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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.
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.
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”
1
5
2
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
3
5
4
5
5
5
6
5
7
5
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
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.
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
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
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”
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
11 The Making of H-hauz
By: Arch. Jephte T. Trenonce
12 The Making of H-hauz
By: Arch. Jephte T. Trenonce
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
1
5
2
5
3
5
4
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
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.
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
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
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
18 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Pool Water Material
RGB = 166, 244, 255
19 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Wood Material (Slats, Handrails, Frames, Eaves Ceiling)
Create Reflection Layer
Val = 15
20 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Pool Deck Tiles Material
TexFresnel IOR = 2.0
Create Reflection Layer
21 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Steel Pipe and Gutter Material
TexFresnel IOR = 1. 55
Create Reflection Layer
22 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Stone Wall Cladding Material
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
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
25 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Raw Render
26 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Post – Process
Duplicate Layer1
Image/Adjustments/LEVELS22
27 The Making of H-hauz
By: Arch. Jephte T. Trenonce
3 Set Input Levels to 1.10 then Click OK
28 The Making of H-hauz
By: Arch. Jephte T. Trenonce
4 Duplicate Layer
Image/Adjustments/CURVES5
29 The Making of H-hauz
By: Arch. Jephte T. Trenonce
6 Set Curve Output to 228 and Input to 190 then click OK
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
31 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Select Cross Processing8 Select LO2 then set Strength = 359
10
Click OK
32 The Making of H-hauz
By: Arch. Jephte T. Trenonce
11 Duplicate Layer
Image/Adjustments/COLOR BALANCE12
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
34 The Making of H-hauz
By: Arch. Jephte T. Trenonce
14
2
Filter/ Nik Software/ Color Efex Pro 3.0 Complete
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 ”
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
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
38 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Change the Layer Filter from Normal to Overlay24
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
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
32
33
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
42 The Making of H-hauz
By: Arch. Jephte T. Trenonce
Thank you!!! God Bless Everyone!!!

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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” 1 5 2 5
  • 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 3 5 4 5 5 5 6 5 7 5
  • 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 1 5 2 5 3 5 4 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 32 33
  • 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!!!