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Architectural_Design_with_SketchUp

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

Reflection<br />

When you render a <strong>SketchUp</strong> scene in your rendering software using default settings, you<br />

may notice that all materials look quite flat. They look very much like matte paint. In reality,<br />

however, most materials have some degree of shininess and maybe even reflectivity. Good<br />

examples are semigloss wall paint, the plastic or aluminum enclosure of your computer,<br />

magazine covers, and tabletops. Although their degree of shininess varies, most of them do<br />

have some. Only very rough materials (e.g., uncoated paper or soil) do not. (See Figure 5.68.)<br />

Figure 5.68: Reflectivity of a walkway’s stones<br />

As you likely know, this is related to surface smoothness—the smoother the surface, the<br />

shinier a material is (up to perfect reflection). Polished metal and glass are materials that are<br />

very reflective—a mirror is a good example. Brushed aluminum (<strong>with</strong> its roughened surface) is<br />

quite reflective, but its surface scatters all light, thereby lacking a shiny and polished-looking<br />

reflection.<br />

Figure 5.69 shows two materials that illustrate this. The ground material on the left has<br />

default properties and therefore looks quite flat. The material on the right has reflectivity<br />

similar to polished stone. As you can see, the reflection of the omni light (in the center of the<br />

image) is quite different from that of the material on the left. The light’s reflection is visible<br />

on the ground, and there is not as much scattered light reflection close to the light source.<br />

Also, the checkered pattern on the back wall is reflected in a realistic fashion: Close to the<br />

wall, where the view angle is quite small, the pattern has a blurry reflection. Farther away<br />

from the wall and closer to the viewer (where the viewing angle is larger), the reflection fades<br />

out. This material appearance is typical of vinyl flooring or a semigloss tabletop, for example.<br />

So what should you do to materials in your renderings? It is usually a good idea to give<br />

flooring, furniture, leather, and other partially or fully reflective materials at least a subtle reflectivity.<br />

This goes a long way toward realism in your renderings. Having said that, it is important<br />

to keep in mind that reflectivity invariably increases rendering time. Only perfect reflection<br />

renders fast, but that is obviously limited to mirrors and water or glass. Therefore, whenever<br />

a material is too far away from the viewpoint or nothing exists in the scene that could actually<br />

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