1. The document describes the process of creating a 3D scene in SketchUp with a large number of vegetation proxies. Various 3D models were converted to VRay proxy format and imported.
2. Materials were applied to objects like glass, wood, and water to create realistic reflections. Lighting was set up using an HDRI, VRaySun, and dome light.
3. After rendering, post-processing in Photoshop included levels, curves, and Color Efex Pro filters to enhance colors and details and add a vignette effect.
This tutorial aims to cover the basics of using lights in Goo Create. Spot lights, directional lights and point lights will be presented as well as how to use them in your scene.
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Difficulty: Beginner
SKETCHUP TEXTURE.COM Mtm tutorial forest house by empoy medinasketchuptexture
mini tutorial sketchup 2013 - vray 1.6
make a Forest House.
we invite you to visit our new site
many innovations and thousands of new indie texture ^-^
http://www.sketchuptextureclub.com/textures
A tutorial covering the Scene Hierarchy in Goo Create. The Scene Hierarchy is a list of all of the entities used in the scene. It also includes a root node with document settings, entity visibility toggles and parent-child relationships.
Difficulty: Beginner
SKETCHUP TEXTURE.COM Mtm tutorial forest house by empoy medinasketchuptexture
mini tutorial sketchup 2013 - vray 1.6
make a Forest House.
we invite you to visit our new site
many innovations and thousands of new indie texture ^-^
http://www.sketchuptextureclub.com/textures
This intermediate-level graphic design tutorial, you’ll learn how to realistically superimpose a beautiful three-dimensional text object onto a living room scene with the help of Illustrator and Photoshop.
Volume rendering 3D volume data (medical CT scans) in Unity3D.
Covering the following topics:
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- Maximum Intensity Projection
- Direct Volume Rendering with compositing
- Isosurface rendering
- Transfer functions
- 2D Transfer Functions
- Slice rendering
Source code here: https://github.com/mlavik1/UnityVolumeRendering
Blog post: http://wakeupandcode.com/unity-5-first-person-tutorial
Ready to build a 3D first-person game in Unity? This presentation material was put together for a live audience for my in-person presentations, but you can also follow along online with the detailed screenshots and instructions.
In this presentation I breakdown the how and why for adobe dimension. You will be introduced to the fundamentals of the softwares workspace, and dive into a tutorial project highlighting the key features in the software.
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You can download the project file // https://www.dropbox.com/s/74svvnwv4xaleb4/Intro_to_dimension_Projectfile.dn?dl=0
For more of my work visit me over on instagram //
www.instagram.com/alex_hornak/
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Mini The Making of H hauz _VRAY 1.6 beta rendering challenge winner
1.
2. 1 The Making of H-hauz
By: Arch. Jephte T. Trenonce
The Model
I designed and created just a
simple structure and I didn’t
really focus on its details like
texture mapping since my
camera setup is far from the
structure and also to give way
with the huge amount of
proxies to be used in the
scene.
I wanted to test the new vray
proxy feature so I decided to
go for a large land area with a
minimal sloping terrain.
I simply used Sandbox tool to
create my ground plane with
slight slope on both sides of the
scene.
3. 2 The Making of H-hauz
By: Arch. Jephte T. Trenonce
The Proxies
In this scene, I used vrayrpoxies
for all my vegetations.
TREES
I used iCube, 3ds max file format
models converted to vrmesh file
as proxies, for my trees and
positioned them to create an “In
The Woods” kind of feel
surroundings.
GRASS and BUSHES
I used Evermotion, 3ds max file
format models converted to
vrmesh file as proxies, for grass
and bushes and scattered them
manually. I just had to use Rotate
and Scale Tool to create
variations.
4. 3 The Making of H-hauz
By: Arch. Jephte T. Trenonce
3ds max File To VRmesh File
Here’s a quick tutorial on how to convert 3ds max file format model to Vraymesh file to be imported as V-ray Proxies in SketchUp.
1. Select Object
2.Right-click then click on “V-Ray mesh export”
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5. 4 The Making of H-hauz
By: Arch. Jephte T. Trenonce
3. Locate / Create a Folder where you want to save
your VRmesh files (Proxy). Make sure to have a fixed
library or folders of your proxies and NEVER transfer
them once you have already used them in Sketchuo.
