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SketchUp Rendering Using Twilight

SketchUp Rendering Using Twilight

with Brian Bradley

 


Twilight is a very popular and inexpensive third-party renderer for SketchUp. This course shows how to create highly realistic 3D architectural drawings (including interior/exterior elements) with the lights, materials, camera, and render options in Twilight. Author Brian Bradley explains the importance of reflectance in materials, and shows how to manage and save rendering presets, how to correct for perspective, tone, and exposure in the camera, and how to create a variety of material types. The final chapter covers rendering your complete arch-viz scene for a couple types of output, including animation and composites.
Topics include:
  • Installing Twilight
  • Adding the Physical Sun and Sky
  • Employing Point, Spot, and Projector light types
  • Using light emitting materials
  • Managing the Quality Presets
  • Positioning your scene view
  • Working with the camera's Focal Length setting
  • Creating diffuse, reflective, and refractive surfaces
  • Rendering out an alpha mask
  • Setting up a depth render

show more

author
Brian Bradley
subject
Architecture, Rendering, CAD
software
SketchUp 8, Twilight Render 1.5
level
Intermediate
duration
2h 56m
released
Oct 10, 2012

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Introduction
Welcome
00:04Hello! My name is Brian Bradley and welcome to SketchUp Rendering Using Twilight!
00:09We will start things off by running through an installation of the Twilight
00:13plug-in and then just taking a bit of time to locate Twilight's tools and
00:17controls inside of the SketchUp user interface.
00:21We will then take a look at using Twilight's versatile lighting tools to add
00:25illumination to our scenes.
00:27This will include looking at the Physical Sun and Sky system, as well as
00:31some specific Twilight light types that can be used to mimic artificial light sources.
00:38We will naturally want to work closely with Twilight's material system, starting
00:41with diffuse or color services, before moving on to the more complex reflective
00:46and refractive material types.
00:48We will make an examination of Twilight's photographic camera controls, as well
00:53as a consideration of just how we can use Twilight's render presets in a
00:57compositing-oriented render pipeline.
01:00If you're ready to build your SketchUp rendering skills, let's go ahead and
01:04jump right in.
Collapse this transcript
What you should know
00:00Throughout this course I will do my best to make you aware of tool locations and
00:05keyboard shortcuts as I make use of them inside the SketchUp publication.
00:09However, when it comes to working with standard SketchUp tools and performing
00:13typical viewport navigation operations, I will, to a certain extent, be assuming
00:18that you have at least a reasonable level of familiarity with the SketchUp
00:22application and so will know how to handle such operations.
00:26If you are new to SketchUp and need to learn how to master these and other
00:30SketchUp operations before working through our Rendering with Twilight course,
00:34then I would strongly recommend you check out some of the great SketchUp titles
00:38already found on the lynda.com online training library, especially focusing on
00:42the Essential Training titles.
00:45You have probably already noticed that my SketchUp interface is a little bit
00:48different from the one set up by default inside the application.
00:52Really, all I've done is gone into the View menu, into the Toolbars option, and
00:57I have disabled the Getting Started tool set and enabled the Large ToolSet instead.
01:02I have of course also docked the Twilight toolbar to the top of my
01:06SketchUp interface.
01:07To be able to easily access the model and texture files contained in the
01:12exercise files download, there is a little bit of setup you may want to run
01:15through inside of the SketchUp application.
01:18This simply consists of coming into the Window menu,
01:21coming down to the Preferences option,
01:24and then inside the floating dialog that appears, choose the Files section.
01:28All we need to do then is point each of these options, particularly the Models
01:32and Texture images sections, to our exercise files folder.
01:36If you are not certain how to do that, all you need to do is click on one of
01:38the Browse buttons and then navigate to where you have saved your exercise files folder;
01:45in my case this is on the desktop.
01:46Other skills that you will probably find helpful as you work through this course
01:50would include photography and its general principles, but perhaps with a
01:53particular focus on photographic lighting and exposure techniques.
01:57Of course, any knowledge we already have of working with other render engines,
02:01whether that's inside SketchUp or another 3D application, those skills will
02:05easily transfer over to using Twilight in SketchUp as well.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com online training library, you have
00:05access to the exercise files used throughout this SketchUp rendering course.
00:10The exercise files are in the Exercise Files folder, which I've placed on my desktop;
00:15you can of course store it wherever you like.
00:17There are files for most movies.
00:19They reside in subfolders named according to the chapters.
00:24It is not necessary for you to use these files;
00:26you can use files of you own in place of them if you like.
00:30If you are a Monthly or Annual subscriber to lynda.com, you don't have access
00:34to the exercise files, but you can follow along using files containing your own work.
00:40Let's press on then and get started with our SketchUp Rendering Using
00:43Twilight course.
Collapse this transcript
1. Getting Ready to Render with Twilight
Installing the Twilight renderer
00:00As Twilight is a plug-in render engine for the SketchUp application and not a
00:04part of the SketchUp installation process itself, we thought it would be a
00:08good idea to start this course by quickly walking you through the
00:11installation of Twilight.
00:12The first thing we need to do of course is download the Twilight install
00:16application from twilightrender.com.
00:19Once we are at the website, if we go to the Downloads menu, you can see there is
00:23a The Latest Version option.
00:25If we click on this, we get a link to download the latest install.
00:29To save time, I have already downloaded the Twilight 1.5 for SketchUp installer
00:33application to my desktop.
00:35In this instance, I will be installing the PC version of Twilight on a Windows 7 machine.
00:42If you were installing to a different flavor of Windows, or indeed to Mac OS,
00:46there will be some slight differences regarding file paths used and the onscreen
00:51dialogs that will appear during the installation process.
00:54In fact, during the course itself, you may encounter one or two such differences
00:58as we work through the exercises.
01:01These will not affect the benefit you can get from the course, and should be
01:05easy to work around.
01:07To get things rolling, all we need to do is click or double-click on the
01:10executable and the installation process will begin.
01:13Firstly, I need to just confirm that I want this installer to execute by
01:18clicking Run in the pop-up window.
01:20We can confirm we want to install this application by clicking Next in the Setup window.
01:26Now of course we need to read and accept our end user license agreement.
01:30We do want to read through this before a check in the I accept radio button.
01:35Once we click Next then, we know exactly what we have agreed to.
01:39Next, we want to locate the root folder for our SketchUp installation.
01:43If it is not the default and we know the address, we may want to type it in, or
01:47we could just use the Browse button to locate it on our hard drives.
01:51Once that is in place, we can once again click Next.
01:54Now we have one last chance to check that our installation details are correct
01:58and that we do want to go ahead.
02:00Once we're certain, we can click Install.
02:02And then we're off and running with the installation process.
02:05Once it's done, we can click Finish on the End screen, and that completes our
02:10Twilight installation.
02:11We're now set up and ready to use the Twilight demo inside of SketchUp.
02:15Of course if we've purchased the full license of Twilight then we need to make
02:19certain that it is fully activated.
02:21To do that, we can go into Twilight's Options dialog and then just click on the
02:25Request License button, enter the email address we used to set up our account on
02:30twilightrender.com, save the generated request file to disk, and then email it
02:35to the folks at twilight.com.
02:37Once we receive our activation information back, we can again come into the
02:41Options dialog and click on the appropriate button.
02:44Here we need to enter our license details,
02:47and once we've done that, our Twilight engine is ready for production work.
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Locating Twilight tools and features
00:00The first time we start the SketchUp application after running through the
00:03Twilight installation process
00:05we don't really have to do too much in order to find Twilight's main control set.
00:10This is because on launch we get this handy floating toolbar that gives us
00:15access to the vast majority of the controls that we will use when working with
00:19the Twilight renderer.
00:20If for some reason we close this toolbar down and need to find it again, just go
00:25up to the View menu, come to the Toolbars option, and from the flyout menu, come
00:30down and choose the Twilight for SketchUp option.
00:32What we want to do for the next few minutes is just look at what the icons found
00:37on the Twilight toolbar represent.
00:39We can see that our first icon is in the likeness of a power button.
00:43Clicking on this will open up Twilight's Render dialog for us.
00:48This floating window in itself houses a number of controls and options that are
00:52all related to the rendering process.
00:55If we just take a look at the icons across the top of the floating window,
00:58you can see that they allow us to start, stop, pause, and even save a rendered image.
01:04The large area in the center of this dialog is where we can view our
01:09current render in progress.
01:11Interestingly, our final icon gives us the ability to export the current
01:15SketchUp scene to an XML file that can be read by the Kerkythea rendering
01:20system, from which, incidentally, the Twilight Render is derived.
01:25The menus in this Render dialog essentially mimic the icon functionality that
01:29we have just outlined, but we do get one or two extra options added in there as well.
01:34On the right-hand side of our Render dialog we have a number of options that
01:38are split out into individual tabs.
01:41The Render tab is where we essentially control the output of our rendered images.
01:45We work with Resolution and Quality settings inside of this tab.
01:49The Camera tab, naturally enough, allows us to control aspects of Twilight's
01:53virtual camera, including focal length and exposure settings.
01:58The Advanced tab, as its name suggests, handles a number of advanced
02:02Twilight rendering options.
02:04Finally, we the Animation tab.
02:06In here we're given the ability to control options regarding Animation
02:10rendering with Twilight.
02:12And if we just close our Render dialog and come back to our Twilight toolbar,
02:17you can see the next two icons allow us to create specific Twilight light types.
02:22This would be the Point or Omni light and a Twilight Spot light.
02:26Our next icon opens up Twilight's Light Editor for us.
02:30This has a nice compact interface that gives us access to the parameters for all
02:36of Twilight's unique light sources.
02:38Each source has its own tab giving access to the unique features for that
02:43particular light type.
02:45Next, we have an icon that allows us to open up Twilight's Material Editor.
02:49This, as you can see, is a little unique when compared to material editors in
02:53other render engines.
02:55We say unique in the sense that it doesn't actually house any materials; instead,
03:00we use this Material Editor to pick SketchUp materials from our scene.
03:05Then we can apply either a Twilight material template or a Twilight library material.
03:11Now the Twilight renderer doesn't have a lot of options associated with it, but
03:16the ones that we can work with are accessed through our next icon.
03:20You can see that we can even set up Twilight to work in any one of eight major Languages.
03:26And finally, we have a button that enables Twilight's position scene view tool.
03:31Essentially, this is a set of Twilight viewport navigation controls.
03:36These can work independent of SketchUp's own viewport navigation aides.
03:40Well, now that we have had an overview as to how we access Twilight tools and
03:45features inside of the SketchUp interface, time to move on to working with
03:49those tools in earnest.
03:51In the next chapter, entitled Lighting up the Place, we will begin the
03:54learning process by examining the lighting tools that Twilight adds to our
03:59SketchUp rendering arsenal.
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2. Lighting the Place Up
Adding the Physical Sun and Sky
00:00There are a number of important Twilight elements that are already set up and
00:05ready to work for us each time we start a new scene in the SketchUp application
00:09with the Twilight plug-in installed of course.
00:12Three very important ones are Indirect Illumination provided by Twilight's
00:16Light Transport or GI engines, natural-looking daytime lighting provided by a
00:22Physical Sun and Sky environment, and a photographic camera through which
00:26Twilight will render our scenes.
00:28With that having been said, however, if we were to take a render in our Chapter
00:3302_Daylight start scene, we would find that we actually have a completely dark
00:37environment; at this moment in time we have no lighting in the scene whatsoever.
00:41This is because we have deliberately set this scene file up so that we have to
00:45manually build our sun and sky system.
00:48Hopefully this will help us familiarize ourselves with the components that make
00:52up this important Twilight lighting system.
00:55Do keep in your mind, though, that the other two elements mentioned, namely
00:59global illumination and the Twilight camera, are both still at work in the test
01:03renders that we make.
01:04To turn our daylight system back on, as it were, we first of all need to access
01:09or open up the Twilight Light Editor.
01:12We can do this by coming up to the Twilight toolbar and clicking on the Light
01:16Editor icon. As you can see, this opens up the Light Editor dialog and we're
01:20taken instantly into the Sun/Sky tab.
01:23This happens if we don't have any other light type selected in the scene.
01:28If we do, then we'll be taken to the tab that is relevant to that
01:31particular light type.
01:32In the Sun and Sky tab you can see our controls are separated into two distinct sections.
01:38On the right we have our Sunlight controls and on the left we have the
01:43controls that we're going to focus on initially, which are of course for our Sky settings.
01:47If we access the Background and Sky Type dropdown, you can see we have quite a
01:51number of options available to us when it comes to setting up a sky type when
01:56rendering with Twilight.
01:57This of course is exactly what we would expect from any quality render engine.
02:01Now the option we have at work in our scene at this moment in time is this
02:06simple Background Color control.
02:08As you can see, we have our Background Color set to black, which is how we've
02:12achieved a blacked-out render.
02:14We could have of course set any color in here for our background that we want.
02:18Do keep in mind though that we set a pink sky for our renders, then we will get
02:22pink lighting in our scene as well.
02:25Really what we want to do is set up a Physical Sky environment for ourselves, so
02:30let's access our dropdown list and choose the Physical Sky option that can be
02:35found down towards the bottom.
02:36Once we enable that, we know have a physical sky in terms of the backdrop and in
02:40terms of sky lighting in our scene.
02:43So let's come up to the Twilight toolbar, let's open up the Render dialog, and
02:47let's click on the Start render icon to take a test render.
02:50Now as you can see, we have a clear sky environment. This is present in both the
02:55background of our rendered image and of course the illumination, the lighting
02:59that is coming from our sky.
03:01If it is that we want to see the coloration in our procedural sky just a
03:05little more clearly, if we come over to the Camera tab and then if we just
03:09drop our Exposure value down to, say, .9, you can see the coloration that is
03:13taking place there.
03:14Let's just increase that value back up to 1.1, just so we get a nice bright
03:20daylight look from our sky.
03:21Of course, it is readily apparent in our render that we still have no
03:25direct light in our scene.
03:27We need to enable our sunlight as it were.
03:29To do this we need to go back into our Light Editor dialog. So even though it is
03:33open, let just come up to our Twilight toolbar and click on the icon once more.
03:37This will just give it focus and bring it in front of our Render dialog.
03:41Then, to get our sunlight working, all we need to do is put a check in this very
03:45obvious Sunlight Enable checkbox.
03:48Of course, having done that, we will most likely want to enable our Sunlight
03:52Caste Shadow option as well.
03:54If we didn't, of course our direct light would simply pass through the walls of
03:58our building. Now whilst in some situations that may be the desired behavior,
04:03typically, when it comes to architectural rendering, things are going to look
04:07much better if the sunlight actually is blocked by the walls of the building.
04:10So, we're going to enable that particular option.
04:12Well then having turned shadows on, if we want a little bit of extra realism
04:16from them, we may also want to enable the Soft or Blurry Shadows checkbox.
04:21This will add a little to our render times, but when we use SketchUp shadow
04:25setting controls to set the time of day--maybe to something such as early
04:29morning--then we would really see the extra level of realism that comes from
04:34having this option enabled.
04:36We would now see that our shadow edges would blur, or soften as they travel
04:40away from a shadow-casting object, which of course is exactly what happens in the real world.
04:46The level of softness found on our shadows is controlled by this Sunlight
04:50slider. High values in here will increase the blurriness, or the soften, of
04:55our shadows, so that if we take the slider to the right, if we go to the
05:00left and decrease the values, then we're going to obviously lessen that particular effect.
05:04We're going to get sharper, crisper shadows from the system.
05:07In this instance, as I do want blurry shadows, but not as blurry as the default,
05:11I'm going to set this to a value of around about 20.
05:14You may also want to make a little tweak to our Maximum Sun Intensity control.
05:19This really handles how strong a sunlight effect we get in the scene. Really, I
05:24think of it as how harsh the direct light will appear on the surfaces.
05:28Again, I'm just going to tweak this down a little from the default, so I'm just
05:30going to drop that down to a value of 3.
05:35Once again, I can bring our Render dialog to the fore, and I can use the Start
05:39render icon to test how our sunlight is looking.
05:41And as you can see, with all of those options enabled and working together, we
05:47know have a complete natural-looking daylight system.
05:50We have our direct sunlight; we have our soft shadows, our skylight; we have our
05:54procedural sky gradient in the background.
05:57Of course, do remember that in Twilight for SketchUp we get all of this by
06:01default whenever we start a new scene.
06:02All of this is already set up for us.
06:04But we hope just having seen how the system is put together--where the controls
06:09are, how they can be accessed--that you will now be in a position to take full
06:13advantage of this very powerful Twilight lighting feature.
Collapse this transcript
Employing the Point light type
00:00When rendering with Twilight in SketchUp, especially if we are producing
00:04architectural visualizations, there is a very high likelihood that we will need
00:09to create or re-create artificial light sources for our renders.
00:14To help with this area, Twilight gives us two specific light types that can cover
00:18many artificial lighting situations.
00:21We will in this instance be once again working with an artificially darkened
00:25start scene. This means that we can keep test renders very straightforward, in
00:30that the illumination we see in them will be coming only from the light type
00:34under consideration.
00:35So, if we just come up to our Twilight toolbar, you can see that we have two
00:39icons that allow us essentially to create our two light types in the scene:
00:43we have a Point Light icon and a Spot Light icon.
00:47In this video we're going to focus on using our Point or Omni light type.
00:51To make a start, we just want to come over to our Window menu and then come down
00:56and select the Layers option. This of course will bring up the Layers dialog for us.
01:00Down towards the bottom, you can see we have two light layers already set up.
01:04We have a Light_Spot and a Light_Point layer. As we said, we want to work with a
01:09Point light, so let's put a check in the box, and you can see that brings a point
01:11light into the scene for us.
01:15To access its control parameters we can indeed come to the toolbar and click on
01:19the Light Editor icon.
01:20We would want to have our light object selected first though, because then
01:23when we open up the Light Editor, you can see we get taken straight into our light controls.
01:28Another way to access this Light Editor would be to simply select and then
01:33right-click on our light, come down to the Twilight entry, and then click on the
01:36Edit Light option from the flyout.
01:38Generally speaking, whenever we add a new light object into a scene, we want
01:43to take a test render.
01:45Really, we want a render of that light in isolation.
01:48We really want to see what kind of light contribution it is making to the
01:51scene, and we want to get an idea of the kind of emission pattern that is
01:55coming from our new light type. So we're going to do just that.
01:58First of all I'll just grab my Light Editor and just move it off to one side of
02:02the SketchUp interface.
02:04We'll come up to the Twilight toolbar, open up our Render dialog, and then click
02:08on the Start render icon to take a test render.
02:10In this instance because we have an object selected in the scene, we have a choice to make:
02:15Do we want to render only the selected object or do we want to render the entire scene?
02:20As we want to render the entire scene, I'm just going to select No from this
02:24dialog and let our test render run.
02:25Straight away, because we are rendering only this one particular light object in
02:29the scene, we get a very good idea of the light contribution it is making.
02:33We can see that it does indeed cast omnidirectional light into the scene.
02:37We can even see the general emission pattern captured on this 2D surface of our
02:42upright shelving unit.
02:43Now, at this moment in time we are probably making it a little harder for
02:47ourselves to see the emission than is necessary, so let's go over to the Camera
02:51tab and we'll just drop our Exposure value down a little bit. Let's set it
02:55down to something around about 1.4.
02:57That way we just can see the contrast in the scene a little bit more clearly.
03:00And let's set our Gamma value to its default of 1.
03:03Now we can see that we have this very bright spot where the center of the light
03:08object is, and then we see the falloff of light emission as the light travels
03:12away from the emitting object.
03:14Very rarely though we are going to want to accept just the defaults for a new
03:18light type that we have placed in the scene, so again, let's click on our Light
03:21Editor icon, just to bring that to the fore, and have a look at this light
03:25type's control parameters,
03:27which, as you can see, are very much self-explanatory. One option we do want to
03:32highlight is the fact that we can name our light types.
03:35We really want to do this as we're adding new lights into the scene. A nice
03:38descriptive name can go a long way towards easing the frustration of working
03:42with many light objects in our environments.
03:45So we can, as you can see, also enable and disable our light type.
03:49We can set it to cast or not cast shadows as the need may be, and we can get
03:54realistic behavior from those shadows by checking the Soft (Blurred) Shadows
03:58option. And of course we can use the color swatch to set the color of the
04:02light in the scene.
