represent different type of glass for example frosted glass The refractions will become more blurry as the value is decreased and at a certain point these refractions will become so blurry that they prevent what is behind the object from being distinguished Refraction Glossiness default is set to 1 00 please refer to images Refraction _ m Trensporency B m below for impacts on different settings of Refraction Glossiness Images below set the Refraction IOR to 1 55 you can see the Glossiness changes gradually from 0 85 It changes rapidly between 0 80 and 0 75 When the setting for Refraction Glossiness remains the same different Refraction IOR will change the Glossiness of the object Refractio iness 0 95 0 90 S a 0 70 0 65 0 85 0 80 1 00 0 60 0 50 0 45 0 40 0 35 0 30 0 25 0 20 0 15 0 10 0 05 Just like the intensity of the Fog Multiplier affects its transparency the Refraction Glossiness in thicker object becomes more obvious i E E EE ma E EE Refraction Glossiness
39. 40 and B11 this time 11 Select the chair on top and apply the Chair Red material to it Update Preview Material Workspace Chair Green Ea e Chair Orange ic Default _YRay_Material i Ground 12 Render and see if you can get the same result Color ji m Transparency m RARER Maps i a I Bump I Displacement IV Trace Reflections IV Double Sided IV Trace Refractions IV Reflect on Backside Cutoff 0 001 m Alpha Contribution I Disable Volume Fog je 1 Exclude all objects from reflection refraction F Optimize object exclusion m Background m J Reflection m JV Keep continuity as the image below m Gi m T Refraction m Update Preview Material Workspace Scene Materials Chair Green E i Chair Orange Chair Red i i Default_VRay_Material Ground Color m Transparency m IV Trace Reflections JV Double Sided IV Trace Refractions V Reflect on Backside Cutoff 0 001 I Disable Volume Fog Alpha Contribution 1 a P Exclude all objects from reflectionjrefraction F Optimize object exclusion I Bump m Background m J Reflection m I Displacement m Ta m T Refraction m IV Keep continuity V Ray for SketchUp 24 Add Lights We haven t added any light to the scene so far However the render still looks good The shadow is kind of smooth because we used GI as the only light source So we still
40. ASGVIS A anant HANER PE n M i By Chia Fu Chiang Damien Alomar Jorge Barrero User Manual Fernando Rentas V Ray for SketchUp Table of Contents Mmstatl V Ray FOF RMN Ossersrrissrii Ere EEEE EEEE ERACE NEEN Activating V R y for RNINO seecsseertesicrsrs istas tEn EEELEENEENEET NAANA SEEE EEEE RATNE PAAS Before you Start Rendering sssssesessessesseseecoecceeceecoseoseccoeeceseeoseroo Understanding Default Settings c cucsveswcowsswwen ween eweeeseuewesocsecisnewseseaereese kender ODLO S tc tecice vane iiaa AAA NAAALAALA Save and Load Option Settings Two ways to assign materials in V Ray yes gic elke ne iirinn erren ANE SEO E Diffuse Layer Adding a new Material How to duplicate a material How to change the name of a material How to remove a material Others Maron eS AOC earr NEE AE OEE PCG CTS orea EA E AA EA E E E TA The Characteristics of Rectangular Light ssssssessessssosessecoseecoecesseeoo Size does matter Shadows change according to the size Impact on reflective objects due to visible and invisible rectangle light Double Sided Option Light Units Material Reflection Laya surrisi e eens aeseanacccacceascessenee ven seeweeatasenseoness Adding Reflection Layer Fresnel Reflections Reflections and HISNUONLS n cosucccssesnaee coaseaeonceceseeeesesieseeduereeneosacceweuas Other Paramet Sirerrrrsr I eae ots ih AEAEE EEE AA Reflection Glossiness Reflection Filter RETF ACUION Lay Cl occendceesca
41. Default the reflection layer has a fresnel map on the layer you wish to remove then select which varies the amount of reflection based on the remova viewing angle If that map is removed then the reflection is constant over the whole material Since Chair Red i Emissive Layers Reflection Layers the reflection color is set to white this leads to complete reflection on the whole material This is a Sere pat ee i d5 Refra Remove Default_vRay_Material Ground good setting for chrome or a mirror but not most materials 4 Now we will go through the specifics of the fresnel map Click on Reflection on the Reflection m Filter Highlight Glossiness 1 ess 1 Subdivs jo Anisctrapy fo Shader Type imn z Rotation fo right section and then click on the m box to set reflection Update Preview Material Workspace a Scene Materials chair Green V Ray for SketchUp 32 5 If itis not already enabled scroll down the box next to Type and then select Fresnel Fresnel IOR is to control the reflection intensity Keep the default value of 1 55 then click Apply Ray Texture Editor F x Preview Fresnel Fresnel Color m Fresnel IOR 1 55 m Refract Color 25i m Refract IOR 1 55 m m Update r Common Type Fresne z N Multiplier r inv Checker m i Apply Cancel Ray Texture Editor xj Preview F
42. Material and click AddVRayMtl Material Editor will show a new material named DefaultMaterial under Scene Material 02 Rename this new material as Ground Right click over Ground material and choose apply material Objects The file sets V Ray Options to Gland has GI environmentlight and backgroundcolor Hidden Lights and Default Lights are closed Other options remain default Material Preview Diffuse Material Preview Options z Maps Update Preview Update Preview Material Workspace Material Workspace Scene Materials Default_vRay_Material POUN Default_VRay_Material s bg S j 03 Select Diffuse to enter color selections V Ray s default color is R 128 G128 B128 Change the color to light gray as R230 G230 B230 then exit 04 Right click on Ground material Select Duplicate and rename as Chair Orange 05 Left click onthe empty spot to deselect the objects Go to Top view and select these chair from top left to bottom right Then go back to Material Editor and right click on Chair Orange and select Apply material to objects V Ray Material Editor Material Preview Update Preview Default_vRay_Material ro H Ground Select objects by material Apply material to object s Apply material to layer s V Ray Material Editor Material Preview i i a Maps
43. Refractions IV Reflect on Backside cutoff 0 001 4 I Disable volume Fog Bump M Background m T Reflection E ey ioe FF Keep contirest P Emissive Layers 5 Reflection Layers H Diffuse Layers F Refraction Layers Linked_CONcRETE Linked_woop stares 3 Click on the m to the right of Bitmap select the appropriate grey scale bump map texture for the brick Ray Texture Editor xj r Preview Fae Texture Mapping Explicit Map Channel Uv Transform Repeat Offset ufi afo HI Mirror vfi afo HI miror Update Rotation a p o i L 8 SS SSS J Js SS m Common Bitmap Type bd File m Clear Iv Tile Multiplier 1 Filter Mip map Yj Blur 0 15 i Invert l se images owm gamma P invert Alpha acl Override 1 ET Apply Cancel 2 Same as before select Bitmap under the Type pull down menu Ray Texture Editor x r Preview m Common Type Multiplier parama Fresnel W i Inve Sky Apply Cancel 4 After importing the map if the Bump map is the same as the Diffuse map make sure the U V Repeat under UVW Transform have the same value For example if Bump map is using U 2 and V 2 the Diffuse map should be the same Otherwise these two maps will not align correctly Also start the Multiplier on the left side with value like 1 and increase as necessary x Pre
44. Spawner exe 2 ajx SuccesfFully loaded the ASGuis distributed rendering slave Hit Ctrl C to exit Bg Connecting to Slave Machines Now that the slave machines are ready to go we need to tell the main computer that we are render from also known as the client not only that we will be using other computers to render but also how to access them This is very simple as well Within the Systems rollout of V Ray s options you will see a checkbox and button for Distributed Rendering To enable Distributed Rendering simply click the checkbox next to the button Clicking on the button will bring up a window which will allow you to input the IP addresses of any slave machines you wish to use Within the Distributed Rendering window at the top you will notice the option to Add a Server This is where you will input the IP addresses of any machines that you will connect to After you input any IP addresses you will want to click Resolve servers V Ray for Rhino Render Options Emm a E X File Global Switches System V VRay ini Rendering a Max Depth 60 Minleaf Oo 4 width 36 cm a ee er Face Level 2 hea Mem Limit 800 S Height 36 S E Se TETT Distributed Rendering ea Regonw H x M Distributed Rendering sequence Triangulation lv El Reverse Sequence Camera Output Environment Image Sampler QMC Sampler Some Considerations For Distributed Rendering With using Distributed Rendering you might run i
45. T Mirror Block Redmap 2 Emissive Layers Alpha Contribution 1 a Update Rotation g E5 Reflection Layers Diffuse Layers I Exclude all objects from reflection refraction Connon Diffuse A oe ee Diffuse1 C PUINZE CRIES ENUS L r ons Layers Maps Type Bitmap File M Clear V Tile Mutiplier j1 H Fiter Mip map v eur ous 4 Invert T Invert amp lpha r Bitmap Use image s owr gamma Apply Cancel 3 Click on the m at the right of Transparency and load the bitmap you wish use for transparency map on the Common properties enable invert to invert the bitmap meepmummmen Preview vy Texture Mapping Explicit Map Channel x Environment Map Channel 1 aan UW Transform Repeat Offset ufi afo m Mirror vhi Jo E Mirror Rotation o Common V Ray Material Editor Material Preview Driss Color M Transparency M Diffusei Color m Transparency m Options Update Preview IV Trace Reflections Double Sided Material Workspace IV Trace Refractions V Reflect on Backside r Bitmap Type Bitmap Fie M Clear N Tile Multiplier 1 4 Fiter Mip map Blur 015 4 lV Invert C Use image s own gamma I Invert Alpha Scene Materials Block Red Cutoff 0 001 I Disable volume Fog Block RedMap Emissive Layers Alpha Contribution 1 E5 Reflec
46. Texture Environment Environment Taa OO D a Mapping spherical Er AS Filter Mip map Bur fo is E Type Bitmap gt re a Ya Nye Multiplier 1 tes image s own alt G override j H I Invert V Ray Texture Editor O O Preview uw C Texture Environment Environment Rotation Repeat Horizontal fo fs A minor vert oO fs 1 minor Bitmap Mapping spherical a eee Filter mip map 7 Blur 0o15 E Type Bitmap n EEE af Use image s own gemme i Override 1 Tl Invert V Ray for SketchUp 66 Environment light source for semi open space We used open space to discuss Environment light source for last example Now is time to use semi open interior space for this example to see differences between interior and exterioril umination Open file GI Environment 01 3dm In the scene is a enclosed cube with an open on the top There are some objects placed on the wall next to the opening wall and there is no light in the box All objects used Val190 gray color current GI Intensity is 2 color is light blue Render it and you will get the almost black image on the right The result is due to no light in the scene and only a small opening allows the Environment light come in Increase the GI Intensity to 4 and render it again The result is as below a little bit Increase the GI to 8 and render again The brighter this time result is closer to reasonable illumination
47. Update Preview Material Workspace Scene Materials Chair Orange 8 Default_VRay_Material Ground V Ray Material Editor Material Preview Update Preview Material Workspace Select objects by material Apply material to object s Apply material to layer s V Ray automatically updates the changes of materials to the objects It is not necessary to apply the material again V Ray for SketchUp 23 06 Click on Diffuse and change the color to R248 G134 BO orange and exit 07 Render and see if you get the same result like the image on the right Update Preview Material Workspace H Chair Orange l e Default_VRay_Material Ground 08 Duplicate the Chair Orange material and rename it as Chair Green Color isi m Transparency m nt io S I Bump IV Trace Reflections IV Trace Refractions ak Cutoff 0 001 m Alpha Contribution IV Double Sided IV Reflect on Backside Il Disable Yolume Fog oz I Exclude all objects from reflection refraction Z Optimize object exclusion m Background m J Reflection m Displacement m Ta Vv Keep continuity m T Refraction m value to R127 G255 B178 and exit 09 Apply this Chair Green material to the bottom right cup Repeat 06 and set the 10 Duplicate the Chair Green and rename it as Chair Red Repeat 06 again and set the value to R244 G