Vray for Sketchup won’t be able to trace and render
the proxies if ever transferred.
4. Type File Name and Select your Export Options
5. Check the box : “Automatically create proxies”
6. Put your desired value on the no. of faces in
preview. You can actually change it later with a simple
geometry you want.
7. Then Click OK
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6. 5 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Importing V-Ray Proxy on SketchUp
When importing V-Ray Proxies, simply click
“Import V-ray Proxy” Icon at the VSF Main
Toolbar
Usually it comes with a Multi-Sub Material Ids as already assigned in 3Ds
Max but only without the Texture Map. You have to load the Texture
Maps again in their respective Material IDs
1
5
TREE TRUNK &
BRANCHES
TREE LEAVES
TREE LEAVES
TREE TRUNK &
BRANCHES
2
5
3
5
In this case, I used the same Texture Map for
Tree Trunk and all the branches so I loaded
Texture Map only at Material ID 0 then
assigned same Material ID to IDs 0 to 3. I
loaded Leaf Texture Map for Material ID 4
7. 6 The Making of H-hauz
By: Arch. Jephte T. Trenonce
The Scene
Here is now the selected
Scene with applied Textures or
materials on the model.
I wanted to have a late
afternoon lighting effect in the
scene to establish a more
dramatic shadow on the ground
and on the structure.
I positioned my vegetations in
such a way that the whole
scene can still achieve a good
balance even with an
asymmetrical structure in the
overall composition and also to
come up with a play of
Reflections. Light and
Shadows.
8. 7 The Making of H-hauz
By: Arch. Jephte T. Trenonce
ILLUMINATION
I used mainly HDRi with VraySun to
illuminate the scene and there are
3 settings that I usually consider
everytime I use HDRi w/ VraySun
to achieve a balanced illumination.
1. Values of GI and BG where
HDRI files are loaded
2.Vray Sun Setting
3.Shadow Settings
I used Solar North Tool so I could easily determine Sun Path and desired
location of the Sun using Shadow Settings Tool. This should be adjusted
accordingly to match with the HDRI Light Source
9. 8 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Vray Option Settings (visopts )
Check Default
Lights
Check first “Reflect Color”
1
Set Environment Tab with VraySun and HDRi
2
Then Load a “TexSKY” Layer
10. 9 The Making of H-hauz
By: Arch. Jephte T. Trenonce
2 TexSky : Vray SUN
I always use VraySun
when using HDRi file to
have a sharper and a
more defined Shadow.
I did render tests on the
values of Sun intensity, GI
and BG loaded with HDRI
in the environment tab to
achieve a balanced
illumination together with
the adjustments of
“Shadow Settings”
11. 10 The Making of H-hauz
By: Arch. Jephte T. Trenonce
3
Uncheck Reflection box
4
4 Load the same HDRi on both GI and BG
I used Free HDRi File from VizPeople
Rotated to 340 degrees
to position light source of
HDRI file in the Scene and
also to match the desired
position of the VraySun
12. 11 The Making of H-hauz
By: Arch. Jephte T. Trenonce
13. 12 The Making of H-hauz
By: Arch. Jephte T. Trenonce
14. 13 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Vray Domelight
I used VrayDomelight (also a Vray 1.6 new feature) in the scene to enhance illumination
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2
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3
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5
1. Click “Dome Light” Icon in Vray
Lights Toolbar then position it in
the scene.
2. Select the Dome Light in the
scene then Right-Click.
3. Click on “ EDIT LIGHT” under
“V-Ray for SketchUp” at the
bottom of parameters.
4. Set the Domelight at the pop-
up Vray Light Editor
Load the same HDRi Setting used at GI and
BG in the Vray Options Environment Tab
15. 14 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Clay Render
Here’s the Clay Render to test the Reflection, Light and Shadows of the Scene.
