Vismats

Introduction to Lighting in VRay for SketchUp (Tutorial. Part 1 of 2)

2019-06-23

Index

  • 01 Introduction
  • 02 Download Files to follow the tutorial
  • 03 Steps to follow
    • 03.01 Opening the example scene
    • 03.02 Creating the first points of light
    • 03.03 Daytime rendering configuration
    • 03.04 Color Correction and Lens Effects in the Day Render (End of Part One)
    • 03.05 Adjusting the night scene
    • 03.06 Adding directional lights (Spot Lights)
    • 03.07 Adding IES and Sphere Lights (Sphere Lights)
    • 03.08 Adjusting the lighting settings
    • 03.09 Night rendering configuration
    • 03.10 Color Correction and Lens Effects in the Night Render

01. Introduction

To follow this tutorial, you must have installed the V-Ray for SketchUp plugin . This tutorial is a supplement to accompany the video posted on our YouTube channel and available below, althoughrecomiendo que sigas paso a paso el tutorial y luego veas el vídeo para comprobar que los pasos seguidos con correctos.

02 Download Files to follow the tutorial

Para poder seguir este tutorial necesitas descargar los archivos necesarios compartidos por Chaosgroup en su página.

Para descargar los archivos utilizados en este tutorial, haz clic en el botón de abajo.

03 Steps to follow


03.01 Opening the example scene

Start by opening SketchUp. Open the project file Interior_Lighting_Start.skp, which can be downloaded by clicking on the previous button.

 

We are going to do a first render to see what we have in the scene, click on the render icon in real time.

 

As you can see, the scene has a single material (material override) that affects the entire set, except the glass, to allow light to enter from outside.

 

To know how this option has been configured, we will go to the material window inside the Asset Editor.

 

Now select the material called "Glass" and display the configuration window.

 

In the dropdown of options of the material (Options) you can see how the tick of "Can be Overridden" is unchecked, with this we get that the only material does not affect the crystal and thus we have external Light in the scene. The option "Can be Overridden" is always activated in all materials.

 

Now set the date and time in the Shadow Window of SketchUp to get the light to enter the room as you like.

 

Go now to the "Settings" inside the Asset Editor.

 

And open the dropdown of Camera (Camera).

 

Now set the Exposure Value in 9, with this we will get more light in the scene.

In the Frame Buffer window you will now see a more illuminated scene.

 

When you are satisfied with the configuration and the result, stop the render in real time.

 

03.02 Creating the first points of light

What we are going to do now is add the first points of Light through the creation of rectangular lights (Plane Lights). From the VRay lighting icon bar, click Rectangular light.

 

Place it in the background window and scale it with the SketchUp scale tool to adapt it to the dimensions of the hole.

 

Copy this light and place it outside the sliding door in the room, as seen in the image below.

 

This last point of light will send illumination through the crystal, while the first will change it a little later to achieve channeling the sunlight through it. Now let's see what we have in the scene with this coniguration.

Click on the SketchUp RenderView_00 tab and start the render in real time.

 

We have a large rectangle of light in the scene that is not very similar to reality.

 

To adjust it we are going to open the Asset Editor and in the Lighting tab we look for the point of light that it has just created.

 

Change the color to one that is a bit more like reality and check how the render is updated.

 

In the drop-down menu of Options for the rectangular light spot, select Portal Light.

 

The render will now be updated to achieve a much closer lighting to reality.

 

There are two types of Portal Lights, the normal portal light that we are using here and the single portal light . The simple type ignores all the objects behind it, creating a hole to let in the surrounding light, while the normal Portal Light analyzes all the objects behind it, including solid objects and those with transparent materials. If you compare the light rendering of the simple portal with the light of the normal Portal, you can easily see how the curtains are being affected by the light that enters the room and a little less illuminated in general. The simple Portal is faster but the normal Portal is more accurate.

Scene with normal Portal Light.

 

Scene with light of simple Portal.

 

Let's stay on this occasion with the light of Portal simple ( Simple portal light ).

Now that we have a lighting base, we will deactivate the "Material Override" .

 

We can see in the render in real time how the scene is already seen with the materials applied to each object.

 

03.03 Daytime rendering configuration.

Disable the Interactive and Progressive options in the Asset Editor.

 

Set the rendering quality (Quality) to very high (Very High). * Note This configuration can take a lot of rendering time.

 

Put a resolution of 1280 × 720 .

 

Once finished the render check the result, you can play with the options we have seen to get a better result or you can open the example image that you have in the downloaded file pack. To load the image go to the Frame Buffer window and click on the folder icon.

 

Look for the IL_Day_01.vrimg image and click Open because we are going to see some final adjustments to improve the result.

 

03.04 Color correction and Lens effects in the daytime rendering

In the lower part of the Frame Buffer window click on the first two options on the left, Show the Correction options ( Corrections control ) this will add a panel to the right of the Frame Buffer window and Overexposed Zones ( Force color clamping ) this last option will show us which zones appear burned in the scene based on a color.

 

Activate now the Exposure (Exposure) and in the option of Burned Areas (Highlight Burn) set a value of 0.75 or a little less, do not download it or upload too much because you will get the image to lose volume in those areas.

 

With this unique modification we get a much tighter lighting balance.

 

Activate the white balance (White Balance) now and set it to 6000 .

 

The hue and saturation (Hue / Saturation) control the color and lighting.

 

The Color Balance (Color Balance) enables a more sophisticated way to control the color in the image. Experiment with these controls to find a good balance of color to your liking.

 

The curves of control (Curve) is a good way to control the saturation in the scene.

 

Now open the effects of Lens ( lens effects ) in the Frame Buffer.

 

Activate the option Glow ( Bloom ) to get a more photographic effect in terms of lighting in the scene, set the shape value ( Shape) to 20.50 to get a more subtle effect. The parameter Weight ( Weight ) marks how the effect of glare affects the image in general, put it in 2.83 and then adjust the Size ( Size ) to 9.41.

 

Now we can save our scene with its modifications as a final image and we are ready to create the night scene.

Continued here

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