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SketchUp Rendering Using V-Ray

SketchUp Rendering Using V-Ray

with Brian Bradley

 


Create highly realistic 3D architectural drawings with V-Ray, a popular third-party renderer for SketchUp. This course shows how to take a single scene with interior/exterior elements and add lights, move cameras, and enhance objects with translucent and reflective surfaces. Author Brian Bradley explains concepts like irradiance mapping, perspective correction, and fixed rate sampling, while showing how to leverage each of the V-Ray tools and its material and lighting types to achieve specific effects.
Topics include:
  • Installing V-Ray
  • Creating natural daylight with V-Ray Sun and Sky
  • Bouncing light around with irradiance mapping and light caches
  • Setting up a depth-of-field effect
  • Creating diffuse and reflective surfaces
  • Working with the Adaptive DMC engine
  • Manipulating color mapping
  • Adding caustic lighting and occlusion effects

show more

author
Brian Bradley
subject
Architecture, Rendering, CAD
software
SketchUp 8, V-Ray 2.0
level
Intermediate
duration
3h 48m
released
Sep 21, 2012

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Introduction
Welcome
00:04Hello and welcome to SketchUp Rendering Using V-Ray.
00:07My name is Brian Bradley, and I'm really excited to be able to introduce you to this
00:12powerful lighting and rendering solution for the SketchUp application.
00:16As this course is designed to help us get to up and running with V-Ray in
00:22SketchUp, we will, first of all, install and then set up to the V-Ray plug-in
00:26the SketchUp application.
00:27We will take a look at using V-Ray's extremely powerful and versatile lighting
00:31tools to add some illumination to our scene.
00:34This will include examining the V-Ray Sun and Sky systems, which can be used
00:38to add natural-looking daylight to our renders, as well as looking at some of
00:42the V-Ray-specific light types available that can be used to mimic artificial light sources.
00:49We will naturally take a close look at the V-Ray standard material, as it will help us
00:54re-create some useful real-world material types.
00:58As V-Ray can easily be used as a virtual photography studio, we will want to
01:03put some of its effects tools to work and add an extra level of believability to our renders.
01:09As we have all of this and more, let's go ahead and dive right in.
Collapse this transcript
What you should know before watching this course
00:00Throughout this course I will do my best to make you aware of tool locations and keyboard
00:06shortcuts as I make use of them inside the SketchUp application.
00:09However, when it comes to working with standard SketchUp tools and performing typical navigation operations,
00:16I will, to a certain extent, be assuming that you have at least a reasonable level of familiarity
00:22with the SketchUp application and so will know how to handle such operations.
00:27If you are new to SketchUp and need to learn how to master these and all those SketchUp
00:32operations before working through our V-Ray rendering Course, then I would surely recommend
00:37you check out some of the great SketchUp titles already found on the lynda.com online training
00:42library, especially focusing on the Essential Training titles.
00:47You've probably noticed that my SketchUp interface is a little bit different from the one set
00:52up by default inside of the application.
00:54Really, all I've done is come up to the View menu, into the Toolbox flyout, and I've disabled
01:00the Getting Started option and instead enabled our Large toolset.
01:04I have also of course docked the usually floating V- Ray toolbar to the top of my SketchUp Interface.
01:11If we want to easily access the model and texture files contained in our exercise files
01:16download, there is a little bit of setup we may want to run through inside of the SketchUp application.
01:23This consists of coming to our Window menu, dropping down and selecting the Preferences
01:28option, and then in the System Preferences dialog, just selecting the Files option.
01:34As you can see, we've pointed each of our file types to the Exercise Files Folder that
01:39we've saved it on our Desktop.
01:41We do this by clicking on one of the navigation buttons and then just navigating to wherever
01:46our Exercise Files folder maybe saved.
01:49Once we've done this, we can easily access the model files using the File > Open command.
01:54You can see we go straight to the exercise files folder. Then we can go into the model
01:58Files folder and to the relevant chapter. And of course, if we are inside of a material
02:03and navigating for a bitmap texture then we can go straight into our Texture Files folder.
02:08Well, the skills that we may well find helpful as we work through this course would include
02:13photography and its general principles, both with the particular focus on photographic lighting
02:19and exposure. And of course any knowledge we have working with other render engines,
02:24whether that's inside SketchUp or indeed in another 3D application, well, those skills
02:28will easily transfer over to using V-Ray inside of SketchUp.
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Using the exercise files
00:00If you are a Premium member of the lynda.com online training library, you have access to
00:05the exercise files used throughout this V-Ray for SketchUp course.
00:10The exercise files are in the Exercise Files folder, which I have placed on my Desktop.
00:16You can of course store it wherever you like.
00:19There are files for most movies. They reside in subfolders named for each of the chapters.
00:26It is not necessary for you to use these files.
00:28You can use files of your own in place of them if you like.
00:32If you are a Monthly or Annual subscriber to lynda.com, you don't have access to the exercise
00:38files, but you can follow along using files containing your own work.
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1. Getting Ready to Render with V-Ray
Installing V-Ray
00:00As V-Ray is a plug-in render engine for SketchUp and not a part of the SketchUp installation
00:05process itself, we thought it would be a good idea to start this course by quickly walking
00:10you through the installation of the V-Ray plug-in.
00:14Of course, the first thing we need to do is download the appropriate version of the V-Ray
00:18plug-in from the Chaos Group website.
00:20This can be found www.chaosgroup.com.
00:24To save time, I've already downloaded the V-Ray for SketchUp plug-in to my desktop.
00:30So let's click or double-click to begin the installation process.
00:34The first thing we need to do is confirm that we want to Install the application by clicking
00:40Next in the initial Setup window.
00:43Then of course we need to read the end user license agreement and check the appropriate
00:48box to say that we have accepted those terms.
00:51Next we see a list of components that will be installed.
00:54Chance are if this is the first time we've installed V-Ray, we will want all of these
00:59checked, which they general add up by default.
01:02Now we need to locate the root folder of our SketchUp installation.
01:06If, however, we are installing to the MacIntosh operating system, we will need to locate our
01:12Google SketchUp application support folder.
01:15If we know the address for this by heart, we can simply type it in, or if we need to
01:19browse for it, we can use to Browse button, locate the appropriate drive, and then th
01:24appropriate folder.
01:26Once that is done and and everything has been confirmed, we can click Next and we're off
01:30and running with the installation process.
01:33Now, depending upon your computer speed and operating system, this may take a while, so do be patient.
01:43The final part of the installation process walks us through setting up our licensing
01:48of the V-Ray for SketchUp plug-in.
01:50Which of the four options available we choose will depend upon a number of factors, but
01:55essentially, if we are licensing a purchased version of the V-Ray plug-in, we have three
01:59options opened to us.
02:01Or it may just be that we want to demo the application, and so that is the option that we would choose.
02:07The final step is to run through the activation process itself.
02:11V-Ray for SketchUp uses a software licensing approach that is completely flexible and can
02:16be handled both on or offline. And that is it.
02:21We've installed the V-Ray SketchUp plug-in, and it is now ready to be used inside the SketchUp application.
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Locating V-Ray tools and features
00:00The first time we start the SketchUp application after running the V-Ray installer process,
00:05we don't really have to do to much in order to find V-Ray's main set of controls.
00:11This is because on launch, we get this handy floating toolbar that gives us access to the
00:16vast majority of the controls that we will use when working with V-Ray.
00:21Now if for some reason we close this toolbar down and need to find it again, we can just
00:25come up to the View menu, come to the toolbars and from the flyout menu, come down and choose
00:30the V-Ray for SketchUp option.
00:32What we are going to do over the next few minutes in this video is just examine the
00:36options that we get access to by means of the V-Ray toolbar.
00:40As you can see, the first icon we get on the toolbox is in the form of a letter M.
00:46If we hover over this icon, the tooltip tells us that it'll bring up the V-Ray for SketchUp Material Editor.
00:54Now in chapter 5 we will be coming back to the Material Editor and spending quite a bit
00:58of time in here, but for now, we just need to know that this is where we edit V-Ray materials in our scenes.
01:05Coming back to the toolbar, we can see that the next icon is in the form of a letter O.
01:10This stands for Options Editor.
01:12Now this dialog houses the vast majority of the tools and controls that we'll work with
01:17when rendering with V-Ray in SketchUp.
01:20One very cool feature worth mentioning here is the fact that we can load, save, and reset
01:26to default all of the options in this editor.
01:29So we can for instance, set up a number of the controls in here for a particular rendering scenario.
01:35Let's say we want fast preview renders.
01:38We can set that up and then save the option set to disk and have access to it anytime we need.
01:45This means of course we don't have to go through and manually set up the options all
01:48over again each time we want to work with fast preview renders.
01:53And of course, we can set up as many unique rendering option sets as we need.
01:58We can keep them all to hand, ready to load at a moment's notice.
02:03Now admittedly, on first inspection, the huge amount of options available inside of this
02:08dialog can seem quite overwhelming, especially if we're new to lighting and rendering in
02:13a 3D application.
02:15The simple truth is that whilst V-Ray does offer a huge amount of control over the rendering
02:20process and can be fine- tuned to the nth degree
02:23if we want or need to, still, we can get extremely good results from V-Ray by just working with
02:29a handful of the options available in this dialog. Hopefully, this will be demonstrated
02:34to you throughout this training course.
02:37The next option on our V-Ray toolbar is the R for Render icon, or Start Render icon. Clicking
02:44on this will initiate a render of our current SketchUp scene.
02:49Once initialized, our render will appear inside the V-Ray Frame Buffer for window.
02:54Now the frame before itself houses a number of features and a number of tools that can come
02:58in very handy when working with our V-Ray renders. We have tools along both the top
03:03and the bottom of the window.
03:06The bottom set being particularly interesting, as many of them allow us to perform instant
03:11exposure and/or color corrections to the data stored in the V-Ray frame buffer itself.
03:17Next, in our toolbar comes the ubiquitous Help icon in the form of a question mark.
03:23Now this option used to take us to the ASGVIS website.
03:27They were the original developers of V-Ray's implementation into SketchUp.
03:32Now, however, it simply takes us to a general information page on the Chaos Group website,
03:37Chaos Group of course being the creators of the V-Ray render engine.
03:41If we do need to access the latest help files, the place to go is www.spot3d.com. This website
03:50houses the help files for all versions of the V-Ray plug-in.
03:54Next on the toolbar we come to the FrameBuffer icon, which naturally comes in the form of the letter F.
04:01If in our current SketchUp session, we have already performed a render using V-Ray, then
04:05clicking on this icon will bring the Frame Buffer window up for us, with the last render showing in it.
04:11If we haven't performed a render in our current session, then we get a Warning dialog that
04:15says: no Frame Buffer to show; the VFB is not created until a render is started.
04:22The next four icons on the toolbar all allow us to create specific V-Ray light types with
04:27just a few clicks of the mouse.
04:30Now as each of these will be examined in chapter 2 of our course, we're just going to skip
04:34over them for now.
04:36Finally, we have icons that allow us to create a couple of unique V-Ray geometry types.
04:42These are the V-Ray Sphere, which give us a perfect geometric sphere in the scene, and
04:47the V-Ray Plane, which gives as an infinite plane in SketchUp.
04:52Now if we prefer to work with menu items as opposed to having toolbars and icons floating
04:57around, all of the same functionality can be accessed through the Plugins menu.
05:02All we have to do is come to the V-Ray option, and then using the flyout menu, we can access
05:07all of the same tools and features.
05:09So, now that we are up to speed regarding how to access the V-Ray feature set inside
05:14of SketchUp, it's time to move on to working with those tools in earnest.
05:19In the next chapter, entitled Lighting Up the Place, we'll start to look at V-Ray's lighting tools.
Collapse this transcript
2. Lighting the Place Up
Creating natural daylight with the V-Ray Sun and Sky
00:00There are three critical V-Ray lighting elements that are already set up and working for us
00:06each and every time we start a new scene in SketchUp with the V-Ray plug-in installed.
00:11These are indirect illumination, provided by the V-Ray's Global Illumination engines; natural-
00:17looking daytime lighting, provided by the VRay Sun and Sky environment; and the V-Ray Physical
00:22Camera through which we render our scene in a photographic manner, including the use
00:27of exposure controls.
00:29However, if at this moment in time we were to take a render in our chapter 02 Daylight_start
00:34scene, we would actually see that we have a completely dark environment. This is because
00:39we have deliberately set this scene file up so that we have to manually build our day lighting system.
00:45Hopefully, this will help us familiarize ourselves with the components making up these important
00:50set of V-Ray lighting controls.
00:53Do keep in mind though that the other two elements mentioned, namely, Global Illumination
00:59and the V-Ray Physical Camera, are both still enabled, and will be at work in the test renders we make.
01:05So to build our daylight environment, we need to first of all open up the V-Ray options
01:10dialog for ourselves, so if we come up to the V-Ray toolbar, we can click on the Options dialog icon.
01:16Once that is opened up, we need to find the environment rollout and then we simply open
01:20it up by left-mouse-clicking.
01:22Here, as you can see, we have four options that really control how V-Ray will render
01:27the general environment in our scene.
01:30The two options that we're interest in are the GI, or Global Illumination color, which
01:34will ultimately control the lighting in our scene; and the BG, or Background Color, controls.
01:40As these are the ones that we want to look at first of all, let's put a check in the
01:44BG Color box to enable those options for ourselves.
01:48Now, as you may expect, we can set a Background color by means of our color swatch, or we can
01:53indeed use a map or an image file that will render in the background by means of our Map button.
01:59Now, anywhere that we see past geometry in our scene to the virtual environment or background--
02:06so in visual terms, anywhere that we see the sky gradient in our SketchUp viewport--well,
02:12this is where our background color or our map will show up.
02:16The VRaySky is a procedural high-dynamic-range image that has really been designed to mimic
02:22the real-world behavior of a clear sky environment.
02:26This makes it an excellent backdrop for any kind of visualization render. To use that,
02:31we simply left mouse-click on the Map button.
02:34In the Texture editor that pops up, we can use the dropdown, and if we just scroll down,
02:39you'll find our TexSky entered.
02:41With that chosen, you can see we get access to a number of controls that really allow
02:46us to change the appearance of our sky.
02:50We can use options such as Turbidity, Ozone, Water Vapor, et cetera, all of which will
02:55slightly change the look and coloration of our procedural sky.
03:00We can even have SketchUp's Shadow Setting controls--that is, the month of the year, the time of
03:05the day--automatically update the appearance of our sky as we make changes to those controls.
03:11For that to happen, we would need to make certain that this SunLight option is enabled,
03:15so let's click on the button, and in the Select Plugin dialog, let's chose the dropdown, chose
03:20SunLight, and click OK. Now you can see our general sky controls become
03:25grayed out and if we just scroll down a little bit, you see that we now have access to all
03:30of these SunLight controls.
03:32Well of course we're not controlling the SunLight as such in terms of lighting, but
03:37we are controlling how the SunLight will affect the look of our procedural sky.
03:41So all of the options for changing the sky such as Turbidity and Ozone and Water Vapor
03:45are still in here, but we have extra parameters that will update the look of our sky as well.
03:51One thing we do need to be aware of is that any changes we make to these controls will
03:56eventually be carried over into our scene lighting once we apply the VRaySky map into
04:02our GI color slot.
04:03The system has to share a single instance of the TexSky map for both the GI and Background
04:10Color options, even though we do actually add the map to each slot independently.
04:15We won't see what a difference that has made in terms of what we get in our render, so
04:19let's dismiss our dialog, and let's go up to the Start Render icon on the V-Ray toolbar
04:23and take a render for ourselves.
04:27Now, as you can see, we get a very nice procedural sky gradient as the backdrop for our render.
04:33Of course, at this moment in time we still have no lighting in our scene.
04:38To enable that, let's go back into our Options dialog, and this time we want to work with
04:43our GI Color control, so again, let's put a check in the box to enable those for ourselves.
04:49With that checkbox enabled, V-Ray will now give to us 360 degrees of indirect skylight
04:55illumination. Now because this is not a direct light source, we do need to have V-Ray's GI
05:01systems turned on in order for this set of controls to give us any lighting in the scene.
05:06Notice they are on by default, and as they're enabled in these particular scenes, we don't
05:10have any problem there.
05:12Now with no map in the map slot, V-Ray will use this color swatch and the value set in
05:17this multiply spinner to really control the coloration and the brightness of the light
05:22that comes from our sky.
05:25As we want a natural-looking daylight render, we're going to want to add the VRaySky map
05:30into our map slot, so let's left-mouse-click on the map button.
05:33In the Texture Editor, again, we want to go and find our TexSky map, so let's just scroll
05:39down, select that option, and again, we get our controls. And let's just click OK, dismiss
05:44those dialogs, and let's see what we have in terms of scene lighting for ourselves.
05:51Because the VRaySky map is, as we mentioned, a high-dynamic-range image and has been designed
05:57to add real-world levels of light energy into our environments, what we get is a very nice
06:03bright skylight render, helped a little bit of course by our current camera exposure settings.
06:09We still don't have any direct light from our sun in the scene though, so let's go back
06:14into the Options dialog and add that in for ourselves.
06:17So again, click on the Map button and we need to enable our SunLight plug-in. So let's click
06:22on the button, use the drop down to select SunLight, and click OK.
06:27Now as well as controlling our sky, we can actually control the appearance of our sun
06:31by means of these parameters.
06:33Of course, we do need to make certain that our SunLight is enabled.
06:37Now we can set the size of the sun as it'll appear in our procedural sky.
06:42If we want to, we can make our sun invisible, in terms of scene reflections, and of course,
06:47we have a lot of control over how the shadows are looking.
06:51So again, let's click OK, dismiss the dialogs, and let's see how that has changed the look
06:56or the feel of the lighting in our environment.
07:01And what we see is that with all of those options enabled and working together, that
07:06we really get a complete natural-looking daylight look to the scene.
07:11Of course, we can change the coloration, the look of our lighting, the look of our procedural
07:15sky, simply by updating SketchUp's shadow controls.
07:20So we do get all of this by default in V-Ray for SketchUp whenever we start a new scene.
07:25Just keep that in mind. All this has only been constructed simply as a means of really
07:30helping us become familiar with how the system is working, and hopefully will help us take
07:34full control and full advantage of this very powerful V-Ray Lighting feature.
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Using the Omni Light
00:00When rendering with V-Ray in SketchUp, especially if we are producing visualization pieces,
00:05there is a very high likelihood that we will need to create, or maybe recreate, artificial
00:10light sources for our scenes.
00:12V-Ray gives those four light types that can be used to cover up pretty much any such situation that may arise.
00:19If we come up to our V-Ray toolbar, we can by means of the tooltips actually examine
00:24the light types available tools.
00:26So you can see we have an Omni Light, a Rectangle Light, a Spot Light, and an IES Light.
00:34Over the next four videos in this chapter, we're going to briefly look at each of these
00:38light types and of course examine the parameters that control them.
00:42Creating our light objects is a very simple matter indeed.
00:46All we need to do is left-mouse-click on the desired icon, find a spot in the scene that
00:51we want to place our light object, and then again simply left-mouse-click to put it into our scene.
00:57Now that process holds for each of the light types except for our Rectangle Light.
01:02If we just come and select that, you can see here what we need to do is place an initial
01:06click, which will allow us to draw out the shape of our rectangle, and then a second
01:11click will create the light object in the scene for us.
01:15To help us keep things focused in our start scene, we're once again working with an artificially
01:20darkened environment.
01:22In this instance though, we have also disabled the V-Ray Physical Camera.
01:27This means that our light intensity will be derived only from the settings found on our
01:33light objects themselves.
01:34We don't have to take any exposure settings into account as we look at the illumination
01:39in our test renders.
01:41To take a look at the lights we have already got set up in our scene, we need to come up
01:45to our Window menu.
01:47We just left mouse-click and then come down to Layers option.
01:50Again, select that, which will bring up the Layers dialog for us.
01:54If we just take a look down at the bottom of this dialog, you can see we have four light
01:59layers, each with a different light type placed on it.
02:02As in this particular video, we want to focus on the Omni Light, we can put a check in that
02:07box, which of course makes our Omni Light appear in the scene.
02:10And then we can just go and dismiss our Layers dialog.
02:14Something worth noting about SketchUp layers is that whenever they have a light object
02:18placed on them and then that layer is disabled or hidden, we will no longer get any illumination
02:24contribution from the light object in the scene; we have effectively turned that light off.
02:30Of course, as we've just added a new light into our scene, this would be a good time
02:35to take a test render for ourselves.
02:38Each and every time we add new lights into the scene, it really is a good practice just
02:41to take a render of that light in isolation, and then we can see what kind of a contribution
02:47it is making in terms of illumination to our environment.
02:50So let's go across to the V-Ray toolbar and use the Start Render icon to take a test render.
02:58Straight away we can see--perhaps not surprisingly giving the name of the light type that we
03:03are working with--we can tell that we have omni directional light being cast in the scene;
03:09light is traveling in every direction.
03:11In fact, if we examine this upright shelving unit, we can see that we have very nicely
03:16captured the emission of light from our Omni Light.
03:20You can see we have this very bright spot in the center and as we travel away from the
03:24light-emitting object, we have this nice falloff, or decay.
03:28Of course, as well as adding lights into the scene, we need to know how to control them,
03:33so let's just move our V-Ray Frame Buffer to one side while we just select our light
03:37object in the scene, and then we can right- click and in our pop-up list, we can come down to
03:42the V-Ray for SketchUp entry and then just click on the Edit Light flyout.
03:47This brings up the Light Editor for us that houses all of the control parameters for this
03:51particular light object.
03:54We do of course want to be able to see our test render, so let's just move the Light
03:58Editor off to the side also.
04:01Now we can start to take a look at some of the control parameters.
04:05Of course we have the ability to enable or disable our light in the scene.
04:10We can set its color by means of this color swatch.
04:15We can control the Intensity or the output of our light.
04:19We have the option to set the Unit type that we work with.
04:22You can see, at this moment in time we're working with the Luminous Power option.
04:26This means that our intensity value is set in lumens.
04:30We can of course work with any of the other real- world light units that can be found in this list.
04:35If we just come across to the Option section, you can see that we can also control the Decay,
04:39or the falloff, of light in our scene.
04:42By default, the Inverse Square setting is used.
04:45This means we get realistic behavior from our lights.
04:49The decay will act as per light in the real world.
04:52This then is, perhaps more often than not.
04:54going to be the option that we want to use.
04:57But if our scene has special requirements, if we just drop down the list, you can see
05:00we do have other options available to us.
05:04Just below, we have the Affect Diffuse and Affect Specular options.
05:09These allow us to control how our light object will interact with scene materials.
05:14We can disable a light's contribution to diffuse components of materials or disable the way
05:19it interacts with specular components.
05:23We do get, as you can see, considerable control over shadows from our light also.
05:28We can enable or disable.
05:30We can set shadow colors.
05:32Perhaps one of the more important options in here is this Shadow Radius setting.
05:37You may have noticed over in our test render that the shadow terminator is extremely sharp;
05:42this is because by default our Shadow Radius is set at 0.
05:47If we want realistic soft edges to our shadows, we need to increase this value.
05:52We're going to jump it up to something perhaps a little above, realistically.
05:56But we really want to just demonstrate this effect to you, so we're going to increase
06:00it a little higher than perhaps we normally would.
06:03So let's set a value of 20 and let's click OK.
06:06Now before we take a render, I just want to use our secondary scene camera to just push
06:11in a little bit on our test objects, and then again, we can use the Start Render icon.
06:17Now, as you can see, we do get a very nice soft edge to our shadows, albeit quite a bit noisy.
06:25You may be a little bit concerned about the level of grain that we can see in these soft or area shadows.
06:31Well, we can easily fix that using our lights controls.
06:35Let's just close out our V-Ray Frame Buffer.
06:37Let's come back to our wide camera.
06:40And again, we just want to go into our Light Editor.
06:44In here the setting that handles the quality in our soft or area shadows would be the Shadow Subdivs value.
06:51If we increase this, we will definitely smooth things out in those shadows very nicely.
06:56So that's an examination of the controls for our Omni Directional light.
07:01We do of course still have three light types that we want to look at.
07:04So in our next video we're going to make an examination of the Rectangle Light.
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Exploring the Rectangle Light
00:00The second of our artificial light types to come under examination is the V-Ray rectangle light.
00:07Now, this particular light type is extremely versatile and extremely powerful.
00:12It really has been designed to mimic real-world light emitters.
00:17For this reason, it is probably the light type that we'll want to work with most often.
00:23Of course, to make an examination of the light, we need to add it into the scene, so let's
00:27come up to our Window menu, down to Layers and in the Layers dialog, let's come and put
00:33a check in the Light_Rectangle layer, and that will add our rectangle light into the scene.