16. 15 The Making of H-hauz
By: Arch. Jephte T. Trenonce
TexFresnel IOR =1. 55
RGB = 51, 47, 40
Glass Window and Door Material
Create Reflection Layer
Vray Material Settings (vismats)
RGB = 240, 240, 240
17. 16 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Glass Railing Material
Create Reflection Layer
RGB = 163, 204, 121 RGB = 250, 250, 250
TexFresnel IOR =1. 55
18. 17 The Making of H-hauz
By: Arch. Jephte T. Trenonce
TexFresnel IOR =1. 33
Pool Water Material
Create Reflection Layer
and Refraction Layer
RGB = 255, 255, 255
19. 18 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Pool Water Material
RGB = 166, 244, 255
20. 19 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Wood Material (Slats, Handrails, Frames, Eaves Ceiling)
Create Reflection Layer
Val = 15
21. 20 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Pool Deck Tiles Material
TexFresnel IOR = 2.0
Create Reflection Layer
22. 21 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Steel Pipe and Gutter Material
TexFresnel IOR = 1. 55
Create Reflection Layer
23. 22 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Stone Wall Cladding Material
24. 23 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Default Diffuse Materials
Like what I said, since the structure in my scene is far from camera setup, some Materials don’t actually
require a much more attention to details so I just loaded them in Diffuse Layer as default materials. I will
just enhance the texture maps in the Post-processing.
Pool Tiles Concrete Wall 01 Concrete Wall 02
25. 24 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Ground Soil
Trees Wild Bush
Tree Bark Tree Leaf Wild Bush Bark Wild Bush Leaf
Grass Wild Grass
26. 25 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Raw Render
27. 26 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Post – Process
Duplicate Layer1
Image/Adjustments/LEVELS22
28. 27 The Making of H-hauz
By: Arch. Jephte T. Trenonce
3 Set Input Levels to 1.10 then Click OK
29. 28 The Making of H-hauz
By: Arch. Jephte T. Trenonce
4 Duplicate Layer
Image/Adjustments/CURVES5
30. 29 The Making of H-hauz
By: Arch. Jephte T. Trenonce
6 Set Curve Output to 228 and Input to 190 then click OK
31. 30 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Filter/ Nik Software/ Color Efex Pro 3.0 Complete7
I used Color Efex Pro 3.0 by Nik Software installed as Plugin for Adobe Photoshop to Enhance the Image and add Details
32. 31 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Select Cross Processing8 Select LO2 then set Strength = 359
10
Click OK
33. 32 The Making of H-hauz
By: Arch. Jephte T. Trenonce
11 Duplicate Layer
Image/Adjustments/COLOR BALANCE12
34. 33 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Set Color Balance of Each Tone Balance then Click OK13
2
Shadows :
0, 0, -15
Midtones :
0, -5, +10
Highlights :
+25, -15, +5
35. 34 The Making of H-hauz
By: Arch. Jephte T. Trenonce
14
2
Filter/ Nik Software/ Color Efex Pro 3.0 Complete
36. 35 The Making of H-hauz
By: Arch. Jephte T. Trenonce
15
2
Select Tonal Contrast 16
2
Set the Tonal Contrast Parameters
17
2
Click “ BRUSH ”
37. 36 The Making of H-hauz
By: Arch. Jephte T. Trenonce
I used Color Efex Pro 3.0 TONAL CONTRAST to enhance details and create a more defined texture
Brush on selected areas. Click Apply then Close.18
38. 37 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Create New Layer19
Select Brush Tool
20
21
Type Color
#: fadc5a
22 Set Opacity =20 and Flow =25 23 Brush on Selected Areas
39. 38 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Change the Layer Filter from Normal to Overlay24
40. 39 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Create New Layer25
Select Brush Tool
26
27
Use
Default
White
Color
28 Set Opacity = 15 and Flow = 20
29
Brush on directly affected areas by Sunlight to
create gloomy effect
41. 40 The Making of H-hauz
By: Arch. Jephte T. Trenonce
A
BC
Use Linear Gradient tool to create vignette effect on 3 corners (A , B, C) then Set Layer Opacity to 50%
Create New Layer30
31
Select Liniear Gradient Tool
Use
Default
White
Color
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42. 41 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Final Image
“ Whatever you do, work at it with all your heart as working for the Lord, not for men.” – Colossians 3:23
43. 42 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Thank you!!! God Bless Everyone!!!