Rendering in SketchUp


Fig. 27.8:  The Shaderlight Material menu pull- down option with the available texture types Fig. 27.9



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

Fig. 27.8: 
The Shaderlight Material menu pull-
down option with the available texture types
Fig. 27.9: 
Each type has a range of finishes. 
In this example, Shiny is selected and all the 
finishes associated with Shiny display in the 
pull-down menu.


435
Chapter 27: Shaderlight Texture Settings
Fig. 27.10: 
How Type and Finish compare to Surface Conditions and Reflections (Shaderlight)
As you know, surface condition refers to the roughness or smoothness of a surface (Fig. 27.11, 
Fig. 27.12). Matt and Satin types have a rougher surface condition, and the corresponding 
finishes produce little to no actual reflections. Similarly, a Glossy type is much smoother, and 
something set with Mirror Finish will have distinct/blurry reflections. In comparison, a Shiny 
type with Mirror Finish will produce a 100 percent mirrored reflection.
Fig. 27.11: 
Shaderlight types applied to materials.
Fig. 27.12: 
A finish is assigned to each type, but the Finish settings are not 
shown.


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Part 6: Shaderlight by ArtVPS
Transparent, Translucent, and Self-Illuminating
The three additional types (Transparent, Translucent, and Self-Illuminating) have their own 
uses and finishes.
Transparent
The Transparent type is used to create transparent surfaces such as water and glass (Fig. 
27.13). It includes several finishes: Thin_Glass, Thick_Glass, Thick_Frosted_Glass, Liquid, 
Diamond, and others (Fig. 27.14).
The finishes determine the level of refraction. Thin_Glass is the least refractive, and Dia-
mond is the most. The higher the finish level, the greater the refraction will be, causing light 
to bend as it passes through the material. This will cause 
objects on the other side of the material to appear distorted, 
as a real-world transparent material would.
Translucent
This type and its related finishes are similar to Transparent, 
except they have greater refraction values. They are useful 
for thick, opaque materials similar to gem stones and 
thick transparent plastics or glass. For most renderings, 
Transparent settings are usually sufficient for opaque 
surfaces.
Self-Illuminating
Self-illuminating types are Shaderlight’s version of light-
emitting materials (LEMs), except they do not emit light. 
They are useful for televisons, computer screens, and 
similar devices. See the Shaderlight Software manual for 
more information on these settings.

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