Vraysketup Kompilasi Tutorial
Transcript of Vraysketup Kompilasi Tutorial
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Basic Exterior Scene
SettingsWritten by Corey Rubadue
Thursday, 08 February 2007ObjectiveThis tutorial helps to set up a basic exterior architectural scene using Physical Sun and Physical Camera.Basic SettingsGlobal Switches>Gamma 2.2 (all other values default)Camera>Physical Camera enabled>StillCamera>Shutter speed 125>Film Width 36>Zoom 1>F-number 12>Film Speed(ISO) 200>Exposureenabled>Vignetting enabledEnvironment/Sky>GI enabled 1.4>Texture Editor (double click on m)Common>Type Sky>Multiplier 1.5 (all other values default)Image Sampler>Adaptive QMC>Min 1 Max16> Antialiasing enabled>Area 1.5Color Mapping>HSV Exponential>Dark 1 Bright 1IndirectIllumination>GI enabled>Primary engine Irradiance MapSecondary engine Quasi Monte-CarloIrradianceMap>Min-3 Max 2>HSph. Subdivs 50>Samples 20 (all other values default)Quasi Monte-Carlo>Subdivs8>Secondary Bounces 3Global Switches
Camera
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Environment/Sky
Image Sampler
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Color Mapping
Indirect Illumination
Irradiance Map
(For faster test renders you can reduce the HSph. Subdivs to 30)(To increase the quality you can changethe Min Rate to 2 and Max Rate to 0, however this will increase render time)
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Quasi-Monte Carlo GI
Scene SetupImage 1 shows an architectural exterior scene. The goal is to render the exterior using a physical sky andphysical camera available using vray. Its important to note that vray takes the sun location and time of dayfrom the SketchUp shadow settings as shown on Image 2. In this SketchUp scene, the only Vray specificmaterial applied is to the glass. The rest of the materials are SketchUp applied materials. This is importantto note since a lot of users will have existing SketchUp models that they want to render without spendingtoo much time re-applying materials and this example is meant to illustrate exterior render settings only.Nonetheless, it still demonstrates the speed and quality that can be achieved with a simple and fastsetup.
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Image 1: Exterior Scene in SketchUp
Image 2: SketchUp shadow settings
NOTE: If you enable Show Calculation Phase under the Irradiance Map Rollout>Basic Options,You will
get a preview of the IM calculation and lighting distribution as shown on Image 3
Image 3: IM Calculation Phase
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Image 4: Final Rendering using VfSU setting listed above.
Render time approx. 12 min 800X500 The VfSU render options can be saved to be used on other scenes.Open the Render Options toolbar, select File>Save, Load or Restore Defaults. VfSU comes with preset
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settings for low, medium and high quality renderings. The above method is just one way of many, Iencourage everyone to experiment with their own settings based on their own scenes. I hope this servesas a good starting point.
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Basic Interior Scene
SettingsWritten by Corey Rubadue
Thursday, 08 February 2007ObjectiveThis tutorial helps to set up a basic interior architectural scene using V-Ray Rectangular Lightand Physical Camera in Vray for SketchUp
Basic Render Option Settings
Global Switches>Gamma 2.2 (all other values default)Camera>Physical Camera enabled>StillCamera>Shutter speed 125>Film Width 36>Zoom 1>F-number 10>Film Speed(ISO) 800>Exposureenabled>Vignetting enabledEnvironment/Sky>GI enabled 1.4>Texture Editor (double click on m)Common>Type Sky>Multiplier 1.5 (all other values default)Image Sampler>Adaptive QMC>Min 1 Max16> Antialiasing enabled>Area 1.5Color Mapping>HSV Exponential>Dark 1 Bright 1IndirectIllumination>GI enabled>Primary engine Irradiance MapSecondary engine Light CacheIrradianceMap>Min-3 Max 0>HSph. Subdivs 50>Samples 20 (all other values default)Light Cache>Subdivs
750>Sample Size 0.01>Scale Screen>Num. Phases 2 (Eq. # Processors)
Global Switches
Camera
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Environment/Sky
Image Sampler
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Color Mapping
Indirect Illumination
Irradiance Map
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(For faster test renders you can reduce the HSph. Subdivs to 30 as well as reduce the Max Rate to 2)
Light Cache
(For faster test renders reduce the Subdivs to 500 and increase the Sample Size to 0.02. The Num.
