Verify and clean up a model prior to rendering in Twilight. Tasks include verifying the scale, origin, layers, normals, and material assignment.
- [Instructor] Go ahead and open the Exterior01 SketchUp model. This is Japanese architect Tadao Ando's residential design and it's located in Monterrey, Mexico. In this video I'd like to talk you through a number of steps that you can use to clean up any model, prior to working with it in Twilight. The first thing that I always like to check is the scale of the model. And this is critical because Twilight is a physically accurate system.
So, the size matters. To check the scale, use the Tape Measure tool and measure something identifiable, such as a chair or door opening, for example. I'll click these two points to measure the depth of the chair, and it appears to be about three foot five in this case, and that seems reasonable. If this was only three inches, or if it was say 350 feet, we'd have a problem, we'd have to scale the model either up or down accordingly.
The next thing that we should verify is the placement of the origin point in relationship to the geometry. You can run into problems in Twilight if the origin point is miles away from what you're trying to render. You can see the origin point by going to the View menu and choosing Axes. Here we can see that the origin point is at the corner of this patio, and that's fine. If it wasn't, if it was far off to one side, we would Select All and move the entire model close to the origin point.
I'll toggle the Axes off now. The next thing I like to look at are the Layers. Go to Window, Layers, on the Mac. In Windows you simply expand Layers in the default tray, and you'll see this same interface. Evidently this model has just two layers. The default, Layer0, and Layer Landscape. Now I can't really imagine a situation where we would want to render this building without the surrounding landscape.
So we don't really need to have this layer. We could leave it alone, or we could get rid of it. Let's delete it so that you can see how this works. When you delete a layer you're prompted what to do with that content. You can either move it to the current or default layer, which is the same Layer0 in either case, or you can delete the contents of that layer. I'll just choose the top option and click Delete. The content remain, but now it's on Layer0.
Now thinking this through, I can imagine a situation where we might want to render this architecture without the furniture being visible. So, it would behoove us to create an additional layer called Furniture, and then move the furnishings to that layer. To do that you need to select each one of the furnishings. So I'll Click and then hold down the Shift Key and keep clicking to select these items.
Also under here we have a number of chairs and this table to select. Now to move them to that layer of furniture we need to open the Entity Info window, and change the layer assignment to Furniture. To verify that that worked, I'll zoom out, and toggle off the layer, and toggle it back on. That looks good. Another thing that we should check is on the Model Info dialogue box.
Let's go to the Statistics page. Here you can see an accounting of the number of items in the model. You should Purge unused items and Fix problems. No problems found, good. If you look closely, over here, you'll see that there's actually another setup of furniture in this room. So let's go in there, zoom in there, and you'll see that it takes awhile to get in there because we're going through the glass.
And once we get through the glass we can zoom in more rapidly. I'll orbit around by dragging the mouse wheel, and take a look at this furniture setup. Now, the first thing I'm going to do is select that, and also Shift + Select the chess set, and place them on layer Furniture. And the next thing I'm going to do is open up the Styles window.
This model has just a single style. Click Edit, and then click on the second button to go to the Face level. We're currently displaying the style with the materials displayed. That's this button. Click this adjacent button to display everything in monochrome. When you display in monochrome the surfaces are displayed in these two colors, white and blue in this case, representing the front surfaces and the back surfaces. So the table top is oriented incorrectly.
It's showing the back surfaces. And I've left this as an example so that you can correct it. Everything else in the model is being displayed correctly. It's all white. We need to make this blue turn white, and we do this by double clicking the group to open it, double clicking the nested group to open it, and then triple click on the table top to select all connected surfaces and edges. Right click and choose Reverse Faces. Now it turned white, which is good, because now it's showing the front surface.
And that is the only surface that Twilight will render, the front surface. Twilight will ignore the back surface. Let's go back to the Material display. But, something's wrong. We're not seeing that wood texture that was there previously. We need to open up the Entity Info Window, if it's not already open, and select just the surfaces, not the edges. When I do that I go into this special mode where I can see the Material Assignment on the front and the back. This symbol represents the default material, it has the front and back surfaces shown.
What I need to do is drag this from the back onto the front and drop it there. So now the front surface has this wooden material. It doesn't really matter what material's on the back surface because Twilight is going to ignore that. So this is the kind of attention to detail that you need when you're preparing models in Twilight. You have to make sure that the materials are assigned to the front surfaces. I also need to go around and Shift + Select these surfaces, including the underside of the table.
And then drag the material from the back, to the front of the surface. I will click outside, twice to close those two nested groups, and we've fixed that problem. You can also look at the model in monochrome from a distance. You can see that everything is white. I've already corrected all the problems that there were in this model, and I just left that table top up to you to fix, to give you some practice with the kind of task that is typical in cleaning up any model.
I'll go back to the Material mode and close these windows. Save your work as Exterior02.
- Cleaning up geometry and materials
- Simulating sunlight and shadow
- Specifying environmental conditions
- Customizing materials
- Rendering interiors
- Creating artificial light sources
- Narrowing focus with depth of field
- Using the Twilight Deep Material Editor
- Rendering animation frames
- Creating video from rendered frames