48. a Multiplier 1 r pm Override 1 rm Tl Invert Due to the fact that HDR images are usually provided byothers the lighting environment may not product the desired effect It may take sometime to adjust the intensity Although HDR image has produces better results than a normal image HDRs stll lack the true brightness of a natural environment So normally it s used only for Environment light source and usually some additional light is added V Ray for SketchUp 65 ment UI If the user does not have HDR image a regular Bitmap can be also used as Environment light source Although a normal Bitmap doesn t have the same ability to create as dynamic an environment normal images are very easy to get As long as you pick the right Bitmap and control the Intensity well it can still be a very good Environment light source The three images on the right are rendered with a different Bitmap If you compare them to image rendered with HDR images it is not as easy to determine the direction of the light and the shadows are not very clear Ray Texture Editor 4 E siete uvw C Texture Environment Environment Mapping spherical Rotation Repeat Horizontal OY s Mirror vertical fo fs HT Mirror File M Clear IV Tile Filter mip map 7 Blur fo is E Type Bitmap nie im Use images own gamma Multiplier 1 4 ee Override fi Tl Invert LA i Preview uv
49. ace example there is no light added to the scene and the Environment color and intensity are currently set to Val 255 and 1 respectively Using a white floor color is important as it will show the most amount of light that will effect the scene This is because white allows the most amount of light energy to be retained after it bounces off a surface With the white floor we know that if we change its material to something that is darker than we can expect a little less bounced light in our scene In an exterior scene like this one the effect is minimal but when creating an interior illumination solution this is an important thing to know 1 Assign the Val 230 color to floor R244 G40 B11 2 Re assign the R255 G150 B135 red color to the red color to chairs first render it and result as chair and render you will get the result as below Color m Coor J m Coor im Color m Qt From the two images above we can see the colors for the floor and chair are rendered very close to actual colors which means the Environment lighting is set to correct intensity and brightness for creating good illumination Otherwise if the intensity is too strong it will make the floor and chair appear brighter that the values that we set when we made the material Now that we have a good render we can begin the task of adding more lighting into the scene Depending on what you are trying to create this may only required one additional light the sun perhap
50. ar image file formats as light source for Gl However it is still limited when using HDR image format to describe the lighting environment Together with other regular image file format simulated lighting environments it usually being used only as supporting lighting for the entire scene That means adjusting the setting of major light sources is still a very important work in V Ray for SketchUp We will discuss more about how to use lighting materials and mapping later above HDR and renderings are supported by Dosch Design http www doschdesign com V Ray for SketchUp 12 Understanding V Ray for SketchUp s Default Rendering with the Default Settings The Default Options in V Ray for SketchUp are set up so that certain elements of V Ray are already enabled This is good because certain aspects that are specific to V Ray are already configured with a proper setting However there are a number of elements which are contributing to the final render and it is important to know what they are so that unwanted results are avoided when we start adjusting the render options ourselves Key Elements in the Default Settings E Ray frame buffer 100 of 480 x 360 z emx There are three main elements specific to V Ray hea ss l that are creating some of the aspects of the default m render These elements are Indirect Illumination the V Ray Sun and Sky and the V Ray Physical Camera These elements will be exp
51. cesccsececn E EEEE AEAEE E ER ERES Add Refraction Layer Controlling the Amount of Transparency The color of refractive materials Fog Settings Explained Adjusting Refraction IOR The Glossiness of Refractive Materials Shadows of Refractive Materials Double Sided Material Translucent Material Fmissive Material Ssissssrrersuns irs N ECENARRO E ENA Add Emissive Layer Adjust the Intensity Adjust the Color Emissive Textures hex CUE MapD erer aaa serre EENEN ETETA OTENE a Projection Types and Adjustments UII AS oa A A E E E E P IPA E EE Alpa CONLMOUEION lt caeccnnnadustetancacieanananniae ea aaeaae En RENET EAEAN NE EAEI NA PIETE A a a A E EN A E S A E S ET Adding Displacement Displacement Parameters Adjusting Displacement Transparency Wap le 4c0 su scececeenwreokeccneoaeess etveenaeueusae ERR What is Transparency Mapping How Transparency Mapping Works Another Method to create the same result Other uses for transparency mapping V Ray Two Sided Maller dls caciois cas tccs choses ucesauesdeessovcdlusecaancewsces Adding a V Ray Two Sided Material Working with V Ray Two Sided Material V Ray for Sketch Up Two Sided Material cc cece cece ccc cceccccescees Adding a V Ray for Sketch Up Two Sided Material Working with V Ray for Sketch Up Two Sided Material V Ray Angular Blend Material Environment Lighting sssessssesereeseceroeceroeceroeceroereeceroeececeee Interior or Exterior Techniques for adjusting
52. ceteteqavendciooucedaneercaenereas soeceesecuedanceswesos The Function of Color Mapping Types of Color Mapping Adaptive Subdivision CONLIOlscccicscccecassie sas cteadsaccesuenveseedeiueseass Adaptive Subdivision Sampler Fixed Rate Sampler Adaptive DMS Sample Resolution Of the IMAGO cscs ccceevienesced ese heeedddsenewnenereesteacssdeeenes Image size setting Saving your image VaR ay Pirate BU Clea scee ce tewwss EEEE EIEE Render image window toolbar Distributed REN Che vccce corse civesceecdesuucheecedenceieaecestaneseumeatenen Setting Up the V Ray Distributed Rendering Spawner Finding the IP address of the slave Computer Starting the DR Spawner Connecting to Slave Machines Some Considerations for Distributed Rendering DAD be Wie Cel Val Saeco dome Sunes ep eaisiews E E EEEE 88 90 92 93 94 95 97 Installing V Ray for SketchUp 1 Make sure that SketchUp is closed and 2 Click accept the terms of the license begin the intallation process Click Next agreement then click next Welcome to the InstallShield Wizard for Ray for SketchUp The InstallShield Wizard will install Ray for SketchUp on your computer To continue click Next ASGVIS LLC END USER LICENSE AGREEMENT Agreement ATTENTION AFTER READING THIS AGREEMENT YOU WILL HAVE TO SIGNIFY YOUR ASSENT TO ITS TERMS BEFORE CONTINUING WITH SOFTWARE INSTALLATION BEONTT VUITTON TN ITS AT OT TNR
53. ction and refraction among every single object in the scene V Ray for SketchUp is a rendering engine equipped with Global Illumination GI which helps the users setup the lighting for entire scene easily So they don t have to spend a lot of time adjusting lighting location and brightness The concept of GI is very simple Imagine a room has a window but no light in it The natural light from the outside of the room comes in through the window so the room doesn t look completely dark even though there is no light in it Some people even call this the lazy boy lighting Its purpose is allowing the users to have the most natural light possible without spending too much time to achieve it V Ray for SketchUp also supports High Dynamic Range values also called HDRI High Dynamic Range Image Witha normal 24bit 8bit per channel RGB image Low Dynamic Range Image the brightest white color you can get is R255 G255 and B255 But this is still thousands times lower than what the sun light can produce With the HDR file format users can have more control ranging from dark to bright The HDR is a very special image file format It usually starts with professional 360 degree photography then transforms to 96bit full scene image by using professional HDR software The benefit of using HDR is that you can use this full scene image as your render light source It also can be used as the back ground rendering V Ray for SketchUp also supports regul
54. d Material which needs a material for each side the Sketch Up Two Sided Material will work just fine without a material defined for each side For whichever side does not have a material assigned that side will not be rendered This can be very useful for architectural visualization and can be used to look inside rooms with the appearance of the wall still affecting the illumination of the enclosed environment V Ray for SketchUp 59 V Ray Angular Blend Material You can create Agular Blend material in V Ray for Rhino giving you the option to create a blend between two material To determine the amount of blend between two material it uses the angle between the view direction and the surface normal It is very useful to create materials such as velvet material Adding a V Ray Angular Blend Material Open the material editor and right click on Scene material go to Add Material then click on Add Vray AngleBlendMtl Working with a V Ray Angular Blend Material The Angular material work alike Two Side material need two predifined material Put your dark material in the fist slot and your bright material in the second slot The Star and stop Angle slot control de amount of blend between those materials Samples of Angular Blend Material V Ray for SketchUp 60 Environment Lighting Lighting plays the key role in the rendering process You simply can t get a good rendering result without a good l
55. desired Right click and select done Geometry in SketchUp Repeat texture adjustment for one face of cylinder and sphere 05 Select the eye dropper tool from the 06 Using the selection tool select all the Materials rollout to sample the adjusted geometry to be updated with the adjusted textures texture Once selected select the paint bucket and apply the texture to the geometry od IN EA Q D Afim z sensi rane D 07 Open the Material Editor and you will see 08 You can add reflection or refraction layer the materials already created The image below was rendered using reflection layer Material Preview Color M Transparency m nM m Update Preview Material Workspace Fi Scene Materials Brick_Antique Cladding_Stucco_White SHAPES e Wood_Cherry_Original V Ray for SketchUp 50 Bump Maps Adding a Bump Map Although we can use Bitmap for most materials of the objects but some textures like wall surfaces tile wood oil painting leather and water which all have the uneven surface must use Bump map in order to create them 1 Click on the brick cube and open the Material Editor to edit the Bump map to the brick material Under the Maps from the right side of the Material Editor check the Bump and click on the m to open the Texture Editor iix Material Preview Diffuse Options IV Trace Reflections IV Double Sided V Trace
56. e is referred to as F stop and smaller values equate to a larger opening and thus more light The last component that will contribute to the exposure is the Shutter Speed The shutter speed is the amount of time that the light is allowed to affect the sensor Alonger amount of time will allow in more light leading to a brighter image Adjusting Exposure Now that we know what determines the exposure how do go about properly adjusting it for our image This can be done through either of the three parameters ISO Aperture or Shutter Speed In order for these parameters to have an affect on the exposure of the image Exposure must be checked in the physical camera settings Depending on some of the other affects that are being used adjusting the camera via one parameter might be more appropriate than another Physical Camera lv On Type camera B Override Focal Length aa es Shutter speed 3 Film Width 3 Distortion Shutter angle i50 E Zoom 1 Er Lens shift 0 Shutter offset 0 F number White balance Latency fo a Film speed 150 200 Exposure I Yignetting V Ray for SketchUp 82 Using Aperture When using aperture to adjust exposure remember that there is an inverse relationship between the value and the result Meaning that a small value will increase the brightness of your scene and that a large value will decrease the brightness of your scene If you have depth of field enabled th
57. ed to save out a file Save it to your desktop or somewhere easily remembered Choose where to save the license request Save in 2 Desktop vy o gern A my Documents 4 My Computer My Recent my Network Places Documents File name My Network Save as type ASGvis License File asgvislic 4 After receiving the new file you will need to save this file to your desktop replacing the old file if it is there Then choose Import License Offline Activation Steps for offline activation 1 Click Generate Request this will create a license request file 2 Send the license request file to activations asavis com 3 Wait for the response from activations asgvis com 4 Save the 4SGvisLic file that is attached to the response email 5 Click Import License and choose the 45GvisLic From the email Generate request Import license 6 Open the program you have just activated If you encounter any problems please email us with a clear description of the error message and problem BE a My Computer Google b SketchUp o y Recycle Bin Layak ae aw HF Ceol Tools Rhinoceros 4 0 When rendering an image with any rendering program including V Ray for SketchUp you must understand three main factors that will affect the image Lighting Materials and Mapping Lighting plays the most important role among these three It will affect the color shadow refle