00:39Now again, as with our omni-directional light, the first thing we want to do once we have
00:44added a new light object into a scene is to take a test render.
00:48This will allow us to evaluate both the illumination that we getting in our environment from our
00:54new light object and it will also allow us to see what kind of a light-emission pattern we're getting.
01:00So let's go across to the V-Ray toolbar and use the Start Render icon to take that test
01:04render for ourselves.
01:07Of course, straight away we can see that we get a very different light-emission pattern
01:11as compared to our omni-directional light, which really is not surprising, as all of the
01:17light in the scene is now being emitted from this one side of our rectangular light object.
01:24Now, by its very nature, the rectangle light is a genuine area light and as such, there
01:30are just one or two things that we need to keep in mind when we're making use of it.
01:35The first is the fact that by default we get natural area, or soft-edge, shadows from this
01:41particular light type.
01:42If we take a look at the shadows coming from our sample objects here, you can see we don't
01:47have that sharp termination anymore; we actually have a nice soft falloff to them.
01:53Something else that we need to keep in mind is the fact that when it come the V-Ray rectangle
01:57light the size really does matter.
02:00What we mean is that as we increase the size of our Rectangle Light object, we will increase
02:06the level of illumination; we'll increase the intensity of light coming from it.
02:11This of course is quite natural because as we increase the size of the light object, we
02:15are increasing the light-emitting surface that it has.
02:19A consequence of the fact that our light is enlarging is also the fact that our shadows
02:24will become softer; they will become more diffused in the scene.
02:29Of course, the inverse is also true.
02:31As we decrease the size of our light, we'll decrease the level of illumination coming
02:35from it, and we will get sharper and sharper shadows.
02:39If we make our light very small, we'll get very sharp edge shadows from it indeed.
02:44Now of course we're going to want to take a look at the control parameters for our rectangle
02:49light, so let's just move our V-Ray Frame Buffer so we can select our light object
02:53and then right-click, come down to V-Ray for SketchUp, and click on that Edit Light flyout.
02:58Again, this brings up our Light Editor, housing all of the control parameters for this particular light object.
03:06Now, as we want to keep an eye on our test render, I'm just going to move this off to
03:10the side once more.
03:11Now you'll notice that some of the controls in here are very familiar indeed.
03:15In fact, our Intensity controls and our Sampling section are identical to those found on our omni-directional light.
03:24Our Shadow setting, if we just scroll up, are very, very similar, except you will notice
03:28that our Shadow Radius setting is missing.
03:31This is because, as we said, our rectangle light is by default an area light. We always get
03:37soft edge shadows from it.
03:39The real difference of course in terms of control parameters is found in this Options section.
03:44This set of controls is found on no other light type; only the rectangle light has these
03:50options available to it.
03:52And as I'm sure you can see, they afford an awful lot of control over how this particular
03:56light object will interact with our environment.
04:00We can, for instance, make our light object double-sided.
04:04This means that instead of emitting light from a single side of our rectangular surface,
04:08we'll actually get light emitted from both sides of our light object.
04:13We can also make our light invisible.
04:16This means that we can actually disable the ability of V-Ray to render this light inside
04:21of the rendered frame window.
04:23At this moment in time, we have the rectangular representation of our light in the scene burned into the render.
04:29If we check this Invisible option, we will still get all of the illumination from our
04:33rectangle light; we just will not see show up as a square or a rectangle inside
04:38of the final rendered image.
04:40We don't have, you'll notice, any fall off controls.
04:43We have no decay options that we can set. Because this is designed to mimic a real-world
04:49light emitter, we get natural light falloff from it by default.
04:53The only thing we can do is actually set this No Decay option.
04:57This essentially means that light will just continue to travel in our environment.
05:02There will be no falloff to it whatsoever.
05:04Now down at the bottom, we have some familiar and very important controls in the Affect
05:09Diffuse and Affect Specular options.
05:12We also have this new one: Affect Reflections. This can be very useful indeed, particularly
05:17when used in conjunction with the Invisible option.
05:20By default, if we set our light object to be invisible in our final renders, it would
05:26still show up inside of any reflective materials inside of the environment,
05:30unless, that is, we uncheck our Affect Reflections box. This means now that essentially our light
05:36will be completely invisible in the scene apart from the illumination that it gives off.
05:41So, as you can see, a comprehensive set of controls that really allow us to fine-tune
05:46how this very powerful light object will work inside of our environment.
05:51So, now that we have an overview of the workings of the V-Ray Rectangle Light, let's move on
05:56in our next video to examine another V-Ray's artificial light types, and that is the V-Ray spotlight.
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Exploring the Spotlight
00:00Having looked at using both the Omni and Rectangle Lights in V-Ray SketchUp, it's time now to
00:05continue our exploration of our artificial light types and have a look at the V-Ray Spotlight.
00:12Of course, the first thing we need to do is add our light object into the scene, so again,
00:16let's come to the Window menu, open up our Layers dialog, and this time we want to come
00:21to the Light_Spot layer, put a check in that to bring our Spotlight into the scene, and
00:26then of course we can dismiss our Layers dialog.
00:29The spotlight is a slightly newer light type, added I think in V-Ray SketchUp version 1.48.
00:36It is, again, an extremely powerful and versatile lighting tool that can be configured to work
00:41for us in a number of ways.
00:44As I have just added this new light object into the scene, of course I do want to come
00:48and take a test render, just to see what kind of emission pattern we get from this light type.
00:55What we get of course is a very unique look from our Spotlight.
00:58We have the expected circle, or spot of light, as it is shining down onto the floor.
01:03We have also interestingly been able to capture the cone of light emission.
01:07You can see the shape of that in our render.
01:10We can also see, because our spotlight is a very focused light type, that we're getting
01:15a much smaller amount of light balance in the scene.
01:18You can see we have lots of dark areas in our test render.
01:22Well, let's again have a look at our control parameters for the Spotlight object, so let's
01:27just move our Frame Buffer to one side.
01:29Let's select our light object and again open up the Light Editor for ourselves.
01:34We do of course want to keep focused on our test render, so let's just move the control
01:39parameters for this light object off to the side, and then we can just make a comparison
01:43of what we see in the scene with our actual controls.
01:47Many of which will by now be very familiar tools.
01:50You can see that our intensity controls are as per our previous light types, as are the
01:56sampling controls available tools.
01:58We do also see that our shadow settings are identical to those found on our Omni Light,
02:03including the return of our Shadow Radius setting.
02:06This means we can set soft edge shadows inside the Spotlight effect, if that is what we want.
02:12Of course, we do get a number of controls that are new tools, for instance, these Barn Door controls.
02:18These are really designed to help us mimic a real-world spotlight that oftentimes will
02:22have four flaps attached to it.
02:25These allow the user to focus or defocus light in a scene as is needed.
02:31Another familiar control is found at the top of our Options section.
02:34Once again, we have control over the Decay, or falloff, of light from our spotlight.
02:39By default, the realistic Inverse Square value is set, but as with our Omni light, we do
02:44have all the options available should we need them.
02:48We do have a new Falloff value in this Penumbra Falloff control.
02:52This is designed to work in conjunction with our penumbra angle to give us a nice soft
02:57edge to our Spotlight effect.
02:59In fact, if we just enter a value in here of, say, .25, we'll be able to take a look
03:05at how that effect is working.
03:07So let's just click OK and again take another render.
03:12What we get now is instead of that harsh termination to the edge of our illumination, we get this
03:17nice soft gradation, controlled of course by those two penumbra angle settings.
03:23We can even see this Falloff captured in our cone shape, so a very nice change to the Spotlight effect.
03:30If we just go back into our Light Editor, there's one more control that we just want
03:35to make mention of.
03:36We've already seen the Affect Diffuse and Affect Specular settings on all the light
03:40types, but here we have a new one: Area Specular.
03:44This allows us to make a change to really how the specular reflections from our spotlight behave.
03:49By default, with this setting disabled, we will get specular reflections that are identical
03:55to our Omni Light, that is, they are specular reflections emanating from a single point in space.
04:01But if we need a more accurate realistic representation of the specular reflections from our spotlight,
04:08we can put a check in this box and that is exactly what we will get.
04:13As we see then, the spotlight affords lots of control over how it will interact with our environment.
04:19It is maybe a tool that we will use in more specialized situations, but definitely a welcome
04:24addition to our lighting arsenal.
04:27We do of course have one more artificial light type that we want to make an examination of,
04:32so in our next video we're going to take a look at the V-Ray IES Light.
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Exploring the IES light type
00:00The last of our artificial light types to come under examination in this chapter is the V-Ray IES Light.
00:08For architectural visualization work, particularly interiors, the V-Ray IES Light type offers
00:13an extremely powerful and easy-to-use method for adding real-world lighting data into our scenes.
00:20Of course, the first thing we need to do is to add our IES Light into the scene, so come
00:25to the Window menu, open up the Layers dialog, and put a check in the IES Light layer.
00:31By now you'll be familiar with the first step that we're going to take, which is to start
00:34a test render, just so we can evaluate our light's emission pattern.
00:40Well, fortunately, what we get is not very inspiring indeed, which is really not surprising,
00:47as the IES Light type has not been designed to function as a standalone light object.
00:53It really has been designed to have an IES Light profile attached to it.
00:58To do that we will of course need to access the control parameters for our IES Light,
01:02so let's again move our V-Ray Frame Buffer just so we can select our light in the scene,
01:07then a right-click, down to our V-Ray SketchUp option, and click on the Edit Light flyout,
01:13just to open up the Light Editor.
01:15Straight away we will notice that we have a number of familiar control options once again.
01:21For instance, our Sampling options are per our previous light objects. Our Shadow settings
01:28are pretty much the same as our Omni Directional Light, although you will notice that our Shadow
01:32Radius control is missing.
01:34Instead, if we want the soft shadows, we have to enable the Soft Shadows checkbox.
01:40As with our Spotlight we have our Area Specular, Affect Specular, and the Affect Diffuse options,
01:46but if we just jump across to our Intensity settings, you'll notice that things are quite a bit different.
01:51Perhaps one of the first things you'll notice is that we no longer have our Units control.
01:56This is because the IES Light type always works in lumens.
02:01The Power setting of 0 tells V-Ray to use the Intensity data that is found inside of
02:07the IES file itself, although we can override that behavior if we want to.
02:12Obviously, one important difference inside of these controls is the fact that we can
02:16now add a file or attach a file to our light type.
02:20Now there are lots of free IES files to be found on the world wide web, many lighting
02:25manufactures, such as erco.com, provide them for free, oftentimes along with the 3D model
02:30of the light fixture they profile.
02:32The one that I'm going to be using is for my personal IES library.
02:36You will of course need to add an IES file of your own here.
02:40To do that we simply click on the swatch, find our IES file, select it, and we've now
02:46attached that light profile to our IES Light object.
02:51Straightaway of course, we're going to want to see what a difference that has made to
02:55the emission from our light, which as you can see, is now considerably different.
03:01We're now getting some very interesting emission patterns indeed.
03:05In fact, what we see here would be impossible, really, to recreate with any of the other V-Ray light objects.
03:12You will notice also that we have realistic light falloff in the scene, as with the Rectangle
03:18Light that is built into the IES Light object itself.
03:23What we have now then in our render is a realistic profile of a real-world light fixture.
03:29We have the emission pattern; we have the exact amount of Illumination or the light
03:34intensity that would come from that fixture.
03:36Of course that isn't always the desired end result.
03:40Sometimes we're more interested in the aesthetics of our light, as opposed to the physical correctness of them.
03:47For that reason we may want to just brighten up our IES Light profile so that it's just
03:51a little bit more prominent in our renders.
03:54As we mentioned, we can indeed do that, so we'll just open up the Light Editor for ourselves.
04:00And really, all we need to do is set an override in the Power option.
04:04Remember, this is working in lumens, so I'm going to set a value of 20,000 in there.
04:09We can select OK, and we can just take another render to see what a change that has made.
04:16The end result is of course much more pleasing from an aesthetic point of view, although
04:21as we need to keep in mind, we're no longer being physically correct in terms of the amount
04:25of illumination in our environment.
04:28As you can see then, the IES Light type, a very powerful, albeit specialized lighting
04:32tool that V-Ray gives to us.
04:35So having looked briefly at our four V-Ray light objects in this chapter, we hope it's
04:41become clear that if we have a need to mimic artificial light sources, then V-Ray gives
04:46to us a comprehensive set of tools with which we can work. Which like type we actually use
04:51will of course depend entirely on the effect we are trying to recreate and to some extent,
04:56the level of realism that we require from our final renders.
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Setting up image-based lighting
00:00One of the great things about lighting with V-Ray is the versatility and diversity of
00:06the tools available to us.
00:08As well as the natural daylighting system and the ability to mimic artificial light
00:13sources, we also have the option to use image-based, or HDRI, lighting if we want to.
00:19The initials HDRI stand for High Dynamic Range Image.
00:23This is a specialized image format that holds far higher amount of data, including luminance
00:29data, that can't be captured by typical film or digital cameras in a single shot.
00:34In this video we are not only going to walk you through the steps required to set up image-based
00:38lighting, but we will also demonstrate to you a little trick that can add some directional
00:43light back into our renders.
00:45This will allow us to compensate for the lack of strong directional light that we typically
00:50see in image-based lighting.
00:52Our start scene is pretty much the same as our earlier sun and sky setup.
00:57We are starting with an artificially darkened environment.
01:00We also have Global Illumination and the V- Ray Physical Camera at work, including use
01:05of Exposure control.
01:07It is true that many V-Ray for SketchUp artists like to work with Exposure disabled when producing
01:12IBL renders, but as working with the V-Ray Physical Cameras Exposure controls can be
01:18an art in and of itself, I typically prefer to work with Exposure on as much as possible.
01:24Practice, as they say, makes perfect.
01:27To create our image-based lighting setup, the first thing we need to do is open up the
01:31V-Ray Options dialog for ourselves.
01:33So if we come up to the toolbar, we can click on the Options dialog icon and open it up.
01:39Next we need to access the Environment rollout, so let's left mouse-click just to open those controls up.
01:45And we are going to be working with the Global Illumination (GI) Color option, so let's put
01:49a check in the box just to turn those on.
01:52To add the image for our lighting, we of course need to come into our map slot and in the
01:57Texture Editor, use the dropdown to access the TexBitmap.
02:01This means we can now attach a bitmap file to be used by V-Ray.
02:06We can do this by using this File slot.
02:10As with IES files, there are lots of sites around the Internet that offer free high quality
02:16high dynamic range images, ones that can even be freely used in commercial work.
02:21The two that I will be using are from the free sIBL set entitled BasketballCourt, downloaded
02:27from hdrlabs.com; you can of course use any HDRI file of your choice.
02:34The image that we will be adding into this lighting slot is actually a much smaller in
02:39terms of resolution and blurred version of the original HDRI.
02:45Smaller size means that less memory will be used during the rendering process and the
02:50blurring ensures that we get smooth lighting in our environment.
02:54We will be free from any small noise problems.
02:58Add our image, let's click on the swatch.
03:01Navigate to where we have our HDRI saved and then just add our lighting image into the control slot.
03:07Now before we exit out our Texture Editor, there is one tweak that we need to make to
03:13the parameters in here, if we come up to the top you can see we have this UVW Type option.
03:19In here, we need to use the dropdown to switch from UVWGenChannel to UVWGenEnvironment.
03:25This just tells V-Ray that the image file we're working with is not for texturing with,
03:30but is to be set as an environment map.
03:33Depending upon the format of the HDRI we are working with, we may need to make a change
03:38to this mapping type.
03:39You can see in the drop down we have a number of options available.
03:43As our map is indeed spherical, we can just work with the default.
03:47One of the settings worth pointing out is this Horizontal Rotation value.
03:51If we want to rotate the lighting in our scene, then we can do so by means of this bitmap control.
03:57as we're finished with our lighting setup, we can just OK to exit out of the Texture Editor.
04:02Of course, we may want to add our High Dynamic Range Image as the background for our render
04:07at the same time as setting up the lighting.
04:10To do that we can just put a check in the Background (BG) Color option, coming to the
04:14map slot, find our TextBitmap node and this time add our full High Dynamic Range Image
04:22into the control slot.
04:25Naturally we don't want a blurred background image for our renders.
04:29Again, we need to come and make a change to our UVW Type and switch that over to Environment.
04:34Now we can click OK, exit our Options dialog and see what we have by way of scene lighting.
04:42What we get of course is now an illumination setup and a backdrop to our renders that match
04:47one another perfectly.
04:49We can see coloration matches and we can see illumination shifts that really are very nice indeed.
04:55Do keep in mind that the settings for our Global Illumination controls are very low
05:00indeed in terms of quality.
05:02We just want nice quick test renders at this moment in time, so if we wanted to clean up
05:06some of the noise that is present in the scene, we could certainly go and improve things by
05:11means of our GI controls.
05:13However, one thing that our GI controls will not fix is the fact that we really are missing
05:17any strong directional light in the scene.
05:21You can see that we do have a sense of the direction of the light as our shadows are
05:25just traveling away over to the left-hand side of the image a little bit being cast
05:30by our table object here, but still we don't see anything that would convince us that we
05:34have sunlight in the scene.
05:37Certainly in terms of directional light our rendered image is not matching what we see in the backdrop.
05:43Of course, we cannot add our V-RaySky map into the equation s that we can use the sunlight
05:48plug-in there, because well our slots are both taken by our High Dynamic Range Image.
05:54All is not lost however, because we can play a little trick inside of V-Ray for SketchUp.
05:59If we just come back to the Options dialog, we can come into the Global Switches rollout
06:05and you see here we have this Default Lights option.
06:08This allows us to enable or disable the default lights in the scene.
06:12Now in SketchUp the default light is the sun.
06:15This means if we put a check in this box, we have essentially turned sunlight on in the scene.
06:22The problem we have is that because of our current Camera Exposure settings our sunlight
06:27would very much overpower the scene; it would totally wash out our HDRI lighting.
06:32There are a number of ways we could try to tackle this problem, the simplest of which
06:37is the one that we will use, which is to simply alter our current Exposure settings.
06:42So let's first of all close-up our Global Switches rollout and open our Camera rollout.
06:47In here you'll notice that we have our Film Speed or ISO value set fairly high.
06:53This is really to bring out the lighting in our HDRI.
06:56And fortunately it would also contribute to our sunlight being extremely bright at this moment in time.
07:02So let's set this to a value of 100.
07:06Of course, now our image based lighting will be subtle in the scene as to not really be seen.
07:11It would not contribute enough to get a nice natural look to our light setup.
07:15To compensate for that fact we can close our Camera rollout and we can just use these multiplayer
07:20values inside of our Environment controls.
07:23In this instance I am going to set these to a value of around about 16.
07:28That should take care of things very nicely, of course you can set these to suit.
07:32Again, we'll close our Options dialog and see what kind of a change we have made to
07:37our lighting setup.
07:40What we get now is of course a very natural looking daytime light setup in our scene.
07:46We still have the subtle shifts in skylight illumination coming from our High Dynamic
07:51Range Image, but at the same time we have nice strong directional light coming from our sun.
07:58If you're finding that the directional shadows in your scene, the shadows coming from your
08:02sunlight are not really matching up with those coming from you High Dynamic Range Image,
08:06all you need to do is use SketchUp shadow controls to alter the position of the sun in the sky.
08:12That way you can very easily match the two sets of shadows up.
08:16As we've many things in the V-Ray, getting image-based lighting up and running is a quick
08:21and easy process once we know how it is done.
08:24The end result is oftentimes a subtlety of lighting that would be very time consuming
08:28to set up, if indeed at all possible, using any other methods.
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3. Bouncing Our Light Around
Working with irradiance mapping
00:00Because Global Illumination is such an important part of the V-Ray artist toolkit, we're going
00:05to spend the entirety of this chapter examining most of the GI engines available to us in V-Ray.
00:11In this particular video, we're going to focus on using V-Ray's irradiance mapping engine
00:16and just create a basic global illumination solution for our interior start scene.
00:22This scene has once again been somewhat artificially engineered.
00:26We are making use of the V-Ray Sun and Sky system to provide our daylight illumination.
00:31However, we have disabled Indirect Illumination in our scene.
00:35This of course means that our interior at this moment of time is in almost complete darkness.
00:39In fact, if we just come up to our V-Ray toolbar and use the Start Render icon, you will be
00:44able to see exactly what we mean.
00:48What we have at this moment of course is a direct-light-only render.
00:52Now, this of course can be very handy in terms of setting up our scene lighting.
00:56We are able to see exactly where our direct light will fall.
00:59But of course this is not really a usable lighting solution at this moment in time,
01:04so really, we need to go into our indirect illumination controls and turn V-Ray's GI systems on.
01:11We do this by coming up to, first of all, our Options Editor icon. We want to then come
01:15into our Indirect Illumination rollout and put a check in the On box.
01:20With the GI systems enabled, if we just scroll down a little, you will see that we get some
01:25default settings already added in by V-Ray that allow us really to just instantly start
01:29taking global illumination renders from our scene.
01:33As you can see, we have Irradiance Mapping set as our Primary Engine, whilst our Secondary
01:38Engine slot is occupied by the Light Cache system.
01:41Of course, as we are wanting to focus on Irradiance Mapping in this particular video, we're just
01:45going to go and set our Secondary Engine to None.
01:49Just before we start any test renders in the scene with our GI systems enabled, I just
01:53want to draw your attention to one particular option inside of the V-Ray Options Editor.
01:59If we just come up to Color Mapping rollout, you can see that at this moment in time we
02:03have disabled this Linear Workflow option.
02:06Now by default, this is enabled in V-Ray for SketchUp.
02:10This control automatically linearizes, or degammas, the colors from both incoming bitmap files
02:16and color swatches that we may have in our material types.
02:20Now, unless we have a real need for a completely linearized workflow and we understand what
02:26is happening behind the scenes with this particular option enabled, for general rendering situations,
02:32I would suggest that you may want to disable this particular control.
02:36Certainly take some time to just do test renders in your scenes with this option both enabled
02:41and disabled and see which end result most closely matches your expected results.
02:48So with that pointer out of the way, and of course with GI systems enabled, let's go and
02:53take another test render.
02:55Now, as the render starts, we can see that V-Ray runs through a number of irradiance
03:01map passes. That is what we're seeing inside the V-Ray Frame Buffer.
03:04It does this in order, obviously, to calculate a GI solution. Each part will refine and add
03:10samples to the irradiance map as and where they are needed. Of course then, we get our final render.
03:17The ability to see this calculation process as it occurs can be a big timesaver for us.
03:24It gives us the opportunity to quickly evaluate lighting levels in our scene and so cancel
03:29the render at an early stage if we determine that our lighting is not really working.
03:34At this moment in time, whilst our scene lighting is most definitely more realistic now than
03:39our previous direct-light-only render, we are still seeing a limitation.
03:43We're running into a limitation of the Irradiance Mapping system itself.
03:48You see, irradiance mapping can only produce a single bounce of light; this is why radiance
03:53mapping is not available as a secondary bounce engine.
03:57So at this moment in time, any light entering this room from our daylight environment really
04:02is only bouncing once and then terminating.
04:04This is why we see these unnaturally dark areas in our scene.
04:09You can see even behind our curtain here, we are not getting any light bounce, no interaction,
04:13so we get some unnaturally dark splotches.
04:16Now, this single-bounce behavior is of course not how light behaves in the real world.
04:21The falloff, or decay rate, of light there allows it to just keep on bouncing.
04:26Of course, with each bounce light loses a little bit of its overall energy.
04:30Clearly, computing such a complex calculation would be extremely expensive in terms of the
04:36raw computing power required.
04:38And that, generally speaking, translates into slow or even very slow renders for us.
04:44For speed reasons then, V-Ray splits HDR calculations into two parts: primary and secondary bounces.
04:52Each can be handled by a completely different global illumination engine with differing
04:57quality settings.
04:58The thing is they both work together to produce a complete lighting solution.
05:03Really, I suppose the important point that we're trying to make here is that irradiance
05:07mapping on its own will never really give us a realistic lighting solution.
05:12We really need to add a secondary engine into the mix, so as to get those extra bounces
05:18of light in our environment.
05:20For the moment though, with only Irradiance Mapping enabled, we can focus on just refining
05:25our irradiance map solution a little more, before we go and add a secondary engine into the mix.
05:31So let's see if we can improve things a little bit. Let's see if we can clean up some of
05:34the noise, the blotchiness that we are seeing inside of our solution at this moment in time.
05:40To do that of course we need to go into our Irradiance Map controls.
05:43Let's go into the Options Editor, let's close the Indirect Illumination rollout, and let's
05:48scroll down and just focus on our Irradiance Map controls.
