Ask the Experts! V Ray Next for SketchUp

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hello good afternoon and welcome to elmtax online event for ask the expert sketchup and v-ray edition i hope all of you are safe and well and i want to thank you for taking time out of your busy schedules in order to attend this event i hope it's going to be a really good combination of educational inspiring and hopefully even a bit fun um furthermore i really hope that the team of experts are going to be able to address your specific question and then really help elevate your personal sketchup and v-ray workflow some super quick housekeeping i'm just gonna let you know that you are all on mute so do not worry we can't hear you or see you um but you are able to raise your hands and you're able to use the panel um to ask any questions at any time and another point is the session is being recorded and it is going to be available on elm tech's youtube so you can watch it at your leisure afterwards and refer back to it i'm also going to do a few short introductions and also explain uh the structure of today's session my name is lauren and i work at elm tech we are the exclusive distributor of sketchup in the uk and ireland and we also distribute a wide range of sketchup extensions which allows you to get real-time support in your timezone own language and with access to local community community events like this one um some of you may have attended our two-part master class back in june uh so in which case a very warm welcome back to you so you guys are all going to be familiar with who ivan and dan are for those that didn't make the master class super short intro time so for our experts today uh we have ivan who is a v-ray cg specialist at chaos group his expertise lies in visualized projects where his architectural knowledge and experience are crucial for performing assignments employing a combination of his 3d skills and programming logic and then our other expert today is dan stone he's head of operations at arculine dan leads a team of in-house creative creatives to specialise in high-end bespoke interior and exterior cgi 3d floor plans drone photography fly through and animation lots of stuff and there's also uh training for clients across the uk europe and middle east dan's enthusiasm actually for sketchup and reray also led to the establishment of the oculum academy which provides some of the most in-depth quality training in the uk we are going to uh kick today's session off with both ivan and dan uh showing a few of their favorite tips and tricks and some you know introducing some topics that they've um get frequently questioned about and hopefully your own questions will flow from that starting point um you may already have some ready and prepared just fine too going to be reading them out and then either excuse me either dan or ivan will show us the magic in real time um one final thing um we are going to do a lottery giveaway at the end of this session so there's an opportunity to win to win a v-ray licence and a free seat at the arcane academy so that you're really going to be able to put that b-roll v-ray license to full use with dan's expert training skills so that's a really awesome prize and hopefully you'll be able to stick around until the end to be in with a chance of winning um tech will also be sending out emails after this event and we also have a special discount arranged with one of our resellers for all the attendees um and it's including discounts on sketchup subscriptions fire licenses for sketchup and also labworks scatter and transmitter plugins um those all play really nicely together in a sketchup and v-ray workflow and i also know that with the v-ray and sketchup purchase you'd get a free one-to-one personalized onboarding session with nick from cad soft solutions so it's it's a really amazing deal um but pro tip is the time limited deal uh for two weeks so make sure you check your email folders tomorrow so you don't miss out on that um okay now we're gonna get to the fun bit i'm gonna stop talking well in a minute first of all we're gonna start by finding out who's here today uh via the magic of online pool polls we can make sure you're all alert and paying attention and i am joking you don't have to answer them if you don't want to but it is an ice breaker before ivan and dan start um so let's see and also a full disclosure never done polls before this might not work let's see let's see what happens okay so i hope i think i can see you're all answering that um which is great because i can't see it on my screen which is panicking me but i think you can see that which is great so yeah what's your industry background okay cool we've got a choice here of architect so commercial interiors or interior designers construction film tv cgi artists or landscape architecture and i can tell you that our biggest audience here today are in the commercial interiors or interior design sector that's that 30 34 of you are in that sector 31 of attendees are in architects architects sector and then we've got 16 percent um are working in film tv cgi artists and nine percent are working in construction and nine percent are working in landscape architecture okay i'm very relieved that works let's try another one okay oh dear okay the next question we've got where are you joining us from today i only have five options there so i do apologize i do realize that there are more places than five places in the world um but that was all that was available oh okay very interesting results are coming in okay so i think we have got a cleared of nevada 71 of you are joining us from the uk or ireland um nine percent of you are in the rest of europe and then nine percent of you are in north america three percent of you are in africa or asia and i don't know how true this is but nine percent of you have listed that you are on your own private tropical island very interesting so yeah tell us where that isn't great let's go to the next question really glad you guys are seeing these questions because i can't see them okay next poll question is what is your sketchup proficiency we've got three options here everyone we have got beginner we have got intermediate and we've got not to brag but i'm a power user answer carefully everyone okay i think we've got some answers 20 have listed their sketchup proficiency as beginner 51 have gone for the safe ground and said that they're intermediate and then 29 have said not to brag but i'm a power user ivan and dan get scared we've got experts on okay let us go this is the last one i hope you're enjoying this it's kind of fun but we we miss doing real life events i don't know if you can tell okay last poll what's your experience level with b-ray got three options once again here um we have got the beginner ones dipped my little toe in the water we've got the intermediate ones who are like hmm i'm a solid swimmer and then we've got the experts the power users the deep sea divers