58. eeds until the right amount of blurring occurs and then adjust for exposure with either aperture or ISO value Shutter Speed 60 Shutter Speed 100 Shutter Speed 180 V Ray for SketchUp 83 Using ISO The ISO value is extremely useful for exposing ascene With rendering the ISO value does not have any side effects or byproducts like aperture or shutter speed This allows you to tailor the other parameters to the needs of your scene and the ISO can act as the determining factor in the final exposure of the image This would be extremely useful to properly expose a scene with both depth of field and motion blur The ISO values are also have a linear relationship which is not the case with both aperture and shutter speed For ISO values a larger number will also meana brighter image which may be easier to remember ISO Value 200 ISO Value 400 ISO Value 600 et a l Adjusting white balance The white balance feature allows you to compensate for the color of the lighting of a scene by determining which color V Ray interprets as white This can be very useful for counterbalancing the color of the V Ray sun accurate color matching for placing rendering in a photo or a quick and simple adjustment of the tone of an image Typically colors used for adjusting the white balance of an image are lighter and under saturated Color 255 255 255 Color 165 215 255 Color 255 220 190 V Ray for SketchUp 84 Sun and S
59. either within the surface or within FP Invert Alpha geo alle ovenide 1 mappings UVW Rotation Adjust the degree of rotation of the Bitmap The darker environment lighting will not affect the Bitmap setting for self illuminated material ipod image The Bitmap will still render as its own setting for brightness Use the same way to create cold light effect Also showed below are two other examples V Ray for SketchUp 48 Texture Mapping Texture Mapping For most of the time we can t just use reflection and refraction to create a material for an object For example stone wood painting package sticky back paper and textile We must use some texture maps to create these materials Below are some examples of using texture map for rendering Open file Texture Mapping_01 skp Render the scene directly after opened and you will get the result as left image with only reflection material applied to it Image to the right is the result of applying textures map 01 Assign materials to the objects by using the paint bucket and Material Editor in SketchUp You 02 Right click on one surface select will notice the texture mapping is not to scale Texture gt Position to adjust the texture and not properly oriented by default rotation and scale Reset Postion V Ray for SketchUp 49 03 Scale and rotate texture map as 04 Click on the View menu and select Hidden
60. en the aperture value will determine how much depth of field will be in your scene A smaller value will create a narrow depth of field in which objects will have to be closer to the focal distance of the camera in order to stay infocus Alarger value will create a greater depth of field This will allow objects to stay in focus even if they are farther away from the focal distance If you are trying to get achieve a particular depth of field then it is recommended that you adjust the exposure through the shutter speed or the ISO setting F Stop 6 F Stop 8 F Stop 12 Using Shutter Speed Shutter speed can be another good way to adjust the exposure of your image The parameter itself actually expresses itself as 1 x In other words inputting a value of 4 actually means a shutter speed of one quarter of asecond Therefore a larger value actually means that the shutter speed is faster and that will translate to a darker image If you are doing any animation with either moving objects a moving camera or both and also have motion blur enabled then the shutter speed will have a direct effect on the amount of motion blur Alonger shutter speed will cause a greater amount of motion blur where as shorter shutter speed will decrease the amount of motion blur The amount of blurring will also be determined by the speed of the objects as well If you are trying to have a certain amount of motion blur then it would be advised to test different shutter sp
61. era will also help accurately capture the M pief Se ee correct colors of the sky as well cee a Accessing the Sun Properties The properties of the sun in V Ray for SketchUp are controlled in conjunction with the Physical Sky properties under the Texture Editor for Gl Skylight under Environment render options Apply Cancel Here you will find many different controls which change the appearance and affect of the sun For right now we will maintain the default values Exposing Your Scene with the Physical Camera Since the best way to make use of the Sun is to also use the physical camera access the V Ray Options and in the Camera rollout enable the Physical Camera To determine the correct exposure you will need to do a quick render of the image If your image is too bright or overexposed then you will need to adjust the F stop shutter speed or ISO value to compensate It maybe helpful to view the color values in Float format as this will help you determine the true brightness of your image This can be viewed by right clicking and holding anywhere in the frame The image to the left was rendered using the V Ray Sun and the Physical Camera This image used the following values to achieve the correct exposure F Stop 16 Shutter Speed 300 ISO 200 If you do not want to use the physical camera it will be necessary to decrease the intensity of the sun by a significant amount however the sun and sky may
62. es V Ray is uses two render engines to calculate the final rendered image Open Indirect Illumination control panel under Options There are Primary Engine and Secondary Engine options in the panel below There are four options for Primary Engine Irradiance Map Photon Map Deterministic Monte Carlo and Light Cache Default is set to Irradiance Map There are three options for Secondary Engine Photon Map Deterministic Monte Carlo and Light Cache Default is set to Deterministic Monte Carlo or you can select None to not use this Engine When switching between different engines the control panels will also change according to the assigned engine Reflect Caustics V Refract Caustics Reflect Caustics V Refract Caustics 6 ContrastBase os Saturation 1 Contrast Base 0 5 Contrast 1 les C Save maps per frame A Ea la i ClSave maps per frame cs Irradiance Map ba Inradiance Map Sat Multiplier 1 l Deterministic Monte Carlo Deterministic Monte Carlo GI Deterministic Monte Carlo Irradiance Map Deterministic Monte Carlo GI Clasification of Light bounces Direct light This is the light which is calculated directly from a light sourcdf GI was not enabled or if there wasnt any engin selected of either primary or secondary bounces these rendered image would be the result of only the primary bounces Itis not necessary to specify an engine for these calculations as these are done thr
63. eza E omano imo apee T5555 Peines fr E 1024x768 1600x1200 1280x960 2048x1536 width 798 640x480 oe o Image Aspect 0 665 H L Pielaspe t os H 1 Choose output file BE zi xi Save in My Pictures e a c ea ica My Recent Documents Desktop My Documents an My Computer BE ETS File name Places Save as type Cancel OpenE gt F image file exr Silicon Graphics image files sgi r Width 1200 640x480 1024x768 1600x1200 Hegra eooo Image Aspect 2 663 U Pretaspee 2 7 2 V Ray for SketchUp 93 V Ray Frame Buffer Render image window tool box V Ray will open a render window while rendering an image There are some important tools in it Please see explanations below for each tool coBeisGoe X sjojojo o Switch back and forth to different color channels to display the image which is also including Alpha Channel and grayscale to display the image in black and white Save the image x Clear the image Click this icon to open the pixel information dialog box Right clicking on the rendering window also displays the pixel information This button will allow you to see the time stamp functions Click the amp button to add the stamp to the image Mouse Operation Ctrl Left click gt Zoom in Ctrl Right click gt Zoom out Double Click gt 100 percent Middle Wheel gt Zoom in out
64. first is to go to Network and Internet Connection status Connections in the Control Panel From there double click on ZAN PARA age ET Network Connections This will bring you to a window py rea containing all of your internet connections Double click on Default Gateway os the connection you intend to connect through and that will bring up dialog box containing the status of that connection Windows did not detect problems with this At the top click on the second tab labeled Support Take note connection If you cannot connect click Repair of the IP address as you will need this information in a few moments The second way of retrieving your IP address is to use the run command You can get this by going to the start menu and clicking on Run Now type IPCONFIG which will tell you the IP address of you machine If your computer only flashes the result than you can type CMD EXE into the Run window and then IPCONFIG in the resulting DOS interface V Ray for SketchUp 95 Starting the DR Spawner Once the DR Spawner is installed on the slave machine you will need to start the application In the folder C Documents and Settings All Users Application Data ASGvis you will find a folder called DRSpawner Open that folder and you will find the DR Spawner Double clicking on the DR Spawner will launch it and once it has successfully loaded the Spawner it is ready to go E C Program Files x86 ASGvis Render slave DR
65. flection refracti MEANA I Exclude all objects from reflection refraction SANRA E Scene Materials IV Optimize object exclusion Scene Materials IV Optimize object exclusion CefaultMaterial Maps S Defaultmaterial Maps SOSOSCSCSCSCSCSCS Defaultm asints__ defautMaterial EO Defaut Rename sally i Default_VRay_Material Remove Duplicate Import Export Pack Select objects by material Apply material to objectis Apply material to layer s How to remove material Right click on the name of the material you wish to delete and select remove If the material being removed is applied to the objects in the scene V Ray will show a pop up window to ask if you want to remove it for sure V Ray Material Editor V Ray Material Editor oe Material Preview fh Material Preview Diffuse IV Trace Reflections V Double Sided l IV Trace Reflections V Double Sided V Trace Refractions V Reflect on Backside IV Trace Refractions V Reflect on Backside Cutoff 0 001 aa I Disable volume Fog Cutoff 0 001 ae Disable volume Fog Alpha Contribution 1 a Alpha Contribution 1 a Update Preview Update Preview EE Exclude all objects from reflection refraction Material Workspace Scene Makarials Vv Optimize object exclusion Defaultmaterial Maps EO Defaut 7 z 1 Defaut aNd i Duplicate Import Export Pack
66. ge is not overly bright or too dark When creating renderings this gives us the opportunity to set our lighting as it would be in the real world in this case it is the Sun and Sky and adjust our camera settings until we achieve the desired result The detailed explanations of the Sun and Sky and the physical camera are on page 79 and 82 V Ray for SketchUp 13 The V Ray for SketchUp Options controls all rendering parameters You can open this Render Options from Plugins menu above or click directly on the VRay Options Save and Load Option settings There are many Options settings in V Ray for SketchUp Users can save the current settings or save different files according to different scenes different render quality settings or different render engines From File gt Save to save Options setting Use visopt as the file format It s about 2KB in file size When the SketchUp file is saved all changes in V Ray Options setting will also be saved Use File gt Load to load saved visopt Options files It will replace the current settings Use Restore Defaults to restore the original V Ray settings Ray for SketchUp Render Options 308e a me File Save Look in o Options e c E3 Load Restore Defaults E gi_irmap_high visopt My Recent E Q _irmap_low visopt Documents Gi_irmap_medium visopt E 3 gi_irmap_very_high visopt fra Exit EN colorMapping S Preme iradiancemp mae a Be