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Phases should be equal to the number of processors on your machine)
Scene SetupImage 1 shows an architectural interior scene. The goal is to render the interior using a Vray rectangularlight and physical camera using vray. Its important to note that vray takes the sun location and time of dayfrom the SketchUp shadow settings.
Image 1: Interior Scene in SketchUp
For this interior scene, a Vray rectangular light was placed directly outside the window as shown on Image2. The color of the rectangular light is light blue to simulate the color of the sky. Multiplier 30, Invisibleenabled (to the camera), No Decay enabled, Ignore Light Normals enabled.
Image 2: Vray Rectangular Light
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NOTE: If you enable Show Calculation Phase under the Irradiance Map Rollout and Light Cache
Rollout, you will get a preview of the calculation phases and lighting distribution as shown on Images 2 & 3
Image 3: Light Cache Calculation Phase
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Image 4: Irradiance Map Calculation Phase
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Image 5: Final Rendering using VfSU settings listed above.
Render time approx. 20 min 800X500 The VfSU render options can be saved to be used on other scenes.
Open the Render Options toolbar, select File>Save, Load or Restore Defaults. VfSU comes with presetsettings for low, medium and high quality renderings. The above method is just one way of many; Iencourage everyone to experiment with their own settings based on their own scenes. I hope this servesas a good starting point.
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Church of Light
TutorialWritten by Damien Alomar
Wednesday, 16 May 2007
This tutorial explains the settings and steps used to set up the scene "Church of Light by TadaoAndo" using Vray for SketchUp
Basic Render Settings
Global Switches>Gamma>Output 2.2 (all other values default)Camera>Physical Camera enabled>Still Camera>Shutter speed 125>Film Width 36>Zoom 1> F-
number 10>Film Speed(ISO) 800>Exposure enabled>Vignetting enabled
Environment/Sky>GI enabled 2.4>Texture Editor (double click on "m") Common>TypeSky>Multiplier 1 (all other values default)
Image Sampler>Adaptive QMC>Min 1 Max 16> Antialiasing enabled>Area 1.5
QMC Sampler>Adaptive Amount 0.9>Noise Threshold 0.01> Min Samples 6Color Mapping>HSV Exponential>Dark 1 Bright 1
Indirect Illumination>GI enabled>Primary engine Irradiance Map
Secondary engine Light CacheIrradiance Map>Min-5 Max-4>HSph. Subdivs 50>Samples 20 (all other values default) Detail
enhancement Enabled
Light Cache>Subdivs 500>Sample Size 0.02>Num. Phases 2
Global Switches
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Physical Camera
Environment/Sky
Image Sampler
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Indirect Illumination
Irradiance Map(For faster test renders you can reduce the HSph. Subdivs to 30)
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Light Cache
Sample Size 0.02 was used to reduce noise in the scene. Since this scene does not contain a high
level of detail this number was acceptable. Num. Phases was also set to 2 to ensure a low amount
of noise in the scene.
Lighting Set-up
Images 1 & 2 show the basic scene exterior and interior. The goal is to render the interior usingthe physical sky/sun and physical camera available with Vray for SketchUp. It's important to note
that Vray takes the sun location and time of day from the SketchUp shadow settings as shown on
Image 3.
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Image 1: Exterior View of Model in SketchUp
Image 2: Interior Camera View in SketchUp
Image 3: SketchUp shadow settings
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Image 4: Sun Location in the model is set to be perpendicular to the exterior wall with cross
opening for this specific scene where we want the light to come in directly behind the wall. Notethe shadow direction which is perpendicular to the wall with the opening.
Image 5: One Vray rectangle light was located directly outside the cross opening of the model tosupplement the sun light entering the space and ensure the light rays would enter the space
perpendicular to the room. This is typical for a lot of interior scenes. In some cases, where light is
entering through glass, you may position a rectangle light next to the glass on the interior.
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Image 6: Vray Rectangle Light Settings
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Materials Setup
In this scene, SketchUp materials with no textures were replaced with new Vray materials.
