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Photographic Rendering with V-Ray for SketchUp

You're reading from   Photographic Rendering with V-Ray for SketchUp Turn your 3D modeling into photographic realism with this superb guide for SketchUp users. Through concrete examples, screenshots, and images, you'll learn the practical side to photographic rendering using V-Ray.

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Product type Paperback
Published in Mar 2014
Publisher
ISBN-13 9781849693226
Length 328 pages
Edition Edition
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Author (1):
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Brian Bradley Brian Bradley
Author Profile Icon Brian Bradley
Brian Bradley
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Toc

Table of Contents (18) Chapters Close

Photographic Rendering with V-Ray for SketchUp
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Diving Straight into Photographic Rendering FREE CHAPTER 2. Lighting an Interior Daytime Scene 3. Lighting an Interior Nighttime Scene Using IES Lights 4. Lighting an Exterior Daylight Scene 5. Understanding the Principles of Light Behavior 6. Creating Believable Materials 7. Important Materials Theory 8. Composition and Cameras 9. Quality Control 10. Adding Photographic Touches in Post-production Index

Index

A

  • absorption
    • working / How absorption, reflectance, and transmittance work
  • After Effects
    • setting up / Setting up After Effects
    • footage, importing into / Importing our footage
    • lighting hotspots, working / Dealing with the lighting hotspots
    • floor reflections, boosting / Boosting the floor reflections
    • used, for final color corrections / Final color corrections
  • ambience, interior nighttime scene
    • adding / Adding some much-needed ambience
    • adding, V-Ray Sky used / Using the V-Ray Sky
    • adding, GI skylight used / The GI skylight
    • adding, HDRI used / HDRI to the rescue
  • ambient occlusion
    • observing / Ambient occlusion
    • about / Ambient occlusion
  • Anisotropy option / Giving the doors an aluminum look
  • aspect ratios
    • about / Aspect ratios
    • 1.333*1 (4*3) / Aspect ratios
    • 1.500*1 (3*2) / Aspect ratios
    • 1.777*1 (16*9) / Aspect ratios
    • 1.85*1 & 2.35*1 / Aspect ratios
    • classification / Aspect ratios
    • choosing / Choosing our ratio, Beware of the difference between the viewport and render
    • discrepancy, between viewport and render / Beware of the difference between the viewport and render
  • Assign material to selection function / Boosting the floor reflections

B

  • 32-bit Simple Choker effect / Boosting the floor reflections
  • barriers
    • chrome, adding to / Adding chrome to the barriers
  • better sky
    • creating / Creating a better sky
  • bitmaps
    • used, for wall paintings creating / Creating the wall paintings using bitmaps
  • blank canvas, interior nighttime lighting scene
    • starting with / Starting with a blank canvas
    • initial exposure level, setting / Setting an initial exposure level

C

  • Camera Lens Blur effect / Adding a subtle DOF to shift focus
  • camera matched exterior
    • observing / A camera-matched exterior
  • ceiling material, V-Ray
    • working with / Playing it safe with the ceiling
    • bump effect, adding / Playing it safe with the ceiling
  • chrome
    • adding, to barriers / Adding chrome to the barriers
  • close up shot
    • using / The close up shot
    • setting up / Scene two – close up
  • color bleed
    • about / The cause of color bleeding
    • exercise one / Color bleed – exercise one
    • controlling / Bringing color bleed under control
  • Color corrections window / Previsualizing image corrections using V-Ray FrameBuffer
  • color mapping choice
    • making / Making a color-mapping choice
  • color temperature
    • using / Using color temperature
    • exercise one / Color temperature – exercise one
    • exercise two / Color temperature – exercise two
  • composition
    • affected, by focal length / How focal length affects composition
  • compositional rules
    • about / Good composition is the foundation of photographic rendering
  • Correlated Color Temperature (CCT) / Using color temperature
  • Create Layer option / Knowing your right-click menu commands
  • Curves toggle button / Previsualizing image corrections using V-Ray FrameBuffer

