Architectural_Design_with_SketchUp
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Chapter 5 Rendering in <strong>SketchUp</strong><br />
This has various implications for rendering. First of all, many 3D modeling<br />
and rendering programs display only the front side of faces—the<br />
back side is often simply not displayed. In addition, <strong>SketchUp</strong> has the<br />
ability to assign two different materials to the same face—one to the<br />
front and one to the back. This is also not always supported by other<br />
software.<br />
While many exporter plugins and integrated rendering software<br />
deal <strong>with</strong> this internally (where you don’t have to think about it), it is<br />
important to know about this in case you need to troubleshoot. In any<br />
case, the best rule is to always have fronts of faces point outward (or<br />
toward the camera).<br />
Fortunately, <strong>SketchUp</strong> has a built-in function that flips a face’s orientation. To use it, select<br />
the faces you need to flip and then right-click on one of them. Select Reverse Faces from the<br />
context menu, and you will see the face color change. If you already have materials applied<br />
to those faces, switch the Face Style to Monochrome (in the View menu) beforehand. This<br />
suppresses all textures and lets you find reversed faces by showing you default face colors.<br />
If you need to export a <strong>SketchUp</strong> model to use in any other 3D modeling or rendering<br />
application, look at the exporter options. Some of the options, accessible through the File k<br />
Export k 3D Model. . . menu item, allow for transfer of two-sided faces. (See Figure 5.26.)<br />
Figure 5.26: Option in the DAE export<br />
dialog to use two-sided faces<br />
Triangulation<br />
Unlike many other 3D modeling software packages, <strong>SketchUp</strong> has the ability to use polygonal<br />
faces that have more than three edge points (or vertices). This allows us to use rectangular faces<br />
for walls—or even hexagonal faces (as shown in an earlier example).<br />
While this is very useful for texturing—<strong>SketchUp</strong>’s built-in texture positioning functions<br />
work on single faces only, for example—3D model export and processing by rendering applications<br />
typically leads to a triangulation of these polygonal faces.<br />
This does not often cause problems, because the textured 3D model export into a rendering<br />
application is handled automatically by an exporter plugin. It is important to know<br />
this, however, for troubleshooting and for special cases.<br />
One of these cases occurs when you use faces <strong>with</strong> a light-emitting material (e.g., to<br />
simulate a “light box” or a neon tube). While this can make a very nice-looking, diffuse light,<br />
it is important to keep in mind that the geometry of the faces that have the material applied<br />
should be as simple as possible—best is a triangle. If you use a circle <strong>with</strong> a light-emitting<br />
material, for example, the circle will be exported into the rendering application <strong>with</strong> many<br />
more faces than the one it has in <strong>SketchUp</strong> (see Figure 5.27 for an illustration of this). The<br />
higher number of faces can increase rendering time significantly.<br />
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