04:03One very important set of controls are these Attenuation options. These
04:07essentially control the falloff of our light.
04:10By default, we have InverseSquared set, which give us realistic light behavior.
04:15This is how a light will act in the real world.
04:18But if we access the dropdown, you can see we do have a couple of other options
04:22available to us, should we need to use those in our scenes.
04:25Light Strength is, as we've said, a very self-explanatory title for this
04:30particular control; it will determine the intensity of illumination coming from our light.
04:34We also have this Light Bulb Size or Radius option.
04:38This controls really the softness of the shadows that we get from our light
04:42type. Higher values will give us softer blurrier shadows; decreased values will
04:46naturally give us sharper, cleaner or crisper raytrace shadows.
04:50We do need to know that this value will not change the intensity or the strength
04:55of light in our scene.
04:56That's why we have a separate control for that.
04:58All it will do is determine how the shadows are working.
05:01In fact, to demonstrate how this control works, let's set a value of 20 in here.
05:06Now we're going to take a note of the shadow edges that we have in the scene
05:11at this moment, in time particular the shelving unit and of our test objects.
05:15And again, we want to select No from our selection option.
05:18And you can see we do indeed make quite a difference to the edges of our
05:22shadows. Our light intensity of course remains unchanged, but the blurriness of
05:26shadow edges has increased quite considerably--not just on the large object.
05:31You can see our sample spheres here. Even though they are closer to our light
05:34source, they still have a much softer edge to the shadows.
05:38At this moment in time, our Light Editor controls are of course only affecting
05:43the Point light that we have in the scene.
05:45These are Point-Light-specific controls.
05:47Importantly though, you will see that these controls are also available on each
05:51of our other light types.
05:53Becoming very familiar with these controls then becomes fairly important when it
05:57comes to working with artificial lighting in our Twilight and SketchUp scenes.
06:02Now whilst the Point light type can come in handy in certain lighting
06:05situations, the fact that it casts light in all directions makes it firstly
06:10harder to control in terms of adding light only to specific areas of our
06:15scene, and secondly, the extra lighting calculations it will require will
06:19probably add to our render times.
06:21For those reasons, in many artificial lighting situations, a more useful light
06:27type would probably be Twilight's Spot Light option.
06:31This is the light object that we will consider in our next video.
Collapse this transcript
Using the Spot and Projector light types
00:00As we have already noted, for many artificial lighting situations a very useful
00:05light type to have available is Twilight's Spot light.
00:08As with our Point light, we have a Spot light layer set up in the scene.
00:12So let's come up to our Window menu, come down to the Layers option, and you can
00:16see in our Layers dialog we have our Spotlight layer (Light_Spot).
00:19Before we work with our Spot light, however, we'd just like to take a moment to
00:23explain what this Light_ Placement_Guide layer is all about.
00:26In fact, if we put a check in the box, you can see this reveals a simple line in our scene.
00:31This has been placed here as a Light Placement Guide.
00:35To demonstrate how we would use this, I'm just going to come up to the Twilight
00:38toolbar and click on the Add New Spotlight icon.
00:42To create a new Spot light in the scene, we essentially need to use three mouse clicks.
00:46If we just demonstrate, the first click will actually set the creation point in the scene.
00:52Now, as we move our mouse around, in typical SketchUp fashion, you can see we
00:56snap to certain pieces of geometry in the scene.
00:59As our guide object is set up exactly where I want my Spot light to be in
01:03the scene, I'm just going to snap to the End point of my line and then left-mouse-click.
01:08Now we have set the creation point; our second click will create the
01:12light object itself.
01:14Now, if I move the mouse, you can see we have this rubber band.
01:17Essentially this means we can now orient or point to Spot light in our scene.
01:22As I want to point straight down on our sample spheres, I'm just going to again
01:27snap to the End point of our placement guide and then left-mouse-click once more
01:31to create our Spot light for me in the scene.
01:33Now, of course we can create a Twilight Spot light without any placement guide;
01:37it is not a requirement. But hopefully you can see how handy it can be just to
01:42have such an object set up in the scene.
01:44And of course we already have a Spot light in the scene, so we don't need
01:47our newly created one. We could just go and delete it.
01:50But as you may have noticed in our Layers dialog, we have a new light layer
01:55(TWL_Light_Layer) that is being created.
01:56If I just delete the light object, that will remain behind.
01:57So I'm just going to use Alt+Backspace and that actually gets rid of both of them.
02:02Now, of course we can hide our Placement_Guide layer and unhide our Spotlight layer (Light_Spot).
02:08As we have once again added a new light object into the scene, we're going to
02:12want to render it in isolation.
02:13We want to see what kind of illumination it adds to our environment, and of
02:17course what kind of emission pattern we get from it.
02:20So let's click on the Open Render dialog icon, and let's click to start a new test render.
02:25We now of course get a completely different emission pattern as compared to our Point lLight.
02:30We don't have omnidirectional light in the scene.
02:32Now we have got a very, very focused spot of light.
02:35Interestingly, as well as the expected spot shining down on the floor, because
02:40we have intersected our light emission with this upright shelving unit, we
02:44actually get a very nice visual representation of the cone of our light emission also.
02:48Now, of course we're going to want to work with our light object's control
02:52parameters, so let's dismiss our dialog, select our light object in the scene,
02:57and in this instance I'm just going to right-click, come down to the Twilight
03:00entry, and click on the Edit Light flyout.
03:03As with our Spot light, we're taken straight into the Standard tab of our Light Editor.
03:07This is because these controls are as relevant for our Spot light as they were
03:11with our point light.
03:13In fact, as I want soft shadows to come for my Spot light, let's alter our Light
03:17Bulb Size. Let's set a value of 15 in here, and as you can see, our light object
03:21updates in the scene.
03:23Because we are working with a Spot light, we are going to be interested in the
03:27Spot-light-specific control, so let's come to the Spot tab and you can see we
03:30have a Falloff and a HotSpot option.
03:33These of course are the controlling parameters for the cone of light that we
03:37get from our Spot light.
03:38If we just come back into the Render dialog, you can seem essentially those two
03:42controls are creating this particular effect for us.
03:46We can of course change our light emission a little bit.
03:48Let's come back into our Spot controls. Let's set some values in our Falloff
03:53and HotSpot settings.
03:54In fact, let's just change our Falloff to 90, but we will keep the HotSpot at
03:58the default 40, as it was in our existing test render.
04:01So let's come and let's take another render.
04:04What we get now of course is a very different termination of light from our cone.
04:08Whereas before we had a harsh cu off at the edge of our Spot light's cone, now
04:13we see this gradual falloff into darkness.
04:16We do still of course have our original hotspot, the bright spot at the
04:20center of our light cone.
04:22We even have soft-edge shadows inside of that because we increased our light bulb size.
04:26Now, you may think that the controls in our Spot tab and the ones found in our
04:31Standard tab really are all we have in terms of controlling what we get from
04:35our Spot light object.
04:37But that in fact would not be the case.
04:39Twilight has a very cool piece of functionality whereby it allows us to
04:42essentially convert one light object into another light type.
04:46If we just come up to the Convert option found at the top of our Light
04:50Editor, you can see we can actually convert our Spot light into a Point or Projector light.
04:55As we have examined the Point Light already, let's click on the Projector option.
05:00And you can see, that changes the look of our Spot light object in the scene.
05:03Again, the Standard controls are all relevant when it comes to working with
05:08the Projector Light, so we need to keep in mind that these options are still
05:12very much usable, but of course we're going to be interested in what's found in our Projector tab.
05:16So if we just select that, you can see essentially we have two options:
05:20we can control the size of our Projector Light and we can load a Texture that
05:24can be projected into the scene.
05:26Now, I'm just going to set my size to a value of something like 512, which as
05:31you can see, because the Width and Height are locked, updates automatically.
05:34Now, we can see that our light object in the scene has become quite large.
05:39That would be absolutely fine if that is what we wanted.
05:41It's not quite how I want to work things at this moment in time, however.
05:45We do need to bear in mind that our Width and Height options here will work in
05:49conjunction with our Light Bulb Size inside of the Standard controls.
05:53So if I set this down to a value of 2, you can see that completely changes the
05:57size of our Projector Light object.
05:59We haven't of course loaded a texture as of yet, so let's come back into that
06:03tab and click on the Texture button.
06:05Now, if we have set things up according to our introductory videos inside of
06:09SketchUp, we would automatically be taken into our Exercise_Files folder.
06:14We can just navigate then into the Texture_Files folder. And I'm going to choose
06:17this Water_Displacement image.
06:20To see how that looks projected into the scene, we will of course need to take a render.
06:25What we get of course is a very interesting effect.
06:27We're only getting grayscale values from our projected image at this moment in
06:32time, because it is a grayscale image.
06:34If we had chosen a color image, we would be projecting the color into the scene also.
06:38As I'm sure you can imagine, there are quite a number of specialized scenarios
06:41where this Projector light could come in very handy.
06:45So we have seen that our Twilight Spot light adds quite a bit of flexibility to
06:49our artificial lighting toolset.
06:51We can use it as a spotlight.
06:53We can use it as a Projector light.
06:55But that isn't all that our Spot light can do.
06:58In our next video, we will take a look at how we can add an extra level of
07:02realism to our artificial lighting setups by means of IES profiles.
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Adding the IES light type
00:00So far, we've seen that Twilight's Spot light can be used in a couple of ways,
00:05firstly, as a spotlight naturally.
00:07But we've scene that it can also be turned into a very handy projector Light.
00:11Of course, we do need to know that Twilight's Point light can also be turned
00:14into a projector light.
00:16What we'll do in this video is show you that there is actually a third option
00:20available when making use of the Spot light.
00:23Essentially, we can attach real-world lighting data to it and turn it into an IES light type.
00:29So once again, let's bring our Spot light into our scene, come down to our Layers
00:34option, and put a check in the Spot Light Layer.
00:37But you of course need to select our Spot light and then click on the Light
00:41Editor icon, because we need to gain access to the IES tab.
00:45If we click on this, you can see we have one option in here that essentially
00:48allows us to load our IES profile and attach it to our Spot light.
00:53There are of course lots of free IES files
00:56that can be found on the world wide web. Many lighting manufacturers, such
01:00Erco.com, provide them for free,
01:02oftentimes along with 3D models of the light fixtures they profile.
01:07The one that I will be using is from my personal IES Library collected over a number of years.
01:12You will of course need to add your own IES file in here.
01:16Let's click then on the Load button and navigate to where we have our IES file,
01:20select that, and that's it.
01:22We've now attached real-world lighting data to our Spot light object.
01:27You may have noticed that in the scene that object has actually changed shape.
01:32This is very typical behavior in many applications that allow the use of IES profiles.
01:37Essentially, the light icon is trying to shape itself to the emission pattern
01:41that it sees in the IES file.
01:44This oftentimes can give us a visual representation of that emission pattern.
01:48Now just before we take a test render to see how our IES file will affect our
01:53Spot light, I just want to make one little tweak.
01:56I want to come into the Standard tab of our Light Editor and I want to set this
02:00Light Strength to a value of 1.
02:03You see, the brilliant thing about IES files is that they not only contain light
02:07distribution data, but also the intensity data of a given light fixture.
02:12This is measured in lumens.
02:14Our Light Strength value of 1 essentially tells Twilight to look at the IES
02:19file and read the intensity data from there.
02:22So let's now go and take a test render and see what this particular profile will give to us.
02:27What you can see is that we get a very realistic, very complex light
02:31emission pattern that we really couldn't create using any of the other
02:35Twilight light types.
02:36Of course, we are not limited to using the intensity data found inside of our IES file.
02:41We can increase our Light Strength if that is something that we want to do.
02:46We can also use the rest of the controls inside the Standard tab.
02:49We can increase our Light Bulb Size so that we get soft shadows from our IES light.
02:54We can even set a color for our light if that is what we want.
02:58So again, with those changes made, let's take another render.
03:00What we get now of course is probably a more artistically pleasing end result,
03:06although we do of to keep in mind that we have actually now broken the
03:09physicality of the data that is contained in our IES file.
03:13But oftentimes it is just the emission pattern that render artist are interested in.
03:17They like to add their own intensity to suit the particular render that they are creating.
03:22So we have seen then that when it comes to mimicking artificial light sources in
03:27our rendered images, Twilight's Spot light offers us a very comprehensive set of
03:31tools with which to work.
03:32However, our final artificial light type is possibly the most versatile and
03:38useful of them all, as it allows us to create a light-emitting object from any
03:43piece of scene geometry:
03:44this is Twilight's emitter material.
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Using light-emitting materials
00:00Although we have already looked at creating artificial light types in Twilight
00:05using the Point and Spot lights, there is another option available to us that
00:09comes with a lot of flexibility and believability.
00:12In this video, we're going to use Twilight's ability to apply a light-emitting
00:17material to any geometry in our scene, and use it as a light source.
00:21In fact, what we are going to do is instead of lighting our sample spheres
00:25with an artificial light type, we're going to turn two of them into actual light sources.
00:30We do need to say though, that this may not be something you will want to do in
00:34every production scene, particularly one that is already quite heavy in terms of scene geometry.
00:40You see, at render time Twilight converts scene geometry into triangles in
00:44order to render them.
00:45A simple SketchUp rectangle may appear to be just a single face,
00:49but at render time Twilight will actually see two triangles.
00:53Each triangle that has a light-emitting material applied to it is counted as a
00:58light source in the scene.
01:00So, if we have a sphere that appears to be made up of 40 four-sided faces or
01:04quads, it will actually become 80 triangles, and so 80 lights, at render time.
01:11On anything other than the progressive rendering modes, this could be very bad,
01:15in terms of memory usage, and may even cause our scenes not to render.
01:20So, be aware, we need to use light-emitting materials wisely.
01:24For the purpose of our task here though, what we have will work just fine.
01:28We will be using a number of pre- prepared renders just to show you the effect
01:32that using the light-emitting material can produce.
01:35Before we examine those renders though, let's walk you through the steps of
01:38turning our spheres into actual light sources.
01:41As we will need to apply an Emitter material template to them, the first thing
01:46we need to do is create a couple of new SketchUp materials.
01:49So, let's come up to our paint bucket icon, open up the SketchUp Materials browser.
01:53I want to make certain that I'm looking at the in Model Materials, and now I
01:57will come and create a couple of new ones.
01:59We will call our first one White Light, and we will of course make certain that
02:05it is white. And we will create second one, and we'll call it Orange Light.
02:11And of course, we want to make it orange, so I am just going to punch some very
02:13specific RGB values in here; so 175, 75, and 40. Then we can click OK.
02:21Now, at this moment in time our sphere objects are collected together in a group,
02:25so I am just going to use the spacebar to return to my normal Select tool.
02:29I am going to select the group and then right-click and use the Explode function.
02:33Now, I can just select individual face, or I can indeed just come and select my
02:37material and apply it to individual objects.
02:40So, let's apply our orange material to that one, and we'll apply our white
02:44material to that one.
02:46I do need to do a little bit of scene setup so that we are in harmony with our test render,
02:50so I am just going to dismiss our Material Browser.
02:53I am going to make use of our secondary scene camera, just to push in on
02:57our SketchUp Materials.
02:58I am going to come into our Render dialog.
03:00I am going to first of all make certain that we are working with the 09-Render preset.
03:05Then I want to come into the Camera Tab, and I am just going to make a quick
03:09tweak to my Exposure and Gamma settings.
03:12So, 1.25 for my Exposure level, and just a straight value of 1 in the
03:16Gamma Adjustment option.
03:18With that done, I can just dismiss the Twilight Render dialog.
03:21Now, of course we need to apply our Emitter template,
03:24so we are going to need the Twilight Material Editor.
03:26So, let's come up to the toolbar and click on the icon for that.
03:30We can just move this off to one side because what we are going to want to do
03:33is, using the From Scene dropdown, I am going to first of all select my orange light material.
03:39We're going to come to the Templates, come down to Light Emitter, and we're
03:42going to choose the 100 Watt option.
03:44And of course, we need to repeat that for our white light material,
03:48so Templates > Light Emitter > 100 Watt.
03:50As we have been applying these Emitter templates, you have probably noticed this
03:55set of controls appear.
03:57We have an Emitter Behavior dropdown, and we have Power or Intensity value
04:02that we can work with.
04:03Again, to bring things in line with the test renders already taken, I'm going to
04:07set my Power Output to 750 watts.
04:10The default Emitter behavior of Normal essentially means that our object will be
04:15a visible light source in the scene.
04:17It will show up inside of our renders.
04:20Let's jump into Adobe Photoshop and have a look at a render taken using
04:24this particular setting.
04:26As you can see, our light-emitting materials are working very nicely indeed.
04:30We have a nice level of illumination, we have some very nice, very realistic
04:35soft edge shadows, and we get realistic light falloff from the material as well.
04:40All in all, a very convincing, very nice-looking artificial light source.
04:45The second option in the Emitter Behavior dropdown is entitled Fake.
04:49It is designed to make an object look lit but won't really increase the render
04:54times at all because it doesn't actually add any light into the scene.
04:57That is, if we don't use one of the progressive rendering methods.
05:01If we do use a progressive rendering method, then our emitter will behave as if
05:05we left it set on Normal.
05:07For a fake emitter, we need to use one of the easy 01 to 07 options.
05:12If we take a look at the render using the Easy > 04 preset, you can see,
05:16essentially what we get is just a self-illuminated material.
05:20As we say, this really isn't a light source at all, but it can be very useful
05:24in certain situations when we want to give the appearance of an object being a
05:27light source, but we don't really want to add any extra illumination into the scene.
05:32The third emitter option available is entitled Invisible,
05:35and, as its name suggests, it makes our light source invisible in the render,
05:40which will of course get our illumination and shadows in the scene.
05:44And if we just make a quick comparison between our initial render and the
05:48invisible version, you can see essentially, all that happens is our objects
05:52disappear. Maybe a little bit of the reflectivity in them disappears.
05:55You can just see that turn off as we switch between these two renders.
05:59But again, a very nice feature if we have a need, under specialized circumstances,
06:04to actually make our light source invisible.
06:07If I just switch back the little black splotch that you see here, I suspect it has
06:11nothing to do with the Light Emitter Material, but really is just a side effect
06:15of interpenetrating geometry.
06:17The final Emitter option available, if we just jump back into SketchUp, gives us
06:23the ability to attach an IES profile to our light-emitting material.
06:27We probably would want to be careful here.
06:29We need to make certain that the IES profile we apply is appropriate to the
06:33shape of the geometry that we are applying our light-emitting material to.
06:38All in all then, the Light Emitter material offers an easy-to-use and extremely
06:43versatile option for creating artificial light types in our Twilight renders.
06:48Do bear in mind that for anything other than Fake, which of course is not really
06:52a light source at all, we would probably be best served using one of the
06:56progressive rendering modes.
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Creating image-based lighting using High Dynamic Range Images (HDRIs)
00:00One of the great things about lighting with Twilight is the versatility and
00:05diversity of the options available. As well as the Physical Sun and Sky system
00:10and the ability to mimic artificial light sources using some very specific light types,
00:15we also have the option to use image- based, or HDRI, lighting if we want to.
00:20The initials HDRI stands for High Dynamic Range Image.
00:24This is a specialized image format that holds a far higher amount of data,
00:29including luminance data, than can be captured by a typical film or digital
00:33camera in a single shot.
00:35In this video, we are going to walk you through the steps required to set up
00:38image-based lighting in Twilight.
00:40Our start scene is once again in complete darkness, so we will be building our
00:44scene lighting from scratch.
00:46To do this, our first port of call needs to be Twilight's Light Editor, so let's
00:50come up to the Twilight toolbar and click on the icon to open that.
00:54Straight away we are taken into our Sun/Sky tab, which is exactly where we want to be,
00:59because we want to access the options for our Sky type. Which of these we choose
01:04to work with will depend very much on what type of HDRI we have available to us.
01:09If we have, as I will be working with, a full 360-degree map, then the
01:14Spherical Sky option is the one we are going to want to pick.
01:17Of course HDRIs do come in Hemispherical or even Light Probe formats,
01:22Light Probe often being referred to as mirror ball HDRIs.
01:26If we have one of those, then we just need to choose the appropriate option, but
01:30as we say, we are going to be working with Spherical Sky.
01:33Once that is set, we of course need to load our HDRI into our environment, so
01:38let's click on the Browse button for the Background Image option.