D

  • definition
    • writing / Writing a definition
    • painting / Painting a definition
    • compiling / Compiling a definition
    • creating, exercise / Artistic exercise
    • for Gallery Interior / My definition for the gallery interior
  • Depth of Field (DOF) effects / Using V-Ray's physical camera model
  • Diffuse control / Using the V-Ray Standard material
  • diffuse floor coloring
    • creating, SketchUp material used / Using a SketchUp material to create our diffuse floor coloring, Creating the diffuse component for our floor
  • Diffuse Reflection
    • working / How absorption, reflectance, and transmittance work
  • direct light only render / Tuning up the sunlight
  • direct sunlight
    • adding, to HDRI setup / Adding direct sunlight to an HDRI setup
  • DOF
    • adding, to shift focus / Adding a subtle DOF to shift focus
  • Dome light
    • adding / Image-based lighting for exteriors
    • HDRI, adding to / Adding the HDRI
    • direct sunlight, adding to HDRI setup / Adding direct sunlight to an HDRI setup
    • stronger occlusion shadows, creating / Creating even stronger occlusion shadows
    • better sky, creating / Creating a better sky
  • Dome light, interior daytime scene
    • creating / Trying out the Dome light
  • Dome Texture map button / Adding the HDRI
  • Don't affect colors control
    • enabling / Making a color-mapping choice
  • door material, V-Ray
    • frosted glass, applying to / Door materials – the frosted glass
    • aluminum look, applying to / Giving the doors an aluminum look

E

  • Effect Controls panel / Dealing with the lighting hotspots, Boosting the floor reflections
  • Effects & Presets panel / Dealing with the lighting hotspots
  • Emissive control / Using the V-Ray Standard material
  • energy conserving materials
    • importance / The importance of energy-conserving materials
  • exposure settings
    • tweaking / Tweaking exposure
    • white balance / Experimenting with white balancing
  • exteriors
    • image-based lighting / Image-based lighting for exteriors

F

  • Field Of View (FOV) / How focal length affects composition
  • Fill light, interior daytime scene
    • Skylight / Skylight is our fill light
  • final color corrections
    • adding, After Effects used / Final color corrections
  • final renders
    • outputting / Outputting the final renders
  • final renders, outputting
    • extra VFB channels, adding / Adding extra VFB channels
    • output format, setting / Setting the output format
  • final shot, rendering
    • scene views, setting up for / Setting up scene views for final shot rendering, First up – the wide shot, Exercise – review, Scene two – close up, Exercise – finishing off the scene
  • floor mask
    • creating / Boosting the floor reflections
  • floor material
    • creating / Creating the floor material
    • reflections, adding to / Adding reflections to our floor material
  • floor reflections
    • boosting / Boosting the floor reflections
  • focal length
    • choosing / How focal length affects composition
  • footage
    • importing, into After Effects / Importing our footage

G

  • GI (skylight) map button / The GI skylight, HDRI to the rescue
  • GI render
    • reviewing / Reviewing our GI render
  • GI skylight
    • used, for adding ambience to interior nighttime scene / The GI skylight
    • about / The GI skylight
  • GI skylight, interior daytime scene
    • using / Using the GI skylight
  • GI solution
    • cleaning up / Cleaning up our GI solution
    • GI render, reviewing / Reviewing our GI render
  • glass reflections
    • boosting / Boosting the glass reflections a little
  • Global Illumination (GI) renders / Global illumination controls
  • Global Illumination (GI) tools / My definition for interior nighttime scene lighting
  • global illumination controls
    • about / Global illumination controls
  • glossiness controls
    • working / How glossiness controls work
    • purpose / How glossiness controls work
  • goals, interior daytime scene lighting
    • defining / Defining our goals
    • vision, defining methods / Methods for defining our vision, Painting a definition, Compiling a definition, My definition for the gallery interior
  • goals, interior nighttime scene
    • defining / Defining our goals
  • goals, light behaviour
    • defining / Defining our goals
  • goals, material creation
    • defining / Defining our goals
  • goals, materials
    • defining / Defining our goals
  • goals, post-production
    • defining / Defining our goals
  • goals, quality control
    • defining / Defining our goals

