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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 />

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Use fake transparency—Add an emitting material to the outside of the lampshade to<br />

give it a luminous glow.<br />

Putting These Features Together<br />

Once you start working on materials for a rendered scene, it is usually a good idea to ignore<br />

the material features from the last few sections for the first test renders. Simply use the<br />

materials that you applied in <strong>SketchUp</strong> and work on lighting the scene. Then run a few lowquality<br />

test renders. Once you are happy <strong>with</strong> the view and the lighting, start refining materials<br />

and their properties.<br />

TIP<br />

When rendering, it often makes more sense to focus first on geometry, then on lighting,<br />

and on materials last. Often, however, it is a back-and-forth among all of these until you<br />

get the result you want.<br />

When refining materials, keep your focus on the big picture. In other words, don’t get<br />

lost refining materials that will barely be visible in the final rendering. That contributes only<br />

to the rendering time and not much to the result.<br />

Follow these tips when you work on materials:<br />

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First, evaluate which objects in the scene need reflective (e.g., a mirror) or transparent<br />

(e.g., a window) properties. Since the scene will not look real <strong>with</strong>out them, add those<br />

first. For reflective objects, start <strong>with</strong> a fully reflective material, and for transparent windows,<br />

use a simple transparent-reflective glass material that does not feature refraction<br />

or even dispersion—both of which render quite fast.<br />

If you need any material-based lighting (e.g., from a neon tube), add light-emitting materials<br />

next. As mentioned, keep this as simple as possible to reduce rendering time.<br />

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