05:52Now to improve things a little, we could increase our irradiance map's resolution.
05:57That would be handled by these Min and Max Rate values.
06:01At this moment in time, you can see we are actually undersampling our irradiance map.
06:06If we set these values to 0 and 0, we would be sampling our irradiance map at the same
06:11resolution as our final rendered output.
06:14So if we were rendering at 1280 x 720 and we set these Irradiance Map controls at 0
06:21and 0, we would be rendering our irradiance map.
06:23We would be calculating our irradiance map at 1280 x 720.
06:28As with all map types, that high of a resolution would naturally translate into higher quality,
06:34but the quality would come at a cost, and the cost would be render time.
06:39And to be honest, if we only increase the resolution of our irradiance map, we oftentimes
06:44don't see a corresponding increase in the quality.
06:48Really, to get an acceptable solution, we need to balance out a number of irradiance map
06:52settings in order to really get the best balance of speed and quality from our scene.
06:58And in this particular instance, we will increase our Irradiance Map resolution a little, so
07:02we'll set our Minimum Rate to a value of -2 and our Maximum Rate to a value of -1.
07:09But we will also need to work with our Hemispherical Subdivs control and our Samples setting.
07:15The Samples control determines the number of irradiance map samples that V-Ray will
07:20interpolate, or blend between.
07:22Do be aware that as with all blurring operations, we will lose some detail from our scene.
07:28A higher Interpolation Sample setting means that irradiance mapping will be less accurate
07:33when it comes to pulling geometric detail out in our scene.
07:37Now, the Hemispherical Subdivs control handles the number of rays, or samples, that are cast
07:42from each of the initial irradiance map samples that V-Ray will have placed in the scene.
07:48These rays travel out from each sample in a hemispherical manner.
07:52They are sent out to test the level of illumination found in the surrounding environment; that
07:57of course would come from light sources in the scene.
08:00To get a reasonable solution in our current scene, we're going to set our Hemispherical
08:05Subdivs value up to 125 and we're just going to increase our Blending, our Interpolation
08:11a little, by setting our Samples to a value of 30.
08:15Do remember though, every scene is different; the values that you will probably need to
08:19use for your particular project may differ considerably.
08:23Just be sure to start with low settings and work your way up until the desired quality
08:28level is reached.
08:29If we start using higher render settings than necessary at the beginning of our project,
08:34we will only eat away at our available time.
08:37Well, with those changes made, we can of course dismiss our Options Editor and see whether
08:42or not we have improved our irradiance map lighting solution.
08:47And clearly we have improved matters considerably.
08:50You can see the noise on the floor, the mottling. The blotchiness is definitely much cleaner
08:55than in our previous render.
08:57And because of the higher sampling rates that we are using, V-Ray is now more accurately
09:01able to gauge the illumination in the scene, and so even interaction between objects is
09:07a little more accurate. You can see we've lost some of that unnatural darkness between our curtain and wall, and
09:12of course, the area in this little recess here is looking much more natural.
09:16Not again that we could say that this is a final lighting solution, we still clearly
09:21have noise problems.
09:23We can still see the blotchiness, the mottling that occurs in some areas of the scene.
09:27And of course, we still have these unnaturally dark areas, due to the fact that we only have
09:32a single light bounce.
09:33Fortunately, both of these problems can be solved in a single step.
09:38You see, for the reasons stated, it would be a very rare, if ever occurring, occasion where
09:43Irradiance Mapping would be used on its own to provide a suitable GI solution for a scene.
09:49As we've said, we don't get accurate real-world behavior from that system. With a single
09:54bounce of light we're not representing how light distribution ought to work in a scene of this scale.
10:00For that of course we would need our secondary bounces, and in an interior setting such as
10:05this, the preferred option would be the light cache engine.
10:09So let's go into our Options Editor and enable that system.
10:13Just close up Irradiance Mapping, open up Indirect Illumination, and if we come down,
10:18we can use the dropdown list to set Light Cache as our secondary engine.
10:22We do need to make a little tweak in terms of our Secondary Multiplier.
10:26If we want physically correct behavior from our secondary engine, we do need to set this
10:31multiplier to a value of 1.
10:33I also want to make a little tweak to our Light Cache settings. Instead of the default
10:37800 set in our Subdivs value, I want to set this up to a value of 1000.
10:42Now, we can go and see what we've done to our GI solution.
10:49As you can see now, we have clearly improved matters quite considerably.
10:54We've very nicely cleaned up the noise in our scene. What little bit of blotchiness
10:58is left in our GI solution would very easily be hidden behind scene material, so that would
11:03not be something to worry about at all.
11:06We have also drastically improved the quality of lighting in our environment.
11:10Our light bounce now feels much more natural. We're getting much more expected behavior.
11:14As you can see, we have some lighting even in these very recessed areas, and in this recess to the right
11:19you can see we get what feels like natural light bounce.
11:23And if you've been following along with this exercise file, you will notice that this particular
11:27render was considerably faster than our previous irradiance-map-only version.
11:33And of course, improved render times can only ever be a good thing.
11:36So we have seen how we can quickly and easily create a usable irradiance map solution.
11:42We have tweaked a few of the quality controls available in the Options Editor for that system.
11:47Of course, we have also learned that the Irradiance Map engine on its own is not really capable
11:52of producing a complete indirect illumination solution for us.
11:56Rather, it needs some help from a secondary bounce engine.
12:00For interiors, Light Cache generally would be the preferred solution due to its ability
12:04to bounce lots of light around very quickly indeed.
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Creating a light cache solution
00:00In this video, we're going to be working with our same interior scene to create another
00:05global lighting solution, this time using V-Ray's Light Cache system set as our primary engine.
00:10We're going to follow the same procedure as with our irradiance mapping exercise.
00:15Let's see what kind of solution we can create using the basic Light Cache controls.
00:20So with our Ch03_GI scene file loaded, let's once again go and enable V-Ray's GI systems.
00:27To do that we need to open up the Options Editor, come down into Indirect Illumination
00:32rollout, and again put a check in the On box.
00:35Then of course, we need to go and setup our Engine Type, so let's scroll down.
00:39Let's set Light Cache as our Primary Engine and as before, we need to disable our Secondary Engine.
00:46And if we just scroll down, you can see that the system gives us some default settings
00:50so that we're literally ready to render with Light Cache.
00:53The problem with these default settings is that they really are assuming that we're using
00:57Light Cache as a secondary bounce engine, which really is its recommended role, and
01:03we'll mention that a couple of times throughout this video.
01:06If we just dismiss our Options Editor though, we can take a test render for ourselves, and
01:10we should see a couple of things straightaway.
01:13Firstly, we notice that with those default settings, once the Light Cache calculation
01:17actually starts, it create a GI solution very, very quickly.
01:22We should also notice in the final render that we do get a lot of light bouncing around our environment.
01:26In fact, we're getting almost as much light here with Light Cache only as we did with
01:31both Light Cache and Irradiance Mapping in our previous exercise.
01:36This is because Light Cache rays don't just bounce once; like photons from which this
01:41technology is derived, Light Cache rays, once they have been cast out into an environment--
01:46that happens from the camera's point of view-- they will actually perform multiple bounces
01:51automatically, and they can do that very, very quickly.
01:54In fact, this is Light Cache's big strength.
01:58Unfortunately, you can see, as well as getting the speed and lots of light bouncing around our environment,
02:03we also get a very noisy end result in our render.
02:07So clearly, we're going to need to revisit our Light Cache controls to see if we can
02:11improve the situation a little bit.
02:13Well, probably the first control we would think of working with is this Subdivs value,
02:18which again can be thought of as quality control for Light Cache.
02:22This really handles the number of rays, or samples, that the Light Cache system would
02:26use in its GI calculations.
02:29So let's see what would happen if we doubled our default value.
02:32Let's set a Subdivs value of 1600 in there and again, let's take a render.
02:39Well, there is no doubt, looking at the final render, that we have most definitely improved
02:44our noise situation.
02:46But if you're following along with this particular exercise file, you'll have noticed that that
02:50render took considerably longer than our previous attempt.
02:53And of course, while we have improved things, we can see that we still have lots of blotchy
02:58noise present in the scene.
03:00You'll also notice that the transition areas between our direct and indirect illumination
03:05are also looking extremely rough.
03:07Naturally, at this point we would be tempted to go and increase our Subdivs value a little
03:12bit more, see if we can get a little bit of extra quality out of the scene.
03:16But truth be told, even if we increase that Subdivs value up to something around about
03:205000 to 6000 in this scene,
03:22we would still encounter these particular problems, and of course our render times
03:26would increase by an even greater margin. Can we then, as with our Irradiance Map exercise,
03:32work with some of the other Light Cache controls in order to improve the solution?
03:36Well, let's go back into our Options Editor.
03:40One option that we may decide to work with, or may try to work with, would be these Filter Samples.
03:45Essentially more filter samples would mean a more blurry, and so less noisy, Light Cache solution.
03:51As filtering doesn't really add an awful lot to render times,
03:54let's bump this up to something quite high, like a value of 30, and again just close down
03:59the Options Editor and test that out.
04:04Well, quite clearly, we have been able to smooth out our noise problems by quite a considerable
04:10amount; however, we now run into the problem that always occurs whenever we increase blurring
04:15or interpolation operations inside a GI system.
04:19You can see we really are starting to lose definition in our scene.
04:22It is very difficult to pull out scene detail.
04:25We are getting lots of flat-looking areas simply because we're now creating such a large
04:30blurring operation inside the solution.
04:32Now we could counter this a little bit by going and enabling Ambient Occlusion inside
04:37of our Indirect Illumination controls.
04:39This is found just towards the top of our Indirect Illumination rollout.
04:44That would add a little bit of definition back into the system.
04:47But still, we would encounter the problems that we see. Coming from Light Cache, we would
04:51still see some of that loss of definition, and of course, our transitional areas between
04:56direct and indirect illumination are still looking very rough.
05:00Again, we could try tweaking some of the controls available to us, so we could try and work
05:05with our Filter Type inside off the Light Cache rollout.
05:09We could try and work with our Filter Size a little bit to fine-tune the filtering.
05:13But ultimately, we would just have to acknowledge that Light Cache just does not work very well
05:18when set as the primary bounce engine, which of course is not at all surprising,
05:24as really this technology has been designed to function as an excellent secondary balance
05:28engine, which of course it is.
05:29In fact, you saw I've demonstrated in our Irradiance Mapping exercise.
05:34So again, in this video we've spent a little bit of time showing you how we can quickly
05:38and easily create a Light Cache GI solution.
05:42We have demonstrated a couple of the quality control settings available to us, but ultimately
05:47we have discovered the Light Cache is just not very good when set as a primary bounce engine.
05:53Do remember though, all of the controls, everything that we've talked about here, are applicable
05:57to Light Cache when it is set as a secondary bounce engine also.
06:02Let's move on then to our next video where we'll take a look at the last of V-Ray's GI
06:07systems that we'll consider in this course.
06:09This is the Deterministic Monte Carlo, or DMC, Engine.
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Using the DMC engine
00:00Because photon mapping is generally regarded by V-Ray users to be the weakest of V-Ray's
00:05GI Lighting tools, and so is hardly ever utilized in that role,
00:09we're going to skip over using photons as a GI tool and look instead at the last of
00:14V-Ray's GI options available to us, this being the Deterministic Monte Carlo, or DMC Engine,
00:20as we will refer to it from this point on.
00:23As we've done a couple of times in this chapter, we need to go and enable V-Ray's GI systems
00:28to have a look at the DMC engine, so let's come into our Indirect Illumination rollout,
00:33let's put a check in the On box and then let's scroll down and set Deterministic Monte-Carlo
00:39as our Primary Engine, and of course, we want to disable our Secondary Engine by setting it to None.
00:44Then, scrolling down just a little way, you can see we've our Deterministic Monte Carlo GI rollout.
00:50In here, we have really only one parameter with which to work in order to produce our Primary
00:55light bounce solution, this being our Subdivs value.
00:59The Bounces parameter you see here is only ever utilized when DMC is set as a Secondary
01:05Engine, so we can just ignore that for now.
01:08At this point it probably is worth noting that very few experienced V-Ray users would
01:13generally choose to use the DMC engine for an interior GI solution, unless, that is, there
01:19was a very specific need for it.
01:22Although excellent for exteriors, it is by far and away the slowest and hardest of V-Ray's
01:27GI engines to clean up on interior renders,
01:30and so, as we say, would only be used when there was a very specific need.
01:34Now that could be if we have a scene with lots of geometric detail.
01:39The DMC Engine is extremely good at pulling that out in our renders.
01:44As DMC is a lot slower than both the Irradiance Map and the Light Cache engines in V-Ray,
01:50whenever we make parameter changes in this video, we're going to utilize some pre-rendered
01:54images that will just demonstrate the changes that would occur with those parameter alterations.
02:00So, as our current settings are the defaults inside of the DMC Engine, let's switch over
02:05to Adobe Photoshop and have a look at the render that these settings would give us.
02:10As you can see, what we get is not very pretty-looking at all.
02:15We've lots of extreme noise in the scene, and in our recesses we have some really unnatural darkness.
02:22Now these dark areas exist because, like irradiance mapping, the DMC Engine, when set in the Primary
02:28slot, only gives us a single bounce of light, so we have no secondary rays being traced into
02:34these recessed areas.
02:36With regard to the noise found in our render, we could improve this in a couple of ways.
02:41We could either work with our DMC Subdivs value or because with the DMC engine we are
02:47essentially looking to just clean up noise in the scene, we could just as easily use
02:52V-Ray's Image Sampling control to deal with this problem.
02:56First though, let's jump back into SketchUp and see if we can deal with these unnaturally dark areas.
03:02Now we could of course increase our initial Subdivisions value.
03:06Because we would have more single or initial light bounces in the scene, there would be
03:10a chance that we would actually trace more initial light paths into these dark recessed areas.
03:17To be honest though, in order to make any significant difference, our Subdivs value
03:22and our render times would be much, much higher than is practical or even necessary.
03:28Here again you see we run into the absolute need for a secondary engine in V-Ray, if, that
03:33is, we want to get a timely high-quality solution out of the V-Ray's GI systems.
03:39So let's do just that. Let's enable a secondary engine.
03:43The question is, which one would we choose?
03:45Well, one option would be to use Deterministic Monte Carlo for both the Primary and Secondary Engines.
03:51Of course, don't forget once we initialize the Secondary engine,
03:55if we want physically correct behavior from it, we just need to make certain that that Secondary
03:59Multiplier is set to a value of 1.
04:02Now of course, our Bounces parameter is coming into play, and we're basically saying that
04:06we want three extra bounces of light in our scene.
04:10So let's have a check at how that would change things inside of Photoshop.
04:15So we would go from a single bounce of light with DMC as the Primary Engine to extra bounces
04:21of light using the DMC Engine in both the Primary and Secondary slots.
04:26Now as you can clearly see, we've made quite a significant difference to the light distribution in our scene.
04:33We're certainly seeing some light trace into those unnaturally darkened areas.
04:38In fact, as we compare renders, you can see that particularly around the curtain interaction
04:42with the wall over here, and in this darkened recess to the right of the image, we are getting
04:47what almost looks like naturalistic light behavior.
04:50Of course, we still have some problems at the far end of the room, and of course we clearly
04:55still have an excessive amount of noise in our GI solution.
04:59Well, we have mentioned a couple of times already in this chapter that when it comes to interior
05:03rendering, the preferred choice for Secondary Engine would typically be the Light Cache system.
05:09So let's jump over into SketchUp and see what enabling that particular option as a Secondary
05:14engine will do for us.
05:15So once again, we need to come to our Engine Type dropdown, and this time we will set Light
05:20Cache. And we'll just accept the defaults and go and check our Photoshop render.
05:25So from our DMC and DMC Render to our DMC and the Light Cache solution, and you can see
05:31there is quite a significant difference in how the light is now bouncing around this environment.
05:36In fact, because we're getting a better tracing of light, we're also cleaning up the noise
05:41in a much more timely fashion.
05:43The only drawback to using the Light Cache system for the Secondary engine, if we just
05:48keep an eye on some of these contact areas, you can see that with the DMC and DMC engine,
05:53we get very nice contact shadows, occlusion shadows, but as soon as we add the Light Cache
05:58engine in, we start to lose a little bit of that quality and definition.
06:02But again, as we can add that contact detail back in by enabling Ambient Occlusion inside
06:07the system, we're probably going to stick with our Light Cache solution here, as we're
06:11clearly getting a much more naturalistic bouncing of light in this environment.
06:16Of course, we still need to deal with our noise problem, so let's go back into SketchUp
06:20and see what we can do about that.
06:22Probably our first port of call would be the DMC Subdivs value,
06:27so let's go and set that up to a value of 24. So, we've considerably increased what we're
06:32getting in terms of samples in the scene.
06:34And again, let's go and see how that would alter our current render.
06:38As we make the switch here, remember we are examining the noise in the scene, so keep
06:42an eye on some of the areas where the noise is quite prominent, particularly in the foreground
06:47on the floor; obviously, that's quite noticeable when it comes to this particular shot that we've set up.
06:52So we would go from this to this, which as you can see, is quite a considerable clean up.
06:59Now of course, we're well aware that increased render quality is usually going to cost us
07:03in terms of increased render times,
07:06so let's just go and take a take a look at the times we've been getting from our renders
07:10up until this point.
07:11So let's go all the way back to our initial image. So I'm just going to hold the spacebar
07:15and then left-mouse-click and down in the left- hand corner, you can see we have our timestamp.
07:19And our original render was 3 minutes and 13 seconds.
07:25Our second render with DMC and DMC enabled came in at 5 minutes and 16 seconds, so we've
07:31definitely increased quite a bit there.
07:33When we switch over to Light Cache, we dropped all the way by down to 3 minutes and 36 seconds.
07:40So not only did we improve the quality of our scene, we actually improved the render times.
07:46Now when we add our extra Subdivs in to really clean the scene up, we go back up to just
07:52short of 6 minutes, which in terms of the quality that we are getting and given the
07:57fact that this is a 1280 x 720 render, is not bad at all.
08:01Now of course, we did say that there was another way that we could tackle the noise problem
08:06in our scene, using V- Ray's Image Sampler controls.
08:08So again, let's jump back into SketchUp and see how we would set that up for ourselves.
08:13The first thing I want to do is make certain we reset our Subdivs inside of the DMC rollout.
08:18In fact, I'm going to drop this all the way down to a value of 1.
08:21Then of course, we need to locate V-Ray's Image Sampler control.
08:25So up near the top, we have our Image Sampler rollout.
08:28I'm going to leave Adaptive DMC set as the Engine Type.
08:31We've got our Minimum Subdivisions set at 1, which we will leave there, but I'm going
08:35to increase the Max Subdivs up to a value of 12.
08:39I'm also going to lower this Color Threshold so more of those Maximum Subdivs, more of
08:44those samples, can actually be used.
08:46So a value of .005 should work very nicely for us in this instance.
08:51And again, back over into Photoshop and we'll see what that has done for us.
08:56So now we go from our increased Subdivs render to our Image Sampling.
09:01And as you can see, there isn't a huge amount of difference between the two renders; we
09:05have still reasonably cleaned up the noise in our scene.
09:08If we go back to our initial state, we can see we've lots of noise on the beams here,
09:12and when we go our Image Sampling, you see that that has cleaned up reasonably well.
09:16Of course, our Subdivs render is much cleaner, so you may think that that clearly is the
09:20way to go, and in some instances that would be absolutely true.
09:24Do remember, however, that our image sampling approach would benefit every aspect of the scene.
09:29We're not just cleaning up noise inside of the GI system; those increased samples would
09:34be used for everything, including materials and geometry edges,
09:37so we would get a much cleaner look, although probably with scene materials, our render
09:41times would increase by quite a bit.
09:44In fact, we haven't looked at our render times for this particular render, so let's just
09:47check that, and you can see we're all the way up to just a little bit over 8 minutes with
09:51this particular render, so quite an increase in render times.
09:55Now, whilst we've seen that the DMC Engine is probably not going to be our first choice
10:00for a GI solution when we're working with interiors, we have hopefully seen just how easy
10:05it is to work with, especially when you consider its simplified control set.
10:09And don't forget that this particular GI engine is extremely good at pulling out scene detail.
10:16We noticed that with our occlusion shadows.
10:19Ultimately of course, the choice of which of the three GI engines we have examined
10:23you choose to use will depend entirely upon the type of scene you're working with and
10:28to some extent, upon your own artistic expectations.
10:32If it is that we want lots of light bouncing around inside of an interior and we still
10:36want a reasonably high degree of physical accuracy to our light bounce,
10:40well maybe Irradiance Mapping and Light Cache would be the way to go.
10:44If however we had lots of detail in the scene, then maybe DMC and Light Cache would be the way to go.
10:50Certainly, if we have scenes that have a high memory requirement, we might even want to
10:55use DMC as both the Primary and Secondary Engines.
10:58You see, DMC only keeps the buckets currently being rendered in memory.
11:03That course can actually mean the difference between our scene rendering or crashing SketchUp.
11:08In the end, whichever Global Illumination setup gets us the shot that we want in the
11:13time that we have available for it, well, that is the right setup for us.
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4. Working with the Physical Camera
Overview of the physical cameras
00:00Modern 3D applications and render engines are often employed as virtual photography
00:05studios these days, so it is fitting that V-Ray offers us an extremely photographic approach
00:11to rendering in the form of the V-Ray Physical Camera.
00:15Now because the V-Ray Physical Camera adheres very closely to the workings of real-world
00:20cameras, familiarity with the controls of either a film or a digital camera can help
00:25us greatly when it comes to working with the V-Ray Physical Camera, and of course creating
00:29our final renders.
00:30If it is that we're unfamiliar with the use of cameras, I would highly recommend watching
00:35Ben Long's excellent Foundations of Photography series here on the lynda.com online training library.
00:42Pretty much everything covered in those courses can be transferred over to the V-Ray Physical Camera.
00:48For this video though, we're just going to spend a few minutes, really getting a quick
00:52overview of some of the controls available on the V-Ray Physical Camera.
00:56To access those controls, of course we need to open up our Options dialog and then we
01:01can come into the Camera rollout.
01:03Here, as you can see, we have quite a number of options for controlling the camera in V-Ray.
01:10The majority all of our physical camera controls are housed in this CameraPhysical grouping,
01:16although if we look down below, you can see that we do have Depth of Field, Bokeh Effects,
01:20and Motion Blur, each with their own control groups.
01:25The first option we see is a simple On/Off toggle.
01:28This means we can work with a V-Ray physical camera, which is on by default inside of V-Ray
01:33SketchUp, or we can indeed just treat this as a standard 3D application camera if that is what we want.
01:40Down below, you can see we have the ability to set the type of camera that we want to
01:44work with: we have Still, Movie, or Video available.
01:48If you just keep your eye on the Shutter and Latency controls below as I cycle through
01:53these particular options, you'll see that these open up different sets of controls to us.
01:58Really, we just need to choose the type of camera that we want to work with.
02:02If we have a need to match a particular film type or the effects of a particular shutter
02:07type in a camera type, then these options can be very handy indeed.
02:13Another two options that can allow us to match up existing footage are the Override Focal
02:18Length and Specify Film Width controls, each of them titled in a very self-explanatory way.
02:24Of course, our Zoom Factor tool also has a very descriptive title.
02:28This really allows us to create an offset from our current SketchUp viewport.
02:34If we increase the parameter, if we increase the value in here, we will get an increased
02:38level of zoom in our final renders.
02:41Of course, this will not affect your SketchUp viewport.
02:44It is only a render-time effect.
02:47Because we're working in a physical camera setting, we'd expect to have to work with Exposure
02:51controls just as we do on a real-world camera, and the V-Ray Physical Camera is no different.
02:57We have three parameters: the F Number or F- Stop value, the film speed or ISO control,
03:04and of course our shutter speed with which to work.
03:08As well as controlling exposure, we do have to remember that two of these controls--namely
03:12the Shutter Speed and the F-Stop value--do control other elements of our rendered images;
03:19specifically the F-stop or F Number will control the Depth of Field effect and our Shutter
03:24Speed would handle any motion blur that we wanted to add into the scene.
03:28Now we say that these three controls will handle exposure inside the V-Ray Physical Camera.
03:33That is if this particular option is checked, the Exposure control.
03:38Again, we can disable this if we want to, and now all of these three settings will have
03:43no effect on our image's overall brightness at all.
03:48Another affect that we can burn into our final renders if we so desire is the Vignetting
03:52effect, that darkening around the edges of our images that we oftentimes see in camera lenses.
03:59A common digital camera control is this White Balance option.