67. ials F Default_ Ray_Material E Green V Ray for SketchUp 16 2 Select the Paint Bucket and click on the surface that you want to apply the material Z 3 Now the objects are applied with materials You can open the Material Editor to edit and create other materials Scene Materials HO Default_vRay_Material Green V Ray for SketchUp 17 Material Editor in V Ray for SketchUp Material editor can be pulled out from the icon under VRay for SketchUp tool box or from Material Editor from Plugins V Ray tab V Ray Material Editor V Ray for SketchUp s Material Editor has three parts A Material Workplace shows all the selected materials Right click to add import export rename pack remove and select the objects with current materials such as assigning current materials to the selected objects deleting materials that are not used in the scene and adding layers with reflections refractions to the materials B Material Preview the Update Preview button allows you to preview the adjusted materials C Options for material control The options change with the added scene materials in section A ole i Ray Material Editor Material Preview Color L m Transparency m IV Trace Reflections V Double Sided IV Trace Refractions V Reflect on Backside Cutoff 0 001 I Disable Volume Fog Material Workspace
68. ick Ok Paste the response code HERE Offline Activation 1 If you are not connected to the internet you have to use the Offline Activation button Click on it Failed to connect with web service This can happen when your computer is not connected to the internet or another process is denying the activation process access to the internet IF you are connected to the internet you may wish to try our web page activation process It is less likely to be blocked IF you are not on the internet then you will need to use our offline activation Web Activation Offline Activation 3 Send that file to support asgvis com We will process your request and send your file back Attachments From Fernando Pedrogo lt fpedrogo asgviscom gt fpedrogo asgvis com S OfflineReg asavislic Ica To J support asgvis com Ea To a Body Tat varable Width JE vaje I UE Ee E a 6 amea amean OOOO 5 Select the file that was sent to you You can then close the offline activation program Choose a file Look in Ej Desktop x p pD EN a my Documents 4 My Computer My Recent my Network Places Documents 6 OfflineReg asgvislic T File name OfflineReg Files of type asgvislc files asgvislic C Open as read only My Network 2 You will be prompt
69. idered as high part and the dark is low The Bump map is seen more clearly at the part where the object reflects the most of the light Using Bump map texture to create bumped texture is only a visual effect not the true surface of the object Look at the edge of the object and you will still see the smooth surface V Ray for SketchUp 52 Alpha Contribution With alpha contribution you have the capability to obtain the alpha channel of each material on the scene This works by using the scale between 1 and 0 this means 1 no alpha all White and 0 full alpha Editor mij X Reflection f i i Diffuse Adding Alpha contribution Optone i 3 f 1 f V Trace Reflections V Double Sided Open the material editor and click on the material option e icra option tab then change the number of alpha contribution cer oo E aii os for each material you want an alpha channel wene C C Exclude all objects Fre Sifrefraction Maps o P ji ial ClBump by Background al DReflection si D con C Displacement om Oa m Refraction m Working with a Alpha Contribution You can find the alpha channel on the V Ray frame buffer V Ray frame buffer 100 of 488 x 417 RGB color N ggg em x a lelele e8x Here are examples of different Alpha Contribution settings Ee RGB channel Alpha Contribution 0 Alpha Contribution 0 5 V Ray for SketchUp 53 Displacement l Displacement allows you
70. ighting environment Same as the real space lighting light sources are divided into direct and indirect lighting Direct lighting is using the light command to create Rectangular Light and Omni Light to use directly on the object Indirect lighting refers to any lighting which is from bouncing light or an environment Lets doatest Open file Chairs Illumination 01 skp there is no light in the scene Light source is from Environment light 1 So far the chairs and ground are using the same Val230 off white color Render it with Gl default setting to 1 and get the result as image shown on the right 2 Increase the GI value to 2 without changing the color the result is shown on the right 3 Do not change the GI value and change the Brightness to Val 55 under the Texture Editor Render it again and the result is very close to the first image on the top The reason for doing this test is to let users understand the importance between lighting and material Should the lighting be adjusted to accommodate material or should material be adjusted to accommodate lighting V Ray for SketchUp 61 It is clear from the previous example that the lighting must be adjusted to accommodate materials With the second image from the previous test if we created another material and inserted into the scene it would not render how we created it Here s another example Lets take the shirt that you re wearing right now What co
71. ky i The V Ray Sun and Sky are based off of research to accurately depict the sun and sky which allows for easy recreation of the Sun and Sky They are intended to work together as well as react to the angle and direction of the sun In order to acces to the sun location in the main menu click Windows select Model Info then select Location This will allow you to select a location of the sun You might control the time and the day in the Shadow Setting Shadow Settings s K o MV Display shadows LE ert r E o Deter MAMI JASOND 10 11 Using the Sun with the V Ray Physical Camera Animation Geographic Location Components Country ua tsi Location Boulder CO ad Custom location Solar Orientation North angle 0 0 Select 7 Show in model Si x In order to properly use the sun itis a necessity that it be Sun used in conjunction with the Physical Camera The Sun ee eee itself is extremely bright and in order to maintain the Turbidty 3 Photon emit distance 150 characteristics of the model the sun must be kept close Photon radius 50 H Intensity multipber fi Ozone 0 35 Size multiplier mz to its correct intensity To counteract the intense _ re brightness of the sun it is important to create a proper piai E Caustic subdvs 1000 Sj exposure of a scene with the physical camera Using the me w shadowbies o 4 physical cam
72. lained very briefly here and you can reference other chapters in the book for a detailed explanation of these elements Indirect Illumination is simply light that does not come directly from a single light source In V Ray this typically references two types of light Global Of 2 i DO si Illumination and Bounced light Global Illumination is simply a dome of light that is emitted around the scene and this can make setting up lighting very quick and easy Bounced light is simply the light energy that is bounced from a surface This bounced light is what allows V Ray to create high quality renderings For a more in depth explanation of Indirect Illumination please refer to page 66 The V Ray Sun and Sky is physically accurate lighting model allowing for easy recreation of the effects of the Sun and Sky This is an excellent tool for setting up exterior renderings with a sun Due to the nature of the model in which the sun and sky are based off of you will find that under standard conditions the sun and sky will be extremely bright Because of this the V Ray Physical Camera is used to expose the scene and brings the rendered image to a desirable level The V Ray Physical Camera is modeled after a real world camera and can be used to expose a scene In the real world lighting is different in many situations and because of this a photographer will use the capabilities of the camera to properly expose the image Proper exposure means that the ima
73. lar Light has the Invisible option unchecked If you see any unusual dark shadow in your rendered image please check if your camera is blocked by the Rectangular Light in the scene magier 5 swims 0 H aa Double Sided Option You can tell the direction of the light from the SketchUp face orientation of the Rectangular Light Reverse the face and you can change the direction of 9 Per Invisible enemas 7 Double Sided No Decay Store with Irradiance Map V Ignore Light Normals The Double Sided option can turn the light direction from one side to both side of the light Just like to create two lights with opposite directions Move the light away from the floor or wall to avoid any black out area Double Sided option usually used when renders a big interior scene It helps to lit up the space without using too many lights Normally we don t use it when render a product scene There will be more discussion about lighting and environment lighting later on The default has the Double Sided option unchecked Of course if you check and Invisible option you will not see the light in those three images on the next page V Ray for SketchUp 29 1 Light direction towards 2 Light direction towards 3 Double sided option the left side the right side checked Pay attention to the size location and intensity factors of Rectangular Light because they will affect the brightness and shadow cla
74. lar Light is set to No Decay Please follow the steps below to adjust it 09 Uncheck the No Decay This will make the distance between the light and objects being considered while FEET ici A rendering That pintensity means the object Color Multiplier 30 E light and become Options further away from the light will get less darker To make the I Double Sided object brighter you 4 mmsile IV No Decay can either increase Iv Tessar tick Normals the intensity of the F Skylight Portal light or move the light closer to the object 11 Hit Render again and you will get a much better result like this one below V Ray for SketchUp 26 Here are some images with different intensities MULTIPLIER 1 MULTIPLIER 3 MULTIPLIER 5 MULTIPLIER 7 ef tf V Ray for SketchUp 27 The Characteristics of Rectangular Light Rectangular Light plays a very important role in V Ray Despite its easy of use it also gets a smoother final result Unlike the Point Light Rectangular Light doesn t have the worry about the angle of the light It also allows reflective material to bounce the light around the scene Other type of lights will not be seen in areflective object Below are some important characters about Rectangular Light Size does matter See images below and you will find the size of the Rectangular Light has an affect its intensity I Ignore Light Normals IT Skyligh
75. lluminated material Select the green chair onthe right Select Materials Editor icon over V Ray toolbar to open the Material editor dialog box Add Emissive Layer 1 Click on the next to the Chair_Green to pull down the layers Right click on Emissive Layers and select Add new layer You will see the new Emissive layer added to the right side Ray Material Editor Material Preview Diffuse hea Options l SEB Emissive lt Scene Materials Scene Materials CHAIR GREEN CHAIR GREEN F Emissive Layers 9 GSS Reflection con Reflection Layers os Diffuse Layers cd Diffuse Layers Refraction Layers 4 CHAIR ORANGE H CHAIR RED Defaut_VRay_Material GROUND Refraction Layers H CHAIR ORANGE CHAIR RED Defaut_VRay_Material GROUND Open the Emissive menu Default set the color to white intensity to 1 and Transparency color to black Click on Material Preview and you will see a completely white material ball Render it and you will get the image like the one on the right Ray Material Editor Material Preview femisse 5 J Color m L l Transparency m OOO a ff mea Update Preview maps E Scene Materials CHAIR GREEN Emissive Layers missive Reflection Layers H Diffuse Layers 2 Refraction Layers CHAIR ORANGE H cHaIR RED P Ocfauk VRay Material H
76. lor and Intensity under Emissive will no longer function You can t use these two options to control the brightness of the material any more You need to click on the M and go back to the Texture Editor and adjust brightness there All other control options in the Texture Editor work the same like this Click on the M and go back to the Texture Editor window Please pay special attention to below options as these options are often used for controlling the Bitmap texture map Multiplier Controls the intensity of the Bitmap Default set to 1 Increase this number will intensify the color tone brightness and color contrast Preview will not show much of difference if the value is too small Blur under Bitmap Control the blurriness of the Bitmap Default set to 0 15 Set to 0 will not have any blur effect to the Bitmap Override under Bitmap Adjust the Gamma value of the Bitmap Preview r E ia Mapping Explicit Map Channel Increase the value will make the Bitmap brighter This Environment map Channel 1 H l l FEAN parameter is also important for linear workflow me Tile Repeat the Bitmap texture on the object Default set to O E selected When uncheck the Tile you will see only one Bitmap texture on the object Common Bema Te ema z Fle M_Cer M The UVW Repeat Controls how many times a map is repeated Multiplier 2 4 Fiter Mip map Z ee fois Mees f snis h invert ie within a given space