H

  • HDR Highlight Compression effect / Dealing with the lighting hotspots
  • HDRI
    • about / HDRI to the rescue, Image-based lighting for exteriors
    • used, for adding ambience to interior nighttime scene / HDRI to the rescue
    • adding, to Dome light / Adding the HDRI
  • HDRI, interior daytime scene
    • adding / Adding a High Dynamic Range Image to the mix
    • adding, to dome light / Adding a High Dynamic Range Image to the mix
  • high shot
    • using / The high shot
  • HSV color model
    • versus, RGB system / Why are we using the HSV color model?
    • realistic color values importance / The importance of realistic color values

I

  • IES
    • about / Understanding the IES files
  • IES down lighters
    • adding, to interior nighttime scene / Adding the IES down lighters
  • IES Light button / Creating the IES up lighters
  • IES lights
    • layering up / Layering up our IES lights
  • IES profiles
    • downloading / Downloading and viewing IES profiles
    • viewing / Downloading and viewing IES profiles
  • IES Uplighters
    • creating / Creating the IES up lighters
  • image corrections
    • pre-visualizing, V-Ray FrameBuffer used / Previsualizing image corrections using V-Ray FrameBuffer
  • Image sampler controls
    • working with / Working with the Image sampler controls
    • image sampling render, reviewing / Reviewing the image sampling render
  • image sampling render
    • reviewing / Reviewing the image sampling render
  • Indirect illumination rollout / Reviewing our GI render
  • initial exposure level
    • setting / Setting a starting exposure level
  • interference pattern
    • about / Learning about light – exercise two
  • interior daytime scene
    • about / Looking at our SketchUp scene
    • lighting, workflow / The lighting workflow
    • key light (Sunlight) / Sunlight is our key light, SketchUp shadow settings – positioning the V-Ray Sun, Using a V-Ray spotlight as the key light
    • Fill light (Skylight) / Skylight is our fill light, Using Rectangle lights, Testing our shot views, The evaluation time, Using the GI skylight, Trying out the Dome light, Adding a High Dynamic Range Image to the mix, Bringing the sky back into the view, Wrap up
  • interior nighttime scene
    • lighting setup, creating / Taking a look at our SketchUp file
    • goals, defining / Defining our goals
    • observation / Observation is crucial
    • lighting / My definition for interior nighttime scene lighting
    • lighting process / The lighting process, Do we have a key light?, Understanding the IES files, Downloading and viewing IES profiles
    • ambience, adding to / Adding some much-needed ambience
    • IES lights, placing in / Layering up our IES lights
    • IES down lighters, adding / Adding the IES down lighters
    • IES Uplighters, creating / Creating the IES up lighters
  • Interpret Footage dialog box / Importing our footage
  • IOR
    • about / Adding reflections to our floor material
  • IOR values
    • about / Making use of IOR values

K

  • Kelvin color temperature scale
    • about / Using color temperature
  • key light, interior daytime scene
    • Sunlight / Sunlight is our key light
    • V-Ray Sun, positioning / SketchUp shadow settings – positioning the V-Ray Sun
    • V-Ray spotlight, using as / Using a V-Ray spotlight as the key light