04:02This really gives us the ability to set which color inside of our render is to be considered as white.
04:09We do need to note that only the color hue is taken into consideration. The brightness
04:14of a color is completely ignored in this setting.
04:17Now our Lens Shift control is something that we're going to look at in another video, so
04:21we're just going to jump over this particular option for this moment and have a look at
04:25the Distortion control.
04:26This again, as the name suggests, allows us to build distortion into our final rendered images.
04:33Positive values will give us Barrel Distortion; negative values give us Pillow Distortion.
04:38As you can see then, the V-Ray Physical Camera offers a genuinely photographic approach to
04:44rendering in V-Ray and offers lots of control over the process.
04:48Having the ability to take real-world camera and lighting experience and apply it to a
04:533D rendering package has obvious benefits to it.
04:57Anything we learn in real life, even if we're working with just a modest digital camera,
05:02can be taken and applied to our rendering engine.
05:05And of course, anything we learn inside V-Ray can be taken out into the real-world and applied
05:10it to our photography, which is not about exchange of information at all.
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Understanding the Exposure controls
00:00In the real world, photographers use exposure to control the brightness of their photographic images.
00:07This means they can create images that not only look technically correct, but that are also
00:11able to evoke a response from their viewers.
00:14In chapter 2 of this course we looked at how the V-Ray Sun and Sky combined to create a
00:19physically accurate daylight simulation.
00:22As they are designed to create the same level of illumination as the actual sun and sky,
00:27they are, in layman's terms, extremely bright.
00:31In fact, if we were to render in V-Ray without the use of Exposure control, we would get
00:35an image that was essentially a whiteout.
00:38In fact, let's go into our Options Editor we can show you just what we mean by that statement.
00:43So let's come into our Camera rollout. Down here
00:46you can see we have an Exposure checkbox.
00:49If we disable that and then take a test render--let's just dismiss our options dialog--
00:55you'll see exactly what we mean.
01:00In this instance, as you can see, we don't even need to let our render finish, so I can
01:04just left-mouse-click to get focus on my V-Ray Frame Buffer and then just use the Escape
01:09key to cancel our render.
01:11Our GI pre-calculation shows us that really, we're not going to get anything usable out
01:16of this particular render.
01:18Clearly, use of exposure control is extremely important when we are rendering with a V-Ray
01:24Sun and Sky, or a daylight system in place.
01:27There are of course other ways we could handle our illumination levels in the scene.
01:32We could, for instance, go into our Options Editor and instead of coming into the Camera rollout,
01:37we could come in to the Environment rollout and come into our GI Color Map Slot.
01:43If you remember, in here, we have a TexSky node with the SunLight enabled and we have
01:48lot of controls that allow us to alter the appearance of our sun and sky in the scene.
01:53One of those controls is of course this Intensity setting, which means we can essentially turn
01:57down the illumination coming from our sun.
02:00The problem is this will essentially break the physicality or the reality of this lighting system.
02:07If we want realistic light behavior from our environment lighting, if we want realistic
02:13light bounce in the scene, then we need to keep the physicality of the system intact.
02:19That is why, more often than not, making use of the V-Ray Physical Camera's Exposure controls
02:24makes a much better choice.
02:26Now of course not everyone is going to be comfortable with the idea of using real-world
02:31camera controls to deal with illumination levels in a 3D render.
02:35For this reason then, we are just going to spend a few minutes examining each of the
02:39controls that make up our exposure triangles and just see if we can get a better idea of the
02:44role that they play.
02:46First off, we will take a look at our Shutter Speed control.
02:50One important piece of information we need to keep in mind with regard to this control
02:53is that any values we set in here are fractions of a second.
02:58So at this moment in time our Shutter Speed is set to be 135th of a second.
03:04That really is a vital piece of information.
03:07Now the shutter speed determines how long the shutter on our virtual camera will stay open.
03:13As with a real camera, lower numbers mean a slower shutter speed, as they represent a
03:19larger fraction of a second.
03:22Now, that can take a little bit of thinking about, just to wrap our heads around that,
03:26so we'll just go over that again.
03:27Lower numbers mean a slow shutter speed because they represent a larger fraction of a second.
03:34Now slower shutter speed of course means that is more time for light to enter into a virtual camera.
03:40More light getting in means that over images will ultimately be brighter.
03:45The inverse is also true.
03:47Higher values placed inside of this field represent a small fraction of a second.
03:52That means we have less time for light to enter the camera because we have a faster
03:57shutter speed and so our final render will be somewhat darker.
04:01Bear in mind also, that our shutter speed will determine the level of motion blur that
04:06gets applied to our render if we have the Motion Blur feature enabled.
04:10Let's jump across then to our F Number control.
04:14Now the F Number, or F stop, handles the size, controls the size, of our virtual aperture.
04:20Again, the numbers can be slightly puzzling, particularly if we have no camera experience,
04:25as small F Numbers represent a larger aperture, a larger opening in our camera, which in turn
04:32allows more light in. That will in turn give us bright images.
04:36Again, the inverse equation is at work.
04:39Larger values set in here will give us a smaller aperture, and a smaller aperture means less
04:45light into the camera, which results in a darkened image.
04:49As with the Shutter Speed, the F number also has all the duties that it performs inside
04:55of the V-Ray Physical Camera setup.
04:57It will handle our depth-of-field effects.
04:59It will determent the way a depth-of-field effect is working in our renders, again, if
05:03we have that particular feature enabled.
05:06The final value in our exposure triangle is the Film Speed or ISO parameter.
05:12Now the Film Speed value is the only part of the exposure triangle that doesn't control
05:17any other critical effects in the scene, any other camera effects.
05:22This fact makes it probably the best choice to be used as a quick dial for exposure changes
05:27in the scene. Now, the fact that we can set any value in here that we like also add to its appeal.
05:34This of course is different from real-world cameras.
05:37Oftentimes if we set high ISO values, the images can suffer from excessive noise problems.
05:44Thankfully, that is not a limitation.
05:46That is not a problem with the V-Ray Physical Camera.
05:49In the V-Ray Physical Camera then, we have a tool that has been designed to mimic the
05:54kind of controls and effects available to real-world photographers and camera operators.
05:59If we approach lighting in now scenes in a physically accurate manner and use the exposure
06:04controls available to us, we will most certainly be able to capture the desired lighting, the
06:09desired illumination results from, or in, our rendered images. And hopefully this very quick overview
06:16of the V-Ray Physical Camera's exposure controls can go some way towards helping us feel comfortable
06:21using this process.
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Handling perspective correction
00:00Oftentimes, when producing visualization renders, a SketchUp artist maybe asked to mimic the
00:05use of a perspective control or shift lens as employed by many visualization photographers.
00:12These lenses can actually be moved parallel to a camera sensor.
00:16The basic idea being that they give a photography ability to control the appearance of perspective in an image.
00:23Architectural photographers often use this functionality to avoid convergence of the
00:28vertical lines in tall buildings,
00:31but of course the functionality can be used to straighten the verticals in any perspective photograph.
00:36If we take a render of our perspective start scene, we may see why this piece of functionality,
00:42the ability to straighten verticals, could be a desirable to for our rendering process.
00:49Straightaway we can see that we have a number of lines in our rendered image that are leaning quite badly.
00:55This perhaps may not be what our client expects.
00:58They want to make certain that all of the verticals in their architecture really do look vertical.
01:03Now you may be thinking well, that isn't a problem, because SketchUp has perspective correction
01:08tools of its own.
01:09Well, that it true; the problem is V-Ray does not work with them.
01:13At render time we would still have an image identical to that scene in the V-Ray Frame
01:17Buffer this moment in time.
01:20The good news is that V-Ray does give us a tool of its own with which we can work.
01:25To access it, we need to come up to our Options Editor, or Options dialog, and into the Camera rollout.
01:31The control we want to work with is down in the CameraPhysical group.
01:35It is this Lens Shift option that we did say we would be coming back to.
01:39Now as you would expect from a single parameter, this tool works in a very simple way.
01:44Positive numbers cause our vertical lines to diverge.
01:48This makes objects appear to lean towards the camera.
01:51Negative values will force them to converse, or appear to lean away from the camera, which
01:55is the problem see in our current render.
01:58Now, for your scene, where we are using a 30 mm lens setting, a Shift value of about
02:040.23 ought to be sufficient to make our lines appear to stand vertical. With that change,
02:11we can dismiss our Options dialog.
02:13Now if you're not certain which lens settings you are working with, or rendering with, inside
02:18SketchUp at this moment in time, if you just come across to the SketchUp Zoom tool, left-
02:22mouse-click on that,
02:24you'll see over here, in the bottom right- hand corner of the interface, we get a readout
02:28in millimeters of our current focal length.
02:32Now of course, we need to take another render to see if that has corrected our problem,
02:38which of course, it clearly has.
02:40It has been said, oftentimes the simplest tools save us the most time.
02:44Now we could've performed these perspective corrections in an image editing application
02:49such as Photoshop, but as we have such an easy-to-use and readily accessible control
02:55on our V-Ray Physical Camera it makes sense to use it.
02:58It makes for easy perspective correction, taken care of right here at render time.
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Setting up for a depth-of-field effect
00:00When it comes to adding a photographic depth-of-field effect to our renders, there are
00:05a couple of options available to us whilst rendering with V-Ray in SketchUp.
00:09We could for instance render out a Z-Depth G-Buffer image that could be used in a post-production
00:15application such as Photoshop to add blur after the fact.
00:19But if for some reason we need physically accurate depth of field, then we will need
00:24to use to V-Ray Physical Camera and its built-in depth-of-field capabilities.
00:30When we are looking to create in-scene effects such as depth of field with the V-Ray Physical
00:34Camera, we really need to keep in mind the fact that many of the choices we make for
00:40our camera setup, such as the focal length of our lens, camera placement for composition,
00:46lighting, and exposure requirements, all of these will affect how we create and ultimately
00:51control depth of field in our scene.
00:54We also have a choice over the behavior of our V-Ray Physical Camera.
00:59It can be used exactly like a real camera in that depth of field is always a factor
01:04of the focal length, or we can override this behavior for a simpler setup and a more artistic,
01:11rather than realistic, approach to creating the depth-of-field effect.
01:15Because we do have this flexibility, we should note that any numeric values we work with
01:20in this video really are specific to the scene and the shot that we have composed.
01:25You will need to adapt the values to work with the exposure of your scene, the focal
01:29length of your lens, and the type of depth of field you want in the shot.
01:33But perhaps one of the first things that we will need to decide is just what the point
01:38of focus is in our depth-of-field shot.
01:41In other words, what do we want in and what do we want to be out of focus?
01:46In our case we're going to work with our pool ornament as the in-focus part of the scene
01:50and we're going to create a subtle depth-of-field effect on our table.
01:54Of course we do need to go and enable depth field on our V-Ray Physical Camera, so let's
01:59come into the Options Editor, into the Camera rollout, and if we scroll down, you can see
02:04we have the depth-of-field controls and we can just switch that on.
02:08A problem I have at the moment is that in the free version of SketchUp we actually don't
02:12have any easy way of measuring the distance from our camera in the scene to our point
02:18of focus, to our garden ornament.
02:21There are indeed free scripts that will allow us to measure the distance from our SketchUp
02:25camera to certain points in our scene.
02:28As we don't have any of those scripts installed though, we are going to be working with just
02:31the tools available with the default SketchUp and default V-Ray installs.
02:37Because that is the case, as well as turning on our depth-of-field effect, we also want
02:41to go and enable this Override Focal Distance control.
02:45This will allow us to set a specific distance in our scene from the camera, at which our
02:50point of focus resides.
02:53What we can do now is engage in a little bit of educated guessing with the help of SketchUp's
02:58Tape Measure tool.
03:00The first thing I want to do is come and dismiss our Options dialog and I want to come over
03:05to SketchUp Zoom tool, because I want to reset my camera view to a 50 mm lens.
03:12This setting roughly approximates human vision, and it will allow us to make a rough estimate
03:17of where, behind this table, our camera is positioned.
03:21So if I just left-mouse-click to select the Zoom tool and then just enter 50 mm on my
03:26keyboard and use the Enter or Return key, you can see we have now set a 50 mm focal
03:32length in our view.
03:34Now, as we say, we can roughly tell where, behind the table, our camera might be.
03:39Because we of course need to measure the distance from our pool ornament to the approximate
03:44position of our camera, we are going to use SketchUp's Tape Measure tool. First of all
03:49I want to come up to the Camera menu, come to Standard Views, and go to a Top view.
03:54Then I just want to middle-mouse-scroll out and then grab the Hand tool and just pull
04:00everything into place, just so that we can use the Tape Measure tool very easily.
04:05If we go and grab that tool, we can take a measurement for ourselves.
04:08So, first click to approximate where our point of focus is in the scene.
04:13Then if I just use the left arrow key on my keyboard, I can constrain to the green axis,
04:18and we can take a rough estimate of where in the scene we think our camera is.
04:23So if we say something around about there, we have a measurement then of roughly just
04:28short of 48 feet, which is what I will round things up to.
04:33To dismiss the Tape Measure tool, I am just going to press once on my spacebar.
04:36Now before I go and enter any values in our depth-of-field controls, I do just want to
04:41click on our depth-of-field camera tab here, just to reset our view.
04:46This of course takes us back to a 65 mm lens as well.
04:50Now with that set, I can go back into the Options Editor and we can work with our Override
04:56Focal Distance parameter.
04:58One thing we do need to keep in mind about this Override parameter is that it works in scene units,
05:03so we need to enter a value in inches into this field.
05:07Do bear in mind that no matter what display unit we are currently using, SketchUp behind
05:12the scenes always works in inches, and this is the measurement that this particular parameter
05:17will always require.
05:19So, a quick use of the calculator will tell us that 48 feet is the equivalent of 576 inches.
05:27So now we have our point of focus set in the scene, but of course we don't have our depth-of-field effect.
05:32Just as with a real camera, we need to set our F Number, or F stop value, so that it will
05:37give us a depth of field effect in the scene.
05:40In this instance, I am going to set a value of 2.2 in here. Of course, something we need
05:44to keep in mind is that with this Exposure option checked, our F Number is also handling
05:50exposure in the scene.
05:52For this reason then, we're going to need to compensate now for the change in brightness
05:56values by altering one of the other exposure parameters.
06:01As the ISO value doesn't really control any other effects on the V-Ray Physical Camera,
06:06generally speaking, this is the parameter that I choose to work with.
06:10In this instance, we are going to set it all the way down to a value of 5.
06:15Now we should have a scene that is ready to render with a depth-of-field effect enabled,
06:19so let's dismiss our dialog and take another test render to see if that is the case.
06:26And our render reveals that it most definitely is the case.
06:29You can see we have a very nice subtle depth-of-field effect working on our table.
06:34Of course, if this is a little too subtle for us, we can increase the depth-of-field
06:38effect, if go back into our Physical Camera controls. We could lower our F Number; of
06:43course that would mean we would need to compensate by altering our Exposure controls once again.
06:48There is another option for increasing the strength of our depth-of-field effect, and
06:54this is to work with the Override Focal Length option.
06:57This will allow us to override SketchUp's lens value and enter one of our own.
07:02Now remember, at this moment in time, we are working with a 65 mm lens in the SketchUp
07:07viewport, but we can alter that by changing this to something really strong, like 120 mm.
07:13Now of course, typically speaking, changing the focal length of our camera would completely
07:18change the framing of our shot.
07:21But with our Override Focal Distance option enabled, this actually doesn't happen.
07:28We get the depth-of-field effect increased as if we had to 120 mm lens on our camera,
07:34but the framing of our shot will not alter.
07:36In fact, let's take a render and show you that that is indeed the case.
07:41Well, clearly, we have dramatically increased the strength of our depth-of-field effect,
07:48so much so that our table is becoming almost invisible in parts.
07:52And you can also see that we have not changed the framing of our shot at all, which can
07:56be really, really handy in certain instances.
07:59Again, it is not physical behavior, but certainly it is an override that can help us out in
08:04many, many cases.
08:06So, depth of field with the V-Ray Physical Camera works exactly as per real-world cameras.
08:12The only difference really is that we have to deliberately enable the effect in our V-Ray
08:17Physical Camera to get it working, and we do have a couple of non-physical overrides
08:21that can help us out, that can give us some very fine artistic control over our depth-
08:26of-field effects.
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5. It's a Material World
Introduction to V-Ray-specific materials
00:00When it comes to outputting high-quality renders one of the things we have to recognize is
00:05that a lot of the finished quality, a lot of the power and functionality housed in our
00:10rendering engine of choice, comes from the materials and maps that are written specifically for that engine.
00:17Our final renders would be nowhere near as appealing or convincing if not for the engine-
00:21specific materials and maps that they use.
00:25V-Ray is of course no exception in this regard.
00:27This is why it installs with a number of its own material and map types, designed to help
00:33us, quickly and somewhat easily, re-create complex surface properties.
00:38Now as familiarity with the tools available oftentimes opens up options to us, we just
00:43want to spend this video familiarizing ourselves with the V-Ray material types available in SketchUp.
00:48To look at or indeed to add a new V-Ray material to our scene, we first of all need to open
00:54up our V-Ray Material Editor.
00:56So let's come up to the V-Ray toolbar and right at the end, you see we have this large M icon.
01:01This is for our Material Editor, so let's left-mouse-click to open that up for ourselves.
01:06Straightaway in the Materials list, we will get a comprehensive list of all of the materials
01:12currently in model.
01:14At this moment in time, we only have three that are available to us, but if we have 10,
01:1915, 25 materials at work in our scene, then they would all be listed in here.
01:24Now you will notice that there are no menu items.
01:27There are no icons inside of the V-Ray Material Editor that we can use.
01:31There is no functionality available in any of those typical fashions, but we get access
01:36to lots of controls or commands inside the V-Ray Material Editor by means of right-clicking.
01:42So for instance, on a material itself you can see, if we right-click, we get quite a
01:46number of commands available to us that are specific to that material itself.
01:52If we right-click on the Scene Materials label, however, you can see we get a number of different
01:57commands available.
01:58One of these is the Create Material option and if we just hover over that, you see we
02:02get a flyout listing all of the available V-Ray materials that we can work with.
02:08As we want to just briefly look at each of these material types inside this video, I
02:12am just going to go and left-mouse-click to select my Angle Blend material, and then I
02:16am just going to come to that material.
02:17Good practice always to name our materials so that they have something descriptive in the title,
02:23so I am just going to right- click on that new material.
02:26You'll see it's named DefaultMaterial1, but we want to change that and we are going to
02:29rename this to Angle Blend, just so that we know which type of material it is.
02:36And if we just give that a second or two, you can see that it updates nicely.
02:40Now the Angle Blend material is a kind of falloff material that just makes use of Start
02:46and Stop Angle parameters--in fact, these Start and Stop Angle parameters here--to just
02:51blend between two existing scene materials.
02:54If we just come to our material swatches, we can just click on them, and you can see
02:58we get a dropdown list housing the available materials in the scene.
03:02So let's put the Blue material in our Material (Mtl) 1 slot.
03:05We'll put the Red material in our Material (Mtl) 2 slot.
03:09And now, based on these angle settings and based on the setting that we have in this
03:13Blend function, we can take a preview, and you can see just what this material does.
03:19As you can imagine, we can create some interesting two-tone effects using this material.
03:23Now the next material in our Create Material list is the SketchUp two-sided material.
03:29Again, we'll create one of those and then go and right-click and rename this material, and
03:36we'll call this Sk Up 2 Sided.
03:40And again, just give that a second to update.
03:44Now, this particular material is very similar in appearance and functionality to the similarly
03:50named V-Ray Two Sided material. Or if we just go back to our materials list, we can see
03:55down at the bottom we have a Two Sided material.
03:58These two are very, very similar in nature and indeed in functionality.
04:02There is something interesting though. If we just select our SketchUp 2 Sided material,
04:06and if we just, again, show you that we can place any of our existing scene materials
04:12in the slot. So we have the Blue one, we have the Red one, and now we can essentially assign
04:16this material to either a polygon face or indeed an object and different sides of that
04:22face or object will have a different material applied to them.
04:26The interesting thing about SketchUp Two Sided material, if I just go and delete one of these,
04:31is that it can actually be applied with only one material defined. We can leave our second
04:36material slot blank if that is what we want to do.
04:40This means if we applied this to, say, a wall in a building that we could essentially define
04:45our front side as having our Blue material, so the interior would have a blue wall, but
04:50the outside would have no material at all, which would essentially make it see-through.
04:56The brilliant thing is that any global illumination calculated inside of the environment would
05:01still be physically correct.
05:03But if we were to take a render from outside of the building, if we were to look through
05:07the wall, we could actually see straight through to the interior to that full global illumination
05:12render, which as you can imagine, can come in pretty handy at times.
05:17Next on our Create list, again, if we just right-click and come to that, is the V-Ray
05:22Standard material.
05:23Now the two test materials that we've already got in the scene, our Test Mat 1 and Test
05:27Mat 2, are indeed standard materials. And again, we just want to go and right-click and rename
05:32this to Standard, let it update, and there we go.
05:38Now Standard material is really the workhorse of V-Ray texturing inside SketchUp. In fact,
05:44in other applications such as 3ds Max and Maya, this material is simply called the V-Ray material.
05:50This is the material we will be using to create the majority of our surface properties for
05:55the remainder of this chapter,
05:57so you're going to be seeing quite a bit of the standard material.
06:00Next, if we just come back to our list, you can see we have the Toon material.
06:04And again, we want to create one of those.
06:07Select it, right-click and we can just rename this Toon.
06:11Now this is a very simple material that produces cartoon-style outlines around objects found in our scene.
06:18It essentially can be thought of as an inking material.
06:21It inks outlines on geometric surfaces.
06:25Now, although the Toon material is not intended to be a full NPR--that is non-photorealistic
06:30rendering, system, it can be used to create some very nice NPR effects.
06:34We can get some nice sketch look or technical drawing looks from it.
06:38Indeed, that is something we will demonstrate with the Toon material later in this course.
06:43Now the final material, if we just go and right-click and look at our list, you can
06:47see is the Two Sided, or V- Ray Two Sided material.
06:50And again, as with all of the other materials, we will just go and rename this so that we
06:57know which material we are looking at.
06:59As you can see, very similar in nature to our earlier SketchUp material, it does work
07:04in much the same way.
07:05We can apply two materials, one to the front and one to the back of either a polygon plane
07:13or an object in the scene.
07:16One big difference though between the two materials is that this material has to have
07:20both definitions filled in; we have to have a material defined for both the front and back options.
07:26However, this particular Two Sided material, unlike the SketchUp one, does have a very nice
07:31Blend option, so we can use this Color swatch to just blend--use this grayscale value to
07:36blend between the front and back colors.
07:39In fact, if we switch over to complete white, we would effectively reverse both materials,
07:44so the Blue material would become the front material and Red material would become the back one.
07:49Very nice, very handy little trick for blending, creating a nice pseudo-translucency effect
07:54as front and back materials blend between one another.
07:57And of course, we can use a map and the spin value to create that blend if we want to.
08:01Now if you're wondering what this Force One- Sided option is, really this is here to counteract
08:07some functionality that is a part of the V-Ray standard material.
08:10So if I just go and select our Test Mat 1 material, you see in the Option section, one
08:16of its checked parameters, one of the default options, is Double-Sided.
08:20This essentially means any V-Ray standard material applied to a polygon plane will appear on both sides.
08:26Of course, oftentimes when you are using a V-Ray Two Sided material, that's not what you want.
08:31You want to be able to set each individual material to go in the front and back as you
08:36have determined them.
08:37So if we set this Force One-Sided option, everything should work just as expected.
08:42All in all then, V-Ray in SketchUp offers us a number of options when it comes to creating
08:46material types for our renders.
08:49Of course, we don't want to forget that there are a whole range of V-Ray procedural map
08:53types also available for use within our materials; we access these through material map slots.
08:59And again, if I just go and select one of our test materials, we can show you how you
09:03do this. So in the Diffuse slot, we'll click on the map button and you can see in our Texture
09:08Editor, we get a number of procedural maps available to us.
09:12We can even add bitmap files as textures if we so desire.
09:17As we mentioned, over the next few videos, we are going to focus very closely on V-Ray's
09:21Standard material and show how it can be used to create a number of different surface types.
09:27We'll look particularly at how the component path, that is, the layers that can be added
09:31to a Standard material, can combine to create complex and realistic surface materials that
09:37will massively enhance the quality of our final rendered output.
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Creating diffuse surfaces
00:00In this video, we are going to start working with our V-Ray Standard Material by focusing
00:05initially on creating just the diffuse, or color, properties for the floor geometry in our scene.
00:11The steps we use for this one material of course can be applied to creating the diffuse
00:16properties for all of our scene materials.