01:41Now, of course, as with IES files, there are lots of sites around the Internet
01:45that offer free high-quality images that can even be freely used in commercial work.
01:50I am using a renamed image from the free sIBL set entitled BasketballCourt,
01:56downloaded from HDRLabs.com.
01:59You of course will need to supply your own HDRI.
02:02With the image loaded in, we can now work with our Sky Rotation Angle.
02:07This control allows us to rotate our HDRI environment around our scene geometry.
02:13This means we can set our scene lighting to suit and then use SketchUp Shadow
02:17settings to match the sunlight in our scene.
02:20After performing a number of tests with this image, I know that I want to set my
02:24Rotation Angle to something around about 90 degrees.
02:28Of course at this point we could go and enable our Sunlight options, but
02:32typically, when working with an image-based lighting setup, we will want to take
02:37a render with just our HDRI in situ.
02:40This means we can try and get a sense of where any directional light in the
02:44image may be coming from and again,
02:46we can use SketchUp Shadows settings to match things up.
02:49So let's go and do just that.
02:50Let's open up the Render dialog.
02:52I want to render in this instance with the Easy 07 preset.
02:56Even though this is a high quality setting, because of the simplicity of our
03:00scene, we should still get fast renders back.
03:03With that set then, let's take a test render. And in just 34 seconds we have a
03:08very nice representation of the scene render.
03:11You can most certainly see the coloration that is coming from our High Dynamic
03:15Range Image that is being pulled into our scene lighting, and you can hopefully
03:19just make out the directional shadows that are occurring in the scene.
03:23So get a rough idea of how we want to position our sunlight.
03:27We can do that of course using SketchUp Shadows options.
03:30So let's come up to our View menu, into the Toolbars, and let's turn on
03:34the Shadows controls.
03:35The first thing you will probably want to do is enable those in the viewport,
03:39just so you can see how things are working.
03:42Again, because I have performed a number of tests, I know exactly what
03:45settings I want to use here, so I am going to set my time of day to around
03:50about 16:00 p.m., and we are going to set our month to September and indeed
03:54choose the 1st of September.
03:56As you can see in the SketchUp viewport, this places our shadows pretty
03:59much where we want them.
04:01Of course we still need to enable the Sunlight options in our Twilight controls,
04:06but before we go and do that, just a word of caution: make certain that you turn
04:10this Sunlight setting off in the SketchUp viewport; otherwise, you will find your
04:14Twilight user interface becoming very slow to respond.
04:17In fact, because we are finished with these controls, we can just go and turn
04:21them off and close down our dialog.
04:23Jumping back then into Twilight's Light Editor, we can go and enable our
04:28three Sunlight options.
04:29I will want to make a quick change to the softness of the shadows in the scene.
04:34I want to sharpen them up just a little bit from the default, so I am going to
04:38set my slider to a value of 30.
04:40As I also want to reduce the harshness of the sunlight in the scene, I am going
04:43to set my Maximum Sun Intensity to a value of 2.5.
04:47And with that done, we can once again go and take a render.
04:51What we see now is a very nice, very natural-looking daytime lighting setup.
04:56Now, you may be thinking that this looks very similar to our earlier Physical
05:00Sun and Sky setup, but if you were to make a very close examination, you would find
05:05that an IBL setup has subtle variations that don't exist in the Physical Sun and Sky system,
05:11subtle variations in color, particularly in the shadowed areas,
05:14even subtle variations in the illumination levels.
05:18You will have noticed of course that at this moment in time we are rendering our
05:22HDRI as the background of our render.
05:24If this is how we want things, then that is absolutely fine.
05:28My preferred method would at this point be to render out an alpha mask of
05:32our scene geometry and then add my back plate in a compositing or image
05:36editing application.
05:37That just means we have a little more control over our foreground and background
05:42elements, but as I say, that is just a personal preference.
05:46To really finish off our image-based lighting setup, we would probably at this
05:49point want to switch over to one of our progressive render presets, such as Easy 09.
05:54That would really maximize the subtleties of light and color that are coming
05:59from our High Dynamic Range Image.
06:01Hopefully though, you would agree, based on the results that we have so far that
06:05image-based lighting is yet another powerful lighting option that is available
06:09to us in the Twilight Render engine.
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Using Sky Portals for interior global illumination (GI)
00:00Without a doubt getting a believable exterior lighting solution in Twilight is a
00:05very achievable, dare I say even easy, task to accomplish,
00:09especially if we use the Physical Sun and Sky for our scene lighting and then
00:13just rendering over to one of Twilight's progressive render presets.
00:17The problem with rendering interiors, however, whether we're using the sun and sky
00:21or indeed any exterior light source, is that we are always going to struggle a
00:26little bit to pull enough light energy into our interior environment.
00:30Anything then that we can do to squeeze a little bit more quality, a bit more
00:34light out of our render engine,
00:36that's at least going to be worth considering.
00:39What we want to do in this video is just show you how you can turn some simple
00:42SketchUp planes into Sky Portal objects.
00:45These can help our interior lighting solutions by really telling the render
00:50engine where to focus its global illumination sampling efforts.
00:54The first thing we need to do is take a look at how our Chapter 02 Portal scene is set up.
00:59So I am just going to middle-mouse- click in the viewport and then orbit around
01:03until we can just see the outside of our building.
01:06Here, as you can see, we have two simple plane objects covering each of our window sets.
01:11You may wonder why we don't have a plane for each of the distinct window openings.
01:16Well, in SketchUp, as in all three applications, a plane is made up of
01:20two triangular faces.
01:22In Twilight, each triangle will represent a distinct light source once we add our
01:28Sky Portal material to this object.
01:30Each light source of course will mean more calculations; more calculations will
01:35naturally translate into slower renders.
01:38With our current setup Twilight will read four extra light sources when it is rendering.
01:43If we added a plane at each distinct window opening, we would actually be adding
01:4814 extra light sources.
01:50No prizes for guessing that that would of course add to our render times.
01:54Now again, if we just rotate around a little bit more in our scene, you can tell
01:58that these planes are facing outward.
02:01This is denoted by the white color.
02:03This geometry would currently fail if we tried to turn it into a sky portal, and
02:08of course as our windows are completely covered, all light into our interiors is being blocked.
02:14This does actually raise a very vital point when it comes to setting up your Sky Portal planes.
02:18They have to be--how should we say?--watertight as it were.
02:22They really need to snap to each of the vertices around our window openings.
02:27We don't want any exterior light entering into our interior unless it is passed
02:32through our Sky Portal geometry.
02:34Reversing the phases on these plane objects is of course a very simple matter,
02:38so let's just double-click to make certain that we select everything in the
02:41geometry. Then we can just right-click and use the Reverse Faces function, and
02:45again let's do the same for our second object.
02:48Now we can go back to our camera and our original composition.
02:53What we need now is a new SketchUp material that we can attach Twilight's Sky
02:58Portal definition to.
03:00So let's click on a paint bucket icon, make certain that we are looking at our
03:04In Model materials, which, as you can see, is just our default gray material, and I
03:08will come and create a new material.
03:10This we will just very humbly call Sky Portal. We can,
03:14if we want, give it a distinct color, just so that we can tell where it is in
03:18the scene. I am going to click OK.
03:20And then finally, I can just dismiss the Browser dialog and just Ctrl+Click on
03:24each of our plane objects to make certain that I applied that Sky Portal
03:27material to all of the geometry.
03:30What we need now is the Twilight Material Editor, so let's come up to the
03:33Twilight toolbar, click on the icon; once that's open, we can just pull it off to one side.
03:39Using the From Scene dropdown, I'll just select our Sky Portal material and now
03:43rather than applying a template, we need to come into our Library tab.
03:47So as long as we are in the Architectural Twilight tab, you'll see the first
03:50definition is our Sky Portal or our Invisible Sky Portal option.
03:55To attach these to our SketchUp material, all we need to do is double-click and that's it.
04:00We now have our Sky Portal material applied.
04:03Now of course taking a test render at this moment in time wouldn't really serve any purpose.
04:08To understand what is happening with our Sky Portals in place, we need to see a
04:12render of the scene with no Sky Portals.
04:15Well, if we jump into Adobe Photoshop, we can do just that, as we have a number of
04:19ready to be compared.
04:21What we have first of all, is, as the image title tell us, a no Sky Portals render.
04:26This was taken using the Easy09_ preset and rendered for ten passes.
04:31As you can see, this took ten minutes to render.
04:33And what we have is a pretty reasonable lighting solution.
04:37It looks a little bit dark from my taste.
04:39You can tell that we're not getting quite as much light bounce or light
04:43penetration as we would perhaps like.
04:44So, what happens if we add Sky Portal objects?
04:48If we click on our next image, you can see that we do indeed get a
04:51considerable brightening.
04:53Keep in mind we're not changing camera exposure.
04:56We're not changing light intensity.
04:57We are not even changing material reflectance. All we have done is added Sky
05:02Portals into our scene.
05:04Now, interestingly, you can see that the render times are not really that different.
05:08We have just added an extra minute with our Sky Portals added,
05:12which is pretty fair, considering the effect that we're getting so much more
05:15light into the environment.
05:17Clearly then, when using one of the progressive render presets, we get a fairly
05:21good result from adding Sky Portals into the mix.
05:24However, let's take a look at one of our photon map and final gather presets.
05:29This render, again, no sky portals added.
05:31This was taken using the Easy03_renderingpreset.
05:35This took just 20 seconds to create.
05:38Clearly, our GI solution is looking a little bit ragged, and the light bounce,
05:42particularly at the far end of the room, doesn't look incredibly natural.
05:45So, what happens if we add Sky Portals into the mix?
05:47Well, as you can see, we get quite a considerable increase again in the level of illumination.
05:53We actually get a much cleaner global illumination solution as well. A lot
05:57of the noise smoothes out as we get extra light bouncing around inside our interior.
06:03However, there is quite a shock when we compare the render times: 21 seconds for
06:07our no portals render, 54 minutes for our Sky Portals version, which is quite a
06:13considerable increase.
06:15Now, obviously Sky Portals can make quite a difference when it comes to pulling
06:19light into an interior space. We can see that with both of these sets of
06:23renders. We have seen that they are very easy to create, as really all we
06:27essential need to do is create a plane or two, add a Sky Portal library material,
06:31and we are good to go.
06:33We do have to keep you in mind, however, that if we are rendering with the photon
06:37and final gather presets, we probably will want to take that significant
06:40increase in render times into account.
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Understanding the importance of reflectance in materials
00:00One of the things that newer render artists could fail to grasp regarding their
00:04scene lighting is the role that materials often play in the actual bouncing of
00:08light around an environment.
00:10In this video, we just want to give you a quick demonstration of the
00:13important role that material reflectance plays in the global illumination lighting process.
00:19Reflectance, or diffuse reflection, should not be confused with reflectivity.
00:24Reflectance is the reflection of light from a surface, but instead of the
00:28incident ray being reflected at just one angle, as in the case of
00:32specular reflection--
00:33that is, property that we call Reflectivity--
00:36reflectance sees the ray bounce at many angles, hence the production of colored
00:40and matte-looking surface.
00:43In this demo, we're just going to use different grayscale values in our default
00:47material to demonstrate the difference this can make regarding light's ability
00:51to bounce around an environment.
00:54Remember, as we perform our test renders, we are not going to be changing the
00:58amount of light in the scene, nor will we be adjusting our camera's exposure;
01:02that will be fixed at a value of 1.7.
01:04This gives us a nice interior exposure.
01:07The only thing we will work with in order to affect our scene lighting is the
01:11Reflectance value of our default gray material.
01:14So let's make a start by first of all opening up SketchUp's Material Browser.
01:18Now I want to come to our In Model materials, which as you can see, consists of just
01:23one default gray material.
01:24Then if I come into the Edit tab, you can see we're going to make use of
01:28SketchUp's HSL Color mode, even though this is wrongly spelled inside of the
01:33Color Picker dropdown.
01:34Of course, we could make use of the Twilight Material Editor, if I just pull
01:39that off to one side of our interface.
01:41But if I just select our default material and then come into the color swatch,
01:46you can see, Twilight makes use of a typical 0 to 255 color range,
01:51whereas SketchUp's values run from 0 to 100. This just makes it a little easier
01:56to picture where on a sliding scale the color values we will use sit.
02:01So let's set an initial Luminance value in our material of 20.
02:05This, as you can see, gives us quite a dark-gray material.
02:09To see how this affects our scene lighting, let's us open our Twilight Render
02:13dialog and take a test render.
02:15What we see of course, perhaps not unsurprisingly, is an extremely dark interior.
02:20You can see our ceiling is receiving very little light. The far end of the room
02:25is pretty much in blackness.
02:26We can just make a little bit of light bounce out, but we can't really see any
02:30light penetrating into that far space at all.
02:33Clearly, for a natural-looking environment, we need more illumination in the
02:38scene. And as we've mentioned, possibly the first port of call would be to
02:42increase the intensity of lighting in the scene, to bring more light into our
02:46interior or indeed to work with the Camera Exposure control and try and lift the
02:50illumination levels in that way.
02:52But we can demonstrate now that oftentimes those steps are unnecessary when it
02:57comes to raising illumination levels in an environment.
03:00So let's come to our material and raise the Luminance value to 50.
03:05Once again of course, we need to take a render. Now, as you can see,
03:08we have significantly increased our illumination levels.
03:11We're getting quite a bit of light coming up onto to our ceiling now.
03:15We are even starting to make out our far wall.
03:17We are seeing the light bouncing around that far end of the room.
03:21And we need to stress, all of this has been achieved without touching any of the
03:25typical lighting controls.
03:27We have just simply raised the Reflectance value of our material.
03:31Also interesting is the fact that we have only increased our render times by a single second.
03:36As I would still like to get a little more illumination bouncing around this
03:40interior, I am just going to go and raise my Luminance value one final time.
03:44This time we will use a setting of 75, and again, we'll take a render.
03:48What we see now of course is an extreme improvement, in terms of the illumination
03:53levels found in our environment.
03:55If we take a look down to the far end of the room, you can see, we can clearly
03:59make out the wall at the far end there.
04:00We're getting what looks like natural light bounce occurring.
04:03And as you can see in this instance, we've not increased our render times at all.
04:08This in fact is a behavior that you would see with any of the Easy_01 to 07
04:12presets, as they use Photon Mapping and Final Gather as their GI system.
04:17Because photons are so good at moving light around an interior space, even the
04:21increased Reflectance values don't really add anything significant to the render times.
04:27Things would actually be considerably different if we use any of the
04:30progressive, unbiased Rendering Options available to us.
04:34In fact, if we just jump into Adobe Photoshop,
04:37here you can see we have two progressive renders taken using the Easy09 preset
04:42and rendered for 10 passes each.
04:44Our first image is taken using our initial Luminance value of 20, and as you
04:49would perhaps expect from that setting, we have a very dark interior indeed,
04:54although we do get a little more natural light behavior. You can see the
04:58brightening of this right-hand side wall, where light is bouncing, but still,
05:02down on the far end of the room, we really can't see any light penetrating down there at all.
05:07Now this particular render, if we look at the image title, took 6.1
05:11minutes to complete.
05:13Now if we switch over to our second image, which was taken using our final
05:17Luminance value of 75, you can see, well, we have much more natural, much more
05:22realistic-looking lighting in our environment.
05:24As with our Photon and Final Gather option, we can see all the way down to our far wall.
05:30And again, even though we have a little bit of noise in there, we're getting what
05:33looks like natural light bounce.
05:35However, the render times for this particular image were considerably different.
05:40You can see here, 11.5 minutes to complete the same 10 passes.
05:45The difference in render time is occurring because light rays in our progressive
05:49render are continually being calculated.
05:52As the reflectance of the material rises, the light rays will bounce more and
05:56more often, and of course, as they bounce more, they require more computation.
06:00This leads to increased render times.
06:03Clearly then, although seemingly separate disciplines, materials and
06:07lighting cannot be thought about, they cannot be dealt with, in a mutually
06:11exclusive environment.
06:12What settings we apply to one will affect the other, especially, as
06:16we've demonstrated, when it comes to getting light to bounce around an
06:19interior environment.
06:21So if we want to maximize our light transport or our light bounce, we need to
06:26make certain that we've given attention to our material's Reflectance values.
06:30Just be aware though that as we increase reflectance, we generally have to
06:34decrease saturation in a material; otherwise, color bleed can become extremely
06:38strong, even overpowering.
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3. Understanding Rendering Presets in Twilight
Exploring Light Transport options in Twilight
00:00When it comes to producing high-quality global illumination renders, render
00:04artists love to have options available to them in terms of the types of
00:09algorithms used to compute bounce lighting in the scene.
00:12The choice of course means that we can pick a GI method that suits the needs of
00:16the current project or the current phase of the project that we are working on.
00:20For instance, in the early stages of a project, we may be asked to produce some
00:24proof-of-concept renders.
00:26These don't need to be particularly polished, but they do need to convey the
00:31mood and feel of lighting, and possibly materials, in the scene reasonably well,
00:36and of course they must be quick and easy to produce.
00:38On the other hand, when it comes to final renders, quality, not time, is
00:43generally the more important consideration.
00:45For each of these situations, many render engines require that we have a fairly
00:51extensive understanding of the GI algorithms at work and the myriad of settings
00:56controlling them, so that we can push our render settings either towards speed or
01:00towards high quality.
01:01Well, Twilight relieves us of the pain of such tweaking, while still offering
01:07plenty of choice regarding the GI algorithms used to compute our scene
01:11lighting and materials.
01:13Simply put, we have three basic choices that can actually split into
01:16six separate options.
01:19These are accessed by coming into Twilight's Render dialog.
01:22Inside of the Render tab, we have our Preset options.
01:27We make our choice of GI engine or GI algorithm when we choose the Twilight
01:31Render preset that we're going to work with.
01:34The first of the GI options available that we will focus on is the combination
01:38of photon mapping and final gather, or irradiance mapping, to give it its official title.
01:44Twilight uses this combination in all of the first seven of the easy presets.
01:48These are biased rendering options,
01:52meaning that the algorithms use some nonphysical cheats to get good GI in the
01:57scene as quickly as possible.
01:59These very different global illumination technologies are combined because when
02:03used separately, you never really get a complete GI solution from them, as each
02:09system has its own limitations.
02:12Photons, for instance, are really good at bouncing light around.
02:15That makes them very useful on interiors, and they're pretty fast to calculate.
02:19The problem is that getting a smooth photon solution is not an easy thing to do.
02:25The number of photons required would usually be exceptionally high, and as these
02:30are stored in a 3D data map, we can eat up our RAM pretty quickly indeed.
02:34Irradiance mapping, on the other hand, is very good at creating a smooth or evenly
02:38spread GI solution, especially so on an interior scene.
02:42But it doesn't bounce light around anywhere near as well as photons do.
02:46So whilst these two technologies do have their limitations when working on their
02:50own, they complement each other very nicely.
02:53They work exceptionally well and pretty speedily together.
02:56In fact, let's just demonstrate how speedily by coming to our Easy > 02.Low
03:00Preset and then taking a test render.
03:02As you can see, in no time at all--just 13 seconds--we get a very useable global
03:08illumination solution.
03:09Of course we don't mean useable in the sense of final render quality, but in the
03:13context of a quick test render, we can easily evaluate the direct lighting, the
03:18global illumination, and the materials that are set up in the scene,
03:22although of course we only have our default gray material applied at this moment in time.
03:26Of course we don't want to give you the impression that Photon Mapping and Final
03:30Gather are for low-quality renders only.
03:32Certainly, as we start to work with the Easy > 04 and upwards preset, we can get
03:37some very high-quality renders out of this combination.
03:40In fact, if we just jump into Adobe Photoshop, we'll show you a render of our
03:44scene in its current state, taken using the Easy > 07 Preset.
03:48As you can see from our render, Photon Mapping and Final Gather are both
03:52perfectly capable of producing a very nice, very clean global
03:55illumination solution for us.
03:57Any bits of noise, any blotchiness that is still present in the system would
04:01very easily be hidden once we apply materials to our scene.
04:05The brilliant thing about this particular render, if we just come up and
04:08examine its title, is that it only took one minute to complete, which is very, very fast.
04:13Now, of course things will slow down considerably once we add complex
04:17materials into the scene, but still, you can see that Photon Mapping and Final
04:21Gather are capable of producing a high-quality GI solution in very respectable render times.
04:27Let's jump back into SketchUp and have a look at the next GI option available to us.