77. lor is it If you walked into a closet with no light what would the color of your shirt be The answer is that the color of your shirt would be the same BUT it would appear different based on the lighting environment This is why you should adjust your lighting to achieve the desired affect as opposed to changing the materials With an incorrect lighting environment such as the second part of the example on the previous page it will be very hard to predict how your scene will react When adding an new material it will not look how it did when you created it thus making it harder to achieve the original intended appearance for the material Incorrect lighting also has an adverse affect on other aspects of your rendering and may affect shadows reflections and even make your rendering take longer than it should Now you see why having a proper lighting solution is very important Interior or Exterior When facing the task of illumination separate it into interior illumination and exterior illumination Here exterior means open space For example place an object on the ground without any wall around it to block the light It s easier to adjust illumination for open space Interior means light source is blocked by wall or other similar objects in the scene a enclosed space in which the environment light will not have the direct effect to the object Or maybe some openings on the wall or windows allow part of environment light comes through them In
78. more reflective the greater the angle at which it is seen An example of this principle would be a window that is seen from straight ahead as opposed to at an angle Through manipulating the Index of Refraction IOR the reflective characteristics of an object can be changed A lower IOR means that a larger angle is needed between the observer and the surface before the object begins to reflect A higher IOR means that a smaller angle is needed which in turn causes the object to reflect sooner To have your renderings be more physically correct it is recommended to have the IOR of an object correspond to its actual IOR Below are six rendered samples each with a different Fresnel IOR The last one is a rendered with full reflection to creae a chrome material Reflections and Highlights Wondering why V Ray rendering engine doesn t have the highlight option built into it The truth is that the highlight is created by reflecting a very bright object or light in the scene It also called lightsource Some rendering engines use Highlight to create lightsource if there isn t any lightsource in the scene But current V Ray for SketchUp version does not support this option So you must create Rectangular Light or other self lit object as lightsource for the scene V Ray for SketchUp 34 Other parameters within the Reflection Layer Every object has certain degree of reflection Some are very strong and some weak But this does
79. n t mean we have to apply reflection to every single object in the scene because that will increase your rendering time significantly l FRefiection Ref pee Glossiness i mo mo You don t always get clear reflection from reflective material Objects tape Gores 1 2 m Refecton oeree 1 m like matte finish metal wood and some plastic materials do not reflect sibdivs gt 4 arisctropy 0 the lightsource clearly due to its uneven surfaces This is because the Seder Type ion Rotator Of uneven surfaces create many reflecting angles for light to bounce around So the highlight is not as sharp if compare to reflection from smoother surfaces The best way to create this kind of rendering quality is playing around the setting of both Highlight Glossiness and Reflection Glossiness The default value for both Reflection and Highlight Glossiness is 1 which means that the reflections will be perfectly sharp Once the value is decreased below 1 the reflections begin to become blurry A value of 0 would mean that the reflections are completely blurred and this would look similar to a material without a reflection layer at all Setting this for regular materials would cause extremely long render times A good range for creating glossy reflections is between 5 and 1 At values below 5 the effect is similar to a material without reflections Below are results from combinations of various intensities of Reflection Glossiness and Fresnel IOR
80. nto several possible issues When trying to connect to slave machines you may have issues of not actually getting them to render Check any firewalls that may be on the host or slave machine as well as any routers that you may have Also textures will not be transferred to the host machine by the DR software Optimally textures should be in a single network location that is accessible to all machines being used but if this is not possible then you must manually transfer the textures manually to a folder on the slave machine s that is the same path as on the host machine Also if you have the capability to use Remote Desktop Connection or a similar software it may make the task of monitoring slave machines an easier task V Ray for SketchUp 96 Rubber Orange Rubber White Sculpture Gray_Bump a Water Wax Green Wax Skin Argil Brown_Bright Argil Brown_Dark Argil Red Carbon Fiber Ceramic Red Ceramic White V Ray for SketchUp 9 7 Chocolate Crystal Eggshell Glass Black Glass Frosted Emmisive Glass Pure Gypsum Bump V Ray for SketchUp 98 Hematite Ice Jade Green Jade White Leather Brown 01 Leather Brown 02 Leather Orange 01 Leather Orange 02 Marble Green Marble Red Marble White V Ray for SketchUp 99 Metal Car Paint_Red Metal Chrome Metal Copper Metal Copper Metal Rusty
81. on Subdivs 500 a zs Caustic Subdiys 1000 rc ad Cutoff 0 005 d V Ray for SketchUp 76 Light and Shadow The quality of Shadow Unless the shadow is turned off all objects will cast shadow under light The quality of shadow is controled by Subdivs under lighting dialog box Rectangular light for example under Sampling gt Subdivs please change the default 8 accordingly to get desire shadow quality The higher number will cost more time to render When set it to 32 you can get the almost perfect shadow without any noise Image on the left is rendered with Subdivs set to 8 image on the right is set to 32 Sampling Subdivs eH Photon Subdivs 50 Caustic Subdivs 1000 Me De Radius for Shadow edge Sampling Photon Subdivs 500 a Caustic Subdivs 1000 When using Point lights the shadow edge will be very sharp To improve it adjust the Radius under Shadow dialog box Using Point Light here for example image on the left is rendered with Radius set to 0 Image on the right is rendered with Radius increased to 10 V Ray for SketchUp 77 The Shadow Color In order to change the shadow color click the color picker under the shadow properties Shadows Shadows M On Shadow Bias fo a Shadow Color MV On Shadow Bias fo a Shadow Color pe Shadow Bias a Shadow Color a V Ray for SketchUp 78 Depth of Field What s Depth of Field Depth
82. on a _irmap_very_low visopt Desktop gi_qmc_lic_high visopt I gi_qmc_le_low visopt o gt E gi_gmc_lc_medium visopt E o_grnc_le_very_high visopt My Documents l gi_qmc_ic_very_low visopt wr A e My Computer BE My Network name Places File S Files of type asGvis Render Options visopt gt Cancel I Open as read only ZA Open file Chairs Original skp There are 3 chairs and a very large floor in the file All objects are not assigned to any material and there is no light in the scene as well Please click the blue render icon from above directly and you will get this gray tone image without changing any setting in the V Ray Options V Ray for SketchUp 14 Open V Ray Options window and pull down the Global Switches Environment and Indirect Illumination taps as illustrated below Paseo iru ee B M Poa I Reflect Caustics IV Refract Caustis Saturation 1 lt 1 Contrast Base 0 5 a Contrast 1 i Save maps per frame Primary Engne Mubpier mm Inradance Map vj Secondary Engine Mater 1 H Determniste Morte Carlo Post Processing MnRate 3 4maxRate 0 Coor Threshold 09 4 HSph subdvs 50 samples 20 Nomattweshod 0 1 Distance Threshold 01 Basic Options R Show Calouation Phase I Show Samples Show Direct Light Detal enhancement Fon ste free x radix feo 4 stavros ESEU modne foan Sample Lookup Type Dars
83. ons M Reflect on Backside Scene Materials Scene Materials Block Red P Exclude all objects from reflection refraction E Block Red Cutoff 0 001 I Disable Yolume Fog Block RedMap IZ Oomen e edon Block RedMap Emissive Layers S Emissive Layers Alpha Contribution 1 me Reflection Layers Maps Reflection Layers Diffuse hz y Diffuse Layers F Exclude all objects from reflection refraction nir Add new la Diffuse r ep os Refraction Layers i Diffuse1 V EBEITIZE CIES 2x SuPIEN es Ground Refraction Layers Ground 2 Select the first diffuce layer and click on the m at the right to enter the Texture Editor Load the bitmap you wish use for diffuse texture map Use Photoshop Photolmpact and similar image editing software to create black and white image and save as bmp jpg or png which are the formats accepted by V Ray Ray Matra tr X V Ray Texture Editor Material Preview Preview uyw Color m ansparency m i m G Texture Mapping Explicit Map Channel Diffuser R AY Environment Map Channel 1 a Color m Transparency m 5 F 0 R UW Transform ions oe Repeat Offset Update Preview IV Trace Reflections Double Sided i 5 ufi fo HT miror Material Workspace IV Trace Refractions W Reflect on Backside m ed Scene Materials 1 0 i a Block Red cutoff 0 001 24 I Disable Volume Fog y Ea Z
84. ontrol of light pass through the object the unit for this is unclear Keep these three settings as default Other items required to change include 1 NO Double Sided must be unchecked so the light can get through to the inside of the object This setting is extremely important Change the IOR to 1 3 Decrease the Refraction Glossiness to a value below 1 Do not use white color for the Transparency because that will turn the object to completely transparent and become dark after rendered due to absorb too much light Do not use black color either That will not allow light get through the object at all Pick a color anywhere between Val 80 150 will give you the best result Many rendering engines use Sub Surface Scattering SSS to create this kind of material This material is good for creating things like wax skin milk cheese plastic and jade which all have a little translucency in it Translucency is created by absorbing light to the object s surface so the color of the object will show up a little darker than its original color If you still think that it s too dark even though the original color is set to the highest Val 255 the best way to fix it is increasing the intensity of your light in the scene Below are some examples V Ray for SketchUp 44 Emissive Materials Open file Chairs Emissive Original skp and we are going to show you how to create a self i
85. ough SketchUp Model info Now the appearance of the scene has completely changed sole based on the position of our sun This allows users the flexibility to worry only about the time of day rather than adjusting the appearance and intensity of the sun and the background Morning Mid Day Evening p w wd 4 Changing the Sun s Appearance with Turbidity Although the time and position of the sun will have the most affect on the appearance of the Sun and Sky there are several other controls that will be helpful in adjusting their appearance Turbidity essentially changes the amount of dust that is in the air Values on the lower end or the spectrum will create a very clear blue sky as you would see in the country side Having larger values will make the sky slightly yellow or orangish as you would see in the city Think of turbidity almost as a control for the haziness of the sky Turbidity 2 Clear Day Turbidity 5 Slightly Hazy Turbidity 8 Very Hazy Day V Ray for SketchUp 86 Changin the Sun s Appearance with Ozone The other useful parameter in adjusting the sun is Ozone Ozone changes the color of the sun itself from a slightly yellow tone toa slightly blue tone This can be very useful for fine adjustments to the appearance of the sun Ozone 0 Ozone 0 5 Ozone 1 Gamma Correction and the V Ray Sun and Sky Due to the physical nature of the sun and sky model it is intended to be rendered using a gamma
