Rendering in SketchUp


Fig. 3.5:  Highlight of the texture step 26



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Rendering in SketchUp From Modeling to Presentation for Architecture, Landscape Architecture and Interior Design ( PDFDrive )

Fig. 3.5: 
Highlight of the texture step


26
Part 1: Overview and Concepts
Fig. 3.6: 
A textured SketchUp model
Model Detail
Model detail refers to additional objects, geometry, and 
context usually added by employing premade components 
(Fig. 3.7, Fig. 3.8). The more detailed a model is, the more 
realistic it appears. Part 3 provides instructions for adding 
comprehensive component and model detail. 
Fig. 3.7: 
Highlight of the detailed 
modeling step


27
Chapter 3: The Rendering Process
Fig. 3.8: 
Detail added to the model
Light
Lighting controls the shadows, time of day, and cast of light 
in a rendering. All three IRPs rely on the SketchUp Shadow 
menu to establish lighting for exterior and, in some cases, 
interior renderings (Fig. 3.9, Fig. 3.10). Part 4 describes 
how to work with SketchUp shadows and save your camera 
views for rendering.
SketchUp shadows, visible in the model, are used to 
set the lighting for the rendering. Simulated lighting in a 
rendering (not shown in the figures) comes from artificial 
light sources such as a bulb, fixture, or lamp. These set-
tings are set by each IRP, and they vary depending on the 
application.
Fig. 3.9: 
Highlight of the lighting step


28
Part 1: Overview and Concepts
Fig. 3.10: 
SketchUp shadows, visible in the model, are used to set lighting for the rendering. 
The Iterative Rendering Process
During this step (Fig. 3.11), the various IRP menus (in SketchUp) are used to assign values to 
textures, fine-tune the lighting, set the image output resolution, and generate the image. This 
step includes the draft-to-final render process, which encompasses creating a series of draft 
images, assessing them, and adjusting the previously mentioned values. This leads to the final 
rendered graphic.
Texture Values 
For textures to render with real-world character, values such as reflection and coarseness need 
to be applied to each material (Fig. 3.12). To do this, you’ll need to use the individual IRP’s 
Material menu (Fig. 3.13). Although the IRPs use different approaches to applying values, the 
general technique is the same for all of them. Part 6 provides IRP-specific values for a range of 
textures. 



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