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Architectural_Design_with_SketchUp

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

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Next, look at large-area (in relation to the image size) objects, such as a wall or floor, and<br />

add appropriate properties such as reflection and bump. If you notice when doing a lowquality<br />

test render that adding these properties has no effect on the final result, undo<br />

especially the reflection properties, because your scene will render faster <strong>with</strong>out them.<br />

Then focus on your key objects. Do you have a “showcase” object such as a kitchen<br />

countertop or a piece of furniture located close to the observer? Adjust its properties<br />

accordingly. If this object is made of glass, try a physically accurate glass material and<br />

see if its appearance improves. This will likely increase rendering time, but for the added<br />

realism it may be worth it.<br />

Finally, see if you need to manually adjust any of the material textures. In <strong>SketchUp</strong>, you<br />

can export a material’s texture for editing in an image editor. This is useful if you need<br />

to add “edge dirt” (e.g., at the base of a wall) or fix tiling problems by making textures<br />

appear more random.<br />

Tweaking Texture Positioning<br />

One of <strong>SketchUp</strong>’s best features is its ability to easily place textures from various sources and<br />

position them. As you have seen in this chapter, you can add textures using the Materials<br />

window or by importing images and placing them on faces as textures. Beyond these methods,<br />

you can also model using the photo-matching technique (which will not be covered in<br />

this book—if you are interested, you can find information in <strong>SketchUp</strong>’s help system).<br />

Once you have a texture for a particular object, it is important to get its positioning right.<br />

Fortunately, <strong>SketchUp</strong> offers tools to help <strong>with</strong> most common situations. Beyond those, we<br />

can use plugins. The following examples showcase techniques for this.<br />

Example 5.2: A Wooden Tabletop<br />

This example is relevant for any situation where a texture should extend from one face to<br />

other faces—be they in the same plane or not. We will use a positioned texture as reference<br />

and “paint” it onto other faces.<br />

1. Let’s assume that we need to place a texture of a slatted wooden board correctly on this<br />

4f × 4f panel <strong>with</strong> a 2g thickness. To be able to place the texture, this object must not<br />

be grouped. If it were, we would have to double-click it and enter group (or component)<br />

editing mode. All surfaces have to be selectable.<br />

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