so let's give it a few seconds let's see what we get okay okay dan and ivan i think you might be safe we've got three percent who say that they're deep sea diver experts so so the very highest level in v way and then we've got 29 who say that they're intermediate they're solid swimmers in v way and then the largest proportion here we've got beginners of v-way so we've got 68 68 of the audience saying that they dip their little toe in the water of v-rays so okay that's very interesting thank you so much for um filling out those polls guys that's really really helpful and hopefully um gears you up to asking some questions um so i am now going to switch my screen and i'm going to hand over to dan from markeyline he is going to show us i think one of his most asked uh most asked questions and then we'll also flip to ivan and you can start asking questions whenever you're already into the uh panel box and we'll take it from there thanks for that lauren and uh yeah it's great to be back again for this q a session and obviously yesterday is all about questions and answers i had a think about one of the big questions that i'm asked when i'm running courses with the arculem academy and it's definitely from an interior design perspective it's how to realistically create fabrics within v-ray so obviously there are two ways to go about answering this question the first is how we go about generating a realistic looking 3d model of said fabric and also how we go about working on the materiality just to ensure that the texture looks as good as it could within v-ray so what i've been using here is a plug-in called clothworks to generate the form of some simple curtains so this plug-in is awesome it allows you to drape basically surfaces over solid objects and works really really well for soft fabrics so initially what i'm doing is i'm just setting up the parameters so that our curtains undergo a simulation within our model space initially what i do is i use the sandbox tools to generate a grid uh with quite a small grid spacing so that i roughly cover the window here to act as our uh almost enough piece of fabric that we're going to use to cover the curtain then all i'm doing is adding some pins to the curtain to stop it falling to the floor when i begin to run cloth works and then what you've just seen there is myself just creating a curtain texture and then as we can see here just making sure it's applied properly to the curtain so i appreciate the videos moving by quite quickly um but uh i really wanted to choose uh which objects the curtain i wanted the curtain to interact with so things like the the floor the walls and the windowsill i need the curtain to just kind of rest on them so this is this explains the the balling up we see on the floor there so as you can see as soon as i press the play button um the curtain starts to fall and i can then go ahead and manipulate the curtain by selecting the pins at the top and then using the arrows i can draw the curtains so this is a really really powerful piece of software it's a physics based extension which basically allows you to control parameters such as wind gravity density and thickness on any piece of cloth that you want to try and model within sketchup so as you can see here i'm just just navigating the model just trying to get it just right and you can see how the the rest of the curtain reacts to the pins that i'm manipulating oh so i seem to get a little bit lost inside the wall here which i'm sure has happened to you at some point um i just pat i'm just panning out and we can clearly see that the uh that clothworks has done the job this is this is pretty much what we're going to go with now in terms of form for our curtain so something else you could do which i'm just about to do here is you could just click and drag and manipulate manually points off the cloth see how i'm just pulling out the base there really really intuitive and really straightforward to use personally one of the best things about this plugin for me is that once once you've finished using it it automatically re-wraps the texture to the piece of cloth um so what i'm good what i'm doing here is i'm now swapping out the initial v-ray texture that i had on the curtain with a two-sided version which i created right at the beginning so i've used through paint to just swap those materials over like for like so that now if we've set up the seaside material correctly it should allow some light through now i'm just fiddling around just making sure the form of the curtain rail is right before then beginning to take a look at test renders so here i'm just taking a look at the reflection glossiness and just dropping that slightly because we don't really get very defined glossy reflections from fabric obviously so this is what we're testing here we're testing the translucency first and foremost by region rendering just a portion of the image so you can see how i'm adjusting the translucency slider and what this does is it allows either more or less light to pass through the curtain and then once happy what i'm doing is i'm just letting it render no i think i went to make a cup of tea at this point and then when i came back obviously i could see that it was a it was a good result the two-sided material worked really really well and i can now almost tick this off and move on to the next topic which i want to focus on which is adding fibres to bits of geometry so we use something called v-ray fur and what i'm doing here is i'm applying it to the throw and as you can see in the geometry tab of the asset editor there are lots and lots of different variables which you can adjust and whilst testing in real time it actually ends up being quite a nice smooth process watching the effects of the changes that you're making in the asset editor so again i'm using region render to do this this really is one of those things that you'd like to test in small doses as it were just as an example you can see how long it takes to render when i'm rendering the entire uh the entire image as it were so after adjusting the form i'm pretty much happy with it by this point i can now start taking a look at the materiality so what i'm doing here is creating a falloff texture within the diffuse as you can see that's updated in real time so after lowering the reflection glossiness value i'm then pretty much ready for a final render so these are a few tips uh for me just in terms of how we go about creating realistic looking textures so we covered the form of curtains and we also um off this recording i um i draped the throw over the sofa using the same technique but without pins i draped this cloth over the sofa so you can use cloth works for many different types of uh soft fabrics um i then decided to add a two-sided material to the curtains to allow light to pass through and then added v-ray and did some real-time testing with that uh just to polish off with the throw at the end so i'm hoping this has helped in one way or