04:33This is Path Tracing.
04:35Well, actually, we get Path Tracing in two forms.
04:38To work with progressive Path Tracing, we will choose the easy 08 Preset.
04:43But if we just scroll down in our list to the Tech options and into this Path
04:48Tracing set, you can see we have a number of fixed Path Tracing options
04:52available to us also.
04:54The term Progressive, as used in the easy 08 Preset, refers to the fact that
04:59once we set a render going using this particular option, it will progressively
05:04continue to refine the rendered solution until we tell it to stop.
05:08The Path Tracing part of the description, if we were to just simplify things
05:12down quite a bit, refers to the fact that light paths, or rays, are continuously
05:17being traced throughout the environment using this rendering option.
05:21So long as a ray has enough energy and continues to encounter surfaces that
05:25will bounce it--be they Diffuse or Specular-- the ray will just keep on being calculated.
05:31This is a physically accurate approach to image calculation, because no
05:35shortcuts are taken in the algorithms.
05:38Path tracing is an unbiased rendering solution.
05:41Once again, if we jump into Photoshop, we have a render prepared using
05:46this particular preset.
05:47So let's just swap our image over to that particular render.
05:51You can see an example of progressive path tracing.
05:54This particular render was sampled over 15 passes.
05:57Now again, if you take a look at the title of the image, you can see that this
06:02took just five minutes to complete, which for a progressive unbiased rendering
06:05option, is pretty good.
06:06Of course, what we have here is not a final rendered solution;
06:10we have quite a bit of noise in our render that would need quite a bit more time to clean up.
06:15But again, we can make a very good evaluation of the scene--its lighting, its
06:20light bounce, its materials--based on what we have.
06:23And if we just compare this to our Photon Map and Final Gather render, you can
06:27see that the light bounce has a much more natural feel to it.
06:31The easy 08 Preset that was used to render this particular image uses what I
06:35will refer to as standard path tracing.
06:38This means that rays are shot from the rendering camera's point of view and
06:42traced through our 3D environment.
06:45But if we come back into SketchUp and again, accessing our presets, if we just
06:50come down to the Tech option, you can see that we have, in our Progressive set,
06:54the Bidirectional Path Tracing option available to us also.
06:58This is pretty much the same as path tracing in every respect, except that the
07:02rays are traced not just from the camera's point of view; they are also traced
07:06from light sources found in the scene, hence the Bidirectional label given to
07:11this particular algorithm.
07:13This too is a progressive unbiased rendering method.
07:17The final distinct option we have for light calculation in Twilight is the
07:22Metropolis Light Transport engine, or MLT for short.
07:25This is used in the easy 09 Preset.
07:29It is basically a variation of progressive path tracing that uses some
07:33specialized algorithm changes that allow it to make path modifications
07:38during its calculation.
07:39It can even create new optional paths in the scene if they're required.
07:44Generally speaking, it is regarded, on paper, as the fastest of the unbiased
07:48rendering algorithms available, although mileage definitely does vary
07:52between implementations.
07:54Again, if we jump into Photoshop, we can show you a render taken using the easy 09 Preset.
08:00Now, as you can see, it is considerably cleaner than the progressive
08:04path tracing version. There is a lot less noise present in the image.
08:08As with the progressive path tracing version, this particular render was given
08:1215 passes in which to complete its rendering calculations.
08:16Besides the difference in quality, you will notice--if again we look at the
08:19titles--that there is a considerable difference in the render times:
08:2216 minutes for the Metropolis Light Transport version, whereas our Progressive
08:26Path Tracing option took just five minutes. So, quite a jump in render times, but
08:31of course as we've seen, quite a jump in render quality also.
08:34As with Progressive Path Tracing, Metropolis Light Transport shoots its rays
08:39from the rendering camera and then traces them throughout the scene.
08:42We can, if we want add, bidirectionality into the mix. We would do that by
08:47choosing the easy 10 Preset.
08:49Again, here we would find that our rays are calculated both from the rendering
08:53camera's point of view and from any light sources in the scene.
08:56So if we are a render artist who likes to have choice but perhaps doesn't have
09:01the time, or maybe even the desire, to become an expert parameter tweaker, well,
09:06Twilight has a GI option for every occasion.
09:09Familiarity with the presets available of course will go a long way towards
09:12making the choice of which one to use in any given rendering scenario that
09:16much easier.
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Managing the Quality presets
00:00As we've already seen, rather than giving us a bewildering array of
00:04parameters and controls that need to be tweaked and then re-tweaked in order to
00:08achieve a desired quality level in our renders, Twilight simply gives us a wide
00:12range of rendering presets designed to fit most rendering situations.
00:17This means setting a desired quality level for our renders is as easy as a mouse click.
00:22Now of course we have already looked at our presets with regard to the global
00:26illumination methods used in them,
00:28but we do have to keep in mind that these presets control every aspect of
00:34the rendering process.
00:36When it comes to setting up the final quality for our rendered images, these
00:40presets really are it.
00:42So let's revisit them, but this time with a view to how they work in terms of
00:47controlling not just GI quality, but the overall quality of our final renders,
00:53including the all-important anti-aliasing phase of that process.
00:58To examine our presets, we do of course need to be inside Twilight's Render dialog.
01:02Now many of these preset sets, or groups if we want to call them, are
01:06arranged in a very easy and very easy-to- understand manner, when it comes to the
01:11quality settings involved.
01:13If we just open up the Easy, Animation, Photon Map, Path Tracing sections,
01:21you can see that they all progress from lowest to highest quality as we
01:26travel down the list.
01:27Now, do also keep in mind that this generally means that the list runs from
01:31fastest to slowest renders also.
01:34The naming conventions used in these sets, as you can see, make it very, very easy
01:38to understand what is going on.
01:40Quick, Low, Medium, Medium+, High, they all really are nice and descriptive to
01:44show what we are going to get from that particular preset, or what we can expect
01:49from that particular preset.
01:50You will have noticed that may of our preset options have a Plus next to
01:54the descriptive name.
01:56This really designates an intermediate step.
01:59So Easy 03 Low+ is an intermediate quality step between 0 to Low and 0 for Medium.
02:06The Plus symbol really servers as a nice little suffix. That just means we don't
02:11have to have another descriptive name in between Low and Medium.
02:15Let's just, for a minute or two, focus on the Animation group of presets.
02:19There is a little bit of information that you need regarding this particular list.
02:23In here you can see our first four options range from Preview to High.
02:28Now these options used Photon Mapping and Final Gather for their global
02:33illumination engine.
02:34This means we have the ability to render our animations using Photo Mapping and
02:39Final Gather in a number of quality steps, ranging, as we say, from Preview up to High.
02:43The next four options, however, I will use unbiased rendering methods.
02:48Now again, they range in terms of quality, so 04 and 05 are designed for, first
02:53of all, interior animation and will give you 100 passes per frame. And 05 is
03:00designed for Exterior Daytime Animation, and again, will give us 100 passes per
03:05frame before that frame is counted as finished and the next frame will begin to render.
03:09Then we jump up in terms of Quality. Again we have Exterior Daytime and
03:14Interior Animation settings,
03:15this time giving those 500 passes each. And of course this means that our
03:20final two options will take quite a long while to render per frame, but the end
03:24result we get should be very, very nice.
03:27Now, if it is that you want to have a large number of quality steps available to
03:31you, then you could do no better than to go to the Advanced > Alternative_AA, or
03:35anti-aliasing section.
03:38Now, if we have a look in here, you can see that we have a number of grouped
03:40options available to us. We have a Low group, a Medium group, and a High group.
03:46Now this description is referring to the global illumination quality inside
03:50of this preset, and all of these presets use Photons and Final Gather for their GI system.
03:55As you can see, at the top end of the scale in this group of presets, we have
04:00Ultra High quality settings, and we can come all the way down to essentially
04:02what is just a Preliminary or test render option.
04:06Now of course, we can work with any of the Twilight Preset groups that we want to.
04:11They are all perfectly admissible for using in our day-to-day rendering operations.
04:14But for ease of use, and just to make things simple on ourselves, for most
04:19general rendering situations, we can stick inside of the Easy Preset group.
04:24As we have again already mentioned, 01 to 07 all use Photon Mapping and Final
04:30Gather, and again range from a preliminary setting all the way up the High+, in
04:34terms of final image quality that we will get. And we also have 08 to 11 all
04:40using progressive unbiased rendering methods.
04:43Now, of course whenever we are rendering with any of the progressive options in
04:47Twilight, quality simply becomes a function of the amount of time that we allow
04:51our image to render for.
04:53The longer we leave it rendering, the more rays will be used to compute our
04:57pixel color values, and more rays will naturally equate to a higher-quality end result.
05:02And of course we can stop our progressive renders at any time, save them out,
05:07and use them as they are.
05:08It definitely has to be said that when it comes to setting up the quality for our
05:13final render output in Twilight, things just couldn't be simpler.
05:16All we do is pick a preset that will give us the desired or required quality
05:20level, hit Render, and away Twilight will go.
05:23Of course, the problem with many render artists, if indeed you would count it a
05:28problem, is that they really do like to have control of their render.
05:32The ability to fine-tune the render engine so that it gives them just what
05:36they need oftentimes is viewed as an art form in and of itself, and is something
05:41that they take pride in.
05:42Now, whilst Twilight is not specifically designed around such a tweakable
05:46workflow, there is still a way to access the engine's core options and tweak
05:50things up as much as we like.
05:53This in fact is just what we will do in our next video.
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Editing and saving presets
00:00Quite clearly, the Twilight render engine has been built around the premise of
00:05making realistic rendering as easy and painless as possible for artists who,
00:09for one reason or another, have no need to learn the intricacies of balancing
00:14the myriad parameters that may need to be tweaked in order to fine-tune a
00:18raytrace render engine.
00:19That though doesn't mean that such parameters cannot be accessed by artists
00:24using the Twilight renderer.
00:25It is just that the user interface doesn't expose them to us at this moment in time.
00:31In this video we're going to walk you through the basic process of creating our
00:34own custom render preset.
00:37To do this, the first thing we will need to know is where our render preset files reside.
00:42This will mean we need to, first of all, locate our SketchUp installation folder.
00:47You can see we are inside our Google SketchUp install.
00:49To locate our render preset files we need to come into the Plugins folder and
00:55then of course locate and enter the Twilight folder, and in here you can see we
00:59have a RenderSettings folder.
01:01It is in here that our Render Presets reside.
01:04Once in here, you will see options that we will be very familiar as they mimic
01:08the layout that is found inside of the Twilight user interface.
01:12So we have our Express and our Tech folders with the various subcategories of
01:17render presets held within them.
01:19Now, before we make any changes in here, I just want to jump back into SketchUp
01:23because I just want to highlight something inside of Twilight's Render dialog for you.
01:28If we just come into our Preset options here, you can see that inside of our
01:32custom set we have, well, no render presets.
01:35We have no custom options set up at this moment in time, which of course is
01:39something that we will change right now.
01:41So let's jump back into our Render Settings folder.
01:44In this instance, I want to come into our Easy folder and I'm going to make a
01:49change to our 04_Medium render preset.
01:52Well, we're not going to make a change to this one, because obviously we don't
01:54want to break anything inside of Twilight itself.
01:58What we are going to do is first of all, make a copy of this particular file, so
02:02let's just right-click, go to Copy, then we want to come back up into our
02:06Express folder, and indeed come into the Custom option and then just right-click
02:10and paste our file in there.
02:14Straight away, to avoid confusion, I'm going to rename this new Render Preset.
02:18I'm going to leave the 04.
02:20Medium tag on there, just so I know from which render preset I have taken
02:24this custom option.
02:25But I'm going to append the NoReverseGamma label. That describes exactly the
02:32change that I'm going to make inside of this particular render preset, and of
02:35course then we can accept those changes.
02:38Now, if we jump back into Twilight and if we close our Render dialog and then
02:43reopen it, you'll see that we do indeed have our new render preset showing up
02:47inside the Custom options.
02:49Of course we haven't actually customized anything at this moment in time, so
02:53let's jump back into our folder and do just that.
02:56Now as we're working with XML files here, we can generally open, edit, and save
03:01them in a simple text editor application.
03:04Now in my case working on Windows 7, as I am,
03:07I can just right-click my file, choose the Edit option, and you see it will be opened
03:11up inside of Windows Notepad.
03:13You can of course use any text editor that you'd like.
03:16Obviously, we can now make changes to any of the parameters inside of this file
03:21without doing any damage to our existing Twilight render presets.
03:25Do be careful though:
03:26if we make changes to options inside of these files without having any real
03:30idea of the expected end result, we could run ourselves into any number of render problems,
03:36not least of which would be greatly inflated render times.
03:40These files do contain controls handling every aspect of the rendering process.
03:45This of course includes controls handling the quality of our global illumination
03:50as well as our anti-aliasing options.
03:53In this instance, to keep our changes nice and simple and trackable, we're just
03:57going to change one option inside of this file.
04:00So, if we scroll all the way down to the bottom, you can see we have this Reverse
04:05Correction and Reverse Gamma options.
04:07Now we could make a change to the Reverse Gamma value if we just wanted to
04:11tweak how much reverse gamma correction is applied to our bitmaps and our
04:15material color swatches.
04:16In this instance though I'm going to make things a little more obvious, a little
04:20more dramatic, and actually turn off our inverse or reverse gamma correction.
04:25As this is just a simple Boolean value, that means that 0 is off and 1 is on.
04:30I can just go, select that, set a value of 0, and we're done.
04:34Now what I want to do is come up and just choose the File > Save option.
04:38Again, we do want to be careful when saving our files out.
04:42We don't want to inadvertently write out a simple text file.
04:45If we do that, Twilight will not recognize the preset.
04:48It won't in fact show up inside of the Twilight user interface.
04:52This has to remain an XML file for it to be usable.
04:55Now what we can do is just dismiss our floating dialogs, because I just need
04:59to make a couple of tweaks inside of SketchUp and Twilight before we can take
05:03our comparison render.
05:05So let's just close our Render dialog, and I first of all want to come into my
05:09Layers dialog and just turn off our Sky Portals layer.
05:12Of course, first of all, I need to make certain that it isn't the default layer
05:16and then I can go and turn that off.
05:17We don't want to increased render times that that would give us using the Easy 04 preset.
05:22Now I can go back into my Twilight Render dialog, and I just want to go into the
05:27Camera tab and make certain that my Gamma Adjustment value is set to 1.0.
05:31That means we're just inline with the test renders that we're going to show you in
05:35Photoshop in just a moment.
05:37Now we can come and take two renders using our Easy 04 and our Custom 04
05:41NoReverseGamma presets.
05:44As we've already done that, we can of course just jump into Adobe Photoshop.
05:48Here, first of all then, is our Easy 04 preset.
05:51This is using the settings that we've just created inside of our SketchUp scene
05:55file. And if we just come up to our tab and switch to our Custom Preset, you can
06:00see that there is quite a considerable difference.
06:02Now, because there is no inverse or reverse gamma correction taking place on our
06:07bitmaps or our material color swatches, you can see we definitely get a very
06:11different end result.
06:13Clearly then, parameter tweaking is available to us when we render in SketchUp
06:17using the Twilight engine.
06:19We just have to be prepared to dig a little into the render preset files, the
06:23XML files, to be able to do this.
06:25Again, just to reiterate our warning: do be sure that you have at least some
06:30idea of what effect a particular parameter change is going to have on your
06:34render before you make it.
06:35That way you'll just avoid running into any nasty surprises.
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4. Working with the Twilight Camera
Positioning your scene view
00:00When using any render engine, cameras and the positioning they are given in a
00:05scene will play a huge role in the quality of our final output. Because of this,
00:11we will more certainly want to make good use of any tools available that can
00:14help us position and control our camera's point of view, thus producing a more
00:19pleasing composition in our shots.
00:20In our start scene you can see that we have a poorly positioned camera view.
00:25Poor composition such as this will detract massively from our final render, even
00:30if the lighting and material work in our scene is the best we've ever produced.
00:35Fortunately, Twilight has a tool that can help even the most novice of camera
00:39users create a pleasing shot very quickly indeed.
00:42This is the Position Scene View tool and if we come up to our Twilight toolbar,
00:47you can see we have an icon that allows us to enable this tool.
00:50Its purpose is to provide us with an overlay grid that can make using certain
00:54compositional rules, such as the rule of thirds, very easy, as well as providing
00:59us with a set of controls that can allow us to make use of that grid.
01:03To get our grid to show up once we have initialized our tool by clicking the
01:06icon, we just need to bring our mouse into the SketchUp viewport.
01:09Well, the shape and size of the grid we get will be determined by the render
01:14output settings that we have already specified in Twilight.
01:17Once this tool is engaged, we can now simply left-click in our scene, or we can
01:22even pick an object in the view if we want to, and then drag our mouse to orbit
01:26the view around that chosen point.
01:28This of course means we now have the ability to search for a pleasing
01:32composition in our shot in a very easy manner.
01:35Experimentation can be both fast and easy at this point.
01:38To produce a different set of behaviors from our camera controls, we can also
01:43hold down the Shift key.
01:44If we do this and then left-mouse-click and drag, we see that we're now panning
01:48around our viewport.
01:50A third behavior can be produced by holding down the Alt key.
01:53Now if we left-mouse-click and drag, we see that we swivel our camera as if
01:57it were on a tripod.
01:59This of course is different from our initial orbiting behavior.
02:03All of these behaviors of course are critical when it comes to setting up a
02:06pleasing composition for our final render.
02:09The Scene View tool also allows us to set our camera focal point in the scene.
02:14We do this by holding down the Ctrl key.
02:16Now as we move our mouse, you can see that our cursor has changed to a target icon.
02:21All we need to do now is simply left-mouse-click on any object or point in
02:25the scene and that will be set as the point of view, or the focal point for our camera.
02:30A nice thing about this functionality is that it doesn't change the
02:33composition of our scene view;
02:36all that happens is the focal plane for the camera is realigned in the scene.
02:40Although we can indeed augment this behavior by holding down both the Alt and
02:44Ctrl keys while clicking on a point in the scene.
02:47This will actually swivel the camera to focus on a point we've selected,
02:52setting it at the center of our camera view, whilst also at the same time
02:56setting it as the new focal point for the camera.
02:59Which of these options we choose to use of course will depend upon the needs
03:03of our final render.
03:05There is no doubt, when setting up a scene for rendering, good composition is
03:10a critical element.
03:11The ability to easily manipulate the camera through well-thought-out tools can
03:15also be considered a critical element.
03:18With Twilight's Position Scene View tool this job is made very easy for
03:21us indeed.
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Altering projection types
00:00On occasion, render artists can be called upon to produce any one of a number of
00:05special render types that mimic photographic effects or options that are
00:09available by means of specialized camera lenses.
00:12Sometimes we may just want to produce such a render for use in one of our own projects.
00:17Of course, in Twilight, we don't have the ability to actually swap out lenses
00:21for our rendering camera, but we do have the ability to change its behavior.
00:26To see what options are available to us, we need to come and open up
00:30Twilight's Render dialog.
00:31Once that is opened, we need to come across to the Camera tab, and you can see
00:35the first option is this Type of Projection control, and in the dropdown we have
00:40four options available.
00:41The first option, Planar, is the default in Twilight, and if we come and take a
00:46test render, you'll see why that is the case.
00:48As you can see, the render we get gives those expected camera behavior.
00:53This is because the Planar option renders our image as if it is projected onto
00:57a flat plane, and this is the default camera behavior that you'll find in most
01:01any 3D application.
01:03The brilliant thing for us of course is that Twilight doesn't limit us to this
01:07particular behavior.
01:08If we come back to our Projection dropdown, you can see our next option is Cylindrical.
01:13With that set, let's again take a render.
01:15And of course, the render we get doesn't look particularly impressive
01:19inside of Twilight's Render dialog. But what we've just created is a
01:23cylindrical panorama.
01:25This particular render could be taken into a virtual panoramic program, such as
01:29Easypano, and used to create, well, a cylindrical virtual panorama.
01:32In fact, our next projection type can be used in a very similar way.
01:37This is the Spherical option, and again, with it chosen, let's take a render.
01:42The Spherical Projection type renders a complete 360-degree view of everything
01:47in our scene, from of course, the camera's point of view.
01:50With this Projection mode operational, our rendering camera is set essentially
01:53at the center of a virtual sphere.
