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Welcome to SketchUp, Vray and other Resources

Everyone is capable of learning. Learning is part of life. It is a social process of living and bringing everyone to share their inherited resources and discoveries. All of us can influence the life of others through sharing and caring. It is our belief that everyone should be a lifelong learner.

I am putting very important visualization resources and series: tutorials, tips, tricks, VRAY materials and settings, and mini-the-making (MTM) processes.

Yours,

Nomeradona

Showing posts with label Nomeradona. Show all posts
Showing posts with label Nomeradona. Show all posts

Sunday, 27 November 2011

Tutorial: How to model Ifugao Mask in Google SketchUp

Here is another modeling tutorial from Nomeradona
http://nomeradona.blogspot.com/2011/11/tutorial-how-to-model-ifugao-mask-in.html

Saturday, 24 September 2011

Tutorial: Nomeradona's How to Deal with Faceted Arc and Circles in SketchUp and VraySU

Here is a new tutorial by Nomeradona: How to deal with Faceted Arcs and Circles in SU and VRAY SU

http://nomeradona.blogspot.com/2011/09/tutorial-how-to-deal-with-faceted-arc.html

Thursday, 1 September 2011

Nomeradona's tutorial: Making the smart tree smarter.

Here is the latest tutorial of Nomeradona "Making the smart tree smarter"- an easy way to produce different types of tree in Vray SKetchup. HERE is the LINK




Sunday, 21 August 2011

Tutorial: Virtual Reality using V-Ray SketchUp and Google Sketchup

Virtual Reality (VR) can be translated simply as "As if Real". When it comes to Virtual Reality, I imagine someone wearing a  special helmet with monitors on both eyes attached to a computer with  thick cables. I also visualize "Neo" and "Morpheus" in the Matrix movie. The hunger to simulate reality using computer seems a hard to believe fiction in the past; but this idea is already happening. Pilots use flight simulations in aviation; likewise soldiers are being trained using war simulations and VR games. Today, were more likely to hear someone use the words virtual environment (VE) to refer to what the public knows as virtual reality. We'll use the terms interchangeably in this article. Whether we use VR all VE, these simulations needs an environment codified and rendered using computers. V-RAY and Google SketchUp could also create and render virtual environment (VE).

Four months ago, I have created a detail tutorial on how to do this in the interior and posted it in my main blogsite. You can access this tutorial using the below links:

One of our online friend Edgar Navas, co-creator and co-administrator of http://foro.sketchando.net/ and contributor in this site, shared an exterior version of virtual reality using  V-RAY and Google SketchUp. I would like to recognize Edgar in this tutorial and thank him for allowing me to share this tutorial here. I also would like to thanks him for sharing me an html code in embedding the VR output in this site.

Here is Edgar Navas tutorial: Exterior Panorama with V-Ray + Pano2VR  


Software: Sketchup 8.0, V-ray 1.49.01, Pano2VR http://gardengnomesoftware.com/pano2vr.php
Others: Spherical HDRI file as Image base light source
            Spherical HDRI image converted to jpeg. file

First here is the Panorama



We will start with a simple model for the purpose of practicality with render time.

Step 1:  Use Position Camera Tool
Use Position camera tool and click the exact location were you want to place the camera.

1-2

Once clicked, the camera view will be updated.

2-2



Step 2: Camera Height Position
We can change the Eye height in the "measurement box". Here I used 2.00m. The height will depend on you.













Step 3: V-RAY Camera Option
Open V-RAY Camera Option. Under Type, choose Warped Spherical. Tick Override FOV and enter 359.9 degrees.

4-2


Step 4: Environment Setting.
Load the HDRI files for both GI and BG map options. In this example I use a visopt by ArqEstevez but with modification so that the shadows are consistent with the background I am using. You can use your own settings here.

5-2



Step 5: UVW Mapping Type

Once the maps were loaded, you need to change the UVW mapping type for both GI and BG HDRI map to "Spherical"

6-2

Note: The map for GI color is "hdr" file, while thee map for BG color is "jpg" file converted from original hdri file

7-2


Step 6: Render
Now we can click the render button.













Clicked the render button. Below is the rendered panorama image with an output image size of 3000pixels X 1450 pixels

9-1

Step 7: Creating the VR image
Open Pano 2VR software and choose "Select Input"



10-1

Under input, select "Auto"
11

Then Open the rendered image that we have saved and done with V-RAY SketchUp

12

Under the output, choose your output size and click "Add". In this example, I used Flash output format.

13

Under the output options, in my case Flash Output, choose the settings. In my case again, I choose High for both Tile and Display settings.

14

Then click create all.

