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    Rendering Terms on the SketchUp Sage Site

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    • GaieusG Offline
      Gaieus
      last edited by

      Some more (in alphabetical order):

      Alpha mask render
      Animation (camera and object)
      Atmosphere
      Biased rendering
      CPU rendering
      Depth map render
      Displacement (map)
      Double sided materials
      Ecosystem
      Gamma value/correction
      GPU rendering
      Layered materials
      Lighting analysis/study
      Instancing
      Interactive rendering
      Photon mapping
      Procedural material
      Proxy
      Real time rendering
      Shift lens
      Texture baking
      Unbiased rendering
      Walkthrough (export)

      Gai...

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      • Al HartA Offline
        Al Hart
        last edited by

        Thanks for these ideas. They are well thought out.

        Al Hart

        http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
        IRender nXt from Render Plus

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        • GaieusG Offline
          Gaieus
          last edited by

          Speaking of specifically renderers for SketchUp, maybe rendering PhotoMatched models would also be interesting (with its specially distorted materials).

          Gai...

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          • Al HartA Offline
            Al Hart
            last edited by

            Alpha Mask Rendering

            I am familiar with creating a rendering which fills the alpha channel of the .PNG image wherever there is background.

            http://wiki.renderplus.com/images/5/54/Engine-alpha.png

            This makes it easy to place the rendering in front of a background in PhotoShop.

            Machine shop-factoring-w-image.jpg

            However, some other renderers have a different definition

            From Kerkythea:

            [pre:2ik0fsac]Mask Render (Alpha Mask)

            Renders a black and white image for a selected object in the scene representing
            the spatial relationship of the selected object to its field. This is commonly
            used in conjunction with a photo editing program in order to ‘mask’ an object
            using the mask render in the ‘Alpha’ channel.[/pre:2ik0fsac]

            And from Pheoonix Viewer:P

            [pre:2ik0fsac]Alpha Mask Rendering: These option control when alpha masking should be
            used in an attempt to mitigate the well known alpha sorting issue, in which
            prims behind other prims may appear to flicker in front. Please note that enabling
            this can have side effects of its own, since as objects not rendering at all.[/pre:2ik0fsac]


            These both imply that the alpha channel is applied to individual objects rather than the whole scene.


            Can you add any insight?

            Al Hart

            http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
            IRender nXt from Render Plus

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            • FrederikF Offline
              Frederik
              last edited by

              Why are the reflections so pixel-ated (if that's the right term)...?

              Cheers
              Kim Frederik

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              • Al HartA Offline
                Al Hart
                last edited by

                @frederik said:

                Why are the reflections so pixel-ated (if that's the right term)...?

                This was rendered with a very low resolution HDRi sky. The idea here was to have imprecise reflections, which do not represent any actual object. The HDRi is actually a forest, with light filtering through - but we didn't want to see the actual trees and leaves - but rather a generic impression of shadows and highlights. (I think it works well when placed in the warehouse setting. Because the highlights are imprecise, the eye might imagine they come from the lights in the warehouse)

                If you render with a higher resolution HDRi sky, you get more precise reflections.

                The purpose of the example here, however, was to show the effect of the Alpha Mask in the image.

                Al Hart

                http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                IRender nXt from Render Plus

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                • mitcorbM Offline
                  mitcorb
                  last edited by

                  I didn't notice the term "instancing" or variations of this in the lists. Would this be appropriate to add?

                  Edit: Scratch this comment, as Gaieus did have it in his list.

                  I take the slow, deliberate approach in my aimless wandering.

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                  • GaieusG Offline
                    Gaieus
                    last edited by

                    Yes, I collected some terms that I encounter daily here from my "recollection" (not as if I ere a great rendering talent* - or even biased towards any particular rendering engine). Hanging out on the forums, they just stick on me...


                    *Some folks would even call me "a rendering idiot" 😄

                    Gai...

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                    • Al HartA Offline
                      Al Hart
                      last edited by

                      And you even alphabetized everything - except things that start with I - like Instancing.

                      Thanks for inspiring me - I have added 3 of these to the Sage site already.

                      Double Sided materials

                      Displacement Mapping

                      Alpha Mask Rendering

                      Feel free to add criticisms, or other ideas.

                      Al Hart

                      http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                      IRender nXt from Render Plus

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                      • GaieusG Offline
                        Gaieus
                        last edited by

                        Hehe. You got me. I should go back to school. 😄

                        Does iRender do displacement mapping? I did not know that, great!

                        Gai...

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                        • Al HartA Offline
                          Al Hart
                          last edited by

                          @gaieus said:

                          Hehe. You got me. I should go back to school. 😄

                          Does IRender do displacement mapping? I did not know that, great!

                          Yes - but we haven't found a great use for it yet. We worked on a ruby to create bump maps and displacement maps from SketchUp models. Basically you render the scene - say a wall with 3D depth - or a window treatment - of rocks - with a camera point straight on - in OpenGL - but save a greyscale image using the Z-depth for the intensity, and then use it as a bump map or displacement map. (This could be done purely in Ruby as well by getting the Z-distance at each pixel and creating an image using the Z-distances for greyscale intensity)

                          It was hard to find a good example for it. e.g. Background windows which would have many fewer faces in SketchUp - but still render will from different angles because of the mapping.

                          Here is a sample from of the image from the procedure - which we wrote for experimentation but never put into a product.

                          http://wiki.renderplus.com/images/d/d3/Rock-bump-images.jpg

                          The problem was creating a SketchUp model good enough to use for the bump maps. A brick wall would be easy - but it also easy to create a decent bump map for brick using Paint.

                          So you need a more complex sculptured surface - or rocks. When we asked at the time no one could supply a good model of rocks which would be useful for creating a bump map or displacement map image.

                          Al Hart

                          http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                          IRender nXt from Render Plus

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