01:56Then camera rays are sent out,
01:58bent around the environment, and so we get, as we can see, a complete 360-degree view.
02:04This option again, can be used to create virtual panoramas,
02:07this time of course, spherical panoramas. Or we could indeed save out our images
02:12as floating-point files, such as OpenEXR or HDR, and then they can be brought back
02:17into Twilight for use as both backgrounds or indeed lighting images, using the
02:21sky options that we have already examined.
02:24Now up to this point, the Projection options that we have chosen have not
02:28made any difference to our SketchUp viewport; in fact with Spherical still
02:32chosen, let's dismiss the Render dialog, and you can see our camera is just as we left it.
02:37But if we come back and have a look at the very last of our Projection options,
02:41Parallel, and then again, if we close the Render dialog, you can see that
02:46things are now very different.
02:47This particular Projection type is designed to give us a render that will not
02:51take any perspective or vanishing point convergence into account;
02:55essentially, we get an isomorphic render of the scene.
02:58Now there is a little bit of a gotcha with this particular projection type that
03:02we need to be aware of.
03:03At this moment in time, if we take a render, we will get exactly what we see in the
03:07SketchUp viewport, and as you can see, our building is occupying a very small
03:11percentage of our screen area.
03:13So the temptation will be to just center things up, zoom in to frame things, and
03:20then maybe pan a little more, and then say that that is very nice. And we can
03:24indeed go and take a render.
03:26As promised, what we see in the SketchUp viewport is exactly what we get in
03:30our Twilight render.
03:31However, time to point out the potential danger to us.
03:34If we just come back into our Projection type dropdown and if we just switch back
03:40to Planar, and then again, dismiss the Render dialog, you can see that we've
03:44completely changed our initial camera framing.
03:47Now at this moment in time, this is not such a big deal for us because we
03:50have a saved scene view, but if we didn't have these camera scene saved and we
03:55made alterations while we were in the Parallel Projection mode, then we need
03:59to be aware that that will completely change the framing once we switch back to Planar.
04:03If we just go and take a look at our Render once again, you may be wondering why
04:07we get this view of our interior scene here. Why do we have this cutaway?
04:11Well, remember, our rendering camera is down in this area here.
04:15This means these walls are behind our camera's point of view, hence the cutaway.
04:20This is why this particular rendering mode is perfect for rendering section, or cutaway, views.
04:25If we want to increase the amount of cutaway, all we need to do is move the
04:29camera forward in the scene.
04:31We do of course need to be careful with our camera's orientation in the
04:34scene. As you can tell,
04:36this particular cutaway is not particularly straight, so we're not getting what
04:39we would think of as a very clean section view.
04:42We do of course also need to note that we don't have any perspective or
04:46convergence in our render.
04:48This means that this particular Projection mode is extremely good for
04:51creating elevation views.
04:52Now of course, the options we've examined in our Projection dropdown are not
04:57ones that most rendering artists will need to use on a daily basis, but having
05:01the ability to change the behavior of our rendering camera can indeed open
05:05up lots of artistic and functional options when it comes to outputting our
05:09final rendered images.
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Working with depth of field
00:00Oftentimes, when rendering shots out of Twilight we will want to add a
00:04photographic effect that can enhance both the artistic and realistic aspects of our image.
00:10One way to do this would be by adding a photographic depth-of-field effect.
00:14We can accomplish this in a very straightforward manner using Twilight's tools.
00:18As Twilight's controls conform to general photographic principles, some
00:23experience working with cameras can go a long way when it comes to setting up a
00:27depth-of-field effect, but of course it isn't essential for us to work with
00:30the Twilight controls.
00:32To work with those, we need to of course come up to the Twilight toolbar, click
00:35on the Open Twilight Render icon.
00:37That will bring the Render dialog up for us.
00:39Once in here, we need to come into the Camera Tab, because the primary tool we
00:43are interested in is this Camera F-Number option.
00:47This F-Number, or F-Stop, control, just as with a real camera, will control the
00:52depth-of-field effect in our scene.
00:54Just as with a real camera, higher F-Number values will give us a less
00:59pronounced depth-of-field effect in the scene.
01:01This is often known as a deeper depth of field.
01:03Of course, lower F-number values will increase the blurriness of our depth-of-field effect.
01:09This is again known as a shallower depth of field.
01:12The default setting of Pinhole of course gives us infinite focus in the scene.
01:16Now, to correctly set up a depth-to-field effect, we do need to use this
01:20F-number value in conjunction with Twilight's Scene View tool.
01:24This will allow us to specify a point of focus in the scene.
01:27Otherwise, we could find our depth of field effect working in the wrong place.
01:31So, let's dismiss our Render dialog and go and set the point of focus in the scene.
01:37We need to select our Scene View tool.
01:39As soon as we roll into our viewport, of course we will get our 3 x 3 grid.
01:43And now, if we hold down the Ctrl key, you can see we get this target icon that
01:47allows us to use a simple left-mouse-click to set the focal point of the scene.
01:52I'm going to choose this sphere in the middle of our outdoor pool here and just
01:56left-mouse-click, and now we have set that as the point of focus in the scene.
02:01Once that's done, I can just use spacebar to return to my normal Select tool,
02:05and I can again go and access the Render dialog.
02:07What I need to do now is set up my F-Number value.
02:10Now, to get a fairly strong or pronounced depth-of-field effect in this
02:14particular scene, I'm going to use an F-Number value of 2.8.
02:18Do remember that this will work in conjunction also with the focal length of your lens.
02:23You get different depth-of-field effects from different focal lengths.
02:27So, with that set, let's go and take a test render.
02:30And as you can see, with just a few simple steps, we have a very nice depth-of-
02:34field effect taking place.
02:36And as you have seen, we can very easily change the point of focus in our scene
02:40and so produce a completely different depth-of-field effect.
02:44One thing we do need to point out here is that the F-Number value on our
02:47Twilight camera, unlike a real- world camera, doesn't affect exposure.
02:52So we can set this value to anything we like; it will not change the exposure of our scene.
02:57Don't forget of course that we could very easily change our depth-of-field
03:01effect at this point in time.
03:02If we came and raised our F-Number value, we would get a subtler blurring in our render.
03:07And of course, the opposite would happen if we drop this value down;
03:10we would get a much stronger depth-of-field effect.
03:13We could also alter the depth-of-field effect by working with our focal lengths.
03:17But do remember, if we work with the focal lengths in our scene, then we're
03:21going to change our camera setup and composition.
03:23So, oftentimes it's easier to just work with the F-Number value to create a
03:27different depth-of-field render for ourselves.
03:30One quick workflow tip that we can give after setting up our F-Number value, if
03:34we want to make certain that our camera focal point is stored with our scene, we
03:38just need to come right-click on our Scene Tab and use the Update option to
03:42make certain that all of that is fixed for ourselves.
03:44So, there is no doubt that creating effects such as depth of field in our
03:49renders really is a great way to add both an artistic and realistic touch to our final output.
03:54And of course using Twilight tools, it really couldn't be any simpler.
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Working with focal length
00:00One aspect of the Twilight camera that we do need to give a little bit of an
00:04explanation for is its use of this Focal Length value.
00:08Now, in photographic terms, the focal length of a lens is defined as the distance
00:13in millimeters from the optical center of the lens to the focal point, located
00:17on the sensor or film, if the subject at infinity is in focus.
00:22The values associated with focal length are based on the 35 millimeter film format.
00:26Now this means that choosing the appropriate focal length can get a little
00:31tricky in the digital arena, as many of today's cameras, even many SLR models,
00:37do not use what are called full-frame sensors-- that is sensors that are equivalent to 35 mm film.
00:43In such cameras the cropped, or reduced, size of the sensor means that the given
00:48size of a lens--for example, a 60 millimeter lens--does not produce the same
00:52result as a 60 millimeter lens when mounted on either 35 millimeter film camera
00:57or a camera that has a full-frame sensor.
01:00In the words, composition, framing, even depth of field will not look the same
01:05on two cameras using different sensor sizes, even though we may use the same
01:10lens on each of them.
01:11Now, of course you're probably wondering why we're throwing all of this
01:14information your way.
01:15Well, simply put, Twilight is essentially working as a cropped-sensor render engine.
01:21You may already have noticed that the reported focal length of your SketchUp
01:24viewport does not match the reported focal length inside the Twilight Render dialog.
01:30If we just make certain that we have our Zoom tool selected and then come down
01:34to the bottom-right of our SketchUp interface, you can see we have our reported
01:38focal length, which is 35 millimeters. This is the setting that was used to
01:41render this particular image, but you'll notice that Twilight is reporting a
01:45completely different focal length value.
01:48Here, we're getting 24.306.
01:51This is happening because Twilight is basing its values on an expected film size
01:56of 25, not 35 millimeters.
02:00Now again, you may wonder why this is the case.
02:02Well, the Twilight engine is built on the Kerkythea Echo 2008 Render Engine.
02:08Kerkythea was built on the premise of a 25 millimeter film size, hence the
02:12reason that Twilight uses the same camera model.
02:15Now, the good news is that all of this doesn't really alter what we will get
02:18in our final render.
02:20If we have used Twilight's Scene View tool to setup our SketchUp viewport,
02:24then our composition, our framing, will all be preserved in our final Twilight render.
02:30We do, however, need to keep in mind that when we are choosing focal lens for our
02:34shots, SketchUp will be using established photographic conventions, whereas
02:38Twilight will be reporting its focal lengths based on a 25 millimeter film format.
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Harnessing tone mapping, exposure, and gamma
00:00Tone mapping is simply the modification of an image to control the
00:04representation of the brightest and darkest values found in the pixels.
00:09Oftentimes, tone mapping is used to achieve a particular look or style for a final image.
00:15To access Twilight's tone mapping controls, we need to open up the Render dialog.
00:19So, let's come up to the Twilight toolbar and click on the Open Twilight Render icon.
00:23Here, as you can see, we have a render of our scene.
00:26This was taken using the easy 10 preset, which of course is a
00:30progressive unbiased method.
00:32If we select the Camera tab, you can see at the end of the bottom we have our
00:37Tone Mapping controls.
00:38If we take a look at the options in the dropdown, you can see we have three
00:42choices available to us.
00:44At this moment in time, the render you're looking at is making use of this first
00:48option, which is None.
00:49As the name suggested, this mode produces an as-is image.
00:53No alteration of pixel values is taking place.
00:57And of course, as you can see, we have no controls with which to effect any changes.
01:01What we see is what we get.
01:03However, just so that we are clear on the importance of tone mapping, it has to
01:07be noted that a form of tone mapping has already taken place inside of the
01:12Twilight render engine,
01:13so as to produce the pixel values that we are seeing.
01:16We just don't have access to any extra controls.
01:19We can't make any alterations using this particular mode.
01:22The second choice available in our dropdown list, and the default in Twilight,
01:26is the Simple option.
01:28Now of course tone mapping or the filtering of our tone mapping inside of
01:32Twilight is a post render process.
01:35This means that in order to use the different tone mapping filter types,
01:38we have no need to rerender our image.
01:41We can just simply switch to another tone mapping filter.
01:44So, when we switch to simple, you can see we do indeed make a big difference to
01:48the look of our pixel values.
01:50At this moment in time of course our Exposure level is blowing out our render,
01:54so let's drop this down to a value of 1, which will essentially return us to the
01:57same end result as our None option.
02:00From this point of course we can tweak our Exposure levels up or down,
02:04although we do need to be careful because it is very easy to ruin the look of
02:08our image by overdoing or underdoing our exposure levels.
02:11So, as you can see, we can increase the brightness of our overall image, or indeed,
02:16we can drop our exposure level down and darken the image.
02:19We also, as you can see, have a Gamma Adjustment option available to us.
02:24This essentially allows us to change the contrast ratio in our image on the fly.
02:28It allows us to remap the midtones.
02:31So, let's just set this to a value of 2, and you can see we lose a lot of
02:35contrast in the image. We flattened midtones out quite a lot.
02:38And if we drop this down, you can see we do exactly the opposite.
02:42We produce a much contrastier-looking image.
02:45The final of our tone mapping filter types is Linear.
02:48With this option we only have control over the brightest and darkest pixel
02:53values in the image.
02:54We don't have any ability to affect the midtones in a separate manner.
02:58Essentially, now the application will decide what is a bright pixel, what is a dark pixel,
03:03and as we make alterations to our values, it will be remap them accordingly.
03:07So, if we take our Brightness level and increase it, you can see, Twilight
03:11decides what a bright pixel is and will add to that.
03:14If we take our Darkness level and decrease, you see Twilight will decide what
03:18constitutes a dark pixel and darken that down.
03:22Without tone mapping in some form, we wouldn't get any kind of usable images
03:26out of render engines.
03:28But with Twilight's simple and straightforward controls we do get a nice simple
03:32way to apply some measure of tone mapping to our images.
03:35However, if we want greater control over the mapping of pixel values in our
03:40renders, then perhaps our best option would be to render out of Twilight using
03:44the None Tone Mapping Filter type and then saving our renders out as
03:48floating-point images.
03:49That way we can use the extensive tools available to us in postproduction
03:53applications such as Photoshop to really fine-tune and tweak our pixel values.
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Using two-point perspective correction
00:00Oftentimes when producing visualization renders, a SketchUp artist will be asked
00:04to mimic the use of a perspective control or shift lens as employed by many
00:09visualization photographers.
00:12The basic idea of such lenses is that they give photographers the ability to
00:16control the appearance of perspective in an image.
00:19The lens can actually be moved parallel to the camera's sensor.
00:23Architectural photographers often make use of this functionality to avoid
00:27convergence of vertical lines in tall buildings, but of course it can be used
00:32to straighten the verticals in any perspective photograph.
00:35Indeed, if we take a render of our start scene, you'll see why this kind of
00:39functionality--the ability to correct perspective--may also be something that we
00:43need to do inside of our visualization renders.
00:46Clearly, we have a number of vertical lines that are, well, not really vertical.
00:52They're leaning quite badly in fact.
00:54Now if you're a regular SketchUp user, then you're probably thinking, well,
00:58this is not a problem;
00:59SketchUp has perspective correction tools built in.
01:02One thing we do need to keep in mind is that those tools don't always work with
01:06third-party render engines; happily
01:09this isn't the case with Twilight.
01:11To demonstrate how these tools work, I'm just going to dismiss our Twilight
01:15Render dialog and come up to the Camera menu, and we're going to come down
01:20and all we need to do is enable these Two- Point Perspective option. And as you can
01:24see in the SketchUp viewport, our leaning verticals are now standing nice and upright.
01:29Of course, our composition is a little bit off now, so let's just frame things
01:33up a little more nicely.
01:34Now of course, we want to go and take a test render.
01:36We want to be certain that Twilight has captured that perspective correction for
01:40us, which, as you can see, it most definitely has,
01:43although there does appear to be a little bit of a problem. We don't have
01:47the composition in our Twilight Render that we're seeing inside of our SketchUp viewport.
01:52This really is a limitation of SketchUp's Two-Point Perspective tool.
01:56Once we have enabled it, we cannot perform any further viewport operations. Well,
02:01we can perform the viewport operations, as you saw us demonstrate, but our
02:05render engine will not capture them.
02:07The render we get will essentially be from the point at which our perspective
02:12correction was applied.
02:13If we do need to improve our composition a little bit, then we have to
02:17make certain that any alterations are applied before we use our
02:20perspective correction.
02:22Of course, this means a little bit of trial and error when it comes to setting
02:25up our cameras, but with a bit of work we can get both our upright vertical
02:29lines and our pleasing composition in the final render.
02:33Of course, we could perform these perspective corrections in an image editing
02:37application such as Photoshop, but seeing as we have such an easy-to-use and
02:42readily accessible control in SketchUp, one that Twilight can render, it seems
02:46to make sense to apply this kind of perspective correction at render time.
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5. It's a Material World
Introduction to Twilight materials
00:00When it comes to outputting high- quality renders, one of the things we have to
00:05recognize is that a lot of the finished quality, a lot of the power and
00:08functionality housed in our rendering engine of choice, comes from the materials it uses.
00:14Our final renders would be nowhere near as appealing, nor convincing, if not farther.
00:19Twilight is of course no exception in this regard.
00:22This is why it installs with a number of its own material presets and templates,
00:27all designed to help us quickly and easily re-create both simple and complex
00:32materials as we have the need.
00:34Naturally, familiarity with the tools available will open up options for us.
00:39So in this video we just want to familiarize ourselves with Twilight's basic
00:44material functionality, which is a little different from all the SketchUp render plug-ins.
00:49Twilight's materials work by initially linking to a SketchUp material and
00:55using it as a base.
00:57So to create a new material in Twilight we must first create a new SketchUp material.
01:03Then we can use the Twilight Material Editor to work with presets, templates, and
01:07general material parameters.
01:09In fact, let's just show you how that is done.
01:12So the first thing we'll do is come and open our SketchUp Material browser.
01:15Now we could of course work with one of the SketchUp's preset materials.
01:20We could apply that to scene geometry and then work with the Twilight Material
01:23Editor to add properties such as reflectivity to it.
01:26But we're actually going to work from the ground up here,
01:29so we just want to examine our In Model materials, which as you can see, consists
01:33of just our default gray material.
01:36Now we can create a brand- new material from scratch.
01:39So let's come to Create Material icon, click on that, and now we can set up our basic
01:44SketchUp material properties.
01:45The first thing we should do of course is give our material a descriptive name.
01:49As I'm going to apply it to our walls,
01:51that is exactly what I will call it.
01:53We can set a custom color if that is what we want to do.
01:55So if we want to play around with our color settings a little bit, we can apply
02:00that to our material.
02:01We could use a texture image if that is what we wanted, but we're just working
02:04with the basics at this moment in time. So let's click OK.
02:08Now we can use the Paint Bucket tool to just simply left-mouse-click on the
02:12walls to apply our material to them.
02:14Now, even though we haven't applied any Twilight-specific material properties
02:18at this moment in time, what we have here will still render with the Twilight engine.
02:23In fact, just to demonstrate that, let's close our SketchUp Material browser and
02:26come and take a test render.
02:30Clearly, Twilight is quite happy to render our SketchUp material, as you can see
02:34the diffuse color applied to our walls.
02:36Of course, the scene does look a little rough, but that's because we're using the 02.Low preset.
02:41In fact, let's switch for 04 for our next test render, because we do of course
02:45still need to apply some Twilight material properties to our SketchUp material.
02:50To do that, we need to open up the Twilight Material Editor.
02:53So let's come up to the Twilight toolbar and click on the Material Editor icon.
02:57Once we have our Material Editor open, there are essentially two methods for
03:01loading our SketchUp material in here.
03:03Firstly, we could come and use the Eyedropper tool.
03:06We just come into the scene and left-mouse-click on one of our materials.
03:10We can see that basic definition is loaded into the Twilight Editor--and we can
03:14do this for any of our scene materials.
03:16We could also use the From Scene dropdown.
03:20If we left-click on this, you can see all of our available scene materials are listed here.
03:24If we had more in the scene, they would also be in this list.
03:28So again, let's select our Walls material.
03:30Now we can work with any all the controls available to us to change the
03:34appearance of our basic SketchUp material definition.
03:38We can change the coloration, add reflection;
03:40we can add a bump map; all of the options in here can be used.
03:44To create a more complex set of material definitions, however, we will need to
03:48come to our Templates menu.
03:50If we just left-click on this, you can see we have quite a number of material
03:54types listed in here.
03:55Now although there is quite a variety listed here, it is oftentimes the case
04:00that you'll not find an exact match for the material type that you're working on.
04:05The idea is to find something that shares similar characteristics to your
04:09material and then choose that to give you a basic head start.
04:13So let's, for instance, apply some paint to our walls.
04:16Let's take our Gloss option and apply that.
04:19You can see that a number of parameters inside of the Twilight Material
04:23Editor do update now.
04:24Our Index of Refraction has changed, as has our Shininess value. To check that
04:29that has been applied to our Twilight material, let's once again go and take a render.
04:33Now initially, not much may seem to have changed, but if you look closely at
04:36the material you will see that it does have quite a measure of reflectivity applied to it.
04:42We can just make out reflections in them.
04:44So the material template has done its job.
04:46It got us going in a particular direction.
04:49We now have reflections applied to our wall paint.
04:52There is, however, another option inside of the Twilight Material Editor when it
04:56comes to applying material properties.
04:58Rather than use templates, we could come into our Library tab and make use of the
05:03options found in here.