00:19Up to this point in time, all the geometry we have in model has had a default gray V-Ray
00:25Standard Material applied to it.
00:27In fact, if we come up to our V-Ray toolbar and click on the Material Editor icon, you
00:32can see we have a single material in our Materials List.
00:36And if we come and select this, you can see it is indeed a V-Ray Standard Material.
00:41The Diffuse, or Color, properties for this material type of course is being handled by
00:45this set of controls housed in the Diffuse rollout.
00:48As this is a V-Ray Standard Material, we could of course edit this particular material and
00:54apply it to our floor geometry.
00:56But as I always like to have a default gray material in my Materials List, that's not
01:02what we're going to do.
01:04Instead, we're going to create a new material and build from scratch.
01:08Now, of course we could do this from right here inside the V-Ray Material Editor,
01:13but what if we are a SketchUp user who likes to make use of the default materials that
01:18come with SketchUp?
01:19Maybe we've even built up a material library of our own SketchUp materials over a period of time.
01:25Well, if that is a case, then we can just quickly demonstrate a very nice feature of
01:29the V-Ray for SketchUp engine for you.
01:32To do this, I first of all just want to close our V-Ray Material Editor and then come across
01:36to our toolbar and click on the Paint Bucket tool.
01:40This of course opens up SketchUp's Material Browser for us.
01:44In here, we of course have a wide range of default SketchUp materials that can be used
01:48to paint our models,
01:50only these aren't just SketchUp materials when we are rendering with V-Ray.
01:55To show you what I mean, let's go to one of the Materials sections.
01:59Let's go, for instance, into our Stone section, and just click one of the bitmap files, and
02:04then using the Paint Bucket tool, let's just left-mouse-click to apply that material to
02:09our floor geometry.
02:10As you would expect, that is instantly applied.
02:13It shows up in our viewport, all set at the correct UV mapping scale. So, nothing surprising there.
02:20What we might not have expected though is what has happened behind the scenes.
02:24If we just close our Material Browser and again open up V-Ray's Material Editor, you
02:30can see, not only has our SketchUp material been added to the Materials List, but it has
02:35been created as a V-Ray Standard material with the bitmap file plugged into the Diffuse
02:41channel. Of course no other material properties such as Bump or Reflectivity have been set
02:46up, but if we are happy to use SketchUp's default materials or materials from our own
02:51SketchUp Material Library, I'm sure you'll agree that this makes a very nice way to jump-
02:56start the creation of a realistic material that is ready to be rendered with V-Ray.
03:01Now unfortunately, this is not the material that we want to create for our floor geometry,
03:06so I am just going to go and select our default gray material and once again paint-bucket-apply
03:10that to our floor geometry.
03:13Now we can go and select our SketchUp material in the list, right-click, and just simply use
03:18the Remove Material option, which we can say Yes to.
03:23With that cleared out, we are now ready to go and create a new V-Ray Standard Material
03:27that can be applied to our floor.
03:29So, with the Scene Materials label selected, let's right-click, come to the Create Material
03:34option, and from the flyout, let's choose a Standard Material.
03:38Keeping up our good workflow practices, we instantly want to rename this material.
03:42So again, let's left-mouse click to select it, then right-click, and come and use the
03:46Rename Material option. I am just going to give this a nice descriptive name, such as Wood Floor.
03:54And once that updates, we are now ready to go and set up the Diffuse properties for this material.
03:59In this instance, we want to add our own custom bitmap.
04:03To do that, we can come up to the Diffuse rollout and just click on the Map button next
04:07to the Diffuse color swatch.
04:09As we are wanting to work with an image file for our Diffuse component, we need to add
04:14the TexBitmap node in here.
04:16This of course gives us a set of control parameters that will allow us to load and control the
04:21bitmap file for use as a diffuse texture.
04:24We do of course need to add an image file in here,
04:27so let's scroll down to the file slot.
04:29Let's click on the button, and we will be taken to our Exercise_Files and Texture_Files folder,
04:35if, that is, we have set up our options as per our introduction videos.
04:40If you haven't, then just navigate to your Exercise_Files and you will find the Texture_Files folder in there.
04:47Once in there, we can just go and select this WoodFloor_Diffuse.jpeg file.
04:51Now, of course, we could just accept all of these defaults, click OK, and our Diffuse
04:56component would be set up.
04:57But I just want to use the controls in our texture editor to make a little bit of a tweak
05:02to our bitmap file.
05:04I want to darken down the midtones just a little bit.
05:08To do that, I first of all need to set my color_space value to 1.
05:12This means I can now use this Gamma option to control the midtones in my bitmap.
05:17As I want to darken my bitmap, I of course need to go below this default value of 1.
05:22In fact, I am going to set a value of 0.5 in here.
05:25Now, we can click OK, and with our Paint Bucket tool and our Wood Floor material both still selected,
05:32we can just go and apply that material inside the SketchUp viewport.
05:36Instantly of course, we can tell that we have a Diffuse color component at work for us.
05:42The problem is I'm not actually seeing the detail that I know should exist inside of
05:46this particular bitmap file.
05:49This is because SketchUp doesn't know at what size this particular bitmap is meant to be interpreted.
05:54It doesn't know what scale the UV mapping is meant to be.
05:59To set that up, we of course need to come back into SketchUp's Material Browser,
06:02so once again, click on the Paint Bucket tool.
06:05Let's come and make certain that we are looking at our in-model materials and make certain
06:09that our Wood Floor material is selected.
06:11Then of course we can come into the Edit tab and make some alterations.
06:15Now, you can see by default, SketchUp has given us a UV scale of 10 inches, which is
06:21clearly not enough for this particular bitmap.
06:24In fact, I know that I need a value of 7 feet entered in here.
06:28We could of course just enter that value straight in, or we can indeed give SketchUp the value
06:32in inches, which I know is 84, and let it do the conversion. As you can see, we get
06:37a 7 foot by 7 foot UV scale.
06:41And straightaway inside of our SketchUp viewport, you can see things are now looking much more realistic.
06:47It's time then to take a test render and see how the Diffuse component of our material is looking.
06:56As you can see, our Diffuse component is working very nicely indeed.
07:00In fact, we are getting some very nice and very natural color bleed coming from the obviously
07:05color properties of the bitmap file, courtesy of V-Ray's GI systems.
07:10Do keep in mind that the settings inside of this scene file are really designed to give
07:14us fast feedback from our test renders, so our GI settings and our Image Sampler settings
07:20are both quite low at this moment in time, so we could definitely improve the quality
07:24of our render if we increase the quality settings in both of those systems.
07:29Before we leave material creation behind for this particular video, I just want to add
07:33one extra component to my material in the form of a bump map.
07:38Now, a bump map is a grayscale image that the render engine can use to simulate the appearance
07:43of depth, or bump, in a material.
07:46Often times a texture artist, when working on the diffuse component of a material, particularly
07:51if they are working with bitmaps, will also add the bump map in. This is typically because
07:56the two images will share the same source file.
08:00This means with the UV Mapping scale set up to apply our diffuse texture, it is a very
08:05easy matter to go and create and add a bump map also.
08:09To do that, let's go up to our Material Editor and open that up for ourselves.
08:13Then we just need to scroll down in our Wood Floor material until we come to the Map slot.
08:18Of course, do make certain that you have your Wood Floor material selected.
08:22If you have one of the other materials selected, you may be adding the map in the wrong slot.
08:26In here, you can see we have the option for a Bump map, so let's put a check in the box
08:30to enable that, and then go and add our image.
08:33To do that, we click on the Map button.
08:36In the Texture Editor, we want to add our TexBitmap node, and again, we want to go and
08:41browse for our file.
08:43Once we are inside of our Texture_Files folder-- and of course again, if you are not automatically
08:48taken there, you can go to Exercise_Files > Texture_Files--and in here, you will see
08:53we do have a WoodFloor_Bump map, that we could use.
08:57This particular material, this particular map, is a little bit noisy for my taste.
09:01It adds a little bit too much information into the final render.
09:04I'm instead going to work with this WoodFloor_Disp, or displacement map.
09:09This is just a little bit more useful in this instance as a bump map.
09:13So, let's click to select that, select OK, and then there is one final tweak. I just want
09:18to dial the strength of this bump map down a little bit, so I am going to set a value
09:23of 0.2 in the Bump multiplier.
09:26And that really is everything we want to cover in this particular video.
09:29So, with our Diffuse color properties taken care of now, we can actually move on to adding
09:34perhaps a little bit more realism into our material.
09:38We can do this by showing you how to add reflection controls to your V-Ray Standard material.
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Creating reflective surfaces
00:00As pretty much every material in the world around us has at least some level of reflectivity,
00:06there is a very high probability that when we want to create realistic-looking materials
00:12then we will spend at least some time on each project working inside the Reflection controls
00:17of the V-Ray standard material.
00:19In this video, we're going to continue working with our floor material and show you how you
00:24can add reflection controls to that material in the V-Ray Material Editor.
00:29We also want to work with the controls given us to at a level of realism, a level of believability
00:34to our reflections that may not be there initially.
00:38As you can see, the start scene for this video has been upgraded a little.
00:43We've used the same process as with our floor material to essentially apply the diffuse
00:48components to all the objects in the scene: some are using bitmaps and some are using
00:53straight colors inside of the materials.
00:56Now if we were to take a render at this moment in time, we would see that whilst
01:00our diffuse maps and colors really do help us see perhaps what type of surface we're
01:04meant to be looking at--
01:05they definitely give us the overall color scheme for our environment--
01:10Still we would feel that there was something lacking in terms of believability in the materials.
01:15This would be because there is no reflectivity applied to any of them at this moment in time.
01:21So let's change that by adding a Reflection layer to our Wood Floor material.
01:26To do that, of course we need to open our V-Ray Material Editor, so using the icon on the toolbar we can do that.
01:32We of course need to make certain that our Wood Floor material is the one selected; we
01:36don't want to add our reflection layer inadvertently to another material at this moment in time.
01:40And then with it selected, we can just right-click, go to the Create Layer option, and in the flyout
01:46we want to choose Reflection, and incidentally we get a Reflection layer added to the top
01:51of our Material controls.
01:53Now a feature of the Material Editor that we can take advantage of right now is this Preview option.
01:58So if we click on this, we get a render of the material as it would appear in the scene
02:03at this moment in time, which as you can see, is perhaps not what we really want.
02:08We appear to have a fully reflective chrome-like material.
02:12This is because by default our Reflection layer is added with full reflectivity enabled.
02:19The level of reflection is controlled by this set of Reflection controls.
02:23We can control it by means of our color swatch.
02:25We can use our Multiply value in conjunction with the Map Type as well, if we want to.
02:31Basically V-Ray uses a grayscale value to control or determine the level of reflectivity.
02:38So a completely white value, as you may have guessed, gives you a completely reflective
02:42material. If we set this to black, we would have a completely matte, non-reflective material.
02:47And naturally, we want to set a value somewhere in between those two extremes, so I'm just
02:51going to use the Value setting inside the Hue, Saturation, and Value spinners to set
02:55a value of 60 in here. As you can see, that updates the R, G, and B Channels automatically.
03:01Now what we'll do, rather than using the Preview option in this instance, we'll go and take
03:05a render of the full scene so we can really evaluate how our reflections are working.
03:13Well, we can clearly see that we have reflections working on our floor material.
03:19We can even see the Bump map we added in our previous video at work and causing breakup
03:24in these reflections.
03:25However, we would still have to say that our reflections are definitely lacking a level
03:30of believability.
03:32Two factors in particular are contributing to this.
03:36One of them is the evenness of the reflectivity that we see.
03:39In the real-world reflectivity, or the level of reflections that we see in a material, can
03:44often be governed by the angle at which we view a material.
03:48At this moment in time you can see we're getting a completely uniform level of reflectivity
03:52all across this floor, and that is not something that we're typically used to seeing.
03:58Fortunately, V-Ray gives us controls to handle this in the form of a Fresnel map type.
04:04To add that map, we need to obviously open up our Material Editor, and in the Reflection
04:09controls, we need to come to our Reflection Options. If we click on the Map button
04:13we can come into our Texture Editor. And this time, in the dropdown list, we're looking for
04:18this TexFresnel node.
04:20In here, as you can see, we can control the level of reflectivity based on these two IOR
04:26values, and we also get a Grayscale control, a Grayscale slider, for handling the Perpendicular
04:32and Parallel level of reflectivity.
04:34Now typically speaking, the Parallel option always works best when set at a very low value--
04:39typically zero or something very close to it.
04:42In our case, it is the Perpendicular option that we want to change. So let's click on
04:47the color swatch, and in the Value this time, I'm going to drop the level of reflectivity
04:51down a little bit; in this case we're going to put a Value of 35 in here.
04:57With that done, we can click OK in the Color Swatch and OK in the Texture Editor, and once
05:02again go and take a test render just to see what a difference that was made to our floor's reflectivity.
05:08Now as we don't need to render the entire image in this instance, I'm going to select
05:12the Render Region option in the V-Ray Frame Buffer and just select a Region and then go
05:16and click Render.
05:22Straightaway we can see that we get a more believable set of reflections now.
05:26We don't have that completely uniform spread of reflectivity right across our floor.
05:31Of course, things are still not looking quite as they should. We're not getting the type
05:35of reflections we would expect from the surface we're currently working with.
05:39Our reflections are much too crisp, much too clean.
05:43Well, as you would perhaps expect, the V-Ray Standard Material gives us a set of controls
05:47that can fix that problem for us.
05:49So if we again come up to our Material Editor,
05:52this time we want, in the Reflection control rollout, to work with this Glossiness value.
05:57This essentially will allow us to blur out our reflections.
06:00At a value of 1 we get completely clean, completely crisp reflections. As we drop down
06:06this value, we will increase the level of blur inside of them.
06:10Now you'll notice we have a Highlight and a Reflection control, so we can just blur
06:15the reflection or just the highlight. Typically, you will want to work with both of these in
06:19tandem, as it is not too often that you get a difference in the two.
06:24We can also use a texture map to control these Glossiness changes as well.
06:28Well, in the Glossiness Highlight and Glossiness Reflection parameter, I'm going to set the
06:32value of 0.85. Then we'll just Tab across add the same in there. And that should pretty
06:40much take care of our problem for us.
06:42It is as easy as that to add blurry reflections into a V-Ray Standard Material.
06:47So once again we're going to want to test render and see how that has affected our reflections.
06:56Now you see we get the kind of scattered reflections that we would perhaps more typically associate
07:01with this type of wood flooring.
07:03And of course because of the Fresnel map we can see the level of reflectivity varying
07:08inside the image.
07:09In connection with our blurred reflections though, there is one other option that we probably
07:13need to take note of. Inside of the Reflection controls we have this Shader Type. At the
07:19moment it is set to Blinn.
07:21The other two options in the dropdown will change the way our blurred reflections work.
07:25In fact, if we choose the Ward option, we will get very scattered, very blurred reflections.
07:31So as you can see, adding and controlling reflections in the V-Ray Standard Material is a reasonably
07:36straightforward matter.
07:38We can use not only grayscale values but also map types such as Fresnel to exercise a high
07:43degree of control over the look and feel of reflections in our material.
07:47And again, everything we've looked at in this video can be applied to the Reflection properties
07:52of most objects in our scene.
07:54Well, time now to tackle yet another aspect of everyday material types, this time in the
07:59form of refractive materials.
Collapse this transcript
Creating refractive surfaces
00:00As refractive objects are one of the handful of material types that we come into contact
00:05with pretty much every day, the chances that we will want or need to re-create them at
00:09some point, probably in a number of different ways, really are quite high.
00:13In this video, we are going to work at creating a couple of glass materials, really as a way
00:18of demonstrating how we create refraction inside the V-Ray Standard Material.
00:23Now one of the glass materials we want to create is for the glazing in our scene.
00:27Now, at this moment in time, we don't have our geometry available,
00:31so we do need to go up to the Window menu, select that, come down to the Layers option,
00:36and open the Layers dialog up.
00:38In here, we need to put a check in the Skylight Glass and Patio Glass layers, just to bring
00:43that geometry into the scene. Then of course we can close our Layers dialog.
00:48Now I am just going to middle-mouse-scroll out of our view, just so we can get a little
00:52bit of a better view of what is going on in scene.
00:54I am going to hold Shift key and hold down the middle-mouse button just to pan across.
00:58And now I just want to Ctrl+Click and select all of our glazing geometry in the scene,
01:06just so that we can add our material to it when we have created it.
01:10With that done, of course we can go and reselect our Glazing camera.
01:14To create the first of our Glass Materials, we of course need to open up the V-Ray Material
01:18Editor for ourselves.
01:20You will once again notice that our start scene has been somewhat upgraded; not only
01:24do we have our diffuse components in place now, but also all of the reflective aspects
01:29of our materials are in situ.
01:31Of course, at this moment in time, we don't have any refractive materials set up in the scene,
01:36so let's go and add a glazing material for ourselves. So with the Scene Materials label
01:40selected, let's right-click, go to the Create Material option, and we will choose a Standard Material.
01:47Now of course that's going to be added to the bottom of our Materials List, so let's
01:51scroll down, select the material, right- click, and use the Rename Material option.
01:57Sticking with descriptive names, I'm going to call this Glazing.
02:01Now with the geometry still selected in the scene, we can simply right-click and use the
02:06Apply Material to Selection option.
02:08Now Glass of course is a material that doesn't really have any Diffuse coloration. Even should
02:14we want to create colored class, it wouldn't be the Diffuse slot in our V-Ray Standard
02:19Material that provides the color information.
02:22These controls are really just for surface light interaction, whereas the coloration
02:27in glass comes from inside the volume, and we'll see how to handle this inside the V-Ray
02:33Standard Material in just a little while.
02:36This doesn't mean, however, that we can just completely ignore our Diffuse layer.
02:40Essentially, in order to create a glass material, we need to disable the Diffuse component of this material.
02:47Now, you may wonder why this is a necessary step.
02:50Well, if we just go to our Glazing material, right-click, go to the Create Layer option,
02:55and create a Refraction layer for ourselves, you'll see that it sits underneath the Diffuse layer.
03:02This means with Diffuse information inside our Diffuse controls, we are not actually
03:07going to see the effects of any refraction in our material.
03:11This is why we need to disable the Diffuse layer.
03:13Now the easiest way to do this is to set our material to be completely transparent, using
03:19the Transparency controls.
03:21However, there is a problem if we just use the default color swatch.
03:24If I just click on that, set our Color value all the way to pure white, which would make
03:29it completely transparent, and click OK,
03:32you can see our scene objects actually disappear.
03:35Now, thankfully we have them selected at this moment in time, but if they weren't, we perhaps
03:40wouldn't even know that they were there in the scene.
03:43So clearly this method of adding transparency could have some potential problems with it.
03:48Thankfully, there is another way.
03:49Let's just go and set our Transparency color back to black so that our scene objects reappear,
03:54and we can instead use the Map slot.
03:57So if we click on the Map button to bring up the Texture Editor and in the dropdown
04:01list, if we use the first option, this TexAColor option, we can now go and set this to be white.
04:07This of course will control the transparency on our Diffuse layer. You see our scene objects
04:13remain unchanged.
04:14They will, however, be completely transparent at render time.
04:18This then is typically a much better way to set our Diffuse layer to be completely transparent,
04:23or in real terms, we've disabled the color information from this particular layer.
04:28Of course, we still don't have a Glass Material as of yet. There are other components we need
04:33to add--specifically Reflection. Glass is, as well as being a refractive material, a
04:39highly reflective material.
04:41So let's go to our Glazing Material, right-click, go to Create Layer, and this time we want to
04:47add a reflection layer.
04:49As you may recall from our reflection lesson, by default, the Reflection layer comes in
04:53with full reflectivity enabled; this white value ensures that. And if we scroll down
04:58to our Refraction layer, you'll see that it does the same.
05:01It uses the same control mechanism for handling refraction.
05:06So we now have a fully reflective, fully refractive material. And if we just use the Preview Render
05:11option, it perhaps won't be any surprise to us the reflectivity wins out.
05:16It is, after all, the top-level layer.
05:19We need then to be able to tell our material that it is both reflective and refractive.
05:24We can do this by adding a Fresnel map into the Maps slot for the Reflection layer.
05:28So again, let's click on the Map button; in the dropdown, let's choose TexFresnel; and
05:34in this instance the defaults of white and black for Perpendicular and Parallel and the
05:39IOR values of 1.55 will work very nicely for us.
05:44So again, let's accept that and click OK.
05:46Now V-Ray knows that the Reflection versus Refraction options will be determined by the
05:52viewing angle of the camera.
05:54If we view one of our windows straight on, we will get lots of refraction, so we will
05:59see through the material. If we view our glass at a very sharp angle then we will get lots of reflectivity.
06:05And again, if we use the Preview button inside of our Material Editor, you will see that
06:10we do indeed now have a refractive and reflective material. In fact, better still, let's go and
06:16take a render of the scene, so we can see how our glazing is working out.
06:24What we now have is a very nice glass material that has both reflective and refractive properties.
06:30And you can see, as the viewing angle becomes deeper, the reflectivity becomes more and more pronounced.
06:36With our glazing working nicely then, we can see that creating a clear glass material is
06:41a pretty easy thing to do, using the V-Ray Standard Material.
06:45What, though, if we wanted to create that colored glass that we mentioned earlier?
06:49Well, let's do that inside of our scene right now.
06:52The first thing we are going to do is switch camera.
06:54We are going to focus in on our garden ornament, our butterfly, and let's see if we can turn
07:00it into a beautiful piece of colored glass.
07:03Now, as we're simply creating a variation of our glazing material, there really is no need
07:08to go through the whole process from scratch.
07:11Instead, let's open up our V-Ray Material Editor.
07:13We'll find our Glazing material. Right-click on it, and we will just use the Duplicate Material function.
07:20Now if we scroll down, you can see we have a Glazing1 material.
07:24We of course are going to want to rename this, so let's right-click and go to Rename Material,
07:29and we'll call this, very descriptively, Butterfly Glass.
07:35Now, if we go and select our object in the scene, we can right-click on our material
07:42and use the Apply Material to Selection option.
07:44Of course rendering at this point would simply reveal that we have a clear glass statue.
07:49That's the type of material that we created for our glazing.
07:52So how do we create our coloration?
07:54Well, we have already stated that we don't use our Diffuse components to create colored glass.
08:00Instead, we want to make use of some controls found in our Refraction layer.
08:05Specifically, we want to make use of these Fog controls.
08:08These will allow us to add a coloration to the volume of our Glass object.
08:13To set the color, all we need to do is click on our color swatch and then choose the RGB
08:18values that we want to work with.
08:20In this instance, we have got some very specific values we just want to use, so we are going
08:23to use a Red value of 141, a Green value of 40, and in the Blue channel, we are going
08:29to leave everything set to zero.
08:31So we get this nice burnt-orange look.
08:34With that applied, let's take a test render and see how things are looking.
08:39What we get from that very small parameter tweak is a very nice colored glass effect,
08:45one that, as you can see, actually takes into account the density of the geometry when it
08:50comes to determining the coloration that it applies.
08:53You can see where the body of our butterfly is. The thicker geometry, we get a much deeper
08:57color, where we get the thinner part, we get a much less saturated version of the color.
09:02If we wanted to increase the strength of the coloration effect here, if we just come back
09:06to our Material options, you can see we have this Multiplier option, which really acts
09:11as a strength control for the Fog effect.
09:15So we've seen then how we can create refractive materials inside of the V-Ray Standard Material,
09:21and remember the steps that we have gone through here to create glass can just as easily be
09:25used to create water that could be applied to our pool geometry.
09:29We've even seen just how very easy it is to add a coloration effect to the volume of our
09:34refractive object.
09:36Time now to move away from working with hard surface materials and take a look instead
09:41at our tablecloth geometry.
09:43In the next video, we are going to show you how we can create a nice translucency effect
09:47using nothing more than a couple of V-Ray Standard materials and a V-Ray Two Sided material.
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Creating translucent surfaces
00:00Although the V-ray Standard Material does have its own translucency controls--ones that
00:05are designed to help us to create thin object translucency--
00:09getting them to work and work well can take quite a bit of trial and error.
00:14In this video we're going to walk you through a very quick way of faking translucency using
00:19a couple of V-ray Standard Materials along with a V- Ray 2 Sided material that we'll wrap those inside of.
00:25To begin with, let's open up our V-Ray Material Editor by coming up to the V-Ray toolbar and
00:30clicking on the icon.
00:31Now, what we want to do as a first step is essentially create two V-Ray Standard Materials
00:37that will serve as the front and the back of our tablecloth object.
00:42We're going to paint different colored materials onto each side of the tablecloth.