Textured elements in the SketchUp model were brought into the material editor as Linked Vray
materials. This is important to note since a lot of users will have existing SketchUp models thatthey want to render without spending too much time re-applying materials and also, it's very easy
to apply and adjust the textures on objects using SketchUp controls
Image 7: Material Editor shows the Vray materials as well as the Linked Vray materials. Mostelements have a certain amount of reflection. This adds to the level of realism in a scene since
most materials have reflectivity in real life, even if it's barely noticeable sometimes. This image
also shows the specific settings for the Linked Walls material, it's important to note the level of
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reflection noted by the level of grey (22) as well as the Glossiness factors (0.6). The glossiness
was turned down to create the blurring effect of the light and the reflection on the material.
Here is the final scene rendered by Vray for SketchUp using the rendering and material settings
described above.
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The VfSU render options can be saved to be used on other scenes. Open the Render Options
toolbar, select File>Save, Load or Restore Defaults. VfSU comes with preset settings for low,
medium and high quality renderings. The above method is just one way of many, I encourageeveryone to experiment with their own settings based on their own scenes. I hope this serves as a
good starting point.
Basic Architectural Glass Material
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SettingsWritten by Corey Rubadue
Thursday, 08 February 2007Objective
These settings create a glass material suitable for architectural exteriors and interiors. It is a clear glasswhich lets light through as well as reflects the surrounding environment.Basic Settings
Sample Rendering
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Lighting in V-Ray for
SketchUpWritten by Damien Alomar
Thursday, 08 March 2007This tutorial goes over the different types of lighting within V-Ray for SketchUp. These include Global images, point lights, rectangular lights, and emissive geometry.
There are several different options for adding light in VfSU. The simplest is GI or Global Illuminwithin V-ray, and lastly we have light emitting geometry. So lets get on with it.
For these tests I am using a model of the new Camaro which I downloaded from here http://skemid=a3da1cce792763fd33898df841c4de85
Global Illumination
Global Illumination (GI) is by far the easiest way to add light to a scene in vfsu. Basically GI simemits an even light from all directions. The result is a very soft light that does a great job at proIn order to be able to use GI you must enable Indirect Illumination. If you dont the side of the cblack because it isnt visible to the Sketch Up Sun. After enabling Indirect bounces in Global Swthe Environment Rollout and enable GI, this is what allows us to set the illumination for our scenvalues where they are.
http://sketchup.google.com/3dwarehouse/details?mid=a3da1cce792763fd33898df841c4de85http://sketchup.google.com/3dwarehouse/details?mid=a3da1cce792763fd33898df841c4de85http://sketchup.google.com/3dwarehouse/details?mid=a3da1cce792763fd33898df841c4de85http://sketchup.google.com/3dwarehouse/details?mid=a3da1cce792763fd33898df841c4de85 -
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And here is the result.
Youll notice the nice soft shadows at the base of the car, and the nice light coverage on the frocoming from all around the model. GI is very useful for providing quick tests and visualizations good feedback on how the geometry will react to light. In this case this is an exterior scene andenvironment, so this is giving us a very even light.
Using HDRIs
With VRay we also have the option of using an image to light our scene. Although we could usare best suited for lighting are HDR images, or High Dynamic Range Images. Basically what thcontains information that is brighter than white, and we can use this information to add lighting timage from here (http://gl.ict.usc.edu/Data/HighResProbes/ ) (this image is not the actual HDR,
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So lets put this HDR to use. In the Environment rollout click on the little m next to the GI multEditor. On the left next to type there is a drop down list. From the list select bitmap option and the right. Now you can add the map by clicking on the m towards the bottom of the window a
to be used correctly for either GI or environment backgrounds the must be mapped using the Entexture editor. Now we need to specify the mapping, and In this case we know that our image isure that the spherical option is selected from the list to the right. Go ahead and repeat the saand then go ahead and render.
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Go ahead and repeat the same process for mapping the background and then go ahead and re
You might notice your image is a bit noisier now, which is due to the sampling on the hdri (the equality settings which are in the frame stamp). You can also see how the shadows themselves
if the lighting is a bit more directional. This is because the illumination from the image is mostlyby the sharper shadows along the side of the car, the elongated shadows in the front of the car,view mirror. Below is the same rendering with a jpeg version of the same file, and as you can sarent really as distinct as they were in the rendering with the HDR image.
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Adding Lights
V-Ray supports both rectangular lights and omni lights (or point lights). We are going to go ovefirst. In the V-Ray toolbar the yellow ball icon will add an omni light.