05:05If I just access our dropdown list, you can see that there are a number of
05:09library options available.
05:11And as we pick a particular option, you can see we switched to the tab that
05:14houses those material types.
05:17If we take a look down at the bottom of the Material Editor, you see you have a
05:21Type description, and as we double- click on each of these options, this will
05:25update and tell you now that you're using a Library material and not a template.
05:30If it is that we want a basic description of what the material type is meant
05:33to be, we need to come up to the top of our Material Editor, and as we switch
05:37through the different materials, you'll see that they update to give you information.
05:42You will also notice, again, down at the bottom of the Material Editor, that as we
05:46roll over our different material types,
05:48we do get a basic description of what that material is meant to be.
05:52To apply a Library definition to our SketchUp material, all we need to do is
05:56double-click and that is now attached.
05:59There is, however, a very important distinction that we need to make here between
06:03Twilight's templates and its Library materials.
06:07Once we apply a template, we can continue to edit the basic parameters of that
06:11material type inside the Twilight Material Editor.
06:13However, once we've applied a Library material, if we come back to the Edit tab,
06:19you can see that all of our properties are grayed out.
06:22As you can see, properties such as Index of Refraction and Shininess are no longer accessible.
06:27What we have is what we get in terms off a Library material.
06:31Now of course, sometimes this could be a considerable frustration for render
06:35artists, not being able to make any alterations whatsoever to the material.
06:40However, the good news is that if we are a licensed user of the Twilight render
06:43engine then there are tons of quality material libraries available for download
06:48at the twilightrender.com site.
06:50So having applied our library definition then, I suppose it would make sense if
06:54we took a render and just have a look at what it had done.
06:57What we get of course is very different as compared to our previous material type.
07:02Now there is one final aspect of Twilight's Material Editor functionality that I
07:06would like to highlight to you before we end this quick overview of how the
07:10material system works with Twilight,
07:12and that is this render preview that we get down at the bottom of the Material Editor.
07:16A very handy feature is the ability to actually change the studio setup of
07:21our render preview.
07:22If we just access this dropdown, you can see that we have quite a number of
07:26options available to us.
07:27A lot of them refer to scale, so at this moment in time we are using the 30 cm
07:31cube, but we could work with a 240 cm cube, a 1 ft cube.
07:35The choice we would make of course would depend upon the scale of our scene and
07:39the materials that we were trying to create.
07:41We do, of course, have a number of specialized options. Down towards the bottom,
07:44we have, for instance, our checkered studio setup, which gives us not a cube,
07:48but a sphere, and a checkered backdrop against which we can check reflections and refractions.
07:52So just be aware that that is there.
07:54Oftentimes that can help us get a better estimation of the type of material
07:58surface that we're creating.
07:59So although a little different in behavior from other render engines, in that
08:03they typically have their own specific material types with which we work, still
08:08Twilight's Material Editor gives us fast, easy options that really can help us
08:12create pretty much any type of realistic and even nonrealistic material that we
08:16may have a need to, and all of this is done with as little force, with as little
08:20parameter tweaking, as possible.
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Creating diffuse surfaces
00:00Up to this point in our course, all the geometry we have in model has had a
00:05default gray material applied.
00:07In this video we're going to work at creating some diffuse properties in our scene.
00:11In fact, we will focus on just the diffuse, or color, properties for the floor of our interior.
00:17The steps of course we use for this one material can be applied to creating the
00:21diffuse properties for all of the geometry in our scene.
00:24To start with of course, we need a new SketchUp material, so let's click on our
00:29paint bucket icon and open up SketchUp's Material Browser.
00:32I just want to make certain that I am looking at the In Model materials, so
00:36let's click the In Model button, and as you can see, we just have our default gray material.
00:40It's time now of course to create a new material in the scene, so let's click on the
00:44Create Material icon.
00:45I am just going to give this a nice descriptive name.
00:48We'll call this Wood Floor.
00:49And as we want to add a little bit of extra realism to our final render in this
00:55case, we're going to work not with a solid color, but with a bitmap image.
00:58So I am going to put a check in the Use texture image box.
01:02This of course will open up a Choose Image dialog.
01:05We need to navigate to our Exercise_Files folder and come into the
01:09Texture_Files folder as well.
01:10Down towards the bottom of the files in there, we should find these
01:14WoodFloor_Diffuse map.
01:16I am just going to left-click to select that.
01:18With everything set up nicely, I can just click OK and then with our paint
01:22bucket tool still active, I am just going to left-mouse-click on our floor.
01:26Now, you can see the material has been applied, but our scale is a little bit
01:30off here, which is not surprising because we didn't really set the UV Scale up
01:34in our new material.
01:36So let's come into the Edit tab, and down here in our UV Scale options, I need to
01:41set a value of 7 foot in here. So I could type that in, or I can give SketchUp
01:46the value in inches, which it will convert to feet for me.
01:49Now as you can see, our scale looks much better.
01:53Now, to be honest, without ever touching our Twilight Material Editor, we
01:57have done everything we need to do to set up the diffuse properties for our floor material.
02:02In fact, if we just come up to our Open Twilight Render icon, click on that to
02:07open the Render dialog, and then take a test render, you will see that
02:09everything is working just as we would want it.
02:12As you can see, our floor material, or the diffuse properties for our floor
02:16material, are showing up just fine in the render.
02:19We are even getting some nice color bounce or color bleed in our environment
02:22because of the coloration in our bitmap image.
02:26We are, however, going to do a little bit more with our material before we leave it behind.
02:31Oftentimes texture artists, when setting up the diffuse properties for a material,
02:35will also add any bump properties that are required.
02:39This is because oftentimes the bump and diffuse properties of a material share
02:44the same source files.
02:45So that's what we'll do.
02:47We'll add a little bit of bump to our material before we move on.
02:50Now, for this of course we do need Twilight's Material Editor, so let's come up
02:54to the toolbar and click the Material Editor icon.
02:57Once that loads in, we'll just move it into view a little bit.
03:00And of course using the From Scene dropdown, we will choose our Wood Floor Material.
03:05Once the material definition is loaded, you can see we have this Bump Map option.
03:09to load it up as our bump map.
03:10If I just access the dropdown, you can see we have a No Texture and Texture option.
03:15As we want to apply yet again another bitmap image here, I am just going to
03:19click on the Texture option and this again will take us into our
03:22Texture_Files folder.
03:23In here we do have a WoodFloor_Bump image.
03:27This, however, is a little bit on the noisy side for my tastes.
03:30I prefer to work with this WoodFloor_ Disp map, which was originally created as a
03:35displacement map for another render engine, so I am just going to click on this
03:41Now, a problem we can oftentimes run into when we want to set up bump mapping
03:46inside our renders is the fact that our diffuse properties can tend to get in
03:50the way a little bit.
03:51In other words, the details in our diffuse bitmap make it hard to see whether
03:55the bump map is actually working correctly or not.
03:58There is actually a piece of Twilight Material Editor functionality that can
04:01help us get around that.
04:03If we come up to our Color slot, you can see, at this moment in time we have
04:08this chain-link icon.
04:09This is telling us that the diffuse, or color, properties for our material are
04:14linked to our original SketchUp material.
04:16In fact, if we were to come and uncheck our Use texture image inside of the
04:21SketchUp material, it would not only disappear in the viewport, it would also
04:25disappear from our Twilight Render, and you would see that this section would
04:28just update to once again read a solid color.
04:32Well, we can use this functionality to give ourselves a kind of
04:35override material.
04:36So if I just uncheck this icon, you can see I get a Select image texture dialog.
04:42This is because Twilight is assuming that I want to apply a different
04:46bitmap inside the slot.
04:47Now, whilst this technically isn't the case, just to make certain that Twilight
04:51is happy that I have made changes, I am just going to choose any of the files
04:55that are found in this dialog.
04:57Really what I want to do is access this dropdown and set it to be a solid color.
05:02Now when I take a render, I'll be able to clearly see whether or not my bump map
05:06is working in the scene.
05:07In fact, just to make certain that it is showing up, I am going to set a value
05:11of something like 5 in here, which is quite high for a bump map, and we will
05:15come and we will take another render.
05:17As you can see, our bump map is working just fine, if somewhat overdone.
05:21The scale of our bump map is of course still correct, because if we take a look
05:25at our SketchUp material, we are still essentially making use off the UV
05:29Mapping, the UV Scale that we have already set up.
05:32So long as we keep our Use texture image option checked, our UV Mapping Scale
05:37will continue to be applied to this material.
05:40So, most definitely a handy little piece of functionality in the Twilight
05:44Material Editor, the ability to unlink our color channels.
05:47Now, of course things can get a little confusing, because the SketchUp
05:51material still says that it is using our Wood Floor bitmap and the viewport is
05:55still showing that, but of course our Twilight renders are just using this solid gray color.
05:59As of course we do want to use our bitmap image,
06:02we can either relink our Twilight material or we can just set this to Texture
06:07and then browse for the appropriate image file.
06:09And again, so long as we keep our Use texture image option checked in our
06:13SketchUp Material, our UV Scaling will remain completely useable.
06:18With our diffuse color properties taken care of then, we really do want to move
06:22on to adding a little bit more realism to our renders now.
06:25We just have a flat color render with a little bit of bump mapping applied,
06:28which reminds me, we do want to just go and make a change to our bump mapping.
06:32We can set this to a value of something around about .4 should give us some nice
06:36subtle bump mapping in our future renders.
06:38So with our diffuse color properties taken care of, we probably want to move on
06:43now to adding a little bit more realism to our materials.
06:46We can do this in the next video by showing you how we can add reflective
06:50properties to our Wood Floor material.
Collapse this transcript
Creating reflective surfaces
00:00As most objects in the world around us have at least a measure of reflectivity
00:05in their surface properties, there is a high probability that when we want to
00:09create realistic-looking materials in Twilight
00:12we will need to spend at least some time each project working with the
00:16reflection controls of our materials.
00:19In this video we're going to continue working with our floor material and show
00:22you how to add nice blurry reflections to it.
00:26As you can see, our start scene has been upgraded a little, in that we have taken
00:31what we learned in our diffuse video and applied all of the maps and relevant
00:35colors to the geometry in our scene.
00:38In fact, the current state of our scene does help prove a point
00:41regarding reflectivity.
00:42If we were to take a render at this moment in time, we would see that whilst
00:46our diffuse maps and colors do help us see what type of surfaces we are meant to be looking at--
00:52they do give us an overall color scheme for our render--our eye would pick out
00:56that something is not quite right; something is missing, and that something
01:00would of course be reflectivity.
01:02So let's start to fix this problem.
01:04First of all, we need to come up to the Twilight toolbar and open up the
01:08Twilight Material Editor.
01:09Of course we can use the From Scene dropdown or the Material Selection tool to
01:13come and pull our material definition into the editor.
01:17Straight away we are going to want to apply templates, so let's come up to the
01:20Templates dropdown, and I'm just going to, in this instance, come to the Paint
01:23section and apply the Gloss Paint option.
01:26Now, whenever we make changes to a material, it is good practice to instantly go
01:31and take a test render.
01:32If we make too many changes, come to the render, and things and not looking quite
01:36right for us, we may find it hard to figure out which of the steps we have taken
01:40is actually causing us the problem.
01:42So let's come and open up the Render dialog and take a render.
01:46Now, instantly there are a few things that we can discern from our render.
01:50Firstly, you will have noticed that our render times have increased dramatically.
01:55This is because of the blurriness or diffusion of our reflections.
01:59You can see there is a lot of noise, a lot of breakup in these reflections.
02:03This of course means that our engine has to work much harder to try and smooth
02:07things out and clean them up.
02:09We can also see that we have nice breakup in our reflections coming from our bump map.
02:14We may want to increase or decrease the strength of this a little later on, as we
02:18come to completion of our materials.
02:20We can also of course tell that we do have reflectivity, which is most
02:24definitely a good thing.
02:25We can also see that our reflections are incredibly bright;
02:29in fact, for me, they are just too bright at this moment in time.
02:32So there really are two problems that I would like to fix:
02:35one is the intensity or brightness of our reflections,
02:37and the other is the breakup or the blurriness.
02:40I want them to be a little bit sharper, a little more defined.
02:43Well, we can do this using the controls found in our Material Editor.
02:47The first problem we will tackle is the intensity of our reflections.
02:51Now, in the Reflection section, there are a couple of ways that we can actually
02:56control both reflection intensity and breakup in the scene.
02:59We can either work with a solid color or we can indeed use a texture map to
03:03do that job for us.
03:04To keep things simple, I am just going to continue working with a solid color.
03:08At this moment in time if we come across to our color swatch, you can see our
03:12reflectivity color is set to full white.
03:14This means we are getting full-intensity reflections.
03:17I want to use the grayscale slider to just drop down that intensity by quite a bit.
03:22So I am going to set a very specific value of 70 in each of my R, G, and B Channels.
03:28With that done, I can click OK and again we're going to want to take a render
03:33to see how that affects our reflections.
03:35Straight away you will notice that our render time has come way, way down, which
03:39of course is generally speaking, a very good thing.
03:41But you may be saying that that is because we have completely killed
03:44reflectivity in our material.
03:46Well, in actuality, that is not the case.
03:49You see, we still have to remember that we have our very blurred or diffuse
03:53reflections occurring in the scene.
03:55All that's happened now is that by dialing down the intensity of our
03:59reflections, we've made it so that they are blending into our diffuse material,
04:03perhaps much more than we would want them to.
04:05We can of course easily fix this problem by just coming back into our
04:09Twilight Material Editor. In fact, we can solve two problems with a single parameter.
04:14This is our Shininess option.
04:17This is the control that will determine how sharp or indeed how blurry, how
04:21diffuse our reflections are.
04:23At this moment in time a Shininess value of 80.000 is quite low;
04:27in fact, you can see that if we look at our Material Preview; you can see we
04:31have got very diffuse and spread-out reflections.
04:33I am going to increase this value by quite an amount.
04:36I am going to set these to 2500, which may seem quite high, but when you
04:41consider that to get mirror-like reflections we can actually increase our
04:44Shininess value to 50,000 and higher, you will realize that this isn't
04:48actually that high at all.
04:50Again, we want to test the effects of our parameter change by taking a render.
04:54Our parameter change, as you can see, has clearly had a couple of
04:58advantageous side effects.
05:00First of course is the fact that we have reflections back in the scene.
05:03We can now see them clearly again.
05:05The second, and very much linked to that, is the fact that we have sharpened our
05:09reflections up by quite a bit; they are no longer as spread out or as
05:13diffused, so we're able to make out what we are actually reflecting quite a bit more clearly.
05:17And of course our render times have not increased that much at all.
05:21So all in all, we're actually making very nice progress with our reflections.
05:25However, we do have a little bit of a problem, in that our reflections seem to be truncated.
05:29We're getting this cutoff point that isn't looking as natural as I would like.
05:33This again can be easily solved by coming into our Material Editor and working
05:37with our Index of Refraction value.
05:40One thing that artists newer to material work often fail to realize is that the
05:45Index of Refraction value also significantly affects how our reflections behave.
05:50This is because it controls how light will interact with a surface.
05:54So what we're going to do is we are going to increase our Index of
05:58Refraction value to 4.
05:59This is a typical hard-surface reflections setting.
06:02And again, with that change made, let's take a render.
06:05What we get now is looking much nicer.
06:08I am quite happy with the direction that our reflections are going in.
06:12And again, we're keeping our render times fairly low.
06:15Of course, feel free to experiment with the look of the reflections in your scene.
06:19You can work with the reflectivity color, the Index of Refraction, and the
06:23Shininess value to get things looking just how you like them.
06:26What we hopefully have demonstrated in the scene though is that having materials
06:30that reflect the world around them really is one of the keys to making more
06:33believable materials and so of course more believable renders.
06:37We have the ability to use image maps or solid-color grayscale values.
06:41We can work with our Index of Refraction and Shininess parameters.
06:44When we combine all of these options together, we have a great deal of control
06:49over just how our reflections will be working.
Collapse this transcript
Creating glassy refractive surfaces
00:00As glass is one of a handful material types that we come into contact with
00:04pretty much every day, the chances that we will want or need to re-create it in
00:09our scenes really are quite high.
00:11In this video, we're going to work at creating a couple of slightly different
00:15glass types, really as a way of demonstrating how we create refractive materials
00:20using the Twilight renderer.
00:21The first material we will create is a glazing material.
00:25Now, we need of course glazing geometry to apply that material to,
00:29so I just want to come up to my Window menu, down to the Layers option, and
00:33in the Layers dialog, I need to unhide the Patio Glass and the Skylight Glass layers.
00:39With those pieces of geometry in the scene, I do want to go and select them.
00:43So I am just going to middle-mouse-click and orbit a little bit around our
00:47view. Then I am just going to middle-mouse-scroll out, just until we can see all
00:51of our glazing geometry.
00:52Then I am just going to left-click to select one and then hold Ctrl and then
00:56just left-click to select all of the other pieces.
00:59Once that's selected, I can just go back to my glazing camera.
01:03Really, we've just selected those so that we can easily apply our new material to
01:07them once we've created it.
01:09To do that, we're again going to need our SketchUp Material browser, so
01:12let's come into that.
01:14I am just going to go and check our In Model options, and I just want to select
01:18our default gray material.
01:19This really is because when we create a new material in SketchUp it takes
01:23the definition of the already selected material and applies that to our new material.
01:28If we have our default gray material selected, then we have no bitmaps that
01:32need the clearing out.
01:33So with that material selected, I am just going to go and click on the
01:36Create Material icon.
01:37Again, we're going to give our material a name, and we're going to call this
01:42Glazing, and then we can just click OK.
01:44Now, we can just simply left-mouse-click and apply that material to all of
01:48our selected geometry.
01:50Now, what we need to do of course is apply a template to our newly created material.
01:54So let's close the SketchUp browser.
01:56I am just going to use spacebar to return to my normal Select tool, and I am
02:00going to come up to the Twilight toolbar and click on the Material Editor icon.
02:03Once that opens, we do of course need to go and select our material in the scene.
02:06I am just going to use the Material Select tool in this instance. I just
02:09left-click our Glazing geometry.
02:12With the default gray material loaded in, we of course need to go and apply a material template.
02:17If we just come up to the Templates menu and come down, you can see we
02:20essentially have two options available to us, so far as glass is concerned.
02:24We have Realistic Glass, which gives us reflections and refractions from the
02:28material, and we have our Architectural Glass, which gives us reflections but not refractions.
02:34The reason this Architectural Glass set exists is just to save us a little bit on render time.
02:39With glazing, the refraction is so imperceptible, more often than not, that it
02:44makes sense to cut that path off the material calculation out.
02:48So, we're going to use the Architectural Glass set in this case.
02:52So if I just left-click on that, and we're going to come in. And we're going to
02:55use this Common option.
02:57As you can see, our material preview updates and shows us that we do have a
03:01transparent or see-through material.
03:02Of course while the material preview can be useful, it is no substitute for a
03:07test render, so that's what we'll go and take.
03:09Again, because we have geometry selected in the scene, we're being asked if we
03:13want to render only that geometry.
03:15Of course, with glass we want to make certain that it is reflecting the
03:17environment around it, so we are going to say no.
03:21As easily as that, we get a very nice glazing material.
03:24You can even see the physical accuracy of this material at work in the
03:29reflections as the viewing angle gets steeper. Looking at these pieces of
03:32geometry down at the far end, you can see that the reflectivity increases
03:36just that little bit.
03:37So as we see, very nice, very easy to create this glazing material.
03:41Now, if we just come back into our Material Editor, you will see that there
03:44really are three parameters that are creating this material for us.
03:48We have our diffuse color that is contributing somewhat to the overall finish.
03:52We have our Alpha option, which is essentially controlling the transparency of
03:57our material. With the Alpha set at 100,
03:59we have a completely opaque or solid- looking surface; if we set our alpha at 0,
04:04we have a completely transparent material.
04:07We also have this extremely important Index of Refraction option.
04:11Now, as we've mentioned that the Architectural Glass templates don't actually
04:15give us any refraction, that part of the material definition has been removed,
04:19you may wonder whether this value actually has any relevance.
04:23Well, if we just set our IOR value to 1, we can show you the relevance that it
04:27has, by taking another render.
04:29The result we get is an almost completely transparent material, so transparent
04:34that it really doesn't look as if we have any window geometry in the scene.