00:47Now we're just using straight colors; you could of course use bitmap files if that is
00:51what you want to do.
00:52So let's come to our Scene Materials label, right-click, come to Create Material, and create
00:58a new standard material.
01:00Straightaway of course, we're going to want to rename this, so let's right-click, go to
01:03Rename Material, and we'll call this first one TC_front. Once that updates, we can go
01:11and create another Standard Material. Of course, we need to be on our Scene Materials Label.
01:18Create Material, Standard.
01:20And as you what expect, we will go and rename this one, so right-click, Rename Material, and
01:26we'll call this TC_Back.
01:31So now we have the two materials that we want to apply to either side of our tablecloth.
01:36We could think of it as inside and out materials.
01:38We're just calling them front and back because that essentially is how V-Ray will see things;
01:43it is applying these materials according to what it thinks is the front and back of the geometry.
01:49Now we need to go and create our V-Ray Two Sided Material.
01:52So again, up to the Scene Materials Label, right-click, Create Material, and this time
01:57come down to the 2 Sided Option.
01:59Now I use the designation V-Ray 2 Sided Material for two reasons: one, because that is what
02:04it is called in all the applications that I've used V-Ray in, and secondly, to differentiate
02:08it from the SketchUp 2 Sided Material.
02:11So let's select that, and again, we want to go and rename it, so let's use the Rename
02:17Material Function, and I am just going to call this one Table Cloth.
02:21Now as you can see, this material has a very simple control set.
02:25It has two slots named Front and Back, and as you would perhaps suspect, this is where
02:29we add our front and back materials.
02:32So let's go and select our TC_Front Material for the Front Slot, and let's go and select
02:40our TC_Back Material, naturally, for the Back slot.
02:44Next, we'll select our Table Cloth geometry and then right-click on our Table Cloth material
02:50and apply the material to the selection.
02:52Now initially of course, nothing will change too much in the SketchUp viewport, simply
02:56because our two V-Ray Materials, the Front and Back Materials, just have a gray value added to them.
03:02So let's go and make a change in here.
03:04Let's go to our Front Material and let's set this to a nice obvious red color. That of
03:09course, we can see update in the SketchUp Viewport. And let's go to our Back Material
03:14and let's add a nice pale blue in there.
03:18Now you may wonder why I'm using a red and blue color.
03:21These are simply debug colors that I like to use.
03:24They make it very obvious to me what is going on in a scene.
03:27You can of course assign finished colors if you want to, or as we mentioned, you can even
03:31use bitmap files. Now, if we were to take a render at this moment
03:34in time, we would not see any kind of a translucency effect, although it'd be good just to test
03:40now, to make sure that our materials are mapping on the front and back of our geometry as
03:45we would expect them to,
03:46so let's just click on this start render button. And our test render clearly shows that our
03:54two materials are mapping exactly as we wanted them to.
03:58Of course, at this moment in time, we're not seeing any kind of a translucency effect.
04:02This is because there are still a couple of options that we need to work with.
04:06So again, back into our V-Ray Material Editor, we do want to do choose our Table Cloth, or
04:10V-Ray Two Sided Material.
04:13To get V-Ray to blend between our front and back materials, we need to work with this
04:18Color option; this essentially controls the blend between our front and back materials.
04:25The default value of black, which is what we have at this moment, doesn't allow any blending
04:30between these two materials; they are only allowed to sit on the respective side of the
04:34geometry to which they are assigned.
04:36Either of their extreme values, black or white, would not allow any kind of a blend to take place.
04:42If we set a white value in our color swatch here, we would just essentially flip our two materials.
04:48As you would expect, if we set a mid-gray value in here, we would then get a 50-50 mix
04:53of the two materials.
04:54However, when it comes to creating the illusion of translucency, we generally want a fairly
05:00small amount of color to bleed through the material.
05:03So we just want to select our color swatch and in the Value Setting here,
05:07I'm going to set a relatively low value of something around about 14, and as you can
05:12see, that updates our R, G, and B channels.
05:15With that option set, we can take another test render and see if that has improved our
05:19translucency effect.
05:24Now, whilst our render shows a definite shift in the colors assigned to our materials, we
05:29still couldn't honestly say that we've anything that looks like translucency.
05:34To understand why this is so, we need to take a look at the default settings of the V-Ray
05:38Standard Material.
05:40So let's just open up our Material Editor and select our TC_Front Material.
05:45And if we take a look inside the Options rollout, you can see one of the controls checked by
05:50default is this Double-Sided option.
05:53This tells V-Ray that both sides of any polygons to which this material is assigned need to
05:59be rendered opaque, which of course isn't what we're trying do with our V-Ray Two Sided
06:05Material; we're trying to create a blend.
06:07So we can either disable the Double-Sided option in each of our V-Ray Standard Materials
06:13or we could instead come and select our V-Ray Two Sided Material, our Table Cloth Material,
06:18and put a check in these Force One-Sided option.
06:21This, as you can imagine, forces each of the V- Ray Standard Materials to act as a one-sided,
06:27not a double-sided, material.
06:29Now of course, we should be able to see our translucency effect, so let's again take a
06:33test render and see if that is the case.
06:37What we get now of course does indeed resemble the passing of sunlight through a thin piece of fabric.
06:43We can even see where the folds in the geometry occur.
06:46The brilliant thing of course here is that we have two completely separate materials that
06:50can have different properties assigned to them.
06:53The downside of course is that this is just a material trick; we don't actually get any
06:58light passing through this material, so any shadows underneath this table would not be affected at all.
07:04If we wanted to give the impression that the shadows were being lightened by sunlight passing
07:08through, we would need to use extra lights in the scene.
07:12So there we have it. We've seen how we can use our V-Ray Standard Materials to create
07:17thin object translucency.
07:19Of course, this doesn't just apply to fabric.
07:21We could think of items just as foliage, paper, indeed, any object that would allow direct
07:27light to pass through it to some degree.
07:29All we have to do is wrap our V-Ray Standard Materials in a Two Sided Material, tweak a couple
07:34of options, and we'll have a very nice effect for ourselves.
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6. The Quality Control Department
Using fixed-rate sampling
00:00As V-Ray is a ray-trace rendering engine, and because image sampling we live the heart of
00:07the ray-trace rendering process,
00:09we can see perhaps why choosing which of the V-Ray's three image sampling engines to use
00:14in our scenes those become a fairly critical decision that needs to be made wisely.
00:20For this reason then, over the next three videos we're going to give you a quick overview
00:24of the controls for each engine type, as well as reviewing how using these controls will
00:30affect both the speed and quality of our rendered images.
00:34If you're unfamiliar with just what the image sampling process is all about, you can check
00:39out the Introduction to Image Sampling video in chapter 6 of my V-Ray 2.0 for 3ds Max Essential
00:47Training course, here on lynda.com.
00:49To get started, let's open up our Options dialog for ourselves.
00:53You'll notice in here we have an Image Sample rollout and if we use these dropdown, you
00:58can see the options available to us when it comes to choosing an Image Sampling Engine in V-Ray.
01:04As the first option is the fixed-rate engine, this is the one that we will be looking at
01:08in this particular video.
01:10Now I do want to draw your attention to the fact that in order to focus on just what the
01:14image sampling engines are doing,
01:16we've turned off our anti-aliasing filters.
01:19Now this, generally speaking, is not something you will want to do as you're rendering. Filtering
01:24contributes an awful lot to the final look of our images.
01:28But because we don't want any extra contribution from our filters and because they do add to
01:34our render times, we have just disabled this option for now.
01:38Just to note also that as we examine our image sampling engines throughout this chapter,
01:43we're going to be making use off pre-rendered images to view the changes that our parameter
01:48changes would make in our rendered images.
01:52This is because, firstly, as we're going to be increasing the quality settings inside
01:57of each of our image sampling engines, that means that our test renders will get longer and longer.
02:03So rather then wait around for those, we decided that working with some pre-rendered images would
02:08be beneficial there.
02:10It also means that we can quickly swap between our renders and just test; we can just check
02:15the changes that are occurring as we make changes to our Image Sampling controls.
02:21On to our fixed-rate sampling engine then. Well, the Fixed-Rate Sampler performs its
02:25task in a very straightforward manner.
02:28It uses, as you would perhaps have guessed from the name, a fixed number of rays, or samples,
02:33per pixel to gather the information that it needs from our 3d environment.
02:39With this subdivs value set to 1, as it is here, a single sample is taken or cast from
02:45the center of each pixel required for our output resolution.
02:49Whatever objects in the scene that Ray encounters or hits, well, that will determine the Color
02:55value for that particular pixel.
02:57And if we just jump over into Adobe Photoshop, which we'll be using as our image viewer,
03:02we can see the render that we'd get from this setting.
03:06Now as you can see, what we get is not incredibly impressive, in terms of finished quality, which
03:12is not surprising, seeing as we're using the very lowest value available inside of the
03:17Fixed Rate Sampler.
03:18But what we do see is that we can very quickly make an evaluation of many aspects of our
03:24scene at this moment in time.
03:26We can easily gauge the level and quality of illumination and global illumination that
03:31we getting from our lighting.
03:33We can easily gauge camera composition.
03:35We can tell whether or not that is working for ourselves. And to some extent, we can decide
03:40whether or not our materials are going in the right direction.
03:44Of course, we do have a lot that is wrong with this image.
03:47We can see we have a huge noise problem that is occurring here, which to be honest, is actually our own fault.
03:54We have used the DMC GI solution for this particular interior render.
03:59We've chosen that deliberately because it does add an awful lot of noise into the scene,
04:04and so we want put our image sampling engines through their paces and just see how they handle
04:09cleaning up this noise, as well handling the materials and the lighting.
04:14Of course, the noise isn't the only problem.
04:16If I just used the Ctrl+Plus keyboard shortcuts to just zoom in a little on our image, you
04:22can see that a lot of the materials are not really resolving too well either.
04:27Our lines sphere here really, we're not getting nice clean straight lines as they should be.
04:31We are getting a lot of breakup in there.
04:34You can see that our reflections too are suffering from noise problems; they are very bitty, very broken up.
04:40So clearly there is a lot of room for improvement in here, but the interesting thing--if I just
04:46use the spacebar to just pan down to the bottom left-hand corner, you can see we've a timestamp
04:50here--the interesting thing is that we're only at a minute and 23 seconds.
04:56So from the point of view of just being able to gauge some of the aspects of our scene,
05:01just being able to figure out what is going on,
05:03the feedback that we're getting and the render times, very acceptable. Of course, we do
05:08want to improve the quality of our render,
05:10so again, let's jump back into SketchUp and see what happens as we increase our Subdivs Value.
05:18Let's double this up to a value of 2.
05:20This means that we're now getting four samples evenly distributed across each off the pixels in our render.
05:28These four samples will be averaged together by the rendering engine to produce a final
05:32color value for that pixel.
05:34Now again, let's jump back into Photoshop, just to see what a difference that has made.
05:39So we go from a Subdiv of 1 to a Subdiv of 2 and as you can see, we do start to clean up
05:46some off the problems that we have in our original render.
05:50Particularly if we take a look at the lines on our sample sphere here, you can see that
05:54they start to resolve very nicely.
05:56We start to get something that looks much cleaner.
05:58In fact, again, if we use Ctrl+Plus just to zoom in, you can see how they are starting to clean
06:03up and straighten out quite a bit.
06:07We are also cleaning up some of the noise on our walls.
06:10You can see very, very grainy there, and obviously, although not a finished quality again, we're
06:15seeing that things are cleaning up nicely.
06:18You'll also notice, if you take a look at our noisy sample materials--so we have a couple of
06:23materials that are very noisy, very bitty indeed--
06:27if you watch those, you'll see that we actually start to find more detail inside each of those materials.
06:33Now this is because with very, very low sampling settings, we're actually skipping over information in the scene.
06:40The render engine just doesn't have enough samples to be able to capture the fine detail.
06:45But now that we're increasing the sampling, we're starting to see things clean up very nicely.
06:50Obviously, we'll be interested in what has happened to our render times now.
06:54So if you remember, if we just go and check, you can see that we were at a value of 1 minute
06:59and 23 seconds for our single subdivision.
07:03And now what we're finding is that we've actually gone up to just over two minutes, which of
07:08course is not a tremendous increase at all.
07:11What would happen then if we continue to increase our Subdivs value inside of the Fixed Rate Sampler?
07:17If we were to go from a value of 2 to a value of 8 inside of that control, we would go from
07:22this render to this,
07:25which, as you can see, does start to clean up some areas of our scene very, very nicely
07:29indeed, particularly if you keep an eye on the reflections in our sample sphere here.
07:34You can see that they go from very noisy, very grainy, to very nice and quite smooth indeed.
07:38In fact, again, the same is true for many other aspects of the scene.
07:42We notice things cleaning up as we increase our Subdivs value.
07:46Again, the noise, the fine detail in our noisy materials, you can see, we start to capture
07:52even more and more detail.
07:54And of course, the noise on our wall does clean up a little more, although still a problem
07:59there. You can see we're increasing like improving that situation.
08:04Of course that does come at a cost. If we again just pan down to the bottom of our render,
08:09you see we're now up to 8 1/2 minutes, which in terms of percentage, is quite an increase.
08:15But still, given the quality that we're getting, that probably is quite an acceptable render
08:20time, given the fact we're working at 1280x720 in terms of resolution here.
08:27Let's take one final jump from a value of 8 Subdivs up to 16, and we would go from this to this,
08:35which as you can see, starts to clean up even some of the real problem areas in the scene,
08:40such as the noise that we're getting on our wall.
08:43Of course, many of our materials don't improve a tremendous amount, except if you see this
08:47very, very finely detailed sphere down in the bottom right, if you keep an eye on that,
08:51you can see that those clean up very nicely indeed, in terms of really pulling out the
08:55detail that is in the material.
08:58Of course again, the increase in quality comes at a high cost, because we're all the way
09:03up to 32 minutes and 19 seconds now.
09:07But again, given that we've deliberately set the scene up so that it has lots and lots
09:11of noise that would need to be cleaned up,
09:13that still is a fairly respectable render time.
09:16Now you may wonder why our render times increase so dramatically as we increase our Subdivs value.
09:23This highlights the weakness of the Fixed Rate Engine; you see, there is no adaptively
09:27whatsoever in this system.
09:30V-Ray will always use this fixed value of samples or rays per pixel whether our scene,
09:36whether our image, requires them or not. This of course leads to long render times and still
09:41oftentimes can leave those with an unsatisfactory level of quality in our renders.
09:46You can see even in this image, we still have noise very obviously present on that back wall.
09:52For these reasons then, the Fixed Rate Engine is probably best suited to being used for
09:57quick and easy test renders.
09:59It is very, very simple to use.
10:01All we have to do is choose the engine type enter a parameter into the Subdivs value,
10:06and away we go.
10:07There is nothing else that we need to worry about or tweak at all.
10:10So, having looked at the Fixed Rate Engine, let's move on in our next video to examining
10:14a system that does have adaptivity built into it, and this is the Adaptive DMC Engine.
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Working with the Adaptive DMC engine
00:00As the name suggests, the Adaptive DMC image sampling engine adds adaptivity into the image
00:07sampling process.
00:09This means that based on some user input parameters, the engine can make some very deliberate choices
00:14about where and how it places samples in our scenes.
00:19Again, to set up the Adaptive DMC engine, let's come into our Options dialog.
00:24Let's come into the Image Sampler rollout and this time, if we use the Type dropdown,
00:28we can see that Adaptive DMC is the second on the list.
00:32The Adaptive DMC engine is indeed the default inside of V-Ray for SketchUp.
00:37So if you start a new scene, chances are you are going to be working with the Adaptive
00:40DMC engine straightaway.
00:43Now whilst we don't have an awful lot in the way of control parameters for this image sampling
00:47engine, clearly we have a little bit more than our fixed-rate engine.
00:51One set of parameters that control how this engine works are these Min and Max Subdiv values.
00:57These really are what give V-Ray the ability to play samples over a number of passes,
01:03passes that refine and optimize the sampling solution as they go.
01:08The specific number of passes used will be controlled by the number of steps between
01:12the Min and Max values and this Color Threshold setting.
01:17In its first, or initial, pass V-Ray will always place the minimum number of samples, as set
01:22by the Minimum Subdivs parameters.
01:25Then using this Color Threshold value as a control mechanism, V-Ray can and will add more
01:31samples when needed, working up to either the Maximum Subdivs setting or indeed the cutoff
01:36point that has been determined by the Color Threshold value.
01:41One note of warning here:
01:42we never want to set our Min and Max Subdiv rates to the same number.
01:47If we do that, we effectively kill the engine's adaptivity, and the DMC engine will simply
01:53function as per the fixed-rate engine. The renders we get will be identical. The render
01:57times that we get will be identical.
02:00Now the values we have here are the defaults for this particular engine type, but for production
02:05purposes, we generally want our defaults to give us fast feedback, particularly in the
02:10early stages of a project.
02:12All we really need is a render that will give us a general idea of how the scene is looking.
02:18For this reason, we may want to actually save out some settings of our own from the Options
02:22Editor using lower values. So we could for instance set a Max Subdivs value of 3 and
02:29then we can come up to our Options Editor menu and just click on the Save icon, save
02:34those options out, and then whenever we want to work with fast test renders, we could just
02:38load those settings back in for ourselves.
02:41As the first of the renders we will examine inside of Photoshop use these particular settings,
02:46a Min value of 1 and a Max value of 3,
02:48we are going to stick with these for this moment in time.
02:51Now before we look at our render, just to reiterate the process again, as we have now set the Max
02:57Subdivs value to 3, V-Ray will check the information it receives from the first, or initial, pass
03:03that it makes using the Min Subdivs value.
03:05It will measure that information against the threshold value, and if it decides that more
03:10samples are needed, then it will proceed on to a second pass, subdividing our pixels and
03:15placing more samples in the needed areas. And it will continue to do that until the maximum
03:20number of subdivisions is reached or again, until the Color Threshold cutoff is reached.
03:26With these settings then, let's jump into Photoshop and have a look at our first render.
03:31As you can see, we get something very comparable to the initial renders from our fixed-rate engine.
03:38We get a pretty good idea of how our scene is progressing.
03:41Again, we can check things of just lighting, composition, and materials without any real trouble.
03:46We can make some good evaluations of these.
03:50We do still of course have a lot of noise in the scene, which again we are going to need
03:53to progressively clean up.
03:55And if we just have a look at our render times, so if I just use spacebar and if we just pan
04:00down, you can see we are slightly higher in terms of render times than our first fixed-
04:05rate render, which is not surprising really. Because we have so much noise that needs cleaning
04:10up in our scene, V-Ray at this moment in time is not using our minimum subdivision setting.
04:16Clearly we are using the three subdivs that we've set in our Max parameter.
04:20Hence the slightly cleaner render that we have and the increased render time.
04:24Now if we just zoom in to have a look at our materials, you can see our lines on this particular
04:30sphere are looking much cleaner than our initial fixed-rate render,
04:33so we can tell most sampling is going on there. And we can see just generally that the materials
04:38are looking a little bit better, although the diagonal lines on our lead sphere here
04:42are not looking too good at this moment in time.
04:46Let's go back into SketchUp and see what we can do to improve this situation.
04:51To do this, we are naturally going to want to increase our maximum Subdivs parameters.
04:55Now you may be wondering why we are not increasing the minimum subdivisions.
04:59Typically speaking, we want to leave this as low as possible, in order to give the engine
05:04the ability to be adaptive.
05:06The general recommendation is that we have at least three steps in between the values
05:10set in the Min and Max Subdivs setting.
05:13For this demonstration, however, we are just going to keep our Minimum Subdivs set to 1
05:17as we increase our Maximum Subdivs value.
05:20With 1 and 8 set then, let's jump into Photoshop and let's see what we get.
05:26Here we go from our 1 and 3 render to our 1 and 8, and you can see, things do, as we
05:32would expect, clean up quite considerably.
05:35The noise on our wall cleans up very, very nicely indeed.
05:39The reflections in our materials also improve quite considerably, as do the lines on our
05:45lead sphere here. And again watch for the small noise in our materials; you can see
05:50that we definitely pick up a lot more detail there also. And our shadow edges clean up nicely.
05:55We can see that that there is a lot less noise, a lot less grain contained inside those as well.
06:01As you would expect though, the improvement in quality comes at a cost, so we are now
06:05at 8 and a quarter minutes, which is quite high.
06:09We've made quite a jump in terms of render time percentage, just as we did of course
06:14with our fixed-rate engine.
06:16Now again, because of the noise inside of this scene, we are not really getting a chance for
06:21V-Ray to do any adaptive sampling.
06:24This scene really is not the best one in terms of showing off how the adaptivity works.
06:28What we are seeing though is just how well the image sampling engines can handle a difficult scenario.
06:34Lots and lots of noise, fine-line detail, very fine specular detail in some of our materials,
06:39and yet our image sampling engine can handle that nicely.
06:42Well, again let's increase the sampling quality.
06:45Let's go from 1 and 8 to 1 and 16 now, and we would go from this render to this, which
06:51again, as you can see, doesn't affect every area of the scene quite so obviously.
06:56The noise on our wall clearly cleans up quite considerably, but our materials don't seem
07:01to do an awful lot.
07:03Although if we just zoom in, and again if we go to our 1 and 16 and use Ctrl+Plus on the
07:08keyboard to zoom in, you will see that we are definitely getting cleanup in the reflections.
07:13We are losing some off the noise that we still have in here, and if you keep an eye on the
07:17fine noise detail here, you'll see that we do pick up quite a bit more detail with our 1-and-16 render.
07:24So we are definitely making a difference.
07:26And of course, those are reflected in our render times.
07:29We are now at 27 and a quarter minutes.
07:32Although, if you remember, when we used our fixed-rate engine, when we had 60 subdivisions
07:37there, we were at around about 32 minutes.
07:40So for comparable quality, we are actually dropping down the render times now, as V-Ray
07:45as it reaches the limit of what it needs in terms of samples to clean up the scene, as
07:50V-Ray now is able to actually bring in a little bit of that adaptivity.
07:54And that of course is making a bit of difference to the render times now.
07:59If we just jump back into SketchUp, one of the things we of course have not explored
08:04up until this point is the Color Threshold value.
08:07Well, let's make a change now.
08:08Now that we have such a high setting--and remember, we are actually working with not
08:121 and 8, but 1 and 16 at this moment in time.
08:15Now that we have those high settings in there, because remember, with a maximum Subdiv of
08:2016 set, we are actually working with 256 samples, or rays, per pixel.
08:27Well, with that setting, let's go and make change to our Color Threshold value.
08:31Let's set that to 0.003, and again, let's jump back into Photoshop to see what that would do.
08:38This means we would go from our standard 116 to our Color Threshold version.
08:44And on initial comparison, there doesn't seem to be a lot of difference.
08:50Both of these images look to be producing pretty much the same result, although again,
08:54if we just zoom in on each of these images, you will be able to see that we are using extra samples.
09:01If you just keep an eye on the reflections in our lead sphere here, you can see that
09:05they do clean up quite considerably, really. There is quite a bit of fine noise detail
09:10in there, and those extra samples that are now being allowed to work by the Color Threshold
09:15setting are actually cleaning that up very nicely.
09:19And if we just zoom out, you can see that we are indeed using more samples in the scene,
09:23because our render time has gone up by a number of minutes, which again demonstrates to us
09:28that by lowering the Color Threshold value we are allowing V-Ray to make more use of
09:33that Maximum Subdivision setting.
09:36So the adaptivity then clearly at work, even in this difficult-to-render scene. And as
09:41we say, this really is not the best of scenes to show off the quality of the adaptivity in this engine.
09:47Really, what we would want is a scene that has lots of clean areas to it, maybe just
09:51straight block colors without lots of noise. Then you would see quite a difference in terms
09:55of the render times between the Adaptive DMC engine and the fixed-rate one.
10:00But we do have adaptivity working.
10:02We can see that a little bit, even in this difficult scenario.
10:05And adaptivity really is what makes this engine, in my humble opinion, generally speaking, the
10:10best choice as a sampling engine for most production situations.
10:16One extra benefit of the ability of this render engine to work adaptively is that it gives
10:21excellent results in terms of quality and render speed whenever there are blurry effects in our scenes.
10:28By that we mean whenever global illumination, depth of field, motion blur, or blurry reflections
10:33and refractions are at work.
10:36On top of that, the fact that the DMC sampler doesn't need to hold sample information in
10:40memory can be a huge benefit, particularly if we are rendering scenes that have high
10:46memory requirements.
10:48SketchUp of course being a 32-bit application means that use of memory is at a premium at all times,
10:54so just that simple fact alone can make it an excellent choice just to be able to get
10:58our scenes rendered.