another and i hope you've all got questions with regards to how i how i went and did that so i'd now like to hand back over to lauren thanks dan um that was awesome really good uh way to kick off the session there is actually um really had some questions before you began which was fantastic um we've got one here uh ignacio he's asking the name of the plugin it's called cloth works um i believe it's a sketchy plugin um i'd have to check that but yeah the plugin that dan's talking about is classworks it's super useful um question from luke um for dan here does cloth works use a lot of computer power is it slow and can it gum up your model dan let me know if you need me to um go back onto your screen to answer that um no that's okay it's um it's definitely one of those ones that uh it takes a little bit more out of your machine um there's there's no getting past that um there are ways of optimizing it though and you may have seen when i turned on my hidden geometry of my the size of each of my polygons they were they were actually quite large um you can actually make them bigger so you you have less polygons and then you could drape you're basically draping less polygons which means it's a little bit kinder on your machine and so there are definitely ways of ways around you know draping really high fidelity high polygon count uh grids essentially so yeah i mean that would be my my response to that luke okay cool i hope that answered the question before you leak um i don't know if you'll know this one dan um christian hi christian he's asking how much does it cost i don't actually know i've stole from my head i don't suppose you know do you dan not off the top of my head no but i can find out okay yeah um christian hold fire um we'll get back to you on that um don't think it's too extortionate but we'll do a double check for you um i we've got another question which came straight at the beginning from um katarina um she uh was asked how do you create a water effect reflection on a surface i'm trying to show a water lit reflection on a round surface um ivan perhaps you want to take that question um hello everyone i just want to be sure what kind of surface uh you're talking about what kind of reflections water reflections yeah katarina um hi catherine she she's she's basically asking how do you create water effect reflection water effects yeah yeah um i'm gonna switch your screen ivan so that we can all see your screen one second okay thanks katarina great question if you can see my screen right now so first i'm going to ice like that and after that i'm going to create something like pull okay ivan katarina's actually said that it's actually a water reflection on a car to be precise don't know if that makes it on a car yes and for everyone else in the chat um nick has kindly provided an answer for how much cloth works is it's 29 dollars well about the reflections i'll create a simple material right now it's not important the surface right now it's important uh the way that we can create the reflections so first i'm going to apply that material right here and from here the reflections i increase the reflections to absolutely white core and after that i'm going to change the reflection glossiness to something like 0.99 but that's not the most important right here because you can just leave it to one and after that i'm going to activate the reflection ior and i will decrease it something like 0.33 and now we can have the reflections that is the normal reflection of water so it's not important what is the surface you you're applying the material the most important right here will be to create the realistic reflections and if you want to have some bump right here like a water you can just add right here a bump texture it can be noise for example and probably we should increase it and change the size maybe we can decrease the bump to something like 0.1 or 0.2 and that is the case if we want to have some waves but if we don't want the waves we don't if we just want the reflections we can just disable the bump from here and that is the case if we want to create reflections is that answer the question um yeah i think that was well explained katarina let us know um if if that's helped um if you need any more information we're happy to provide that um i've got another question we can perhaps um add on to this while you're you're still on screen question here from nick hi nick he's asking um if you're building a workstation for v-ray would you recommend amd 3950x or intel 10900k i don't know if i said those words right well it's uh really difficult for me to recommend the hardware but i think that both of them will work well for you personally it's a personal opinion i prefer intel but it's up to you okay fair enough thanks nick thanks ivan um great okay i think we've got a couple of questions um hopefully that answers katarina's question oh nick's saying that's a call pal oh dear ivan but we're going to move on to um dan i'm going to switch back to dan's screen because we've got a few more questions about cloth works actually right yeah sure i'm gonna make dan the presenter okay so back with dan and with the cloth works um we've got a question here from richard hi richard uh hi dan what is the reason you used a sandbox to create the terrain sorry to create the curtain rather than a cloth works grid there isn't one really it's just that i'm used to using uh sandbox tools to do so a little bit more than i am the cloth works tool to tell you the truth so there's no there's absolutely no difference with regards to um you know the quality that you would get it's uh you end up with the same end result as as you'd expect really okay that's fine um another question here which um also regarding curtains is coming from beth hi beth she's asking possible to turn a draped curtain for example into a proxy component yeah good question um so this is the uh this is the type of thing that you have to start doing when you're using um lots and lots of different uh 3d models within your scene um so if i turn on my hidden geometry you can see the complexity of the curtain is nowhere near as great as the complexity of the throw here for argument's sake and looking at the sofa we can see that this at the moment doesn't really look like a sofa so um it answers your question beth this is a good example of when we would use a proxy so i've already converted the sofa to a proxy there are times where if i was going to be taking a a shot from very close to the curtain i may want to increase the quality of the curtain so therefore it may be worth me basically increasing the number of polygons in the curtain and therefore the idea of proxying it is actually quite a good one so to do that i'll run through the process um so very very simply you can just select the curtain and then what we're doing is just going to export proxy and as you can see in the bottom there it's just loading up the v-ray window and what it's going to ask us to do is