86. ough standard raytracing Environment light is not considered a form of direct light Primary bounces this the light which is the first bounce after the direct light hits a surface Usually these bounces have the greatest effect on the scene in terms of the indirect lighting as these bounces retain a significant portion of light energy Environment light is calculated as a primary bounce Secondary bounces this is all of the light which bounces around the scene after the primary bounce As light bounces around a scene its intensity and therfore its affect on the final illumination becomes less and less Because of this secondary bounces can all be calculated through a single method With exterior scenes these bounces have a relatively insignificant effect on the final result however with interior scenes the bounces can become as important as primary bounces It is important to remember these classifications when evaluating an image s quality and adjusting settings to either achieve better or faster results V Ray for SketchUp 69 Primary Engine Irradiance Map It can only be used for primary bounces Open file Chairs Irradiance Map 01 skp and open the Irradiance Map control panel under Options There is a very important setting option here related to image quality Min Rate and Max Rate Default for Min Rate and Max Rate are 3 and 0 In this file they are currently 8 and 7 Render it and you will get image as below Notice
87. r IV Tile Multiplier 1 Filter Mip inap Blur 015 se images own gamma Apply Cancel gt x Ray Texture Editor x r Preview el Apply Cancel 4 After the bitmap is selected the m now becomes M Click on the Update button to preview the bitmap Click on Apply and you can use this bitmap as the light source Ray Texture Editor a x Ea gt Preview s ae Uv Texture Mapping Explicit Map Channel Environment Map Channel 1 Uv Transform Offset Repeat u i jo Mirror y m o Mirror Rotation o r Common Bitmap Bie af Multiplier 1 Type Invert Invert Alpha Bitmap Fie M Clear IV Tile Filter Mip map Blur 0 15 a Use image s own gamma z Apply Cancel 5 Click on Update Preview and you will see the Bitmap is now on the material ball Render it and you will get the result as the image on the right Material Preview Emese Color M it Tenomercy M m Diffuse Options Maps Update Preview Material Workspace Scene Materials CHAIR GREEN p Emissive Layers Benne 5 Reflection Layers H Diffuse Layers 3 Refraction Layers CHAIR ORANGE CHAIR RED Defaut VRay Material H GROUND 41 V Ray for SketchUp Please note that if any type of map is being used in Texture Editor the Co
88. resnel Fresnel Color M Fresnel IOR 1 55 m Refract Color m Refract IOR 1 55 em m Update r Common Type Multiplier 1 Ez Invert J Invert Alpha Apply Cancel 6 Click on the Material Preview again The Material now has reflection quality with the same color on it V Ray Material Editor Material Preview Reflection Reflection M Highlight Glossiness 1 Set reflection abdi Update Preview Diffuse Material Workspace ooo Scene Materials chair creen Maps chair orange chair Red 2 Emissive Layers Reflection Layers Reflection Diffuse Layers Refraction Layers Default_vRay_Material Ground 6 Notice the m on the right side of the Reflection is now changed to M That means the Map has some other characters associated with it now Please use the same method and apply Fresnel to other colors and render it 7 Below image rendered with Fresnel IOR set to 2 5 it has more reflection and looks more like a metal texture now The chair has some black reflection due to the default setting of the background color is black Under V Ray Environment change the color under Background to white and see what will you get fe V Ray for SketchUp 33 Fresnel Reflections Fresnel Reflections are a naturally occurring phenomenon that states that an object becomes
89. rity of your final result If the light is placed too far away and the subject is not bright enough you can either increase the intensity or size of the light On the other hand you can lower the intensity or reduce the size of the light if you place the light too close or too bright You will need to keep adjusting the size location and the intensity of the rectangular lightin order to get good lighting result V Ray for SketchUp 30 Light Units Intensity light unit allow you select diferent physical unit of the light Usind the correct intensit unit will help you to get the correct result when you are using the Physical Camera This take in consideration the units scale of the scene Values Scalar means the final color of the light it is given by the color and multipler of the light without any convertion Lumens the total power of the visible light was mesured in lumens The light s intensity does not depend on its size Im m m sr the light power calculated in lumens per square meter per steradias The light s intensity depend on its size Watts the light power calculated in watts The light s intensity does not depend on its size Does not work like a real light bulb Ex real 100W light bulb emits between 2 and 3 watts as visible light w m m sr the total visible light power calculated in watts per square meter per steradian The light s intensity depend on its size V Ray for SketchUp
90. rsis_room_day hdr ae Aversis_room_night hdr ws Aversis_screens hdr My Documents Cw er C ie 2 Choose Bitmap from Type click on m My Computer beside File and import an hdr file as a ee My Network File name pie facts Bane Files of type al supported image types png bmp ipg ip gt Cancel Type File m Clear I Tile T Open as read only Multiplier 1 a Filter Mip map 7 su 015 or T Invert Uee mane sonuanne HDR Images courtesy of Wouter Wynen P invert Alpha e i re Override I http www aversis be 3 Because the textures is being applied to the environment and not an object make sure you check the Environment under UVW after the file is imported Render it and will get the image on the right You will see a big difference between this image and the image that used only color for Environment light source This is because the HDR is providing the illumination for the scene based on the colors and intensities of the image Ray Texture Editor x Preview Uy Texture oe heri e aome apping sp erical Environment Rotation Repeat Horizontal fo 1 ro Mirror Vertical Jo ET 1 Mirror p Common Filter Mip map Blur fo is l Bitmap Fie M Clear IV Tile 4 If you want the object reflect the HDR image Environment as well you can assign the same HDR image to the Environment Background and make sure the UVW is set to Environmen
91. s or many lights The important thing to remember is that the lighting must be balanced Since we already have a scene which would become overly bright or burned as it is sometimes called if any additional light is added there must be a compromise between the different lights In most cases this will mean that the environment intensity will be decreased but the ratio between environment lights and other lights is something that you must determine Try out different options one where the environment light is stronger than other lights and another where other lights are stronger than the environment V Ray for SketchUp 63 HDR Environment light Instead of using a color for an Environment light source V Ray also supports HDR images to use as Environment light source Open file Chairs HDR_0O1 skp 1 Open V Ray for SketchUp s Render 2 xi Look in O Aversis gt ae Options open Environment menu and click on Fe ES Aversis_app_balkon_cloudy hdr the m at the right of GI to enter the Texture at se V 019 2pP_balkon_cloudy evening har My Recent we 4 ersis_app_bureau_sun hdr bpm SCSC C C C C lt lt C pocan 2s Aversis_app_hallway hdr 6 Aversis_app_living hdr Env ironment 3 Aversis_balkon_evening_01_wb_750 hdr I GI Skylight Eoo H a UER E re Desktop f jE aot el S A ersis_Flashlight hdr IV Background 1 m I Refraction __ 1 m RAN averss vino day her oe Ave
92. s will be sufficient for an image the best way is to look at the progress window monitor the appearance of the image in the frame buffer and approximate the number of samples according to the progress and total number of samples Say the Subdivs number is 1000 for example when the Subdivs is half way through its calculation the rendering window s black dots are almost gone that means you only need to set the number between 500 600 and you will get the correct render result If the process is done but still have a lot of black dots in the window that means more subdivs are needed to produce an accurate result Image below is showing a Light Cache calculation which still has a large number of black spots Number of tree nodes 11589 Number of tree faces 142314 Number of tree leafs 5256 Average facesjleaf 27 0765 Memory usage 3 89 MB Scene bounding box is 0 0 9 23872e 006 5 Preparing direct light manager Preparing global light manager Irradiance sample size is 84 bytes Photon size is 56 bytes Light cache sample size is 112 bytes Building light cache Tracing 1000000 image samples For light cache i Setting up 2 thread s Light cache time interval is 0 000000 0 00000 Light cache time interval is 0 000000 0 00000 Light cache time interval is 0 000000 0 000001 wr E Building light cache V Ray for SketchUp 74 Another important option with Light Cache is the Sample Size This is used to determine the
93. se Server If you have more than one server enter the other names in the Alternate license server 1 and 2 Then click OK to finish Click OK again to update the settings License server settings for V Ray for SketchUp Primary license server Altermate license server 1 License server License server Connection port 20305 Connection port 20305 Alternate license server 2 license sever SS 7 Connection port 130305 Cancel Sometimes proxy servers or firewalls can block the online activation You may receive this error during the installation process Failed to contact web service You can activate your license offline Offline Activation Web Activation 1 If you have to activate your V Ray for SketchUp by Offline Activation you will see this Error window Failed to connect with web service This can happen when your computer is mot connected to the internet or another process is denying the activation process access to the internet IF you are connected to the internet you may wish to try our web page activation process Ik is less likely to be blocked IF you are not on the internet then you will need to use our offline activation Web Activation Offline Activation 3 A link to our web page will appear Fill out the information Click submit Required field ig Customer Information Company Name Title First Name Last Name Middle
94. side Cutoff 0 001 am I Disable Volume Fog 1 EE ad J Exclude all objects from reflection refraction Alpha Contribution d Optimize object exclusion Maps How to add new material Custom colors El Ze He Tl SEED Hue feo Sat o ColorlSolid yr 240 T Red 1255 Green 255 Blue 255 Add to Custom Colors 1 Right click on Scene Material select Add new material Add VRayMtl 2 Right click on Scene Material select Import new materialto importa saved materialfile V Ray Material Editor Material Preview Update Preview Material Workspace Scene Mat E Defau Add material bo Add YRayMtl Import new material Add YRay25idedMtl p amaia Add RaySkp2SidedMtl Se Be a seal ine eae Add VRayAngleBlendMtl Material Preview gt Update Preview Material Workspace Scene Add material E o Def Import new m terial gt Purge unused materials V Ray for SketchUp 19 How to duplicate a material Under Material Workplace right click on the material you wish to duplicate and select Duplicate This is another way to add anew material V Ray Material Editor V Ray Material Editor Material Preview Diffuse Material Preview Diffuse p Color m Transparency m p GEU IV Trace Reflections V Double Sided options a
95. size of each sample Asmaller number will yield a more detail and a sharper image where a larger number will lose some detail but have a smoother result With each of these images the primary and secondary bounces are calculated with Light Cache The images on the left has a sample size of 02 and the images on the left has a size of 03 With both cases the top image is the result at the end of the Light Cache calculation and the bottom image is the rendered result It is important to note that Light Cache is not appropriate to be used for primary bounces as it does not produce smooth results or good details It is only being used as a primary bounce in this case to illustrate the difference in sample size Light Cache Light Cache Calculation Parameters Subdivs 1000 aa Scale Screen Sample Size 0 02 Num Phases 2 ae IV Store Direct Light V Show Calc Phase Adaptive Calculation Parameters Subdivs 1000 aa Scale Screen Sample Size 0 03 r Num Phases 2 as Store Direct Light V Show Calc Phase Adaptive In order to determine the size of each sample Light Cache gives itself a scale to work with The default setting for scale is Screen This means that each sample is a percentage of the image The default value is 02 or 2 percent Which means that the size of each sample is approximately 2 percent of the total image It is possible to use the scene units to determine the size of the samples To do this
