Join Brian Bradley for an in-depth discussion in this video How our test scenes are set up, part 1, part of V-Ray: Control Color Bleed in SketchUp.
- [Instructor] When working through any render engine-based training, it is good to know a little bit about how the models or scenes being used in the presentation have been set up, as this can oftentimes help with our understanding of how things are working. Throughout this course, we are in fact going to be working with just a single basic setup, as this means we can make some easy-to-understand comparisons regarding the effectiveness of the various color bleed controls that we are going to be working through. Not every version of the model file will be identical though and so I will give you a heads-up regarding any significant changes as they take place, particularly so if they not visually obvious in the presentation.
Now although the lighting setup that I will be using here is one that I typically prefer to work with, because it is different from V-Ray defaults, I'm going to quickly walk you through how it has been set up. Although the scene, as we see it here, does indeed have a lighting setup that is pretty much the default in V-Ray for SketchUp, in that if I open up the Options Editor and then jump into the Environment rollout, you can see that we are using the default GI Skylight Environment and Background controls. If I click on the Skylight's map button, you can see that we also have a TechSky node applied with all of its default settings in place, including having the Sun option enabled.
If we go ahead and take a render with this setup though what we see are some very undesirable results in that we have lots of really bright, even blown out areas on our surfaces. Now we could alter our materials and exposure settings in order to improve things here. But as this model has been set up in an almost identical manner to the ones used in my already existing controlling color bleed courses, namely in V-Ray for 3ds Max and Blender, and seeing as the lighting results here are markedly different from those two versions, it clearly is the lighting setup itself that we need to change.
Now fortunately, doing so isn't a hardship as in my honest opinion, what we end up with is superior qualitywise and is a far more flexible lighting rig. To do this, we need to add a V-Ray dome light to our scene. And so coming to our Outside camera, let's select the Dome Light option from the V-Ray Light's toolbar and then just to the left of our model, click once to set an initial point, and then click a second time in order to set the scale for our dome light gizmo. Now there is no need to worry too much about position and scale here, as these won't affect the lighting result that we get an any way, so long as the gizmo doesn't get in the way whilst we are working, we can happily place it wherever in the scene that we want.
With it selected though, we will want to make a couple of quick changes to the options. And so let's right click on the gizmo, and then from the V-Ray for SketchUp flyout, choose the Edit Light option. In the editor window, we need to put a check in the Use Dome Texture checkbox, and then at the TechSky node to the Dome Texture map slot. In the texture editor we need to make sure that the Sun option is selected in the drop-down and that it is enabled, after which we can click OK. Now at this point in the setup, we actually have a couple of options open to us regarding how we will handle the background that shows up in our rendered images, which is what we will move onto taking a look at in our next exercise.
- How light works
- The basics of color bleed
- Controlling reflectance using color values
- Setting up geometry with color bleed in mind
- Adjusting white balance
- Placing problem colors carefully
- Adjusting saturation
- Working with the GI Multiplier control
- Saving GI map files to disk
- Mapping colors
- Using VFB channels