sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    Rendering Terms on the SketchUp Sage Site

    Scheduled Pinned Locked Moved Corner Bar
    13 Posts 5 Posters 209 Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Al HartA Offline
      Al Hart
      last edited by

      I have been working on the Rendering Terms section of the SketchUp Sage site. (Brought over from the former SuWiki)

      These are for all forms of rendering - SU OpenGL, Photorealistic, Non-Photorealistic.

      What ideas do you have that would be good additions to the list. And if you take a look at them and want to suggest improvements let me know (Or volunteer to help edit the SketchUp Sage site)

      Al

      Here are the terms we have now (not all the write-ups are complete)

      A
      Alpha Channel
      Ambient Light
      Anti-Aliasing
      B
      Batch Rendering
      Bump Mapping
      C
      Caustics
      Clay Rendering
      Cove Lighting
      D
      Depth of Field
      E
      Edge Highlighting
      F
      Fog
      Fractal Plants
      G
      Global Illumination
      Glow
      H
      HDRi
      I
      Indirect Lighting
      L
      Lighting Channels
      M
      Mirror
      Morphing
      Motion Blur
      N
      Non-Photorealistic Rendering
      Normal
      O
      OpenGL
      P
      Panorama
      Perspective
      Photorealistic
      R
      Radiosity
      Ray Trace
      Reflection
      Refraction
      Renderer
      Rendering
      RPC Objects
      S
      Section Plane
      Shading
      Shadows
      Silhouette
      Soft Shadow
      Solid Materials
      Specular Reflection
      T
      Texture Mapping
      Translucency
      Transparency
      X
      X-Ray
      Z
      Z-Fighting

      Al Hart

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

      1 Reply Last reply Reply Quote 0
      • D Offline
        driven
        last edited by

        frustum

        john

        learn from the mistakes of others, you may not live long enough to make them all yourself...

        1 Reply Last reply Reply Quote 0
        • 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...

          1 Reply Last reply Reply Quote 0
          • 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

            1 Reply Last reply Reply Quote 0
            • 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...

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 0
                • FrederikF Offline
                  Frederik
                  last edited by

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

                  Cheers
                  Kim Frederik

                  1 Reply Last reply Reply Quote 0
                  • 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

                    1 Reply Last reply Reply Quote 0
                    • 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.

                      1 Reply Last reply Reply Quote 0
                      • 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...

                        1 Reply Last reply Reply Quote 0
                        • 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

                          1 Reply Last reply Reply Quote 0
                          • 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...

                            1 Reply Last reply Reply Quote 0
                            • 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

                              1 Reply Last reply Reply Quote 0
                              • 1 / 1
                              • First post
                                Last post
                              Buy SketchPlus
                              Buy SUbD
                              Buy WrapR
                              Buy eBook
                              Buy Modelur
                              Buy Vertex Tools
                              Buy SketchCuisine
                              Buy FormFonts

                              Advertisement