96. space E Scene Materials H CHAIR GREEN CHAIR ORANGE I bd CHAIR RED F Emissive Layers H Reflection Layers H p o ona conte on Lay Ei 7 Dafi NRB Materi Eea aah ho GROUND Controlling the amount of transparency Material Preview Refection Update Preview Material Workspace E Scene Materials H CHAIR GREEN cHaIR ORANGE E CHaIR RED ng Emissive Layers H Reflection Layers H oE Diffuse Layers E Refraction Layers Default_VvRay_Material H O GROUND 2 If you don t see the transparency from the material preview window thats because the Transparency is set to black Use this color to adjust the degree of Transparency Click on the color and change it to white which will give you 100 of transparency to the material SST eflection J ifuse Color B mo transparency Sm fraction Refraction m Transparency EE m Glossiness i m IOR jis a m Ssubdivs fe a aeaea I Translucent m oo m maap D I Affect Shadows Fivdiickcoett 1 4 1 est sflection Diffuse Color E m Transparency m efraction Refraction m Transparency O m Glossiness 1 m tor 1 55 m Subdivs fa E r Translucency x Fog Color T Translucent m Fog Multiplier 1 Thickness 1o00 He al I Affect Shadows Scatter coeff a a I Affect Alpha Fiid bck coeff 1 V Ray for SketchUp 37
97. st how color are actually displayed for a given image When V Ray determines a color value for a given pixel this value is then interpreted based on the type of mappings in use This is very useful for minimizing the amount of an image which is out of the range of what can be displayed on a monitor Color Mapping Open Color Mapping under Options V Ray default is set to fC Reinhard option Reinhard is a blend between Exponential Mapping and Linear Mapping The result is linear mapping when the Burn value is 1 0 and when the is 0 0 the result is Exponential Mapping Linear Multiply simply means that the color will not be changed from the generated value to the displayed value like The image on the left Exponential is using color intensity to control brightness and prevent wash out situation but objects color will become light like the image on the right V Ray for SketchUp 90 HSV Exponential and Exponential are very similar but will keep the tune and intensity of the color like the image on the bottom left Intensity Exponential can maintain the RGB ratio and will only affect the color intensity like the image on the bottom right Gamma Correction applied to the color a gamma curve Dark Multiplier is a multiplier for the colors before they are gamma corrected The inverse of the gamma value is the Bright Multiplies gamma 2 2 should be 0 4545 in Bright Multiplier The image is shown on
98. t V Ray for SketchUp 58 V Ray for Sketch Up Two Sided Material The V Ray for Sketch Up Two Sided Material or VraySkp2SidedMtl as it appears in V Ray for SketchUp is simply a material that allows for the front faces of a material to have a separate material than the back faces It can be very useful when creating very quick conceptual renders when trying to convey ideas with minimal modeling This tool developed out of Sketch Up users desire to create a V Ray material that would act with different materials as the standard Sketch Up material does Adding a V Ray for Sketch Up Two Sided Material First we will need to add the Sketch Up Two sided material Open the material editor and right click on Scene materials and select VraySkp2SdMtl which is the last option Working with V Ray for Sketch Up Two Sided Material The Sketch Up Two Sided material looks very similar to the V Ray Two Sided material It has two slots one for the front material and another for the back material As with the V Ray Two Sided material the materials cannot be created from within the Two Sided material but must be already created in order to be added to either the front or the back material Although it Is possible to utilize much of the features of the standard V Ray material within the Sketch Up Two Sided material it is not recommended to use any refraction layers within materials used for the Two Sided material Unlike the V Ray Two Side
99. t After the Background HDR is added the result is as image on the right Environment PM esio oo y e m a Background __ a I Refraction fr Hm Image Sampler V Ray for SketchUp 64 To compare below are three images rendered with different HDR images as the Environment light sources You can see the light and color change dramatically according to each HDR image Ray Texture Editor k xi Preview 7 Uv Texture Mapping spherical Environment Environment Rotation Repeat Horizontal 0 a 1 rot Mirror vertical 0 ET 1 jor Mirror m Bitmap File M Clear IV Tile Common 7 ea g gad Filter Mip map Blur 0 15 cc Type Bitmap az cs Multiplier 2 4 Ray Texture Editor f x Preview Uv Texture ee spherical Environment Environment Rotation Repeat Horizontal o E Mirror vertical p 8 i Mirror Update m Bitmap Common Fie M clear IV Tile Filter Mip map eur 015 ET Type Bitmap Y j Multiplier 2 Ray Texture Editor N X Preview UVW Texture 3 Mapping spherical Environment Environment Rotation Repeat Horizontal 0 ee 1 ret Mirror vertc fo tft Hr minor Update Fai Fie M Clear IM Tile m Common 5 Filter Mip map Blur 0 15 Type Bitmap En c Use image s own gamm
100. t Portal I7 Store with Irradiance Map Subdivs Photon Subdivs 500 aa Caustic Subdivs 1000 at IV Ignore Light Normals I Skylight Portal J Store with Irradiance Map Subdivs Photon Subdivs 500 a Caustic Subdivs 1000 at Cutoff fo o0s Cutoff 0 005 a Shadow changes according to the size Larger Rectangular Light spreads out to a larger area so the shadow is not as clear as you will get from a smaller Rectangular Light Compare images below and you will see the differences between two different light sizes The one on the left is rendered with smaller light If you want to have a stronger shadow we do not recommend you set the intensity way high and make the light size really small It s better to use a different light type in V Ray Please see dialogue box of how to create a Point Light later V Ray for SketchUp 28 Impacts on reflective objects due to Visible and Invisible Rectangular Light There is an Invisible option in Rectangular Light It allows the light visible or invisible from the render image See images below The one on the left has the Invisible option unchecked so the light appeared in the image When apply a reflective material to the object the light will also being reflected on the object The image on the right has the Invisible option checked Thus you don t see the light in the image or on the object with reflective material applied to it The default setting for Rectangu
101. tand alone application which is installed and run on the slaves Any machine which has V Ray for Rhino installed on it should have the Distributed Render Spawner already on the machine If it does not or you would like to install the DR Spawner that does not have V Ray for Rhino you will need to access your installation file or disk Once the installation is started you will need to choose Custom setup type Within the custom setup there will be four components one of them being the DR Spawner Disable all of the other components and click next to install the DR Spawner Please select a setup type Select the features you want to install and deselect the features you do not want to install Description Complete O Y Ray for SketchUp ASG vis Materials All of the files required to use 13 All program features will be installed Requires the most disk space ORATOR DS Te CSE distributed rendering DAVIS CA 9pawne E 0 Floating License Utility Select which program features you want installed Recommended for advanced users 26 70 MB of space required on the C drive 207295 66 MB of space available on the C drive InstallShield AAS _i i p i i i i i i i iii InstallShield lt back Net lt back Net Finding the IP address of the slave computer The last piece of information that you will need in order to utilize the slave machine is the IP address You can get this one Cuneeal Support of two ways The
102. terior lighting is generally more complex than exterior lighting Image on the left shows open space illumination and image on the left shows the semi open space illumination Image on the left shows the same semi open space but add one more opening to the wall The brightness increased due to second opening added to the wall Image on the right shows different locations for openings also affect the brightness of the scene V Ray for SketchUp 62 Techniques for adjusting illumination Before rendering a scene try to finish all the modeling as this greatly simplifies the task of adjusting the illumination The number of objects object location material type color and even size will all affect the illumination in some way When beginning to create the lighting solution it is important to have a solid base in which to begin evaluating how you will need to light your scene as well as how it will react to lighting With Vray this task is very easy because of how the environment light works Basically with your environment color set to white 255 255 255 and the intensity set to 1 you should get a neutral lighting of your scene This is useful in that it will allow you to properly assess the appearance of your materials as well see if there are any areas of your scene which will naturally receive more or less light from the environment Now lets see this in action Open file Chairs Illumination 02 skp This is an easy open sp
103. the amount of subdivided triangles that are allowed to be created from a single triangle of the original mesh In general it is better to havea slightly denser mesh and lower maximum subdivision rather than a simpler mesh and a higher maximum subdivision Depending on density of the render mesh created by SketchUp the max subdivisions may not necessarily come into play The edge length will determine the maximum length of asingle triangle By default this value is expressed in pixels but if you disable View Dependant then the edge length value will reference your scene units Smaller values will lead to a higher quality while larger values will decrease the quality V Ray for SketchUp 54 Adjusting Displacement Depending on how you set up your global displacement values you can set up your texture multipliers in one of two ways The first way which is the simplest is to keep the Amount value in the displacement options at 1 and to adjust the texture intensity as an expression of scene units The plane on the left has a texture multiplier of 5 which in this case leads to a maximum displacement of 5 units The plane on the left has a multiplier and maximum displacement of 2 The second way to set up displacement by making the maximum displacement the Amount Value in the V Ray options and setting the texture multipliers as a percentage of that maximum value It the case of the two planes to the right the Amount value is two
104. tion Layers Diffuse Layers I Exclude all objects from reflection refraction Diffuse 4 Diffuse1 Vv Optimize object e clusion Refraction Layers Maps Ground Apply Cancel Render it and will get image like the right the transparency map is covering the entire block V Ray for SketchUp 5 7 V Ray Two Sided M The V Ray Two Sided Material or Vray2SidedMtl as it appears in V Ray for SketchUp is a material that allows easy creation of very thin translucent objects such as paper lamp shades or curtains It works with the very simple controls so it s much easier to control the result then using a translucent material and it renders significantly faster as well Due to the nature of this material it is actually best to have single surfaces rather than a solid as you would need for any refractive material Material Workspace Adding a V Ray Two Sided Material First we will need to add a Two sided material Open the material editor and right click on Scene materials and go to Add Material This will in turn bring up another menu with several different material formats Click on Vray2SidedMtl which is in Scene Materials Defaut yR Add material Add RayMel Import new material Add YRayLinkedMtl Add VRay2Sidedmtl Add RaySkp2SidedMtl Purge unused materials the middle ioj x Working with V Ray Two Sided Material Fo ae aH No
