Rendering in SketchUp


Fig. 27.2:  SketchUp native textures in the  SketchUp Paint Bucket Fig. 27.3



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

Fig. 27.2: 
SketchUp native textures in the 
SketchUp Paint Bucket
Fig. 27.3: 
Rendering created with SketchUp native textures and Shaderlight


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Part 6: Shaderlight by ArtVPS
Texture Value Descriptions
Specific values based on categories are listed under Texture Settings by category. The following 
descriptions expound on the explanations for reference texture values outlined in Chapter 21.
Bump
In Shaderlight, the bump values range from 0 to 10 with 
1/10 increments (Fig. 27.4). Most textures will have a 
bump value ranging from 0.01 to 2.00. For example, 
many stone or paving textures will range from 0.5 to 1.5 
and everything in-between (Fig. 27.5). Metallic or shiny 
surfaces might have zero (0) bump or a slight bump 
ranging from .01 to .5. Higher values are useful for 
rough or course surfaces such as groundcover, fabrics, 
lawn, and stone (Fig. 27.6, Fig. 27.7). Setting the bump 
value to high will result in a dimpled and distracting 
surface character.
Type and Finish
The Type and Finish settings determine how bright and 
reflective surfaces will render.
Fig. 27.5: 
Different bump values applied to the same concrete surface
Fig. 27.4: 
The bump value is circled in the 
Shaderlight Material menu.


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Chapter 27: Shaderlight Texture Settings
Fig. 27.6: 
A high bump value is applied to the ground cover in the planter, creating a rough, extruded appearance.
Fig. 27.7: 
A high bump value is applied to the fabric on the sofa.


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Part 6: Shaderlight by ArtVPS
Type
Type represents the possible range of reflection a texture can possess when rendered (Fig. 
27.8). It corresponds to surface condition as outlined in Chapter 21. Types range from Matt, 
Satin, Shiny, and Glossy to Metal.
Finish
Finish is determined by type. Each type has its own range of finishes (Fig. 27.9). Ranging from 
flat to mirror, finishes determine how reflective a material will appear. The brighter the type, 
the more reflective the finish will be.
Type and Finish
The chart represents how these values work to produce surface condition and surface 
reflection (Fig. 27.10). The types are arranged in order from little/no reflection all the way to 
full reflections (mirror). The types are not in the same order as they appear in the Shaderlight 
Material menu.

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