basically define where the vr mesh is going to go so the vr mesh is um essentially it i mean i'm sure ivan could explain this much better than i can um it's the uh it's almost like the prompt that tells v-ray what the proxy should actually look like once it's rendered i mean ivan i'm sure you'd want to add a little bit little bit more on to the end of that after i finished explaining but what we do here is we'll pick a point hit save and then what we could do is just press export and it's going to export a proxy of the curtain with 1 000 polygons so this will now show up within our asset editor in their geometry tab so you can see it says curtains here and what we'd need to make sure is if you're ever sending files over to somebody else or to a different machine is to make sure that your file directories don't end up with a almost like a warning triangle because that means that vray would then not be able to read that prompt as to what the proxy should actually look like once rendered i mean ivan is there anything else that you'd add to that to that explanation there yes i can explain the proxies and the way they're working basically if we have a real i'm sorry i'll i'll make you a presenter ivan okay are you finished okay so basically if we have a really heavy geometry right here my geometries are already exported to proxies but if we have a really heavy geometry it's a good idea to use the proxies we can export them just from here basically the proxy is a dynamic v-ray geometry which is exported to your hard drive so if i export that geometry right here right now okay that geometry is not presented in the project anymore basically that thing right here is just a placeholder or a preview of the actual geometry which will be saved on our hard drive and if i for example let's select it again if we can see right here we can choose between proxy mesh or proxy c with the proxy scene we can export the object with the materials with the proxy mesh we can export very proxy the difference is that the proxy scene will be encapsulated so you will not be able after that to change materials or something like that it will be absolutely capsulated which can be really useful in some cases because you can load the painting for example into another scene and all the materials will be right there and the big advantage of that is that you can actually import that into any other platforms so this is a huge advantage because v-ray is something like in viral you can use a lot of facets into different platforms and switch between one of them to another so basically with the processing you can export it as a capsulated file which can be rendered on all the v-ray platforms with the proxy mesh you can change the materials after that another thing that i want to show you show you right here is that we can have different preview types depending on how we want to export the image and after that how we want to see the preview and we have faces in preview which will define how much faces we will have in the preview in the file which will be just a preview so if i click right here right now you can see that we have just a preview now the actual geometry is saved on our hard drive and we just have a placeholder right here which will indicate the size and the position of the geometry so if we take a closer look right here we can see that we have different proxy preview types we can show the whole mesh but usually it's another good idea because if we want to export a really heavy geometry we don't want to preserve the same amount of parties into the project so it's not a good idea to use the whole mesh but we can change it to bounding box for example the chairs right here and as you can see when they're proxies we have materials which we can change okay let's see again the painting here are the materials of the painting which are saved and we can change them while with the proxy scene everything will be capsulated and for the proxy preview we can have a point preview which will be really white option and it will not be heavy actually so if you want to save memory and if you have for example i'm always giving that example because it's really good if you have a forest with thousands of trees you cannot save that geometry into your file because you will not be able to work with that file anymore so for that purpose we are exporting the tree to our hard drive and here we can end up just with a representation of the image it's like a placeholder with different preview types so right here we just have preview types but when we click the render button v-ray will grab that geometry from our hard drive and it will render everything properly so basically that is the concept behind the v-ray proxies perfect thank you ivan um i hope that answer the question um i just have a quick question i missed from the beginning um from jonathan clayton sorry about that um super quick one is v-ray a gpu renderer well thank you for that question it's a really nice question usually with the render engines we have render engines which are based on our gpu our graphic card or they're based on our cpu the central processing unit but with vray actually we can have with one render engine basically two different render engines the first one is based on the central processing unit and the second one is based on our graphic card which is good right now we have separation cuda and rtx because we have a new generation of graphic cards and they're using the rtx technology which is meant for ray tracing for rendering in general so with that graphic card we can have real improvement in the rendering speed and now the cpu is right here and the next options are for the graphic cards so if you have an rtx graphic card you can just select right here and you can use it or if you don't have an rtx graphic card you can just select the cuda which is the gpu in general and from here you can choose your graphic cards and the good thing right here is that you can actually combine your cpu with your gpu in general you have to select the gpu and after that from the drop down menu right here you can select all the devices you want it's a good idea to keep in mind that with the gpu rendering we can support the gpu rendering with the cpu but it works only with the gpu so if you are on the cpu you cannot combine the cpu with the gpu you have to be on the ship on the gpu and with the gpu you can choose which which hardware devices you want to use for the rendering process so basically you can have a hybrid rendering and select the cpu and the gpu and use them both which is really nice because you can utilize your hardware and all of your components on your machine and take advantage of them and render faster okay great um yeah i'm we're getting a few questions regarding um yeah kind of hardware rendering so i'm just going to stick on this topic with you ivan for a little bit before we switch back to dan that's okay another question just on this uh to tie in from luke he says that he's got