04:39We get this result because Twilight materials have physically correct Fresnel
04:43equations built into them.
04:45These equations govern the look of both reflections and refractions in a material.
04:51In a see-through material, such as glass or water, the Index of Refraction value
04:56will determine the amount of reflection versus the amount of refraction, or in
05:00this case the amount of transparency, seen in the material.
05:04Seeing then as the reflective aspect of these equations is still very much at
05:08work in these Architectural Glass templates,
05:10that's why the Index of Refraction value is still extremely important.
05:15Before we move on of course, we do want to go and reset our Index of Refraction value.
05:19If you are not certain what the physically accurate value was that was set, then
05:24we just need to come back up to our templates, come back to Architectural Glass,
05:28and reapply the Common option.
05:29So creating a clear glass material is pretty easy to do using
05:33Twilight's Material templates.
05:35How though would we go about adding some color to our glass?
05:38Well, although with the default materials and libraries that install with
05:42Twilight we have no way to create a physically accurate colored glass--
05:46that is, one whose color will to some extent be determined by the volume of the
05:50geometry it is applied to--
05:52we can still go and create a quick pseudo version.
05:55To do that, we will of course need an object to apply our material to, so I am
06:00just going to close my dialogs and then come and switch my scene camera over to
06:04our butterfly garden ornament.
06:06This piece of geometry makes the perfect candidate for applying a colored glass effect too.
06:11Again of course we need to walk through the process of creating a new SketchUp material.
06:15In this instance, I will make certain that our glazing material is selected
06:18before I go and use the Create Material button.
06:21In the Create Material dialog, I will go and instantly name our material.
06:25So we will call this Colored Glass and then click OK.
06:29And with the Paint Bucket tool still active, we can just click to apply that to
06:33our butterfly geometry.
06:35We do of course need to apply our material template, so let's close SketchUp
06:39Material Browser and open up our Twilight Material Editor.
06:42And again, I will just use the Material Selection tool to pull my material
06:46definition into the Material Editor--
06:48although in this instance I don't want to make use of the Architectural Glass
06:52option. With a piece of geometry that has so much volume and thickness to it, we
06:57really would expect to see some refraction occurring inside this piece of glass.
07:02Because of this, when we come to our template options, we really want to work
07:06with the Realistic Glass set in this instance.
07:08So let's just click on that.
07:10And I think we will choose something a little bit different; we will work with
07:13the Light Frosted option.
07:15Straight away we can check our material preview, just to see what kind of effect
07:19this particular option will give us.
07:21We do still need to add our coloration, so we need to come up to our Diffuse
07:25Color controls, click on the Material swatch, and I think in this instance,
07:29we'll choose something in the orange spectrum.
07:31And we can just make that a little bit darker.
07:33Now because this is a fake, meaning that the coloration does not grow stronger
07:38in thicker parts of the geometry,
07:40I would suggest keeping our saturation values fairly low and our luminance
07:44values reasonably high.
07:46If we have too much coloration, too much saturation in our color choice, we can
07:50tend to get some very, very strong color effects in our glass of course.
07:54If that is what you want, then that is absolutely fine.
07:57In this instance, I am going to set my saturation all the way down to a value of
08:0175, and I will keep my Luminance at a value of 125.
08:06Now, if this is not the color you want, don't be overly concerned because as
08:09soon as we click OK,
08:11you will see that this really isn't the color that we end up with in our glass material.
08:15And as soon as our material preview updates you can see the coloration is looking
08:19quite a bit different.
08:20Still, if you want to make some changes, feel free; you can really set whatever
08:23color you like at this point.
08:25Again, to see what kind of effect, what kind of material this will give us, we
08:29do need a test render.
08:30As you can see, we get a fairly nice colored glass effect from our material.
08:35Clearly, we can see that it lacks physical accuracy; where we have these thicker
08:39parts of our butterfly's body,
08:41they should really be deep and vibrant in color, and of course these thin areas
08:45should be almost colorless in terms of how we would expect real glass to look.
08:49But still, nevertheless, a fairly nice effect in the end.
08:52If you're wondering about the extremely increased render times, this essentially
08:56is because of our Frosted Glass effect.
08:59Really, Twilight is having to perform blurred refraction calculations inside of
09:04the geometry volume,
09:05so it's not surprising that it will take a little bit of time to produce that effect.
09:09Ultimately though, the good news for us is that Twilight's Material templates
09:13have made the creation of our very different glass materials very simple, very easy indeed.
09:18Not that we're finished with our refractive materials mind you!
09:23In our next video, we're going to look at how we can go about creating our pool water.
Collapse this transcript
Creating watery refractive surfaces
00:00Another refractive material that most of us will come into contact with on a
00:05daily basis is water.
00:06Of course, this generally comes in many different forms:
00:09rainwater, seawater, river water. In this particular video though, we're going to
00:14walk you through the creation of our ornamental poolwater.
00:17Although this is somewhat similar to our glass material in terms of the steps
00:22taken to reproduce it, and of course the final composition of the material, there
00:26is just a little bit of extra functionality, a little bit of extra material
00:30quality that we're going to add to our water material.
00:33Our first step naturally will be to create a new SketchUp material, so let's
00:37click on paint bucket icon, come into our SketchUp Material's Browser and come
00:42into the In Model materials.
00:43Again, I'm just going to start with our default gray material.
00:46With that chosen, let's click on the Create Material button and come and give
00:50our new material a nice descriptive name;
00:53in this instance, Pool Water should suffice very nicely.
00:57Now, we can if we want, add a little bit of coloration here, just so that we
01:01can tell the difference when we apply our new material to our water geometry.
01:04That just tells us whether it has been applied or not.
01:07Do keep in mind though that any coloration we add here will be added into our
01:12Twilight Material definition, so we may have to tweak it once we get into the
01:16Twilight Material Editor.
01:17With that done, let's click OK and left-click to apply that material to our pool geometry.
01:22As with the creation of our glass materials, we do need to go and apply a
01:27Twilight Material template now.
01:28So let's come and open the Twilight Material Editor. And this time using the
01:32From Scene dropdown, I'm just going to go and choose my Pool Water material.
01:37Once that is loaded in, we need to apply a Twilight template of course, so
01:41let's come up to the Templates menu and come down, in this instance, to our
01:45Realistic Glass Set.
01:46Because water is a refractive material and because we are looking directly
01:50into the body of water, we are really going to want to see our refraction process at work.
01:55It will add to the believability of our material.
01:58So we of course need to work with the Realistic Glass options.
02:01And if I just left-click, you can see there is actually a water preset in here, so
02:06let's just click to apply that.
02:07Straight away of course we can see that a number of material properties are
02:11applied, including the all- important Index of Refraction value.
02:15The setting of 1.33 is physically accurate for water and is extremely important
02:20if our water material is to be believable.
02:24Just looking down at our preview, it's looking a little bit too saturated in
02:28terms of the color for my taste, so I'm just going to come up to our material
02:32swatch and I'm just going to drop the Saturation value down to something
02:35around about 15-20.
02:36I think I'll go for 15 in this instance.
02:40Of course you can set the colors up here however you like.
02:42And I'm just going to move this a little bit more into the bluish region of our
02:47color picker, and again I'll just reset our Saturation value there.
02:51That looks okay for now, so let's click OK, and you can see we essentially get a
02:55clear water look to our material now.
02:57With that little tweak and of course the template applied, it's time to go and
03:02take a test render for ourselves.
03:04As you can see, everything appears to be working just fine.
03:07Of course just coming back into the Material Editor, we can work with any of the
03:11available parameters to change the look of our water.
03:14If we want, we can change the diffuse color a little bit.
03:17We could tweak our alpha;
03:18we could drop this down a little bit to make it more transparent, rely less on
03:22the diffuse properties.
03:23I really wouldn't recommend tweaking the Index of Refraction unless you have a
03:26very specific reason to do so, because as we said, that value of 1.3 recurring
03:31is the physically accurate option there.
03:34We do, however, want to add a little bit more to our Pool Material.
03:37At this moment in time things are looking a little bit too flat, a little bit
03:42too static for my taste.
03:43And of course we do sometimes see water in this perfectly mirror-like state, but
03:47more often than not, we're used to seeing water with some kind of breakup on its
03:51surface, usually due to some kind of wind or breeze that is in the environment
03:55just causing ripples or movement on the surface of the water.
03:58So that's what we'll do.
04:00We're going to use a bump map to apply just a little bit of life to the
04:04surface of our material.
04:05Of course the problem we have at this moment in time--if we just come back
04:09into our SketchUp Material Browser, and make certain that our Pool Water is
04:12chosen--if we just come to the Edit tab, you can see we actually don't have a UV Scale set up.
04:18This of course is because we're not using a texture image, which of course we
04:22are going to have to do if we want to apply a UV Scale.
04:26So let's just put a check in the box and from our Exercise_Files >
04:29Texture_Files folder,
04:30we're just going to apply this Water_Displacement map.
04:34This of course means we now get access to our U and V Scale parameters.
04:39If you need to set this up interactively--
04:41in other words, if you need to do a little bit of experimentation with the scale
04:44you want to apply--then I would suggest that you come back to your Alpha option
04:49and set a value of 100 in there, and you get now a completely opaque material.
04:53This means as you update the scale values, you'll be able to see exactly what
04:57that is doing to your applied map.
04:59In this case, I don't really need to experiment;
05:01I know the value I want to add in here, which is a value of 25 feet in both
05:06the U and V options.
05:08Now, of course at this moment in time I have completely killed our water
05:12material by applying this black-and-white map in the diffuse color slot.
05:16But of course we can break that behavior inside the Twilight Material Editor.
05:20So let's come to the Color options and let's just unlock or unlink this
05:24particular option from our SketchUp material.
05:27Of course Twilight thinks we want to add a different texture map inside of the color slot.
05:31That's why we get this Select image texture dialog, but in this instance we
05:35can just click Cancel.
05:36This means that Twilight will now return our Color option to the Solid Color
05:40setting, which is exactly what we want,
05:42although we will have to make certain that our Alpha value is reset.
05:47In this instance, I think I'll set a value of 15 and just rely a little less
05:50on our diffuse color.
05:51As you can see, this returns us to a nice clear water material.
05:55Of course, we still need to apply our bump map.
05:58We have our Scale set up;
06:00we have our Color Channel set up, but we do need to apply our bump texture.
06:04So we need to come to the Bump controls and set this to use the Texture option,
06:07and we're just going to use that same Water_Displacement map.
06:11I know the Size value is a little strong in here, so I'm just going to drop
06:13this down to something around about .45, and we should be set now to take
06:19another test render.
06:21As you can see, we now get some very nice breakup on the surface of our water.
06:27We have a little bit more life in our material, and of course now we can
06:29really see the benefit of having physically accurate refractions taking place
06:34in our water material.
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6. Rendering for Compositing and Animation
Rendering for animation
00:00Although not designed as general animation tools, SketchUp and Twilight are
00:05perfectly capable of producing animated sequences for us.
00:09Indeed, if we are using SketchUp Pro, then quite a myriad of animation
00:13options open up to us.
00:15As we are working with the free version of SketchUp, however, we will work in
00:18this video with a simple animated camera sequence that has already been set up
00:22in our start scene.
00:24To render out an animation sequence in Twilight, we really need to work with
00:28two sets of options.
00:30The first thing we need to do is set Twilight up to use one of its
00:33animation render presets.
00:34This means we will get flicker-free global illumination in our final renders.
00:40If we open up our Twilight Render, dialog by coming up to the toolbox and
00:43clicking on the Open Twilight icon, and if we just close up our Easy presets, you
00:48can see that we actually have an entire Animation section available to us.
00:53The list is actually split into two halves.
00:56The first four options use Photons and Final Gather for global illumination;
01:01the next four are all Unbiased rendering methods.
01:05Now we do need to note that these are not progressive rendering options.
01:08Each frame will only be rendered for a fixed number of passes, is what we get.
01:13So you can see we have options for 100 passes per frame and then options for
01:18500 passes per frame.
01:20Do bear in mind, these options will take quite a bit of time to render on a per-frame basis.
01:26We also need to be aware that our Photon and Final Gather options are really
01:31designed to account for object animation in a scene.
01:34They're not really designed for interior camera work.
01:37As we are rendering only an animated camera in this instance, we may want to
01:42focus on using any of the Unbiased options available.
01:45If however we're not looking to produce a high-quality final animated sequence,
01:50but really just want to render out something that gives us a good idea of how
01:54the animated sequence will work and basically what our scene is looking like,
01:58there is another option available to us.
02:01If we just scroll up, close up our Animation section, and come into the Advanced
02:05group, you can see we have an Animation Interior option.
02:09This preset will give us a reasonable amount of quality in our final renders
02:12but will still produce our animated sequences pretty speedily.
02:16Now, as to which one of these animation presets we should use for our own
02:21projects, well, I can only suggest that you may want to perform some quick test
02:24renders to determine which one will suit your needs.
02:28In the case of these animation presets, the old adage "one man's meat is another
02:32man's poison" can be very true.
02:34Indeed, we have to determine which suits the needs of our project in its current phase.
02:39For the purpose of cause of our quick demonstration here, we are going to use
02:43this Animation Interior option.
02:45So with our render preset selected, we now need to work with yet another set
02:50of Twilight controls.
02:51These are found in the Animation tab of our Render dialog.
02:55As you can see, by default Twilight is set to render no animation.
02:59But if we just access our dropdown list, you can see there are a number of
03:02rendering modes available to us.
03:05We can render a sequence that has animated lighting in the scene.
03:08We can render a sequence that has animated objects, or we can choose this Only
03:12View option, which essentially is designed for camera or scene view animation.
03:17As this is what we want, this is the option that we will choose.
03:20Now you can note here that Twilight is reporting that we have a 0 to 5 second
03:25animation available to render.
03:27If you're wondering where it is getting these values from, we need to go and
03:31look at SketchUp's animation settings.
03:33So let's come into the View menu, come down to the Animation set, and then come
03:38down to the Settings option.
03:39Now you can see in here we have a 3-second animation set up, and we have a delay
03:45of 1 second between each camera move. As we have two cameras in the scene, this
03:49of course adds up to a total all 5 seconds.
03:52Now generally speaking, we are always going to want to set our Scene Delay to 0
03:57before rendering out our animation.
03:59If we don't, then SketchUp will tell Twilight to render the same frame over and
04:04over again for the duration of our Scene Delay.
04:07If then it is that we have our frame rate set to 30 frames per second--that is,
04:1330 images being rendered for every second of animation--then we will essentially
04:16render 30 identical frames.
04:19This of course would be a waste of our rendering resources.
04:22It would be much better to build that delay in later on as we put our animated
04:27sequence together in some video production software.
04:30So with our Scene Delay set to 0, there is another piece of SketchUp
04:34functionality that we may just need to check out.
04:36If I come to the Window menu, come down to the Scenes option, you can see, each
04:40camera has this Include in animation checkbox.
04:43If we don't make certain that each of the scene views has this option enabled,
04:47it will be completely disregarded for the purposes of animation.
04:51So in our case, with only two scene views in the scene, we wouldn't actually get any animation.
04:57So we have our SketchUp options set up as we want them.
05:00All we need to do now is work with the rest of our Twilight animation controls.
05:04Before we set those up though, there are just a couple of things that we need to
05:07be aware of with regard to rendering animation in Twilight.
05:12Firstly, since all lighting in the scene is taken into account by Twilight,
05:16whether it is contributing light to the currently rendered frame or not, it
05:20really would be a good idea to turn off any lights that are not contributing in
05:24a significant way to our particular animated sequence.
05:28This could potentially reduce our render times by quite a significant amount.
05:33We also need to be aware that Twilight will calculate direct and indirect
05:37lighting for all lights on all geometry processed in the scene, whether we
05:42actually see it in the final rendered frame or not.
05:45We may then want to hide any geometry in the scene that is not going to appear
05:49in our final rendered frame.
05:51Of course, if a piece of geometry is contributing significantly to the light
05:55bounce in our environment, then we would really want to keep that in the scene.
06:00So keeping those pieces of information in mind, we can now set up the rest of our
06:05Twilight animation options.
06:07As you can see, we now have a 3-second animation available to render if we want to.
06:12If that is the case, then our End of Animation value, which of course is set in
06:16seconds, needs to be set to 3.
06:18Now, as you can see, we are rendering 3 seconds of an available 3-second
06:22animation, totaling 91 frames.
06:25Now this frame value is set according to the Frame Rate set in this
06:30particular parameter.
06:31If the default frame rate of 30 frames per second is just what we need, then we
06:35can leave this value alone. But we do need to keep in mind that certain delivery
06:39mediums may require some very specific frame rates.
06:42As what we're doing here is really just a proof-of-concept render,
06:46I'm going to use a web-based frame rate of around about 15 frames per second.
06:51This just means we've got less frames to render. As you can see, we are now
06:54going to render a total of 46.
06:56We do have the ability, using this Starting Frame option, to offset the start of
07:01our rendered sequence.
07:03So if we wanted, for instance, our first rendered frame to be in actuality frame
07:0815 of our animated sequence, we could just set our Start Frame to be 15 and that
07:13is the point from which our render will commence.
07:15Our final and extremely important step is to set a Render Location and of course
07:21a Base Image Name for our animated sequence.
07:24So if I just click on the Browse button, you can see we are in our
07:28Exercise_Files folders structure. I am just going to come into Ch06 and into my
07:32Renders > Animation folder, just so that I can contain all of my animated
07:37sequence in one place.
07:38This just means I know where everything is once I come to compile the sequence
07:42in some video production software.
07:44So we do need to give our renders a name, so I am just going to call this Anim_.
07:50Underscore means that my numerical sequence can be appended after the base
07:54file name that I've set.
07:55Once I have done that, I can click Save, and we are now ready to render out
08:00our animated sequence.
08:01As soon as we start the render, Twilight will simply run through each of the
08:04frames, rendering them in sequence.
08:07As we've already run through this process, we can of course just show you
08:10the final animation.
08:11So if I just go and pull up QuickTime player, we can just play you the final
08:15animated sequence, which as you can see, turns out quite nicely.
08:21It certainly isn't a high-quality vendor, but it is more than enough to get an
08:24idea of how the animation is working, and indeed how the scene lighting and the
08:28materials are working.
08:30Of course, we do need to keep in mind that Twilight only renders out still images,
08:34so we have to compile our image sequence in a piece of video editing software,
08:39something such as Adobe Premiere or Sony Vegas.
08:42So even though, as we mentioned in our introduction, SketchUp and Twilight are
08:46not designed as general animation tools,
08:48if we just follow the simple steps outlined in this video, we can still get some
08:52very nice results from them.
Collapse this transcript
Rendering out an alpha mask
00:00Oftentimes a render artist may be called upon to provide specific rendered
00:04elements that may be needed by compositing artists further down a production
00:09pipeline, or indeed it may well be that we need these elements to perform our
00:13own compositing operations.
00:15In this video, we will walk you through the steps required to create an alpha
00:18mask render that we can use a little later in this chapter to perform some basic
00:23color correction operations on our final rendered image.
00:26Before we create our alpha mask, there is a little bit of scene setup that we
00:31need to run through, so let's just come up to our Window menu and come down to the Layers option.
00:36The first thing I want to do in here is just Layer0 as the Default layer.
00:40This is so that we can go and turn off our Sky Portals, Patio Glass, and
00:46Skylight Glass layers.
00:47We've hidden these objects because we don't want to them included in our alpha mask render.
00:52Now of course, we could just perform a number of selection operations,
00:55but if we know we have objects that we definitely don't want included in our
01:00alpha mask, it's a very simple method to just go and turn off their layers.
01:04In fact, what we can do now is to just go up to the Edit menu and just use
01:09the Select All command.
01:10We could of course use the keyboard shortcut of Ctrl+A as well.
01:14By selecting our geometry, what we are essentially doing now is telling Twilight
01:19which objects had to be included in our alpha mask render,
01:23in other words which objects are to be assigned a pure white color.
01:26As you will see in just a moment or two, any objects not included in this
01:31selection will ultimately have a pure black color assigned to them in the final render.
01:36Another little tweak we may want to perform is to come into our Twilight Render
01:40dialog, come to the Camera tab, and just set our Tone Mapping Filter to None.
01:45This just ensures that no tone mapping will interfere with the creation of our mask.
01:49We'll of course, need to come to the Render tab, come into the Advance Settings,
01:54and choose our Alpha Mask Render preset.