11:00Incidentally, the same is also true of the fixed-rate engine.
11:03It too doesn't hold sample information in memory.
11:06Now in terms of weaknesses, there really aren't any as such that I would ascribe to the Adaptive DMC engine.
11:12It is capable of producing the very highest quality, but it can also be configured to
11:18work a little bit more speedily for us if that is what our current project needs.
11:22In fact, the only thing that we could say against this particular engine is that whilst
11:27it is clearly capable of being adaptive in its sampling approach, it is not able to
11:31perform any kind of undersampling or infrasampling.
11:36In our next video we will take a look at of course the last of V-Ray's image sampling
11:40engines, one that is indeed capable of performing under- or infrasampling, and this is the adaptive
11:46subdivision engine.
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Controlling the Adaptive Subdivision sampler
00:00The Adaptive Subdivision engine is an extremely powerful image sampler that in certain circumstances
00:06has the ability to save us lots of render time while still delivering lots of render quality.
00:12To examine its control set, we of course need to go into our Options Editor, into the Image
00:18Sampler rollout, and in the Type dropdown we can set the Adaptive Subdivision as our image sampling engine.
00:25Now this particular engine works little differently than the Fixed Rate and DMC engines in that
00:31instead of creating and subdividing a pixel array internally, the Adaptive Subdivision
00:36engine instead creates a grid, set to the same resolution or size as our rendered output
00:42that it uses to position or place samples in the scene.
00:46Again, this all takes place internally.
00:49After making a first pass and placing samples according to the Minimum rate setting, a comparison
00:55is made and if the difference between any two samples is greater than the value set by our
01:01Threshold control, then the grid will be subdivided and more samples will be added as required.
01:08The Min and Max Rate values also work a little differently than the Min and Max Subdiv settings
01:14inside of the Adaptive DMC engine.
01:17In fact, if we are not careful with these controls, we can very easily bring our system to a crawl.
01:22You see, when we are using a Rate value of 0 in this particular engine, we are actually
01:28using a single sample per pixel to gather information from over scene.
01:33If we set a Rate value of 1, we are now using four samples per pixel.
01:38But by the time we move up to using a Rate value of 3 in the Adaptive Subdivision engine,
01:44which of course would be 9 samples per pixel in the Fixed Rate and Adaptive DMC engines,
01:50we would actually be working with 64 samples per pixel. And that kind of exponential increase
01:56in the number of samples used continues as we increase our Rate value, just even by a single step.
02:03Hopefully, you can see then that we cannot use the same kind of Rate values inside of
02:08the Adaptive Subdivision engine as we would use in the Min and Max Subdivs inside of the
02:14Adaptive DMC system.
02:16If we did, we would possibly bring our system to its knees, simply because of the sheer number
02:21of samples that we would be asking it to compute.
02:25Now, the values that we currently have inside of our Adaptive Subdivision controls are indeed
02:30the defaults inside of V-Ray for SketchUp. And again, as with the Adaptive DMC engine,
02:35for starting out with test renders inside of a project, these are little high for my tastes.
02:41So for the purpose of looking at over test renders, we're just going to make a little
02:44tweak to these settings.
02:46We will leave our Minimum rate at a value of -2.
02:50This means that we can undersample areas of the image if our image sampling engine determines
02:55that that is acceptable.
02:57With a Rate of -2, we are using just one single sample for 4 pixels in our rendered output.
03:04What we really need to change is our Max Rate setting.
03:07This we want to drop down all the way to 0.
03:10This means we are just using one single sample per pixel for our Maximum Rate.
03:16So leaving our Threshold value at its default setting, let's jump into Photoshop and have
03:20a look at the render that these settings would give us.
03:24And as you've perhaps come to expect by now, you can see that over initial render is extremely low quality.
03:30It is extremely noisy indeed.
03:33But again, as with our previous engine types, we can still make a fair evaluation of what
03:38is going on in the scene.
03:39We can very readily tell what's happening with our lighting, our GI, and to some extent, our materials.
03:46What we do of course want from such low quality are fast render times,
03:49so let's choose our spacebar and then left- mouse-click to pan down and have a look, and
03:53you can see we getting this render at just over a minute and a half, which for a 1280 x
03:58720 render, is very fast indeed.
04:02So with those initial settings, yes, we are getting low quality, but of course we are
04:06getting very fast feedback, which is perfect for the start of a project.
04:10Naturally though, we're going to want to step up the quality level a little bit.
04:14We're going to want to see what we can get if we just increase our Max Rate settings a little bit.
04:19In fact, we will set our Max Rate up to value of 2, and we would go from this to this, which
04:26as you can see, is a reasonable jump in quality. The noise on our wall cleans up quite nicely.
04:31We start to see much more detail in our noisy materials, and of course the reflections start
04:36to take shape very nicely indeed.
04:40With the Adaptive Subdivision engine, however, the problem can come in terms of render time.
04:45So let's check what we get here, and you can see, now we've jumped all the way up to just
04:48over 5 and a quarter minute.
04:51Now that may be acceptable, because we have taken a reasonable step forward in terms of
04:56quality and still, five and quarter minutes
04:58is not a huge amount of time just to get a nice reasonable-quality test render back.
05:04Again, if we just zoom out and back in to recenter that,
05:07of course, what we have at this moment in time is not acceptable as final render quality.
05:12We would need to step things up a little bit more than this before we could say we were
05:16happy to show this to a client as a proposed final piece of work.
05:21So how would we do that in the Adaptive Subdivision engine?
05:24Well, our first thought would probably be to increase over Max Rate value, but we've
05:29already mentioned how dangerous that can be in terms of the system resources that we can eat up.
05:36The answer to improved quality in fact lies not with increasing our Max Rate value at each
05:41step, but rather, looking at balancing out our maximum rate setting with our Threshold value.
05:47So let's jump back into SketchUp and make a tweak to that parameter.
05:53What we will do then is instead of accepting our default setting of 0.15, we will drop our
05:59Threshold setting all the way down to .01.
06:03With that change, let's jump back in to Photoshop and see what a difference that has made.
06:08Now remember, as we make the switch between these two images, we have not increased our
06:12Max Rate setting at all.
06:14What happened now is we would go from this to this, which as you can see, is indeed
06:20quite a dramatic cleanup.
06:23The noise on the walls cleans up very nicely indeed.
06:26We get lots more detail from our noisy materials.
06:29You can see lots of the gaps that were there in our previous render are all now filled
06:33in with some very fine detail, and of course our reflections are looking much cleaner.
06:39Now you can see what a difference that Threshold setting has made to the number of samples
06:43being used when we examine the render time for this image.
06:47So remember, we were at just over five minutes with our previous render.
06:51In this instance, we are all the way up to 22.5 minutes, which is quite a considerable jump.
06:58Clearly, you can see how sensitive the parameters are inside of the Adaptive Subdivision engine
07:03and why we need to be very careful with the values that we are using in there.
07:07Well, let's just recenter our image, because we have one more quality jump that we want to make.
07:12We want to increase now our Max Rate setting up to a value of three. We're keeping our Threshold
07:178.01 and if we do that, we would go from this to this, which if you keep an eye on the noise
07:25that is appearing on our back wall, you can see, does make quite a difference.
07:29We really do clean that up very nicely indeed.
07:32However, our materials may appear not to really increase in terms of quality too much. But if
07:38we just use Ctrl+Plus on the keyboard to zoom in,
07:41just keep your eye on these reflections.
07:43And let's again switch our image, and we do of course want to zoom in and then just make
07:48the comparison. And you can clearly see that the noise does indeed clean up very nicely.
07:56Of course, again render times are going to be important to us,
07:59so let's zoom back out on that particular image and take a look at the render time,
08:03and you'll see that now we're all the way up to an hour on 60 minutes, which is quite
08:09a render time, which if we're being honest, was wholly expected for this particular scene.
08:15The Adaptive Subdivision engine was never going to perform too well in this particular environment.
08:20As we mentioned, we have forced lots and lots of noise into this particular render, and that
08:26is not something that the Adaptive Subdivision engine copes with very well, especially not
08:31in conjunction with lots of blurry reflections, which we do have on our materials and our
08:36floor, and of course we have noise coming from our area shadows as well.
08:41The Adaptive Subdivision engine really functions well in scenes that have lots of flat color.
08:46In those situations, it can make use of its undersampling capabilities.
08:51This means it can give is both quality and speed in our final renders.
08:56Whilst render times may clearly be an issue in certain instances when we use the Adaptive
09:02Subdivision engine, there is another weakness that we need to point out in connection with it.
09:07This is the fact that the Adaptive Subdivision engine needs to hold all of its sampling information in memory.
09:14This means that if we have scenes that already have high memory requirements, well, we could
09:18find ourselves running into out-of- memory crashes very, very quickly.
09:23In this chapter then, we have examined all three of V-Ray's image sampling engines.
09:28Hopefully, we have demonstrated that they all capable of producing high-quality renders.
09:34Of course, there are differences in the way that each of these engine types are working
09:38that may make them suited to one particular project whilst not suitable for another form.
09:44And of course the choice of which one you use is entirely up to you.
09:49Project requirements, the time you have available, maybe even artistic preferences, all of these
09:55will play a part regarding the choice, regarding the settings that you use when you working
10:00with V-Ray's image samplers.
10:02Hopefully though, the overview we've given in this chapter will be able to serve as a
10:06nice strong foundation from which you can build you own knowledge and understanding
10:11of V-Ray's image sampling engines.
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Exploring subdivs and the DMC Sampler controls
00:00One thing you may have noticed when you first started using V-Ray for SketchUp is the prolific
00:05use of the term subdivs in many parts of the renderer's user interface elements.
00:12Understanding what that term refers to and how our numeric subdiv values will affect
00:17the quality of our final renders is, in my opinion, an essential piece of the puzzle regarding
00:23our ability to use V-Ray for SketchUp in a production environment.
00:27Now, as I am going to be talking about the rendering process, I just want to open up
00:31the Options Editor for ourselves so we have access to V-Ray's control parameters.
00:37Whenever we start a render in V-Ray, we are really initializing the ray-tracing process.
00:43During this, our render engine collects information from our 3D scene by means of rays that are
00:49cast and then traced through that environment.
00:53Our image sampler, sometimes called anti-aliasing controls, are the ones that actually determine
00:58the number of primary or I rays that will be used during this process.
01:04However, depending upon the setup of our scene of course, secondary rays may also need to be traced.
01:12Secondary rays are required to produce many of the blurry, or noisy, effects that ray-trace
01:16renderers such as V-Ray are so good at producing, effects such as blurry reflections, blurry
01:22refractions, depth of field, motion blur, area or soft-edge shadows, ambient occlusion,
01:29and well, quite a bit more.
01:32The number of secondary rays used to calculate these effects, for the most part, will be controlled
01:38by our subdiv values.
01:41This is why a Subdiv setting is present in so many V-Ray tools.
01:46Something that is worth noting here is that the values we set in our Subdiv fields don't
01:52actually describe the number of samples being used to create a particular effect.
01:57Rather, they represent the square of them.
02:00So, a subdiv value of 8, which oftentimes is the default in many V-Ray tools, could more
02:06accurately be described as 8 multiplied by 8.
02:10That would of course give us a total of 64 samples, or rays, that could be used to create
02:16a particular effect in our scene, such as blurry reflections.
02:21Now we used the word "could" very deliberately here, because there are actually another set
02:27of controls in V-Ray that will determine just how many of those potential 64 rays, or samples,
02:33are actually used in the final render.
02:37These controls are found in the DMC Sampler rollout.
02:41When creating blurry render effects, internally, the VRay renderer is making extensive use
02:47of a class of randomized computational algorithms that are known as Deterministic Monte Carlo,
02:54or DMC, algorithms.
02:56This of course is a term that we've already encountered in our use of V-Ray.
03:01So, whenever it is that we see any of these noisy effects being rendered in a scene, well,
03:07DMC algorithms are being heavily utilized by V-Ray in that process.
03:13The brilliant thing about our DMC Sampler controls is that they allow us to tune just
03:18how finely our DMC algorithms work in these instances.
03:23For this reason then, many VRay users ask just what parameters should be used inside
03:28of the DMC Sampler rollout.
03:30Well, of course every scene will have unique aspects that can and will affect pretty much
03:35every setting we use in VRay, including our DMC Sampler controls.
03:40So really, the best we can do is to give you some general-usage guidelines.
03:45Hopefully, these will serve as a foundation from which you can fine-tune each of your scenes.
03:50Generally speaking, for the most part, we can leave everything inside of the DMC Sampler
03:56rollout set at its default.
03:58Of course if we have a need to set a minimum number of subdivisions higher than the default
04:03setting, then we can most definitely do that.
04:05But as we say, generally speaking, we can leave everything at its default in here and
04:10just work with this Noise Threshold value.
04:14This really can be used to switch between what I think of as draft and final render
04:19settings inside of our DMC Sampler.
04:22If we are working on test or preview renders, then Threshold values of between 0.1 and 0.01
04:30are generally pretty good.
04:32These values mean that we will very rarely, if ever, make full use of the settings used
04:37in our Image Sampling and Subdiv controls.
04:40What we will get, however, are very fast renders.
04:44When it does come time to create our final rendered output, well values of between 0.008
04:51and 0.002 tend to work very well.
04:54In fact, my default starting point is a value of 0.005.
04:59From that, I then fine-tune my scene.
05:02These settings will allow V-Ray to make full use of the values that have been set in our
05:07Image Sampling and Subdiv parameters.
05:10Of course, as with any increase in quality, we are bound to experience slowdown in our renders,
05:16but the images we get back will be extremely clean with regard to the blurry effects, or
05:22noisy effects that are contained within them.
05:24Now it has to be said that this brief overview of the Subdiv and DMC Sampler controls may
05:29be a little dry, a little bit technical for some, but we have to reiterate that the DMC
05:34Sampler plays a critical role in the V-Ray rendering process.
05:38All too often, it is tweaked just a little as an afterthought or maybe even ignored by many users.
05:45Hopefully though, this brief overview of these controls will help you avoid making just such a mistake.
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Manipulating color mapping
00:00Color, or tone, mapping is an internal process that VRay uses to map the color values needing
00:07to be shown in our rendered images.
00:10Particular focus is given to the brightest and darkest values inside of an image.
00:15Color mapping does actually have a number of similarities to a camera's exposure control
00:20or the responses of the human eye to light levels found in the environment, as V-Ray's color mapping
00:25has been designed to map the colors in our pixels to a range that is usable by, and/or
00:30viewable on, a computer display device.
00:34Of course, color mapping in some form is something that all render engines do.
00:38Without a final translation of information collected from the scene to RGB color values,
00:44well, we would never get any images from our renders.
00:47One of the nice things about V-Ray, however, is that it allows us to make some prerendered
00:52choices as to just how we want this color mapping to work.
00:56To take a look at the Color Mapping options available in VRay,
00:59we need to open up the Options Editor and then come into the Color Mapping rollout.
01:03Here, as you can see, we have a number of controls that will affect how color mapping
01:07is working in our renders.
01:10In this video, we just want to focus on the different color mapping types available to us.
01:16Each of these has been designed to deal with a particular color mapping problem.
01:20This means they each have their strengths, but naturally, that means they each have their
01:24own drawbacks as well.
01:27To examine how these color mapping types are working, we are once again going to make use
01:31of Adobe Photoshop to just make a comparison between a number of test renders.
01:36The only options we won't give any attention to are the Gamma Correction and Intensity Gamma types.
01:42These really are just legacy options left over from the days when V-Ray didn't have a
01:47Gamma option available in each of the Color Mapping modes.
01:51As this is no longer the case, we can just ignore the Gamma Correction and Intensity Gamma options.
01:56So let's jump over into Photoshop then and see what our renders reveal.
02:01As we've already mentioned, the real focus of color mapping is really the brightest and
02:06darkest values found inside of a rendered image.
02:09It's not surprising, therefore, that when we switch between our renders, you can see that
02:14really, the biggest changes occur in those areas, particularly in the brightest values,
02:21or the brightest areas we find inside our rendered image.
02:25That really is the big difference that you see between these Color Mapping modes.
02:29Linear Multiply is an excellent mode for using in a compositing workflow.
02:34The mathematics behind it are very straightforward and simple.
02:37The problem is, oftentimes we find extremely burned areas inside of an image that has bright light sources.
02:45Because of this, many users lean towards using the Exponential Color Mapping mode, which as
02:50you can see, does not suffer from that same burnout.
02:53If we just switch between the two, you can see there's quite a bit of difference between
02:57those color mapping modes.
03:00The difference occurs because rather than multiplying samples as the Linear Multiply
03:04option does, this particular mode simply saturates a color based on the brightness of the samples taken.
03:11The problem is that whenever you increase the saturation of a color, you naturally push
03:15it towards white.
03:17As you can see, our bright areas are definitely pushing towards white values.
03:23If this is a problem for us, we may want to try the next of our Color Mapping modes, which
03:27is HSV exponential.
03:30This, as you can see, works to preserve the color's hue and saturation, even in the bright areas.
03:37And as you can see, we definitely don't have that push towards white that exists inside
03:41of our Exponential render.
03:43The problem with this mode can be that the color preservation inside of those bright
03:48areas can look a little bit unnatural.
03:50Oftentimes they don't seem to balance with the brightness of the environment in which
03:54they are being rendered.
03:56If this is a problem for us, we may want to try Intensity Exponential instead, which as
04:02you can see, looks a little bit more natural in terms of how the bright areas are being mapped.
04:07Again, this mode is similar to Exponential.
04:10In this case though, we preserve the ratio of the RGB color components, and only the
04:16intensity of the colors becomes affected.
04:19This means the falloff of the RGB intensity in our bright spots does look a little more natural.
04:25It behaves a little bit more as expected.
04:29This particular mode is in fact my personal favorite if I am not using the Linear Multiply
04:33option because of going into a compositing application.
04:37Now, our final render is taken from the Reinhard Color Mapping mode, which is in fact a hybrid
04:43of two existing color mapping modes in V-Ray.
04:46This option actually gives us the ability to blend between a Linear Multiply and Exponential
04:52Type render, which oftentimes can be very useful indeed.
04:57We can still keep the brightness of a linear multiply image if that is what we want,
05:01but we can tone it down by just sliding things over towards an Exponential Render a little bit.
05:08The problem we have is that this appears to be a little bit broken in V-Ray for SketchUp
05:12at this moment in time.
05:13The parameter that controls that switch is the Burn value.
05:17However, that appears to be missing inside our V-Ray for SketchUp's interface.
05:21No doubt, that will be corrected in future updates of V-Ray for SketchUp.
05:26Because then our use of the Color Mapping controls will affect not only the way our
05:31images look once they've been rendered, but also to some extent what we are able to do
05:35with our renders in post-production, it is really important that we start our V-Ray rendering
05:40sessions having made sensible color mapping choices.
05:44Now, that of course will depend entirely upon the needs of the project and the final deliverables
05:49required of us.
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7. Adding Some Pizzazz to the Rendered Output
Adding displacement to materials
00:00One of the big reasons for working V-Ray as a rendering engine in SketchUp is of course
00:06its ability to create and render extremely realistic materials.
00:11One common element in material creation is the use of grayscale images to produce the
00:16appearance of bump, or surface, detail in our objects.
00:20This goes under the descriptive name of bump mapping.
00:24Oftentimes this simple render engine trick isn't of to add the desired level of extra
00:28believability to our scenes.
00:31At other times though, we may need, or indeed want, something that adds a little bit more.
00:37At such times displacement mapping may be capable of providing that extra quality for us.
00:43Now initially, the two can appear to be very similar, as they both make use of grayscale
00:48images to produce a particular effect.
00:51The final rendered result, however, will show that what is going on behind the scenes is
00:55really very different indeed.
00:58Whereas bump mapping is just an optical illusion created by the render engine--something that
01:03gives us the impression of height or depth in a material--
01:08displacement, or render-time displacement to be more accurate, gives us real geometry in the scene.
01:14It gives us depth to our meshes.
01:16This of course means that scene lighting and material elements such as reflections and
01:21refractions can appear much more believable than with simple bump mapping alone.
01:27In this video we're going to step through the process of adding a little extra realism
01:32or life to the outdoor portion of our scene by adding some displacement to the geometry
01:37of our pool water.
01:39Of course at this moment in time it would be a good thing to go and take a test render,
01:43just to see what we have, so we can see the difference between our base render and what
01:47we end up with in our displacement effect.
01:51Whilst our pool water is behaving realistically in terms of its reflections and refractions,
01:59it is looking a little bit lifeless, a little bit artificial.
02:03That's what we hope to cure by means of displacement mapping.
02:06If I just dismiss our V-Ray Frame Buffer and select our water geometry, I'm just going
02:11to select the Move tool and just show you that this is indeed just a single-plane object.
02:17So if I just Alt+Backspace to revert that back to its original position, this is just
02:23a single-plane object, but it has been converted into a group.
02:27For displacement mapping to work with V-Ray, the object must be a group, even if it clearly
02:32is not a group of separate objects.
02:35We can do that quite easily by just selecting an object in V-Ray, coming up to the Edit
02:40menu, and clicking can Make Group, which of course is grayed out at this moment in time
02:45because our object already is a group.
02:47Now because displacement mapping is in effect that is created through our materials, we
02:53need to go and open up our V-Ray Material Editor.
02:55So up to the V-Ray toolbar, click on the M for a Material Editor,
03:00and in the list of scene materials, we want to come and select Pool Water.
03:03Now one thing you may be wondering about is the file that clearly from our SketchUp viewport,
03:08there is a Diffuse material applied to our water geometry.
03:13This is been applied so that we can set the UVW scale for our texture.
03:18This is the same texture that we'll be using for our displacement mapping, but if we just
03:23come up to our SketchUp Paint Bucket tool, and if we come into the In model material,
03:29you'll see we have out Pool Water material, And if we come to Edit, you can see our UVW
03:34scale is already set up.
03:36We need to texture in here to be able to do that.
03:38We've however made certain that this Diffuse Map does not show up at render time.
03:43We've done this by coming down to the Transparency Slot and in the Map Slot, you can see we've
03:49added a TexAColor.
03:51We've set this to a value of pure white, which means we have complete transparency, so far
03:56as the diffuse channel in concerned in connection with our material.
04:00And of course, you've already seen in our test render that this map doesn't show up at all.
04:05To create displacement on our material, we need first of all, scroll all the way down
04:10to the bottom of our Material Options, until we come to this Maps rollout.
04:15As you can see, one of the options is to create displacement mapping.
04:20To enable that of course, we need to put a check in the box, and then we can come to
04:24our Map Slot to add the required displacement image.
04:27Now we could choose a Procedural Map from the list, but in this instance we want to
04:31work with a bitmap image, so we're going to choose the TexBitmap node.
04:36Of course, in here we need to scroll down until we can see our File Slot here. We just
04:41click on the swatch, and if we just navigate to our exercise files, you'll see there is
04:46a Texture Files folder in there also.
04:49And if we just scroll down, you can see we have a Water Displacement image. Just left-mouse-
04:53click to select that and we've now added that image as a displacement map,
04:58not that we're quite finished in our Texture Editing yet though. We do need to be aware
05:03that the Gamma Options we choose for our incoming bitmap will affect how displacement works in our scene.
05:11If for instance, we have a map that has come from an image editing application, such as
05:15Photoshop, there is a very high probability that the data in the image has already been gamma corrected.
05:21To be more precise, it'll already have an sRGB color profile assigned to it, which is almost,
05:27but not exactly the same as a 2.2 gamma curve.
05:31So inside our Texture Editor options, if we leave this Color Space Value set at 0, V-Ray
05:38will use the image's built-in gamma or built in color profile.
05:43What I actually want to do with my incoming bitmap is really to use these controls to
05:48brighten it up a little bit.
05:50I want to even out the contrast and thereby flatten out any resulting displacement.
05:55Now to do that, I need to set my Color Space option to a value of 1.
06:01This means now we can use this Gamma option to either increase or decrease the midtones in our image.
06:08In this instance I am going to set a value of 1.5, just to brighten up my incoming bitmap.
06:14If we want, we can of course use Preview Option just to take a quick render of the map and
06:18see how the grayscale values are working.
06:21As I'm quite happy with that, I'm just going to click OK to accept those changes. Back
06:26then in our Material Editor, in the Maps rollout of Pool Water Material, you'll notice down
06:32here at the bottom we have quite a number of controls for handling or dealing with the
06:36displacement that we are wanting to create.
06:39One of the options in here is this Use Global setting.
06:42With these checked, we're essentially telling V-Ray to let the Global controls of displacement
06:48in V-Ray handle how this displacement mapping will work.
06:52With this option checked, V-Ray will always use its Global Settings to handle the displacement
06:58mapping that we're setting up here.