um an oldish computer and he's got the graphic card the nvidia geforce gtx 780 m4 gigabytes um do you think ivan that that's too old to get good results in v-ray well it depends on the projects you are doing so you can just try to render the same scene with the cpu and after that with the gpu and see what is the difference what is the difference in the render time you can save your renders in the history so okay i have to render something so basically you can try both of them and save them and see what is the time that it will require for the rendering so you can decide do you want to use the cpu or the gpu and for the gpu you can just decide you can just check the rendering time because of course if you have a better graphic card or newer central processing unit probably you render faster it's not probably actually you will render faster if you're using that's a hardware so it's depends if you're satisfied with the speed you can just use it but if you want to buy a new car probably it will be good because you render faster okay yeah if your renderers okay i have to just add some folder right here and after that you can switch to cpu and re-render and make a comparison in the rendering time warren yep sorry i was just wondering i was just gonna type into the chat for everyone but um we own tech also uh we also um sell graphic cards as well so if you need advice um on particular graphic cards um feel free to get in contact with that as well about how which ones um are gonna work best with sketchup and v-way we're more than happy to answer any questions on that as well obviously news and schedule and vra the hardware is also an important issue um [Music] one more for you ivan we're on the same topic and then we'll switch back to dan this is coming from richard he's saying hi evan i'm really struggling with cuda rtx rendering on complex models that refuses to complete the ranger i have an rtx 0 but i'm not getting the benefit of speed if this is this a common problem first high return and the second thing the rtx usually works faster but not in each scene it should be set right here if you have a really really complex scene you can take advantage of the rtx but if the scene is really simple probably you not see huge difference and if the problem is persisting probably it's a good idea to send a mail to our support team and they can check the project and why it's not working but in the most cases in order to see the huge improvement you need to have a really really heavy project with a lot of geometry textures and etc another advantage of the rtx graphic card that you can use is that you can export a vr scene from the drop down menu right here and after that you can use welvin have you heard about ovina probably that's a good poll but okay i will just share a few words about lavina with avina you can drag and drop your scene and render in real time for that purpose you need the rtx graphic card so you can sign for the beta if you have that graphic card and after that you can use it and it will be it will be really useful for you i guess because if you use guavena you can have a real time experience with the new technology i think that i can show you video because on that machine i don't have an rtx graphic card basically you just need to export a vr scene and after that to drag and drop it into a winner and you can stroll around walk into the project and explore the project from different angles everything will be in real time so it's a really good and useful project because okay here you can see that because with vino you can combine the power of the raid racing render engines and the real time experience which is great so if you have that graphic card you can just sign for the bet thanks thanks ivan um am gonna put this to uh either dan or ivan whoever wants to answer this one uh it's windy i think um hi mindy hello what is the best way to create some imperfections like dust or fingerprints on glass to make it look more realistic in a scene um who wants to take that down or either in that one okay i'm gonna just switch down to present one second thanks randy that's a really good question yeah really nice question now i think um this is something which uh which i am asked a lot actually and it's all to do with something called alpha masks and which you may have heard of before they're essentially just black and white images which you can use to control how visible a certain effect is they use quite a lot in post-production in in photoshop but um what i'm going to do is i'm going to simulate a texture here which has say scratches on the surface so initially what i'm going to do is i'm just going to make it black for the time being and increase my reflection color so that it's as intense as it can be and then in the reflection glossiness i'm going to add a bitmap that has essentially i'm now going to source an alpha mask let's go with this one here so as you can see there's there's quite a lot of imperfections here and what we could do is we can better control this if we right click on the bitmap which is in the reflection glossiness slot and if we wrap that in a color correction um what we could do is tweak the brightness and the contrast so that you end up with the effect that you're after so this works as well if you were to take off the fresnel and if i just drop the intensity there you could end up with a nice metallic sort of scratched surface as well so i'd really really recommend people use alpha masks in the reflection glossiness bitmap slot to be able to get those surface imperfections now what you could always do is i'm just going to convert that one back to what it was before and you can always copy this and take it down into the bump uh and add it as a bump map so i'm going to right click and paste as a copy now here what i like to do is just whilst i'm testing within the asset editor i'll go off i'll go up and i'll untick the check box next to the bitmap in the reflection glossiness that i'm getting really pure uh glossy reflections because this then allows me um to tweak the bump um and i i can just really see just the the effect of the relief that i'm trying to give this so that when you go back and turn on your reflection glossiness um it should look a little bit more realistic we're not editing this bump map here say where we're not seeing too much difference we're getting much more of a pronounced effect if we were to turn off um our reflection glossiness imperfection mask and then start tweaking the bump map down here so that would be the approach that i take and personally i feel like every texture you create should have some form of a generated imperfection mask applied to it so but yeah really really nice question um lauren i'll hand back over to you now okay thanks dan thanks wendy yeah really good question i hope that um has answered that one um i just want to um actually go back to um ivan quickly um we probably don't need to see ireland's screen but just following on from