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Architectural_Design_with_SketchUp

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

surface of the material but then scatter it internally. The thicker the material, the less light<br />

travels through it. Good examples of these kinds of materials are wax, milk, alabaster stone,<br />

and translucent rubber.<br />

To render these materials accurately, your rendering software must be able to handle a<br />

material feature called subsurface scattering (SSS). This material feature can then be assigned<br />

to any closed object (an object that has a volume and no openings in its surface). You can see<br />

the effect in Figure 5.76, where the candle wax material has subsurface scattering properties.<br />

As you can see, it is a white reflective material that internally also scatters some of the flame<br />

light, which was modeled as a combination of an omni light and a light-emitting flame object.<br />

Figure 5.76: Three candles <strong>with</strong> subsurface-scattering wax materials<br />

Using SSS for materials in your scene can put a strain on rendering time, and you should<br />

carefully evaluate whether you actually need it. For example, if you render a kitchen that<br />

has a few candles standing in a corner, you will likely get away <strong>with</strong> applying a simple white<br />

material (maybe <strong>with</strong> some glossiness) to the candles. However, if you render a close-up of<br />

a milk glass lit only by candles, you should use it for those two materials.<br />

When you model translucent materials (as in the lampshade shown next), you have several<br />

options:<br />

NN<br />

NN<br />

Use an SSS material—This requires your lampshade to have an actual thickness and<br />

will likely result in a relatively long rendering time. Use the Joint Push/Pull plugin (see<br />

Chapter 4) to thicken the surface.<br />

Use a partially transparent material—This may work, especially if light can bounce<br />

inside the lampshade.<br />

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