L

  • Lambertian model
    • about / Light and material interaction – what is reflectivity?
  • Lambertian reflectance
    • about / Light and material interaction – what is reflectivity?
  • light
    • interacting, with material / Light and material interaction – why objects in the real world have color
    • absorption / How absorption, reflectance, and transmittance work
    • reflection / How absorption, reflectance, and transmittance work
    • transmittance / How absorption, reflectance, and transmittance work
  • light, and material interaction
    • light behaviour / Light is where it all starts
    • reflectivity / Light and material interaction – what is reflectivity?
    • glossiness, working / How glossiness controls work
    • transmittance effects / Light and material interaction – the transmittance effects, Understanding refraction, Making use of IOR values, A bit more on Fresnel equations, Understanding translucency, How subsurface scattering is different
  • light behaviour
    • about / How light behaves
    • exercise one / Learning about light – exercise one
    • exercise two / Learning about light – exercise two
  • light decay
    • understanding / Understanding light decay
    • exercise one / Light decay – exercise one
    • exercise two / Light decay – exercise two
    • exercise three / Light decay – exercise three
    • types / Decay types available in V-Ray for SketchUp, The None and Linear decay options, Understanding Inverse decay, The Inverse Square decay
  • light decay types
    • in SketchUp V-Ray / Decay types available in V-Ray for SketchUp
  • light decay types, SketchUp V-Ray
    • None decay options / The None and Linear decay options
    • Linear decay options / The None and Linear decay options
    • Inverse decay / Understanding Inverse decay
    • Inverse Square decay / The Inverse Square decay
  • lighting hotspots
    • dealing with / Dealing with the lighting hotspots
  • lighting process
    • lighting tools / The lighting process
    • initial exposure level, setting / Setting a starting exposure level
  • lighting process, interior nighttime scene
    • artistic versus realistic approach / Contrasting artistic and realistic indoor lighting
    • key light / Do we have a key light?
    • IES files / Understanding the IES files, Downloading and viewing IES profiles
  • light sources
    • values / Using color temperature
  • low shot
    • using / The low shot

M

  • material
    • interacting, with light / Light and material interaction – why objects in the real world have color
    • energy conserving materials / The importance of energy-conserving materials
  • materials
    • defining / Defining the materials
    • improving / Improving our materials
  • materials, RGB map
    • reviewing / Reviewing what we have in the RGB map
  • materials, Sample Rate map
    • reviewing / Reviewing what we have in the Sample Rate map
  • materials, V-Ray
    • creating / Materials that make us believe!
    • floor material, creating / Creating the floor material
    • surface properties, adding / Adding surface properties
    • super bright whites / Final setting tweaks!
    • final lighting tweaks / Final setting tweaks!
  • Materials List section / Materials that make us believe!
  • Materials_Final.exr footage / Importing our footage
  • maximum output resolution
    • deciding / The requisite maximum resolution
  • medium shot
    • using / The medium shot
  • methods, vision defining
    • definition, writing / Writing a definition
    • definition, painting / Painting a definition
    • definition, compiling / Compiling a definition
    • artistic exercise / Artistic exercise
    • Gallery Interior definition / My definition for the gallery interior

O

  • observation
    • about / Reference and observation
    • sunlight color / The sunlight color
    • skylight color / The skylight color
    • shadows / Shadow properties
    • ambient occlusion / Ambient occlusion
    • camera matched exterior / A camera-matched exterior
  • observation, interior nighttime scene
    • about / Observation is crucial
  • occlusion shadows
    • about / Ambient occlusion
  • opening scene
    • improving / Improving our opening scene
    • views, used for render creating / Working with six new views
    • viewport and render aspect ratios, matching / Matching viewport and render aspect ratios
    • lighting / Lighting that sets the mood!
    • render process / Stepping through the render process
    • V-Rays physical camera model, using / Using V-Ray's physical camera model
    • global illumination controls / Global illumination controls
  • Output File browse button / Boosting the floor reflections
  • output format
    • setting / Setting the output format
  • Ozone control
    • using / The sunlight color

P

  • Pack Material function / Art sculpts – import vismat
  • physical camera model, V-Ray
    • used, for rendering / Using V-Ray's physical camera model
  • Point Of View (POV) shot
    • using / The low shot
  • Points Of View (POV) / Improving our opening scene
  • post-production applications
    • using / Setting up After Effects
    • After Effects / Setting up After Effects
  • Post Processing section / Bringing color bleed under control
  • POV Shot - Empty Room scene tab / SketchUp shadow settings – positioning the V-Ray Sun

Q

  • quality control
    • materials, improving / Improving our materials
  • quality control steps
    • order, determining / Determining the order of quality control steps