105. to use that click Next ASGvis Product License No license was detected Please choose From the Following scenarios License Types I have a floating license server and would like to use that OI have purchased a standalone license and would like to use that CT wish to demo this product 2 In the primary license server section enter the name of the computer that you have as the Floating License Server If you have more than one server enter the other names in the Alternate license server 1 and 2 Then click OK to finish Click OK again to update the settings V Ray license server information Primary license server Alternate license server 1 License server License server Connection port 30205 Connection port 230305 Alternate license server 2 T License server o Connection port 130305 Cancel Alternate setup for a computer on the Network 1 Another method to setup the License Server is click the Start menu then select All Programs click on ASGvis LLC and choose Set License Server Select the appropiate product and click OK ASGvis Products Which product would you like edit the server settings of Ray for Rhino Ray For Rhino EDU Ray For SketchUp Ray for SketchUp EDU 2 In the primary license server section enter the name of the computer that you have as the Floating Licen
106. to recreate the texture of a surface by using a black and white image to describe the varying height of the surface This is very similar to how bump mapping works but each method does this ina different way Bump mapping simply shifts the surface according to the image applied to it without actually changing the geometric structure of the surface This causes bump mapping to be somewhat limited in its capabilities of representing those surfaces Displacement on the other hand actually creates the geometry that is described by the image This is done by subdividing a given piece of geometry and adjusting the individual heights of all of the faces based on the image that it is describing The result is a surface that produces a much more accurate and realistic result Adding Displacement Using displacement is very similar to using bump mapping In fact you can probably use your current bump maps as displacement maps Inthe Maps rollout of the material options there will be an option for Displacement Enable displacement by clicking the check box on the left and the proceed to click on the m to adda displacement map Although textures are used for displacement maps in most situations it is possible to add a displacement map via the procedural mapping Once either a texture or procedural mapping is added there is one last thing that you will have to pay attention to while still in the texture editor and that is the multiplier The multiplier is
107. ty Based v Mutipass V Randomize Samples Check Sample visbiity 1 Global Switches Please uncheck Hidden Lights and Default Lights under the Lighting section Hidden Lights means hiding the lights from the scene It is used when the users don t want to see any light while modeling in the scene When uncheck the Hidden Lights box those hidden lights will not affect the V Ray render To prevent these hidden lights affect the final render output we recommend you uncheck the Hidden Lights first Default Lights means V Ray built in lights Users can not see nor edit these lights from the scene If one uncheck the Default Lights and does not check the GI below the render will turn out totally black We also recommend you check the Low thread priority under the Render section so that it won t affect other program while rendering with V Ray 2 Indirect Illumination Please check On under the GI section That turns the Indirect Illumination on so called the Global Illumination We will explain those green dot items more later 3 Environment Environment is to control the contract color and HDR of the Global Illumination Please check the boxes before GI and Background Please adjust those three items then select the blue render icon on the top You will get the image with Global Illumination Compare to the image without Global Illumination you can see the objects don t have dark shadow because the objects
108. uct 2 If you haven t purchased V Ray for Rhino you can run a demo by selecting the option I wish to demo this product ASGvis Product License Mo license was detected Please choose From the Following scenarios License Types OT have a Floating license server and would like to use that OT have purchased a standalone license and would like to use that T wish to demo this product If you have already purchased V Ray for SketchUp you can choose one of the two other options floating license server or standalone license Standalone License 1 Select I have purchased a standalone license and would like to use that and click next ASGvis Product License No license was detected Please choose From the Following scenarios License Types I have a floating license server and would like to use that have purchased a standalone license and would like to use that CD wish to demo this product 2 Enter your serial number then click next Activation usually takes a few seconds Request License EW Enter the Purchase Number Sometimes proxy servers or firewalls can block the online activation You may receive this error during the installation process Failed to contact web service You can activate your license offline For instructions on how to do this please see the Offline Activation section Floating License Server Setting up the License Server
109. us Emissive Intensities By controlling the degree of Transparency under the Emissive Color you can still keep the diffuse color of the object For example when the Intensity is higher than 2 the diffuse color is washed out and become white To avoid the self illuminated object become white please also refer to the Color Mapping Emissive Color R200 G161 B82 Diffuse Color R155 G155 B155 Emissive Transparency R100 G100 B100 a Diffuse Transparency RO G0 BO EEEH pl LCN Sits 0 0 V Ray for SketchUp 46 Emissive Textures Except using colors as light source for the self illuminated materials you can also use texture map directly as light source 1 Click on the m to the right of the Color under Emissive control panel 2 The Texture Editor will then open up Select Bitmap from Type s pull down menu and you will see the control panel show up to the right BOO i CizsitC C 10 x Emissive Color m Intensity s Vesper M m 3 Under Bitmap click on the m to the right of the file and pick a bitmap to use as the light source Ray Texture Editor q UV Texture gt Preview Mapping Explicit Map Channel Environment Map Channel i s Invert Invert Alpha Uv Transform Repeat Offset ufi ai o HI Mirror vfi afo H Mirror Update Rotation o EZ Common Bitm ap Type v File m Clea
110. view tA __ F_UJ080 A Ss a oe ee ees Texture Mapping Explicit Map Channel T T Environment Map Channel fi Lt i Repeat Offset vft afo SP mro Update Rotation 9 al JL aromi Bitmap Type Bitmap Fie M Clear IV Tile Multiplier 2 4 Filter Mip map 7 Blur 0 15 a Invert Use images own gamma F Invert Alpha rod Override 1 ET Apply Cancel V Ray for SketchUp 51 Image on the left is result of using only brick Bitmap The surface of the block looks very smooth Image on the right is rendered with Bump map added to the entire block Obviously you can see the Bump texture within the brick surface And also earlier we talked about using Reflection gt Glossiness to adjust reflecting material s glossiness and create frosted look of the object If add a little bit of Bump map to it now will make the object looks even better Image on the left is using only Glossiness from Reflection setting Image on the right has Bump map added to it Below are some examples of textures created with Bump map J l Ahapa as en a om 7 ans s 2 a 3 o a os on ar zp j lt see es Ss Sas e t Goa een Mi e s ss Ss ee a BB e a F fas a n a a a a 588 a a n i au Bump map is created using the grayscale of the Bitmap to set the high and low texture The bright part of the Bitmap is cons
111. w that the Two Sided Material has been feck added we will expand the material and Bak notice that this looks much different then Coor M the standard V Ray material This is because the Two sided material works with predefined materials There are two slots one for the front material and one for the back material as well as color which will determine the ratio between the front and the back material E E Default _VRay_Material Two sided vra You cannot actually create a new material once inside the Two Sided material as it only works with predefined materials When you click on the button for the front material a dialog box will open up asking you to choose which material you would like to have be the front material You must also define a material a material for both sides but you can define the same material for both sides If you don t specify a material for either the front or the back then Vray will assume that there is no material The color is how V Ray determines the ratio of front material to back material The color works with grayscale values and produces the best results between 35 220 Colors on either end of the spectrum will tend to yield results of almost completely one material which defeats the point of using the two sided material If you would like to recognize which faces are the front and which are the back then you can configure backfaces to be a different color when they appear in the viewpor
112. what is actually going to determine the final size of the displacement this will reference the Amount value in the Displacement rollout Displacement Parameters In the V Ray for SketchUp Options there is a rollout which contains the parameters for displacement It is important to note that these are global controls for all of the displacement through out the scene Currently there is no individual controls ona per object or material level This Displacement means that you must be aware of Displacement the settings within this rollout when adjusting an individual material s displacement VFB Channel Edge Lenathipix 4 Sj Max Subdivs 256 Amount L Relative to bbox M View Dependent M Tight Bounds Indirect Illumination Quasi Monte Carlo GI The Amount value may possibly be the most important value within the rollout as this value will determine the scale of all displacement The Amount value is the number of scene units of an object with the texture multiplier set to 1 This means that one could adjust the affect of displacement through either the Amount value or the texture multiplier but because the Amount value affects all displacement it is recommended that it be left constant and the texture multiplier be used to adjust the displacement of an individual material Both the Maximum Subdivisions and the Edge Length will affect the quality and speed of the displaced mesh Maximum Subdivisions will control
113. will not necessarily produce the same effect from object to object The image on the left is two spheres with the same material applied to them but the sphere on the right is 4 times larger The images below are tests of different multipliers with a saturated and desaturated color Fresnel IOR01 55 Refract I ORU1 55 IORU1 55 Fog ColoriR244 G250 B230 pe pOGsMUItI PII C ra 0 2 0 4 0 5 0 3 0 6 0 7 0 8 0 9 Fresnel IOR 1 55 Refract IOR 1 55 IOR 1 55 Fog Color R175 G250 BO milpOG Multi P11 C rs 0 1 0 2 0 3 a 0 6 0 7 0 8 0 9 1 0 2 0 V Ray for SketchUp 39 Adjusting Refractions with Index of Refraction IOR Index of Refraction is used to calculate among of the light refracted from transparent object The newly added IOR default is set to 1 55 Please see the chart for typical objects IOR value tion Material IOR Material IOR Hiran m iira N Vacuum 1 0 Glass IOR ISIT Glossness 1 m P ior 155 H m Air 1 00029 Glycerin 1 472 Alcohol 1 329 Ice 1 309 Crystal 2 0 Ruby 77 Diamond 2 417 Sapphire 1 77 Emerald 1 57 Water T33 Default set the Refraction IOR to 1 55 please refer to images below for setting of IOR to create desire material Please note that reflection and refraction IOR values are separate but to achieve an accurate effect these values should be the same mRefractioni OR g 1 00 1 05 1 10 1 30 1 39 1 40 1 60 1 65 1 70 1 90 1 95 2 00 2 05 2
114. xtures and a preview of your material in a single file Material Preview gt Diffuse IV Trace Re IV Trace Ri Cutoff 0 0 Alpha Contri Update Preview T Exclude Update Preview Material Workspace Scene Materials Material Preview COCO use IV Trace Refl IV Trace Refre Cutoff o 001 Alpha Contribu T Exclude all H 9 De Rename Di Remove Duplicate Import Export Pack Apply material to objects Apply material to layers Select objects by materi V Ray for SketchUp 21 Another three selections 1 Select Objects by materials Selects the objects in the scene witht his material 2 Apply materials to object s Applies this material to selected objects in thescene 3 Apply materials to layer s Applies this material to selected layers All the objects in the same layer will be applied with this material V Ray Material Editor Material Preview OOOO Color E Options Maps Update Preview 4 Material Workspace Scene Materials Greenchair Orangechair_ Redchair Rename Remove Duplicate Import Export Pack Select objects by materi Apply material to objects Apply material to layer s V Ray Material Editor Material Preview Diffuse Color E

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