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Architectural_Design_with_SketchUp

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

Figure 5.90: Finished face-me tree component in <strong>SketchUp</strong><br />

Rendering Tips<br />

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Keep your scene simple, well modeled, and organized! These are three important<br />

principles to reduce the chance that rendering your <strong>SketchUp</strong> scene will give you a headache.<br />

Here’s what I mean:<br />

NN<br />

NN<br />

NN<br />

Keep your scene simple. Model only what you absolutely need for your rendering.<br />

Often, there is no need to model geometry that is out of view or inside an object. If<br />

your model is complex, it might be a good idea to make a copy of the file and then<br />

prepare the copy for rendering (by deleting and cleaning items) rather than using<br />

the original.<br />

Delete any face that does not contribute to the rendering. Make sure there is no leftover<br />

geometry (e.g., from a previous intersection operations).<br />

Craft your model well. You will run into trouble if you have small holes between<br />

surfaces, overlapping surfaces, or “crooked” planes.<br />

Any gaps in your model increase the chance of light leaks—bright spots where there<br />

should be none, as, for example, in a corner. If your scene has overlapping surfaces,<br />

intersect them and trim excess geometry. And if you have planes that should be flat<br />

but aren’t because one vertex is out of plane, this surface will be triangulated during<br />

rendering, and you might see edges appear in your images.<br />

Keep your model organized. If you use many copies of the same object, make<br />

sure they are components rather than groups. Many rendering software packages<br />

nowadays are able to handle object instancing just as <strong>SketchUp</strong> does. This means<br />

that instead of exporting lots of faces per copy, these tools use the more efficient<br />

method of component definitions and instance locations.<br />

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