the last little bit that you did there there's a question from ray hi ray he um was wondering um could you use levina with a vr headset ivan i'll let you go on that one okay for now it's not possible but we're thinking about that as i mentioned project lavina is still uh built the version so it's too early for things like the vr glasses but we're considering that okay cool great that was a nice quick question um we're still on dan's screen so let's see if dan wants to take this question um this is coming from keith um hi keith he is asking any tips for creating presentation of interior spaces with a bird's eye view um dad if you want to take that or i even take that up to you yeah i could take this one um right initially um what i'm sorry go on lauren no sorry i thought you were asking to read the question again but you are actually starting to speak my apologies i'm good i'm good and yeah it's a good question and i think initially um the approach would be to generate the 3d model as um get it as advanced as it can possibly be and so you can see i've got an interior space here um the focus really is on if i activate this if i activate this uh section plane um the focus really is in this direction so i'm not really you know considering anything that's behind the camera and obviously if you're generating an entire design um you should go ahead and obviously generate the entire design within within sketchup and v-ray um but you may notice here how i've added a section plane so what we could do if we wanted to was render a view like this in the same way that we could add another section plane from the top which would be more of a bird's eye view so i can then align my view to this and you could choose if you wanted to have this as a perspective type shot or in parallel projection which obviously is historically more of the the plan view and type of angle that that i imagine you're talking about and with this what you could do is open up a v-ray and in your geometries uh section of the asset editor you can go through and take a look at the options so with this section cup here you can choose whether your section plane i.e the one that allows you to look in to this uh interior space you can choose whether it affects the light whether it's clips like geometry or whether it only affects the camera rays so what we're looking for is actually just the camera rays so we want any of the light that's being emitted into this space to kind of stay within that space all we want to do is almost have a peek over the top we don't want to allow light into the now um really large void uh the really large skylight which we've now got so what we'll do then is uh we could just start running a test render so we'll see how quickly this loads and normally when we're at the office and we've got a v-ray swarm which um which is where you can link up lots of different machines together to render faster and use their computing power but in this case it's rendered fairly quickly and this is essentially uh what you're asking uh isn't it um is that does that answer the question do you think lauren i think he did yeah um i think yeah that question was from keith so yes uh i think that just about did it but let us know keith in the comments if you need a bit yeah if you'd like to know detail yeah i'll just i'll stay with you down for a second because um i'm just going to pick up quickly on something you yeah so uh just let you know keith says yes thank you very much um so basically um the previous question we had before i'll go back to you on that um because uh it's regarding the alpha masks um so it's beth um she's asking where would you recommend finding good quality alpha masks dan um okay so there's there's a few different thanks to the question beth there's a few sources that we use which um users of v-ray may have heard in the past um there's one called polygon and p-o-l-i-i-g-o-n dot com that's a really nice one they've got lots and lots of different uh textures and they've got all of the different passes that you'd need to create your own um i know they do hdris or dome lights as well um and i do believe they've got some alpha masks there as well so i'd definitely check out polygon the one that i used i believe was from the grant warwick collection yeah so grant warwick um give him a google is a really really uh prominent artist and um his marks are incredible i mean just looking at this one particular texture pack we've got lots of different types of masks which naturally could be used for lots of different things as well so not just within v-ray but we'd also use these within photoshop as well perfect okay um i hope that answered the question beth um regarding the alpha masks um i missed the question earlier on apologize quite a lot of questions coming in so i'll i'll try and get through as many as these can as many as we can guys um and if we don't get to your particular question do you feel free to email um and we'll try and um direct you to to ivan and dan and they can hopefully help um let me see it was quite early on okay yeah so this was a question from jamie hi jamie um he asked should we render the product in v-ray before adding it to the model or work on each project product within the sketchup model um ivan i am gonna switch to you for this one if that's okay i'll make you the presenter and let me know if you want me to read out the question again ivan yes i think that you should read it again because i'm not sure that okay yes yeah so yeah jamie is asking should we render the product in v-ray before adding it to the model or should we work on each product within the sketchup model so i think he's asking and maybe if you want to type in jamie clarification yeah i'm not sure that i understand the question because usually we're doing the model and in the project actually we're doing the models and uh i'm not sure that i understand that workflow actually okay no worries um jamie if you want to write back in the comments again and maybe phrase it so we understand a bit more or afterwards we can work it out let's go to another question um this is from domenico hi there um and it's more of a general question do you reduce the lifespan of a machine cpu gpu etc when using a rendering software well i don't think so but i'm not a hardware specialist so it's really difficult to answer of that answer for questions like that one but i don't think so because it's a hardware and probably everything will reduce the lifespan of hardware but this is true um yeah it's a hard question and and questions um obviously hardware it's quite important as well um with sketchup and v-ray and these hardware and graphic cards i wrote it in the chat earlier but just to let you know that uh not only do we distribute sketchup sketchup and v-ray um we also um have a dedicated hardware department um who can help with these questions um for amd pmy we've got a range of graphic cards um and a really excellent team um you can drop me an email and i can