R

  • Rectangle light button / Using Rectangle lights
  • Rectangle lights, interior daytime scene
    • using / Using Rectangle lights
  • Red Channel option / Boosting the floor reflections
  • reference
    • gathering / Reference and observation, The sunlight color, The skylight color, Shadow properties, Ambient occlusion, A camera-matched exterior
  • Reflection control / Using the V-Ray Standard material
  • reflection layer
    • toggling / Boosting the floor reflections
  • reflections
    • adding, to floor material / Adding reflections to our floor material
  • Reflections Adjustment pre-comp / Adding a subtle DOF to shift focus
  • reflectivity
    • about / Light and material interaction – what is reflectivity?
    • Lambertian model / Light and material interaction – what is reflectivity?
    • Lambertian reflectance / Light and material interaction – what is reflectivity?
    • blurry reflections / Light and material interaction – what is reflectivity?
    • mirror reflections / Light and material interaction – what is reflectivity?
  • refraction
    • about / Understanding refraction
    • IOR values, using / Making use of IOR values
    • Fresnel equations / A bit more on Fresnel equations
  • render
    • creating, views used for / Working with six new views
    • final output settings / Render settings for final output
    • evaluating, with IES lights enabled / Evaluating the render with all lights enabled
  • render aspect ratios
    • matching, with viewport aspect ratios / Matching viewport and render aspect ratios
  • Render button / Creating the IES up lighters
  • render history feature, V-Ray frame buffer
    • using / The evaluation time
  • Render History window / Testing our shot views, Adding direct sunlight to an HDRI setup
  • render process
    • about / Stepping through the render process
  • Render Queue panel / Adding a subtle vignette effect
  • RGB system
    • importance / The importance of R, G, and B in the digital realm
    • working / The importance of R, G, and B in the digital realm
    • versus, HSV color model / Why are we using the HSV color model?
  • right-click menu commands
    • using / Knowing your right-click menu commands

S

  • scene, finishing off
    • high shot, creating / Exercise – finishing off the scene
    • low shot, creating / Exercise – finishing off the scene
  • scene lighting
    • fine-tuning / Fine-tuning scene lighting
    • sunlight, tuning up / Tuning up the sunlight, Reviewing our sunlight render
    • skylight, adjusting / Adjusting the skylight, Reviewing our skylight render
  • scene views
    • setting, for final shot rendering / Setting up scene views for final shot rendering, First up – the wide shot, Exercise – review, Scene two – close up, Exercise – finishing off the scene
  • scene views, setting
    • wide shot / First up – the wide shot, Exercise – review
    • close up shot, creating / Scene two – close up
    • scene, finishing off / Exercise – finishing off the scene
  • Sculpts material / Art sculpts – import vismat
  • Select None command / Door materials – the frosted glass
  • shadow edges
    • altering / Adding direct sunlight to an HDRI setup
  • shadow quality / The shadow quality
  • shadows
    • using / Shadow properties
    • properties / Shadow properties
  • shot type
    • deciding / Deciding the shot type
    • long or wide shot / The long or wide shot
    • medium shot / The medium shot
    • close up shot / The close up shot
    • high shot / The high shot
    • low shot / The low shot
    • POV shot / The low shot
  • shot views
    • testing / Testing our shot views
  • SketchUp file
    • setting up / Setting up our SketchUp file
  • SketchUp files
    • about / The SketchUp files
  • SketchUp material
    • used, for diffuse floor coloring creation / Using a SketchUp material to create our diffuse floor coloring
    • using, with V-Ray / Using SketchUp materials with V-Ray
  • SketchUp material, used with V-Ray
    • diffuse floor component, creating / Creating the diffuse component for our floor
    • color mapping choice, making / Making a color-mapping choice
  • SketchUp scene
    • interior daytime scene / Looking at our SketchUp scene
  • SketchUp shadow settings
    • V-Ray Sun, positioning / SketchUp shadow settings – positioning the V-Ray Sun
  • SketchUp tools / Improving our opening scene
  • skirting board
    • painting / Painting the skirting board
  • skylight
    • working with / Filling in with skylight
    • V-Ray Sky, using / Using the V-Ray Sky
    • exterior image-based lighting / Image-based lighting for exteriors
    • adjusting / Adjusting the skylight
  • Skylight, interior daytime scene
    • creating / Skylight is our fill light
    • Rectangle lights, using / Using Rectangle lights
    • shot views, testing / Testing our shot views
    • evaluation time / The evaluation time
    • GI skylight, using / Using the GI skylight
    • Dome light, creating / Trying out the Dome light
    • HDRI, adding / Adding a High Dynamic Range Image to the mix
    • sky, bringing into view / Bringing the sky back into the view
  • skylight color
    • observing / The skylight color
  • skylight render
    • reviewing / Reviewing our skylight render
  • spectral model
    • about / The importance of R, G, and B in the digital realm
  • Srgb button
    • enabling / Making a color-mapping choice
  • sRGB Working Space option / Setting up After Effects
  • SSS
    • versus, translucency / How subsurface scattering is different
    • about / How subsurface scattering is different
  • stronger occlusion shadows
    • creating / Creating even stronger occlusion shadows
  • subtle relighting
    • adding, to scene / Adding subtle relighting
  • sunlight
    • rendering / Sunlight is the key
    • coloration, examining / The sunlight color
    • shadow quality / The shadow quality
  • sunlight color
    • observing / The sunlight color
  • sunlight render
    • tuning up / Tuning up the sunlight
    • reviewing / Reviewing our sunlight render
  • surface properties
    • adding / Adding surface properties

