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Architectural_Design_with_SketchUp

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Chapter 5 Rendering in <strong>SketchUp</strong><br />

The first method is general illumination caused by a uniformly colored light that is emitted<br />

from an imaginary sky dome (a sphere that fully encompasses your model). Typically, you can<br />

simply select a sky color and then use any rendering method provided <strong>with</strong> your software.<br />

Because the result will look very much like an ambient occlusion (AO) rendering, that rendering<br />

method can give sufficient results. See Figure 5.38 for an example.<br />

Figure 5.38: Ambient occlusion “clay” rendering of Notre Dame<br />

This method is often used for “clay” renderings (like the one in Figure 5.38) where the<br />

material has been painted <strong>with</strong> either the default material or a neutral-color material (such as<br />

light gray). Often, this is not even necessary—the rendering software simply ignores all textures<br />

during rendering if Clay Render is selected. A benefit of this rendering method is that<br />

it allows you to evaluate shapes <strong>with</strong>out being distracted by color and other surface textures.<br />

A second method—which works well for clay renderings but especially for textured models—is<br />

image-based lighting (IBL). In this method, an image is applied to the imaginary “sky<br />

dome” similar to what was described in the “Environments” section. If this image contains<br />

a spherical projection of the sky and ground, it can be used to represent a full 360-degree<br />

background. Even if the image will not be visible in the final rendering, its color information<br />

will be used to apply environmental lighting to the rendered scene. The three images in<br />

Figure 5.39 are examples of IBL <strong>with</strong> a high-dynamic-range (HDR) image as a light source.<br />

Note the different shadows and overall light mood and color.<br />

This method is especially powerful when HDR images are used for the environment map.<br />

Because an HDR image stores color information at a much higher level of precision (32 bits)<br />

than a standard low-dynamic-range (LDR) image (e.g., 8 bits for a standard JPG image), lighting<br />

in the HDR renderings is very natural-looking. This approach also permits reuse of a particular<br />

interesting light setting (e.g., the environment in a church), whereby you can apply it<br />

to a completely different scene.<br />

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