07:00Now if you're certain where the V-Ray's Global Displays controls are, if we just come up
07:05to our Options Editor, you'll see right down at the bottom we have a Displacement rollout.
07:11These are V-Ray's global displacement controls.
07:14Now in this particular instance, we're not going to work with these settings, although
07:18you'll notice that they are pretty much the same as the ones housed in our Maps rollout.
07:24Instead, what I'm going to do is uncheck Use global and work with our local set of displacement
07:30controls instead.
07:32Working this way oftentimes can be very useful, especially if we have more than one
07:37displacement map in our scene.
07:39When we're using Displacement Materials, it's highly unlikely that we would want two different
07:44materials to use the same set of controls and have the same settings, so being able
07:49to work in a local sense can be very handy indeed.
07:53Of course, because of the memory requirements associated with displacement mapping, it'd
07:58perhaps be unwise to have too many such materials on the go.
08:01Generally speaking, one or two is more than enough inside of a single SketchUp scene.
08:06Now straightaway, inside of my displacement setup, I want go and change my Displacement
08:12value to around about not 75, but around about .75.
08:17This value really tells V-Ray to either add to or subtract from the Displacement
08:23values already set up in our grayscale map.
08:26Of course, using the Grayscale values, V-Ray will determine and measure an amount of displacement,
08:32and this multiplier can either add to or as we say, subtract from. So I'm just going to
08:36dial things back a little bit by setting a value of .75 in here.
08:41The thing I want to do is come down to my Edge Length parameter. In here, I'm going
08:45to set a value of 2.
08:48This option tells V-Ray the maximum length that any edge can have inside of our displaced
08:54mesh. Smaller numbers mean smaller edges,
08:58and smaller edges will give us a higher quality of displacement, but those come at the expense
09:04of much more geometry added into the scene at render time.
09:09This naturally will slow down the rendering process, and it'll eat up more and more our
09:14system's memory resources.
09:16Generally speaking, we'll want to start testing with the default value of four and then slowly
09:21drop this value down in small increments, all the while comparing the quality of our
09:27displaced and result with the impact that we're having on our system's resources.
09:32A parameter that is tied to our Edge Length value is this View Dependent checkbox. View
09:38Dependent means that we're currently working in pixels.
09:42If we uncheck this box, we'll be looking in scene units, which would obviously have quite
09:47a significant impact on how our displacement would turn out.
09:52So currently, we are setting a maximum edge length in our displacement of two pixels,
09:57which should work fine for our purposes.
10:00What we can do now then is take another test render and see whether or not our displacement
10:05is actually working for us, which of course it clearly is.
10:13Now our water surface gives the impression of being disturbed by a surface wind or a surface
10:18breeze of some type, which in turn makes our reflections and our refractions so much more believable.
10:24So, although not something that we'd want to overuse in our scenes, due to the strain
10:30it puts on system resources--and we can very easily crash SketchUp if we're not careful--
10:36we can see that selective use of displacement on objects that will benefit from it can
10:41go a long, long way towards adding to the final quality and realism of our V-Ray and SketchUp renders.
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Using caustic lighting effects
00:00Objects rendered in a 3D application, to take on a genuine level of believability in a viewer's mind,
00:07they really do need to interact correctly with the environment around them.
00:11Adding real-world lighting effects such as caustics can oftentimes make all the difference
00:17in the world when it comes to creating a believable shot.
00:20In this video we're going to make use of photon mapping in V-Ray and show you how we can generate
00:26realistic caustic effects in our scenes.
00:29As the V-Ray sun is currently the key light in our scene, it is going to play an extremely
00:35important role in helping us create this particular effect.
00:38Of course, one of the first things we need in our scene is a surface type and a material
00:43that we would expect caustics to be generated from.
00:47Typically, these would be refractive objects or materials.
00:51For our purposes, we're going to use the old chestnut of caustic demonstrations and work
00:56with our ornamental pool water.
00:58We already of course have the perfect material in place here, as we have our refractive water
01:04surface along with displacement mapping added to it.
01:08Now displacement mapping will be important in the generation of our caustic effects,
01:13really it is the displacement on our surface that will generate the caustic patterns for us.
01:18It'll shape the caustic patterns, and a little bit later on, you'll see just how true that is.
01:23Let's start creating our caustic effect then by first of all going and turning on the Caustic
01:28systems in V-Ray.
01:29So let's open up our Options Editor, and down towards the bottom you'll see we've a Caustics rollout.
01:35To enable the system all we need to do is put a check in the On box.
01:40This now tells V-Ray that light objects in the scene need to be generating caustic photons.
01:46It probably is worth just highlighting here that V-Ray keeps the Caustic Photon and GI
01:51Photon systems completely separate; this affords us much greater control over each of these
01:57lighting elements.
01:59Now even though we have enabled our caustic system, taking a test render at this time
02:04would reveal that we don't necessarily get any viewable caustic effects in the scene.
02:10First of all, we need to go and perform a little bit of a tweak to our V-Ray sun settings;
02:14we did say it would play a key role in the creation of this particular effect.
02:19So let's come up to our Environment rollout and we want to come into the Map Slot of our GI
02:25Color controls.
02:27In here you'll see we've this Sampling section inside our SunLight controls that basically
02:33handles the generation of caustic photons.
02:36The value we initially need to tweak in here is this Photon Radius setting.
02:40This value sets an area in scene units inside of which caustic photons will be generated.
02:47Outside of that area, there will be no photons cast into the scene.
02:51This really helps save both time and memory.
02:55Of course, we need to set this value high enough so that our entire pool area is encompassed.
03:01In here then, I'm going to set a value of 600. Remember, this is working in SketchUp's
03:05scene units, which will be inches.
03:08So with that tweak made, let's see if we actually get any caustics in our scene now.
03:13So let's take a test render.
03:17Very clearly, you can see that we do indeed have caustics being generated in our scene.
03:22If we look on the bottom of our pool, you can see these soft lighting patterns that
03:26are playing across the bottom of the pool. And you can see we are generating caustics
03:31from our glass butterfly,
03:33so we're getting two sets of caustics for the price of one here.
03:37Clearly though, what we have are not the typical sort of patterns that people expect from a caustic effect,
03:43so we really need to improve things a little bit here before we can call ourselves finished
03:48with this particular lighting effect.
03:50Our first port of call then will be our sun controls, so let's go into our Options Editor,
03:56the Environment rollout, and into our GI color map slot, and let's again go to our Sampling controls.
04:03This time we want to alter the value in our Caustic Subdivs setting, so we're going to
04:07up this to a value of around about 6,000. That's quite a high setting. This essentially
04:13is quality controlled again for our caustic effect.
04:17Essentially what this setting does is really allow V-Ray to calculate more complex light
04:22paths; it'll use more caustic photons, essentially adding more detail to them.
04:28So a value of 6000 should work very nicely there. We may also want to brighten our caustics up a little bit.
04:34Obviously, we have to be very careful with this, because we need to match the brightness
04:37of the caustics with the level of direct illumination that is visible in the sense.
04:42But if we up this to a value of about 1.2, that should just make our caustic effect
04:47stand out a little bit more clearly.
04:50So those are the settings we want to tweak on our V-Ray Sun.
04:53We do want to come back to our Caustic rollout and make a couple of changes in here,
04:59the first of which will be to decrease our Search Distance value.
05:02I'm going to set this to something around about 5.
05:05We'll now get less averaging between photon samples in a scene.
05:10V-Ray will not look as far out in scene units in order to gather new photon samples that
05:15it will average across.
05:17This should have the effect of sharpening up our caustic patterns.
05:22Of course, if we want to blur our patterns, then increasing the Search Distance would do that for us.
05:27We also want to make a tiny tweak to our Max Photons.
05:30We'll set this to a value of 25. Again, we're now using less photons in the creation of
05:36each caustic pattern.
05:38This again will have the effect of sharpening our caustics up.
05:42And once again, if we wanted to blur our caustic patterns, then increasing the Max Photons
05:47would probably do that for us.
05:49So with those changes made, let's once again go and take a render.
05:55What we have now of course is a much more typical caustic effect.
05:59These are the sort of patterns that people expect when you talk about adding caustic
06:03effects into a scene.
06:05Now of course, we can very clearly see that connection between our caustic patterns and
06:10the displacement map that we're using.
06:11You can see that the bright spots in our caustic effect very much map to brighter spots in
06:17our displacement map.
06:19So if it is that we want a less noisy caustic effect, then certainly the type of displacement
06:24that we use would have a huge impact on that.
06:28Not that we need displacement in order to generate caustics; you can see we are getting
06:32some very interesting caustic patterns coming from our glass butterfly, and that of course
06:37has no displacement applied to it.
06:40We don't even have to have refractive materials; we did mention earlier on that a refractive
06:44material is typically one that would generate caustics, which it is.
06:48But reflective materials can generate caustics just as easily.
06:51So metals, glass mirrors, those sorts of materials would definitely generate reflective, instead
06:56of refractive, caustics.
06:58In fact, if we just take a look at our poolside, you see, because of the reflective nature of
07:03our water material, we are some reflected caustics also.
07:08Keep in mind also that every scene will be different; the settings that we have used
07:12to generate our caustic effect will not necessarily work on projects of your own.
07:17You may need to be prepared to do a little bit of experimentation in order to find just
07:21the right mixture of settings that work for you.
07:25Finding these extra little nuances to add into our scenes can most definitely go a long
07:30way towards our ultimate goal of producing high-quality unbelievable renders from the V-Ray engine.
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Creating occlusion effects
00:00One of the big challenges that any artist faces when creating any kind of an interior
00:06render is the capturing of detail that oftentimes only gets highlighted or becomes noticeable
00:11in a render because of shadows in the scene.
00:14Now, rather than shadows created by light sources, what we're referring to here are
00:19really occlusion shadows, that is, a surface darkening that is caused by the close proximity
00:24of one object to another.
00:26This causes the general environment lighting to be somewhat obstructed or occluded, hence
00:31the name ambient occlusion.
00:34We have of course already seen how difficult or at least time-consuming it can be to try
00:39and pull out small details in the scene using our global illumination engines,
00:44although certainly that is possible, especially if we use the Deterministic Monte Carlo engine.
00:49A somewhat quicker option that is available to us can be found in the Indirect Illumination
00:54rollout of our Options Editor,
00:56so let's go and open that up for ourselves.
00:58If we open the Indirect Illumination rollout, you can see we do have an Ambient Occlusion group.
01:04By default, this option is disabled inside of the render engine, so if we want to use
01:09it, we would need to come and turn it on and then of course work with the Radius, Subdivs,
01:14and Amount controls to get the kind of effect that we wanted.
01:18This option is understandably very easy to work with and can add a nice bit of extra
01:22punch when it comes to pulling out details for our interior renders.
01:27The only problem with using this option is that our extra occlusion will now be baked
01:32into the final render.
01:34If we want to make any kind of a change to that effect, then we would have to re-render
01:38our entire scene.
01:40This is why oftentimes artists prefer to work with an extra occlusion-only render, an
01:45extra pass that can be added over the top of a beauty render inside a post-production
01:50application such as Photoshop.
01:52Now, when using V-Ray in other applications such as 3ds Max or Maya, this is a pretty
01:57straightforward task.
01:59Then we have an extra text render element, or V-Ray Frame Buffer Channel, if we want to
02:04use V-Ray for SketchUp speak, that allows us to create custom element renders.
02:09This means we can use a V-Ray dirt map to create an ambient occlusion pass or element for ourselves.
02:15The problem is V-Ray for SketchUp doesn't have such an option in its VRay Frame Buffer Channels list.
02:21In fact, if we just close our Indirect Illumination rollout, we can open up the VFB Channels rollout
02:26for ourselves and have a look.
02:28And as you can see, as we look down the list, we don't have a V-Ray dirt map or indeed an
02:32Ambient Occlusion channel that we can work with.
02:36Because this is so, we're going to take a slightly creative approach towards creating
02:40our own ambient occlusion element.
02:43Indeed, what we're going to do is use this Diffuse channel option.
02:48Because this particular channel doesn't make use of scene lighting in its creation, it
02:52provides a very nice approach for creating an occlusion render pass for ourselves.
02:57Of course do keep in mind that we really are creating a workaround here, and so the workflow
03:02is a little bit clunky, but the end result that it produces is definitely very, very usable.
03:07So, the first thing we're going to do is go and create an ambient occlusion material for ourselves.
03:12So, let's open up our V-Ray Material Editor.
03:15I am just going to select the Scene Materials label, right-click, go to Create Material,
03:20and add a new standard material to the list.
03:22Straightaway of course, I am going to go down to the bottom of the list where that
03:26new material has been added, right-click on it, and use the Rename Material function.
03:31And, as always, we're going to use a nice descriptive name; AO should work very nicely
03:36for us in this instance.
03:39Inside the Texture Editor, we can use the dropdown, and you can see we have this TexDirt node.
03:44This is essentially a V-Ray dirt map.
03:46Now, there are quite a few controls in here that we can work with; however, in this particular
03:51instance, we only need to make a change to a few of them.
03:53The first change we'll make is to our Subdivs value.
03:57Again, this can be thought of as quality control regarding the noise inside our ambient occlusion effect.
04:03So, I am just going to set that to a value of 24.
04:07The next option we want to work with is our Radius value.
04:10If we want a nice subtle effect inside this particular scene, a value of 10 or slightly
04:15lower would work very nicely. But as this is a demonstration, I am just going to push
04:19this effect a little bit and make it very, very obvious for ourselves.
04:22I do want a little tweak to be made to our Falloff value.
04:26I am going to set this to 0.5.
04:28Of course you can set it to a value that suits your particular taste.
04:31And then finally, I want to uncheck this Ignore for GI option.
04:36I have done this because we get a much smoother ambient occlusion result with our GI systems enabled.
04:43This of course means we need to uncheck Ignore for GI because we don't want this particular
04:47map to be ignored inside of those calculations.
04:51So with that final tweak made, we can now click OK.
04:54Naturally, we now need to apply our AO material to all of the geometry in the scene.
05:00So, let's come up to the Edit menu.
05:02I am just going to choose the Select All command.
05:05And before I try and apply this material, I am just going to right-click on the geometry
05:09and use the Explode function.
05:12Do bear in mind, if you have nested groups in your scene, you may need to run the Explode
05:16command on them a couple of times.
05:19If you're wondering why we are exploding our geometry, this is just simply to make applying
05:24our material a one-click process.
05:27Having used the Explode command then, I just need to go and use the Select All function one more time.
05:33Then we can just come to our Paint Bucket tool, click on our scene geometry, and as
05:39you can see, our AO material is applied to all of the geometry in the scene.
05:44Of course, we're still not ready to render just yet.
05:46We need to make certain that we have all of the channel elements that we need to work with.
05:50So again, I am just going to use spacebar to go back to my regular Select tool, and we're
05:54going to open up the Options Editor for ourselves.
05:58And inside the VFB Channels rollout, we can just click to select the options that we need.
06:02So we can enable our RGB color.
06:05It will be rendered in there anyway.
06:07We can left-mouse-click to add an alpha channel, and of course we also want a Diffuse channel
06:12for ourselves. If you want to deselect any of these, then you just again left-mouse-click on them.
06:17Again, just to be certain, RGB Color, Alpha, and Diffuse are the channels that we need to work with.
06:23We do also need to point out that our image sampler controls are important.
06:27We need to make certain that we are getting a good level of quality out of them.
06:31This will affect our alpha channel and the ambient occlusion effect inside of our Diffuse channel.
06:37So, I am just going to set our Type, our engine, to Adaptive DMC.
06:41I am going to make certain that we've got a reasonably high quality setting in here of 1 and 10.
06:47We should probably also point out that although we have our indirect illumination systems
06:52enabled, the actual settings we're using inside both the Irradiance Map and the Light Cache
06:57are very, very low indeed.
06:59We're not going to use the RGB Color channel from this render.
07:03We're not going to really get anything usable, so low-quality settings in there do not matter at all.
07:08Well, now with those tweaks made, we are ready to go and enable a test render.
07:13So let's close our Options Editor and use the Start Render icon.
07:17Now, once our render is finished, clearly, as we said we would, we get nothing usable
07:23from our RGB Color channel.
07:25But if we just come to our VRay Frame Buffer Channels dropdown, you can see, first of
07:29all, we have our alpha channel.
07:31We're going to need this when we come to our compositing application.
07:35This will allow us to reclaim our environment background. And we also see that we have our
07:41diffuse channel, and if we click on that, you can see we get a very nice ambient occlusion
07:46render indeed, although, as you can see, our environment is rendering as black, which is
07:50why we need the alpha channel for use inside a compositing application.
07:56As we said, this is a workaround and so it does leave a little bit of something to be
08:00desired in terms of its ease-of-use, but still, we can very quickly and very easily create
08:05a very nice ambient occlusion effect for ourselves that can be used to add a little bit of extra
08:10punch to our finished renders.
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Creating a non-photorealistic render (NPR) with the Toon material
00:00One last effect that we want to create before we wrap up our SketchUp Rendering with V-Ray
00:05course is a non-photorealistic rendering, or NPR for short.
00:11What we'll do is use two V-Ray material types, in tandem as it were, to create a very nice,
00:17very stylized NPR setup for ourselves.
00:21To do that, of course we're going to need to open up V-Ray's Material Editor,
00:24so let's go up to the toolbar and click on the Material Editor icon.
00:29In here, you'll see we have one scene material, which is the default gray material currently applied.
00:34Of course, we need to create a couple of materials for ourselves.
00:38The first one will be a V-Ray Standard material,
00:40so let's right-click on the Scene Materials label, go to Create Material, and select Standard.
00:45As is our practice, we are instantly going to go and rename this material.
00:50We'll give it a descriptive name.
00:51So, right-click, go to Rename Material, and we'll just call this NPR_Base, because this
01:00essentially is going to be our base material.
01:03The first thing we will do is set up our diffuse coloration, and we're going to use a bitmap for this.
01:07So, let's come up to the Diffuse map slot.
01:09We'll click on that to open the Texture Editor, and we'll go and select the TexBitmap node.
01:15As we've done a number of times already, we're going to go and add a file into this particular node.
01:20Once we click on the swatch, we're going to want to navigate to our Exercise_Files and
01:25Texture_Files folder.
01:27And as you can see, we have a couple of NPR map types in here.
01:30I'm just going to choose this orange version from ourself.
01:33And once that's loaded in, we can just click OK.
01:36Now, perhaps one word of caution that it is worth sounding here is with regard to the
01:41type of base material that we create.
01:44See, we're going to apply this material to every single object in the scene.
01:48So, if we create a material that looks as per a real-world surface, then that could
01:53be a little bit confusing visually.
01:56If we create a material that looks like some kind of metal surface, and then we apply that
02:00to scene objects that clearly are not meant to be metallic,
02:04that tends to be a little bit confusing visually.
02:06Generally speaking, it is much better to stick to map types that really lend themselves to
02:12non-photorealistic rendering, in other words, something that doesn't look like a real-world surface.
02:18That's not to say of course that we can't add effects into our base material.
02:21We can add reflections and refractions if we feel that will add to the NPR effect.
02:27In this instance, I'm just going to use a bump map, so let's put a check in the box
02:31and let's go and use the map slot available.
02:34We're going to again add a bitmap in here. I'll scroll down to the File slot.
02:39Again, we'll need to navigate to our Exercise_ Files > Texture_Files folder, and the map I'm going
02:45to choose is this OutsideWall_Bump.
02:48As we don't need to make any changes to the options in here, again, we can go and click OK.
02:52Now, of course we need to go and create our second material,
02:56so again, go to the Scene Materials label, right-click, Create Material, and this time
03:01we're going to use a V-Ray Toon material.
03:03Again, as is the custom, we're going to go and rename this, so select, right-click, go
03:08to Rename Material. And essentially we're going to use this material to provide our
03:12ink lines over the top of our bitmap effect,
03:15so let's call this one NPR_Ink, just so that it is nice and descriptive.
03:23Our first step to setting up this material is to of course go and add our base material
03:27into the base material slot.
03:29Now, when we select our Select Material dialog, in this dropdown we will see a list of all
03:34current scene materials.
03:36Of course, as we only have two, then that really is not surprising that that's all that's in our list.
03:41So, let's choose our NPR_Base and click OK.
03:45Now, at this point, we could go and make many changes to the parameters that make up the
03:50V-Ray Toon material.
03:52But we only need to work with a few of the basic parameters at this moment in time.
03:56For instance, I'm just going to change our line color a little bit.
04:00Oftentimes most people prefer to work with a black or very dark gray line material, but
04:05I'm just going to go and I'm going to choose a purple material, and then I'm just going
04:08to slide that very much towards the black end of the spectrum.
04:12So, we've got a really nice dark purple.
04:14So let's click OK to that.
04:16We're going to alter our Line Width just a little bit.
04:19We will increase this value to 1.5.
04:23I'm just going to add a little bit into our Distortion parameter, and that pretty much is it.
04:28We could of course experiment with all of the other options available.
04:32We would encourage you to do that. And you can see that for many of these parameters,
04:36we can actually use other map types to drive them.
04:39That is a very powerful feature of the V-Ray Toon material.
04:42But as we are complete here, let's close down our Material Editor.
04:46Well, actually, we do need to keep the Material Editor here, because what we want to do is
04:50just go and select an object in our scene, and then I'm going to use the Ctrl+A keyboard
04:53shortcut to make certain that every object in the environment is selected.
04:58Then I'm going to come to my NPR_Ink material, right-click, and then apply a material to selection.
05:05And instantly in the SketchUp viewport, you can see that that is exactly what happens.
05:10Now we can dismiss the Material Editor, and we can of course take a test render and see
05:14how our NPR effect is working.
05:20As you can see, our NPR effect is indeed working and looking rather nice.
05:24There is detail missing in the scene,
05:26however. I know that my bitmap file has texture detail in it.
05:30There is visual detail that I am not seeing in my render.
05:34At this moment in time, it looks very much as if we have just chosen a solid color, and
05:38we're not really seeing anything from our bump map.
05:41Now, this is because there is of course a step that we neglected to take.
05:45We haven't set up the UVW mapping scale for our textures.
05:49So let's go and do that.
05:50Let's choose SketchUp's Paint Bucket tool, which will of course bring up our SketchUp
05:53Materials Editor.
05:55Let's make certain we're looking at the materials in model.
05:57We want to be certain we have our NPR_Ink material chosen, and let's go and edit.
06:03In here, you can see currently our UVW scale is set to just 10 inches, which is not enough
06:09to bring out the detail in our bitmap.
06:11So, let's set this value to something much higher.
06:14I'm going to use 120 inches, which of course is 10 feet.
06:19And if you look in the SketchUp viewport, you can see that we now see detail from our bitmap.
06:23This is a very easy way to judge whether or not Scale setting is going to work for us.
06:28Now let's take another test render and see what kind of an effect that has had.
06:35Just that little tweak to the scale then has clearly helped us enhance our NPR effect.
06:41We just have a textury feel now to the render that was missing before.
06:45What we're left with of course is a very nice stylized render that can easily be used to
06:49show off the qualities of any architectural space, and of course we don't have the distractions
06:54of colors and materials in the scene.
06:56That really is the power of non-photorealistic rendering.
Collapse this transcript
Conclusion
What's next?
00:00So, we have come to the end of our SketchUp Rendering Using V-Ray course,
00:04but there is still plenty you can do to continue building your V-Ray rendering skills.
00:10One excellent option is to simply practice what you've learned.
00:15If you have access to the exercise files and the example scenes used in this course, well,
00:19so much the better.
00:21Do pay attention also to real-world photography courses here on lynda.com; especially be sure
00:26to check out The Foundations of Photography series by Ben Long that we mentioned.
00:31Then of course you need to take what you learned regarding the principles of photography and
00:35apply it to working with V-Ray, and in particular the V-Ray physical camera.
00:39You can also check out our V-Ray 2.0 for 3ds Max and V-Ray 2.0 for Maya Essential Training
00:46courses found here on lynda.com.
00:49Although the host applications may be different, the essentials regarding how V-Ray works are
00:54still very much the same.
00:56Finally, you may want to check out the wealth of V-Ray information that can be found on Chaos
01:01Group's own Internet forums.
01:03These are found at www.chaosgroup.com
01:05Well, I certainly hope that you have found this course to be both helpful and informative
01:12when it comes to getting up and running with V-Ray for SketchUp.
01:16My name is Brian Bradley, and I will say take care and bye for now!
Collapse this transcript


Suggested courses to watch next:

Google SketchUp 8 Essential Training (6h 26m)
George Maestri


V-Ray 2.0 for Maya Essential Training (4h 46m)
Brian Bradley


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