T

  • TexFresnel map / Adding reflections to our floor material
  • Transform controls / Boosting the floor reflections
  • translucency
    • about / Understanding translucency
    • versus, SSS / How subsurface scattering is different
  • Transmittance
    • working / How absorption, reflectance, and transmittance work
  • transmittance effects
    • refraction / Understanding refraction, Making use of IOR values, A bit more on Fresnel equations
    • translucency / Understanding translucency, How subsurface scattering is different
  • Turbidity control
    • using / The sunlight color

V

  • V-Ray
    • SketchUp materials, using with / Using SketchUp materials with V-Ray
  • V-Ray FrameBuffer
    • used, for image corrections pre-visualizing / Previsualizing image corrections using V-Ray FrameBuffer
  • V-Ray frame buffer window / The evaluation time, Adding reflections to our floor material
  • V-Ray IES Down Light component / Adding the IES down lighters
  • V-Ray Sky
    • used, for adding ambience to interior nighttime scene / Using the V-Ray Sky
    • using / Using the V-Ray Sky
  • V-Ray spotlight
    • using, as key light (interior daytime scene) / Using a V-Ray spotlight as the key light
  • V-Ray Standard material
    • working / Using the V-Ray Standard material
    • using / Using the V-Ray Standard material
    • right-click menu commands / Knowing your right-click menu commands
    • reflections, adding to floor material / Adding reflections to our floor material
    • walls, painting / Painting the walls
    • ceiling material, working with / Playing it safe with the ceiling
    • frosted glass, applying to doors / Door materials – the frosted glass
    • aluminum look, creating for doors / Giving the doors an aluminum look
    • chrome, adding to barriers / Adding chrome to the barriers
    • skirting board, painting / Painting the skirting board
  • V-Ray texture editor window / Adding reflections to our floor material
  • VFB channels, extra
    • adding / Adding extra VFB channels
  • viewport aspect ratios
    • matching, with render aspect ratios / Matching viewport and render aspect ratios
  • views
    • used, for render creating / Working with six new views
  • vignette effect
    • adding / Adding a subtle vignette effect
  • visible light spectrum
    • about / Learning about light – exercise two
  • vision
    • defining, methods / Methods for defining our vision, Painting a definition, Artistic exercise, My definition for the gallery interior
  • vismat material
    • importing / Art sculpts – import vismat
  • VRayBRDF
    • about / Using the V-Ray Standard material
  • VRayBRDF layer
    • used, for painting walls / Painting the walls
    • used, for adding reflectivity to walls / Painting the walls

W

  • wall paintings
    • creating, bitmaps used / Creating the wall paintings using bitmaps
  • walls material, V-Ray
    • painting / Painting the walls
  • white balance
    • experimenting with / Experimenting with white balancing
  • wide shot
    • using / The long or wide shot
    • setting up / First up – the wide shot, Exercise – review
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