build it to the team at any time just wanted to interject that with that with the hardware questions um thanks ivan let's go to um uh another question this is from mia um hi mia she's asking um could you demonstrate how to create a shine or matte pattern velvet fabric from scratch many thanks okay so first i'm going to create material from here and i'm going to make it two-sided material for now and as you can see it will require some materials which will be walled but now in the latest update actually we can do something else we can create generic material and that is something really nice that i want to show you okay and from here we can add translucency that is a new layer structure for the materials which is really nice because it allows us to modify a general material and with that layer structure we don't have to create two-sided materials and what materials in it we can just click right here and we can have the translucency and this can make the material really nice so for the velvet we we can we will need to have reflection probably i will make it uh more reflective but the difference right here is that we should decrease the reflection glossiness a lot okay maybe we can switch to fabric and we can increase even more right here so now if we change to something like red and after that okay we can decrease the translucency slightly because it will not be so translucent and maybe we can increase even more so we should tweak the reflection glossiness and the reflections until we find the right amount for the balance between the reflection core and the reflection glossiness okay and after that if we are satisfied with the result we can just add a bump texture which will be something like server or noise or something like that but we should be very careful with that so basically that is a general fabric material which is more shiny and for that reason we are decreasing the reflection glossiness and if we want to have some bump we can always add the bomb something else which which we do as well which we find works really well for velvet is if you take the reflection ior and then if you increase that to something like um 2.5 or 3 yes you we can always use the reflection ior but we should be careful with the reflection ior because it's a physically based it's something physically based so we can always increase it and when we increase the ior we are going to make everything more let's say fake it will not be physically accurate but after all the visualizations are an art and we can do that if we want we just need to be careful with the reflection glossiness and the reflection cores and the good thing as i mentioned is that if you open the material library and drag and drop some material from here and i think that we have a lot of velvets right here in the end we have silk okay you can export the material from here so we have the reflection as you can see and the core right here is absolutely this is close to the diffuse core which is fine it's not necessary but you can do it you can use different chords for the reflection and again the reflection glossiness is decreased for that material we are increasing diver again so if you wonder how to create some material you can always just drag and drop some of the materials from the library and check them and explore their properties that's on on our academy courses especially our access into v-ray course this is the tip that i give people at the end of the first day just try and deconstruct some of these preset textures because they've got some really really nice ones there and for me anyway that's that's the way that i like to learn the best just by pulling things apart and and prodding them until they work so i'd definitely recommend you know um second did what what ivan says there and just take the preset materials and then just see how they're constructed i want to add something chaos for the translucency if it's a really thin material you can increase the translucency slightly but but if you have some thickness of the material for example thickness of the fabric you can decrease it a lot because probably if it's a thick if it's thick material you not let the white go through the texture so it's up to you you can increase it or decrease another thing that i can show you right here regarding the reflection is that you can change the core of the reflections which can give you additional interesting effects so you can change it from here you can create cool score to the diffuse core usually i am not doing that but if you want you can do it you can increase the reflection even more the reflection glossness i'm sorry and if you want you can even use reflection core which is a black white texture and it will make some really nice texture right here on the fabric or you can make something else with the layers structure let's say we can overwrite we can add different different [Music] sorry different layers right here which can be really helpful it's not just the translucency and if you want as i mentioned we can add some flowers right here on the reflection core if you want to have some diversity or you can add something totally different and something that i'm always using is the diffuse color i want another texture in the diffuse color it's the velvet texture so basically the felt texture is really nice when it comes to fabric materials and i'm moving always using that texture it's specifically designed for design for things like that fabrics for example and we can tweak those parameters right here and we can achieve totally different and interesting result we can swap them make that whiter and as you can see again we have totally different cores i will make that white again but if you want you can do just green core you can make a lot of experiments and tweak the material until you are satisfied we can also change that to fresno or distance blend on towards these are different options because basically that material will that texture because it's a texture in the diffuse will make probably if i found let's say generic as you can see we have one core on the surface which is perpendicular to us and another core on the surface which is going to be something like [Music] parallel to us so we have two different cores and here we can see the core which is perpendicular and it will be mixed with the core which is parallel to the viewer or to the camera and here we have the cores which are usually they're close one to another and from here we can choose how what kind of preview we want depending on the material we're tweaking right now we are doing a fabric material so we can just select the fabric material and if we want we can again just add the material right the reflection core right here and make it just maybe wider and if we don't want the translucency we can just remove it so it's up to you to tweak the materials right here or the colors until you're satisfied with the result okay thank you ivan and dan as well there for going into detail for that one