15

Friday, 12 August 2011

Nomeradona Lighting Tutorials: Series 1

First of all I must say these lighting series tutorials were already posted before in different sites and forums, but I want to gather and catalog them again using this site. The lighting tutorials of yours truly are everywhere, but never they were put together in one package. It is my attempt therefore to republish them again. Of course I will also put the sites where they were shared originally.

A. Interior Lighting foir beginners with Vray SketchUp 1.05.30
This tutorial was the very first tutorial of Nomeradona with VraySKetchup. It was originally shared at asgvis.com and  www.cgpinoy.org forums. Although this is an old tutorial, I think the process is still applicable even with any Vray version.

Here it is
09 February 2009 

Software use: Google SkethUp 6.0, VraySU 1.05.33

Step 1. The original Sketchup Scene.
Download the Scene HERE or HERE.

Step 2: Clay Render 
Here is the clay render. In order to achieve clay render, you need to tick override materials in the global switches. This scene has been rendered using the default setting.


Step 3: Increasing the Sky Multiplier
Sky multiplier was set from 1 to 4 in this render to allow more light to penetrate inside the room. Of course adjusting the Fstop value of the camera, or increasing the ISO or decreasing the shutters speed can lighten our scene, but as for now I don't want to touch the camera yet so not to confuse especially the new guys.


Increasing further the multiplier.


4. Adding the Vray rectangular light

If I increased the Sky multiplier or lighten up my camera, I will have a lot of blotches, especially if im using IR Render engine as my primary rendering engine. This is because the distance between samples interpolated would be quiet wide in the dark areas. You can of course increase the samples, but will definitely increase your rendering speed. This was actually one my frustration before.

In order to improve the lighting, we will add a vray rectangular light outside the window. This will help us to increase and improve the lighting inside the interior. In the image above, an additional vray rectangular light has been added. The invisible has been ticked and the multiplier intensity was set to 500.

*tip1* you have to place the rectangular light a certain distance from the wall to avoid burnout of certain walls near the window.
*tip2* save your Light catche, photon map or Ir map and reload them if you are experimenting with light. once you reloaded the saved map, vray will just render your scene.
*tip3* use track mouse while rendering, and point your mouse to the areas you wanted to see first. if you dont like the result, just cancel rendering and adjust those things you wanted to do.


Intensity multiplier @500. I think the exposure is a bit too much. In any case just lower the intensity.

5. Saving the IR and LC passes
IN order to speed up your render during the rendering test, I have a small trick. Saving the IR and LC passes using a fairly small output (e.g. 400px  X 600 px)


*Tip*  Tick calculation phase in both IR and LC calculation so you could see how the calculation is going on. Now you need to stop the rendering process after the IR and LC passes were calculated. In the current map, save the file and place it to any directory you want. Then under "Mod", select "From File and load the previously saved file. You have to do the same with your LC pass. 
*Tip* This only work with the same scene, if you added light, or change the view scene, you need to do the same again.

Another Test 
I lowered the intensity multiplier of the rectangular light to 350 and decreased the noise threshold (QMC Sampler) to lessen the noise. I dont really recommend the lowering of noise threshold when still checking the light as it will slow down the rendering process signinficantly. 


6. Adding Drama
To add more drama, I added the blinds.

But Oh no! what are those noisy stuff on the corner of the wall?
I dont know how the call them in Vray but in this tutorial let me use the word "Blindspot". These areas, are difficult to be reach by both sun and rectangular lights, because when I put the window blind, the light has difficulty in penetrating in those area. As far as I know Vray is a "Biased renderer" and purely work with samples. Blotches is normally cause by lower samples or sometimes the distance between sampling is far causing blotches to the uncalculated samples. (Sorry if I dont know how to explain this clearly, bear with me here. I hope this will become easier to follow  with the next step). 

OK what is the solution then? Increasing the samples, hsph subdivison, reducing the noise? Well any of these things will increase render time, it may help or completely obliterate them, but I bet, your rendering time will be much longer. I ask about this matter on the asgvis forum, but no one responded to me.. Yes no one.
Trying to understand how it works. I spent some time to solve the problem, and this is what I did. after some experimentation and how Vray works at www.spot3d.com.

7. Adding additional Vray rectangular light behind the camera
 
By putting another Invisible Rectangular light (as fill or ambient light) with low multiplier behind the camera, you could actually improve and reach those what I called "blind spots". In the render below, although it is not perfect, but I felt it is a better solution than increasing the samplings.

The above render, I turned off the rectangular light on that window (since its useless now because of the window blind) and created a fairly huge rectangular light behind the camera with multiplier of 2.5. Wow rendering time is much faster than the other image before.