01:57And now we ready to start over render, so let's go and click on the Start Render icon.
02:02In this instance when we get our Selection dialog, we actually want to say Yes.
02:07This means that only the selected geometry will be rendered and anything not
02:11included in the selection will again just be a simply assigned a pure black
02:14value which worked perfectly for our alpha mask render.
02:18So let's click Yes and let our render start.
02:22And as you can see, we get a black-and- white image with all of our geometry
02:26assigned to pure white value and our background, or our environment, assigned
02:29a pure black color.
02:30This of course makes it a perfect mask for over sky and as we say, we will
02:34use this a little later on in Photoshop to perform some basic color
02:37corrections on the sky.
02:39Naturally, we do need to save our image to disk,
02:41so I'll click on the Save option, and I'm just going to give these a nice
02:45descriptive name. I'll call this Alpha. In this instance we can just Save As a PNG
02:49file, click Save, and now we are done.
02:52We have of course only created a single mask image in this instance, but we can
02:57create as many images, as many configurations of mask renders as we feel our
03:02compositing operations will require.
03:04We could even create an alpha mask render for every single object in our scene.
03:09That means we could isolate every single object inside of Photoshop and then
03:13perform image editing operations own them.
03:16Certainly there is no doubt that compositing has increasingly become an
03:20essential part of the modern rendering pipeline.
03:23It brings a lot of flexibility to the creative process, as well as potentially
03:27saving us having to perform costly rerenders for entire scenes, maybe even
03:31entire sequences when we render with Twilight.
03:34With that in mind then, it certainly can be said that when we rendering
03:37for compositing, the Alpha Mask preset is an essential piece of Twilight
03:42functionality.
Collapse this transcript
Setting up a depth render
00:00Along with alpha masks, another commonly required compositing element is the
00:05depth or Z-Depth pass.
00:07This element can be utilized to create a number of depth-based effects inside a
00:12compositing application.
00:14A very common one is to add a fake depth-of-field or lens effect to our final shot.
00:19We're actually going to be adding a little bit of haze to our scene interior by of course
00:25creating a depth pass render for it.
00:27Now once again we may need to perform a little bit of scene setup if we want
00:31our depth pass render to work in a specific way--that is, if we want it to take
00:37into account our exterior environment.
00:40This will mean we need to once again hide our sky portal and glass layers.
00:43Now you may wonder, with the glass objects having transparent material applied to
00:49them, why is this so?
00:50Because in our Beauty render we can clearly see through to the outside
00:53environment. But when creating a depth render, Twilight doesn't look at the
00:58material definitions assigned to a piece of geometry;
01:01it will just see the geometry in the scene and so terminate the depth render at that point.
01:06So let's do that. Let's open up our Layers dialog. Again we just need to make
01:11Layer0 the default so that we can turn off our Sky Portals layer, our Patio
01:15Glass layer, and of course our Skylight Glass layer.
01:18Now we can actually go and set up Twilight for a depth render.
01:22So let's open up the Render dialog, and again in the Presets we're going to skip
01:26past the Easy options and work instead inside the Advanced group.
01:29Here, as you can see, we have a Depth Render option.
01:33Using this preset, Twilight can now output a render that really measures depth in the scene.
01:39So points closes to our camera will be represented by a black color; points
01:43farthest away from the camera in the environment will be represented by a pure
01:47white color; and anything in between will receive a grayscale gradient that
01:52essentially represents the changing distance.
01:55To see this in action, let's go and take a render for ourselves.
01:58If we just come into our Render window and right-click and fit the image to
02:03screen, you can see what we have actually doesn't look every interesting.
02:06In fact, we don't appear to have much variation in terms of depth in our scene.
02:11This is because, if we just come over to our Camera tab, we will see that the
02:15Twilight's Tone Mapping filters do affect how our depth pass render works.
02:20So if we just switch over from Simple to None, you can see we get a much better
02:25representation of depth in our scene.
02:28In fact, if we want to control how our depth render is working inside of
02:33Twilight, we can use the Tone Mapping filters to do just that.
02:36Now generally speaking, the None filter type would be my preferred option.
02:40From here I would save out to a floating-point image, so that would be a HDR or
02:44EXR file from Twilight.
02:46And then I could use tools in my image editing application to affect how the
02:51depth render is working.
02:52In this instance though, just to demonstrate how it does work, we're going to
02:56switch over to the Simple option and we're going to make some changes in here.
02:59We're going to set our Exposure Level to a value of 1, and we're going to set
03:02our Gamma Adjustment level all the way down to .1. This will really crunch the
03:07grayscale gradient of our depth render and mean that really, we're just pushing
03:11all of our depth information down to the far end of our room.
03:14This means that when we add our Haze effect inside of Photoshop, everything close
03:18up to the camera will appear a bit clear, but everything further away will
03:21receive our Haze effect.
03:23Now of course I do need to save this out, so I'm going to click on the Save
03:27current render icon, and I'm just going to overwrite our existing HDR file.
03:31Using a floating-point file format means that I will still have lots of
03:35control over my depth render once I start to work with it inside of my image
03:39editing application.
03:41So in a very short space of time, we have created a very useful depth pass
03:46compositing element.
03:47Not that we finished just yet with Twilight's compositing presets.
03:51In the next video, we'll show you how we can use the Diffuse Texture Pass
03:55preset in Twilight's Tech options to essentially create a three-in-one mask
04:01render for ourselves.
Collapse this transcript
Creating an RGB mask using the Diffuse Texture Pass preset
00:00In this video we are going to take a quick look at a potentially very
00:04useful compositing preset.
00:06To examine it, we need to come into our Twilight Render dialog of course, and
00:10I will just close up my Easy and Express options and just open up the Tech
00:15and Specialized groups.
00:16Of course, in here we have quite a number of presets available, most of them
00:20only giving us functionality that can be found in other Twilight render presets.
00:24Remember, the Tech section is really designed for Kerkythea use.
00:27There is, however, one option in here that does give us something different,
00:31something that we can't find in other Twilight presets.
00:35This is the Diffuse Texture Pass.
00:38This preset will give us a render containing only diffuse, or color,
00:42texture information.
00:44Before we take a render, we do need to once again perform a little bit of scene setup.
00:48So let's come to our Layers dialog, let's switch over our default layer, and hide
00:53our Portals, Patio Glass, and Skylight Glass layers once again.
00:57Now if we open up the Render dialog, we can take a render to show you how our
01:01Diffuse Texture Pass ought to look.
01:03To see our image in its entirety, we just need to right-click and use the Fit
01:08Image to Screen option.
01:09Although what we get here is still not a proper representation of our
01:13Diffuse Texture Pass.
01:14We do need to come across to our Camera tab and reset our Exposure controls.
01:19And even now, we still don't have a correct representation of our Diffuse Texture Pass.
01:24This is a little glich you can sometimes run into when using Twilight's Tone
01:28Mapping Filter controls.
01:30Rather than interpreting the colors correctly, we now have this gray cast to our
01:35render that clearly is not correct.
01:37There is, however, a very quick fix for this: if we just come into our Render tab
01:41and just select one of the other Render presets and if we just quickly take a
01:45render with this, once we switch back to our Diffuse Texture Pass we should get
01:48a correct representation.
01:50Of course I haven't chosen the Light Pass preset by chance.
01:54If we have no other light sources in the scene, rendering with the Light Pass
01:58really gives us a render of our sky, as this is interpreted as the light-casting
02:03element that can be found in the environment.
02:05A way to keep in mind what we get from this render as we switch back now to our
02:10Diffuse Texture Pass and take a render,
02:12what we now get is a correct representation of our Diffuse Texture Pass.
02:17Now interestingly, the Diffuse Texture Pass could be used as a kind of non-photo-
02:22realistic render pass in its on right.
02:25Now of course we don't get anything from our sky in the Diffuse Texture Pass,
02:28but as we've just demonstrated, in our Light Pass we only get our sky rendered
02:33providing there are no other light sources in the scene.
02:36This means we can use an alpha mask to simply composite these two
02:39renders together, and as we say, we would have a very pseudo NPR render for ourselves.
02:45This so isn't what we are going to use our Diffuse Texture Pass for.
02:50As you can see in the render, no lighting, no reflections, no refractions are
02:53taken into account with this particular rendering preset.
02:56As we say, all we get are diffuse colors.
02:59This means it can be very useful for use as a compositing preset, because we can
03:04now set colors in our scene.
03:06We can assign solid colors to our geometry and not have them change, not have
03:11them be affected by our scene lighting.
03:13To demonstrate how useful this can be, we first of all need to set up three
03:17SketchUp materials for ourselves.
03:18So let's go and click on our Paint Bucket tool.
03:21Let's to come to our In Model materials, and again I am just going to start with
03:25a base of our default gray material.
03:28With this selected, I am going to click on the Create Material button, and we're
03:32is going to name our new material very descriptively red, and we are of course
03:37going to set it to be a completely pure red color.
03:41We can click OK and create a new material of that.
03:44This time we will call it Green, and we will set it to be pure green color.
03:49And then finally we can create a Blue material, and of course give it a pure blue color.
03:56Now what we need to do is apply our compositing colors to particular elements in our scene.
04:03So for instance, we can take our red color and assign it to the beam work.
04:07We can take our Green color and assign it to the skylights surrounds, and we can
04:12take our Blue color and just assign this to our roof section.
04:15To make things nice and easy for ourselves once we initiate a render, I am just
04:20going to first of all close my Materials dialog, hit Spacebar to just return to
04:23my normal Select tool, and then I am just going to select our ceiling, hold down
04:27Ctrl key, and select our beams and then still holding the Ctrl key, I am going to
04:32add our skylights surrounds.
04:33Now when we come to the Twilight Render dialog, make certain the Diffuse Texture
04:37Pass is chosen and hit Render,
04:40we can once again say that yes, we only want to render the selected geometry.
04:45By doing this, we will ensure that everything else in the scene is assigned a
04:48pure black value, thereby meaning that it can be completely ignored once we are
04:52compositing with this particular image. And very quickly, you can see that we
04:56have our pure color mask render completed.
05:00The fact that we have no scene lighting affecting these colors means that they
05:03remain pure, and of course we haven't had to play around and turn off all of
05:08our scene lighting just to get this mask rendered.
05:10We have done this very quickly without really too much force at all.
05:13Finally, we do need to go and save our render, so in this instance we will call
05:17this RGBMask. And once again we can just save this as a PNG file.
05:23So there we have one very quick method of using Twilight's Diffuse Texture Pass.
05:29Of course this is not a preset that we are most likely going to want to use on a
05:33daily basis, but if we are working in a compositing pipeline--again, either for
05:37ourselves or with a team of dedicated compositing artists--then this can prove to
05:42be a very handy little trick to have available.
Collapse this transcript
Working with a composite
00:00Compositing is very much a part of the modern rendering pipeline.
00:05Oftentimes, it maybe impossible to bring a project to completion, or at least
00:09completion on time, without the compositing process playing a hand.
00:13In this video, we are going to take the passes we have rendered out of the
00:16Twilight render engine and make use of them inside of Photoshop.
00:19You can of course make use of any compositing application you like.
00:23So let's bring our four images into Photoshop.
00:26Let's come to the File menu > Open, and we just need to make our way into our
00:31Exercise_Files folder.
00:32Once there, we can come into Model_Files/Ch06/Renders, and here you can see the
00:38four images that we need to work with.
00:39So I am just going Ctrl+Select our Alpha, Beauty, Depth, and RGBMask options and
00:46then click Open to bring them into Photoshop.
00:48The first thing I want to do is consolidate all of my separate images into a single document,
00:53so I am just going to hold down the Alt key and double-click the Lock icon
00:57for our RGBMask layer.
00:58Then I am going to come up and select the Move tool, left mouse-click in the
01:02document window, and drag this up to my Beauty tab.
01:05Once here, I can just come back into the document window, hold down the Shift
01:09key to register or center my image, and then just release my left mouse button.
01:14We will get a warning dialog telling us that the bit depth of our two images is different.
01:18This is absolutely fine.
01:19We can just click Yes to proceed and then OK.
01:22Of course, we want to do this for our depth render, so let's Alt+Double-click,
01:26left-mouse-click, drag up to the tab, back into the window, hold Shift, and then release.
01:31And finally, our alpha mask layer, Alt, double-click, drag it in, hold down the
01:36Shift key to register, and again just Yes and OK to our warning dialogs.
01:40Now, the first thing I just want to give attention to is my Beauty render,
01:44so let's turn those layers off and just focus on this for a moment or two.
01:48At this moment in time, the render I am seeing inside of Photoshop here is not
01:52the one I saved out of the Twilight Render dialog window.
01:56In there I had a nice exposure setting, a nice gamma adjustment, and everything
02:00in this interior looked bright and airy.
02:02Here we have a very dark, very saturated image.
02:05This is just simply a matter of how Photoshop reads floating-point image files.
02:10You see, once it recognizes that an incoming image is in a floating-point file
02:15format, it will assign an RGB linear color profile to it.
02:19This means we get the look that we're seeing at this moment in time.
02:24Not to worry though, fixing things in Photoshop very simple indeed.
02:27All we need to do is come up to our Image menu, into the Adjustment options, and
02:32we can apply an Exposure command.
02:34Now of course we could apply this as an adjustment layer if we wanted to.
02:37In here we just need to use the values that we had set up inside of Twilight's
02:42tone mapping controls.
02:43So 1.7 was our Exposure in this particular case, and we had a Gamma adjustment of 1.25.
02:50Once we click OK, you can see that everything once again looks nice and bright and airy.
02:55Now we are ready to apply our fake haze effect using our depth render.
03:00First though, I just want to rearrange my layers stack a little bit,
03:03so I am just going to drag my RGBMask up to the top and now we have everything
03:07where we really need it.
03:09So let's come and turn on our depth render layer and just select it, because we
03:13are going to be applying some operations to it.
03:16To start the ball rolling as it were, we first of all need to change this
03:19particular layer's blending mode,
03:20so I will come up to the Blending Mode dropdown and select the Linear Dodge
03:24(Additive) option from there.
03:26Now of course, not a lot appears to have happened.
03:29In fact, you probably will have noticed that this particular depth
03:31render doesn't look like the same image that we saved out of our
03:35Twilight Render dialog.
03:36Well, again this is because we did save this particular image in a
03:40floating-point file format.
03:42This means that Photoshop has once again linearized all of the colors.
03:46But we can fix this just as easily as we fixed our beauty pass.
03:50So let's come back up to our Image menu, into the Adjustment options.
03:54This time we want to apply a Levels command.
03:56As we want to push this Depth Render effect away from our camera, let's just
04:00take our Gamma, or midtones, slider and just drag that to the right to crunch
04:05things down a little bit. And you can see that we can very nicely push this
04:09away from the camera.
04:10We don't want to go too far, because we are going to work with our layer's opacity.
04:14So let's just drag that to around about there and then just accept that.
04:18Now, we just want to drop the Opacity of our layer down, actually by quite a bit.
04:22So let's take this down to something around about 2%, and if I just go and
04:25disable the layer, you can see that we've just added a little bit of a subtle
04:29atmospheric effect inside of our interior space.
04:33The next pass or element we will use is our alpha mask.
04:37We are going to use this to color correct our sky.
04:40So let's enable the layer and then just select it.
04:43I do want to say at this point that there are probably a half dozen different
04:47ways that we could use this alpha mask render to mask out our sky and then apply
04:52a color correction to it.
04:53The steps that we will take here are just one of the options available to us.
04:58So, with my alpha mask showing in the window, I'm going to use the Ctrl+A keyboard
05:02shortcut to select everything that is visible.
05:05I am going to use Ctrl+C to copy this particular layer.
05:09Then I am going to come into the Channels palette.
05:11I am going to come all the way down to the bottom and click on the Create New
05:15Channel icon, and then I'm going to use Ctrl+V to paste my alpha Mask render
05:20into that alpha Channel.
05:22Now I can use Ctrl+D to deselect, enable all of my channels once again, and then
05:27when I come back into my Layers palette and just click on my Background layer,
05:32you can see that that strange coloration inside of our own mask disappears.
05:35Now of course to see the color correction taking effect on our sky, we are going
05:39to have to disable our alpha mask layer, and then we want to come up to the
05:44Select menu and come down and use the Load Selection command.
05:47You can see that the channel is already selected as Alpha 1, which is the new
05:52channel that we created.
05:53So we can click OK, and you can see that that mask is loaded as a selection.
05:57We are currently selecting the wrong aspects of our image though, so let's go
06:01back up to the Select menu and just choose the Inverse command.
06:05Now, if I come down and just apply the Levels Adjustment layer, and then if I
06:10just take my Midtone slider and slide it to the right, you can see that we do
06:14indeed darken our sky quite nicely.
06:17You can also see that these reflections in our window geometry start to become
06:21a little more apparent as we just take that coloration or deepen the coloration
06:25in our sky as well.
06:26And just to test how much of an effect we've made, we can just go and disable
06:31our Levels Adjustment layer.
06:32You can see we've made quite a difference to how our sky is looking there.
06:36So time to move on to our final rendered element, and that is our RGBMask.
06:41So let's just go and again select that layer and enable it, just to see what we
06:46created inside of Twilight.
06:48Here you can see we have our three pure RGB--or red, green, and blue--colors.
06:53Now of course, we could use the magic wand to select these colors.
06:56It would be very simple, very easy, because of the purity of the coloration in the
07:00rendered image, but I am just going to show you another way that we can go about
07:04selecting things here.
07:04If we just come into Channels palette, you can see we have our Red, Green, and
07:09Blue channels, and because the colors we used were pure, they are the only thing
07:13showing up inside each of these channels.
07:15What we can do then is holding down the Ctrl key, we can for instance Ctrl+Click
07:20on the thumbnail for our Red channel.
07:23What will happen now is if we just come back into our Layers palette and just
07:27turn off our mask layer, you can see we have indeed selected only that single
07:31element inside of our Beauty image.
07:33Of course, what we've forgotten to do here is to turn on our R, G, and B channels,
07:38so let's do that and then come back into the Layers palette, because I want to
07:42select my Beauty pass on my Background layer and just apply again another Levels
07:47command or Levels Adjustment layer to it.
07:48What we can do now is brighten or darken the selected elements in the scene, and
07:53I am just going to artificially darken them, just so you can clearly see the
07:57effect that this particular mask and adjustment layer combination is having.
08:01And again, to just see how the effect is working, we can go and disable and
08:05enable that layer as we like.
08:07Of course, we can use the other colors inside of this mask in just the same way.
08:11We just Ctrl+Click on the particular channel that we want to load as a
08:14selection, come back into our Layers palette, and then we can just apply color
08:18correction operations to that selected portion of our image.
08:23Now of course just because we are making use of these compositing elements that
08:27we've rendered from Twilight, we don't want to make it seem as though we are
08:30suggesting that Twilight isn't capable of producing a final high-quality
08:34rendered image on its own, or straight out of the box as it were.
08:38It most certainly is.
08:40Oftentimes though, the time and the energy that it would take to really force
08:44that to happen means that we are being neither as productive as we probably
08:49could be, nor are we necessarily getting the best end result from our scene.
08:53Sometimes it just makes sense to make use of the specialized compositing passes
08:57that the Twilight render engine makes available to us.
Collapse this transcript
Conclusion
What's next?
00:00Well, here we are at the end of SketchUp Rendering Using Twilight.
00:04Of course there's still plenty that you can do to continue building your
00:09Twilight rendering skills.
00:10One excellent option is to simply practice the things you have learned
00:14throughout the duration of this course.
00:16If you have access to the exercise files, the scene files provided, so much the better.
00:21Do be sure also to give attention to the many photography courses available here on lynda.com.
00:27Be especially sure to check out the Foundations of Photography series by Ben Long.
00:32Of course you will then need to apply the principles of photography from those
00:35courses to working with the Twilight render engine.
00:38You can even check out any of the 3D titles here on lynda.com that feature
00:43render engine training, such as our SketchUp rendering with V-Ray course.
00:47Many of the principles, the ideas used in other render engines can fairly easily
00:52be transferred over to use in Twilight.
00:55Finally, you will also want to check out the resources available on the
00:59twilightrender.com website.
01:01I certainly hope that you've found this course helpful and informative in your
01:05endeavors to learn the Twilight render engine.
01:08My name is Brian Bradley, and I will say take care and bye for now.
Collapse this transcript


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