After clicking the icon simply pick a point in your scene then position the light in your scene. Omso remember that when your placing in you scene. Also depending on the size of your scene thactual size of the light doesnt affect anything, but its a good idea to have it be a size that doesnanything in your scene. After adding the light you need to edit the light properties. You can do
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and at the bottom of the menu will be an option for VRay for SketchUp. From that option selectmain menu bar by going to Edit > VRay for SketchUp >Edit Light.
This will bring up the Light properties box, and there are several key parameters that we must g
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In the intensity section there are parameters for both color and the multiplier. Color is fairly selfthe multiplier will control how brightness the light. Under the Options section is a little option ththe right. This option will control how the intensity of the light changes based on how far away t
The default setting is Linear which basically means that the intensity of the light will not change because in the real world lights decay. The second option is Inverse, which decays the light baThe third option is Inverse Square, which decays the light based on the inverse of the distance sdecays in the real word, so it is recommended that you use this setting. You dont really need tthat each option, from linear to inverse square, will need a progressively higher multiplier to ach
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Here are some sample images to show different decay. The only thing changed in each image
The Sampling section allows you to control how V-Ray samples the light. Unless you are creatsettings are best left alone, so we will leave them for another tutorial. The Shadow section hasoption to enable or disable shadow. The Radius feature will allow you to control the sharpnessshadow edges. Omni lights by their nature create very sharp shadows, so if you would like to m
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this feature.
Be careful as this can increase render times and if you set too large of a value your shadows mcontrol the quality of the shadows. A lower value will allow the render to be quicker, but may habetter quality, but will take longer. Only adjust this value if you are not getting the quality that yo
Rectangular Lights
Rectangular Lights are the other lights supported by V-Ray and have their own distinctive chara
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The intensity of a rectangular light is related to their size. For example, a very small light with aneffect, but if the size were tripled or quadrupled then the intensity would be greatly increased evHere are two images with the light at two different sizes.
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The size of a rectangular light also has an affect on the shadow quality. A small light will usuallthe omni light though) compared to a light which is bigger. Because the blurriness of the shadoitself we really only have the ability to turn shadows on and off. Rectangular lights do have manlights with several differences. The Intensity controls are the same, but under Options we find m
to the No Decay option. This is similar to the decay options of the omni lights. However, we onSquare decay. Having No Decay check will make the decay linear, while having it unchecked (means that the decay will be Inverse Square.
Double-Sided will allow the light to emit light from both sides, not just the front face. Invisible wicamera and any reflections in the scene. Enabling Ignore Light Normals allows for an even disthis feature will force the light to be emitted predominantly in the direction normal to the front facthe light intensity and color to be taken from the environment behind it. This is mostly used in wnot entirely effective or accurate. Store with Irradiance Map allows for the direct light to be calcspeed up calculations. In this mode quality is controlled by the IR settings. Within the Samplingnot in the omni light settings. The subdivisions value will control the number of samples that ar
value of 8 is usually sufficient, but with interior scenes more subdivisions may be required.
Light Emitting Geometry
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In V-Ray it is also possible to have objects emit light, which provides a lot of flexibility in how weneon signs, glowing objects, and other things are now possibilities by using light in this way. Wmaterial editor, so click on the M in the V-Ray toolbar. This brings up the material editor, and ifthe materials in the scene. Right click on Scene Materials then Add Material > Add VRay Mate
material which is named Default Material. Right click on this material to rename it if you like. Nname of the material. This will open the material layer structure. As you can see there currentlmaterial right now. To add a light emitting layer, right click on Emissive Layer and click Add Nerollout over in the material options.
There are 3 simple options within the emissive layer; color, intensity, and transparency. Color aregular light do. The transparency will be useful to allow other layers that are underneath the Ebe visible in the material. Keep in mind that making the material more transparent will decrease
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BUAT BIKIN RUMPUT
caranya pake displacement.
1. edit material
2. buka option map
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3. centangi option displacement
4. klik huruf m disampingnya
5. typenya ganti dengan bitmap
6. Multiplayer ganti ma angka 5
7. terus muncul option bitmap-file
8. klik hurup m sampingnya lagi
9. pilih gambar versi hitam putih dari materialnya (biasanya sih bikin dulu)
10. Aply materialnya
11. kalo kurang muncul tambahin multiplyyernya jadi 10 kek