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Architectural_Design_with_SketchUp

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<strong>Architectural</strong> <strong>Design</strong> <strong>with</strong> <strong>SketchUp</strong><br />

reflect in the material, it is usually okay to ignore reflectivity for that material. But this very<br />

much depends on your scene, and you need to evaluate this need on a case-by-case basis.<br />

Figure 5.69: Comparison of flat and reflective floor materials<br />

TIP<br />

You can sometimes cut down on rendering time if you don’t assign reflective properties to<br />

a material but rather use a subtle gradient for that material (which simulates a soft reflection).<br />

You must make sure it works <strong>with</strong> lighting and the general environment, however.<br />

If your rendering software allows you to do this, consider adding a specular map to the<br />

material. This is similar to the bump map (discussed later) and is a grayscale image. When<br />

added to a shiny material, the grayscale values in the image determine the shininess distribution<br />

of your material (the darker it is, the shinier it will be).<br />

Refraction<br />

When you have transparent materials in your scene (such as glass, water, or gems), it can be<br />

important that these materials have realistic refraction properties. As mentioned, refraction<br />

refers to how light direction changes when it travels through a material. In reality, you likely<br />

have observed this—imagine holding a straight stick into a swimming pool, and notice how<br />

the lower part of the stick looks as though it is bent (see rendering in Figure 5.70). You can<br />

also see this behavior when you look at a thick glass or a prism from an angle.<br />

Especially when your glass object has an observable thickness, it is important to include<br />

realistic refraction properties. This is the case when you model a glass vase or water in a<br />

swimming pool. Having said this, it is often not important to add refraction to architectural<br />

uses of glass. Windows can usually be modeled only <strong>with</strong> a transparent texture—as long as<br />

their reflection properties are accurate. Refractive glass would actually increase rendering<br />

time too much <strong>with</strong>out adding much visual benefit.<br />

Table 5.1 shows some refractive indices for various media. Use these as a guideline if<br />

your rendering software gives you the option to enter them for a material.<br />

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