that's uh that's hopefully that's answered the question um i'm gonna switch uh to dan now for the next screen one second because we have a question here um from ignacio it was right at the beginning and i missed it so my apologies ignacio um can we create a rain weather effect in v-ray not by photoshop rain weather effect so um in answer to that question i guess we've got to think about what the conditions of the environment would be so we've got the potential to have rain water on some of these windows and so we could actually use a similar type of process that we used for the um the you know the surface imperfection texture that i was working on before and we could create a new glass texture or alternatively as ivan says just bring in one of the glass textures from the preset library and what we could do there is again in the reflection glossiness if we were to add a bitmap we could then find a i mean i'm gonna have to try and source a water droplets mask and i don't have one to hand and so i'm just going to demonstrate with fingerprints instead so what we could i mean it's difficult because we can't see this with natural water droplets but you can kind of imagine this as um we're still seeing through the glass texture um but we're actually seeing imperfections on the surface so in terms of creating an environment or creating a texture which simulates a rainy environment this would definitely be the approach that i would take and you would then just go ahead and paint this straight onto your glass okay um i hope that has helped um let let us know and sometimes quite difficult sometimes to find out if it's if it's answer the question with them in this format but yeah just just let us know um let's just cautious we're nearing the end of our session we've got 15 more minutes so so let's try and get through um a couple more questions because we still have to do our um lottery draw which is rather exciting so um we're going back again to rindy he's asking um would you again please um explain how the two-sided material works for example the front and back side of a leaf material for realistic trees um ivan should i put you back on that one or dan do you want to take that i think um yeah i'll pass it over to ibex is using the newest version so i'll just make you there yeah i'll make ivan the presenter okay so we have a material proxy right here and we have the leaf so first i'm going to explore the material we have a front material which is the leaf and we don't have right now a back material and if we don't have that material vera will grab the front material and it will use it for the back material as well but if we want to have different materials on the front side of the leaf and different material on the back side probably we'll have to use another material here which will be darker but in that case i'm using the same material for the front part of the leaf and for the back side so basically the two-sided materials requires these two materials right here front material and back material and the thing that we can see right here is the translucency slider so we can manipulate the translucency of the material because when we have some objects which are with relatively really small thickness for example paper paper sheet paper or a leaf or something like that we can notice that the light is going through the surface and it will go through the surface and it will not be absorbed totally so it will be transparent in other words and here we can control that from the slider but now we have as i mentioned a really nice way to create that effect faster before that i want to show you right here the material of the leaf so first we have a texture a green texture which is wrapped into color correction that is the core correction here is the source so i'm just increasing the contrast and the brightness of that leaf with the core correction and if i click the arrow right here i'm going back to the material and we can see that we have usually we can add opacity in that case i don't have opacity but the opacity can create let me see if i have a leaf with opacity okay i'll switch to another scene okay here we can see the opacity so the opacity is the texture which will define which part is transverse absolutely transparent and which part is not so as you can see right here we have the alpha text the opacity texture and that is the result of the past texture so it's a really nice wave the leaves are just a plane to make the leaf shape of the leaf on that plane just need to add the opacity texture and now the new thing if i create a new material that is the easiest way let's rename it to something like leaf from here we can use a texture so let's find the texture okay i think that that green texture right here is fine i can also right click on the diffuse texture which will define the color and the appearance of the core and i can wrap that with right click right here wrap and i can wrap it into color correction and i can just make the contrast more noticeable let's say increase the contrast and after that i'm going to the opacity text opacity slot again i'll choose a texture and let's see do i have a texture maybe not in that folder okay and here we can see some opacity texture and now as you can see the black core is cutting everything and we can see only the white part of the texture okay here is the texture and that is what the opacity is doing i can switch to something different just to see the leaf okay i'm going back and now for the translucency we don't need to create again two-sided material where we have to find material for the back side of the leaf and material for the front side we just need to click right here and then add the translucency it's a really easy approach and i really like it so if i decrease it it will not be translucent and if i increase it it will be really translucent it's look like it's a black core but actually it's not usually good idea is to keep the translucency to something like uh grey core middle gray core for the leaves and if we want we can also add texture for the bump okay i'm not sure that i have texture for the bump for that particular leaf but i can actually copy that from here clear that's what paste as a copy and after that we can see that we're pasting the leaf with the core correction and we can decrease the saturation and we can even increase the contrast more and now we can have a slight bump right here and we can decrease it to something really small and that is the leaf material basically with the opacity map we can cut the geometry with a black and white texture and after that from the drop down menu with the layers right here we can just add the translucency of course if we want to have different materials from the for the front side for the front side of the leaf and different material on the back side we will need to use the traditional two-sided material but in the most cases i don't think it's necessary probably if you want if you want to render something from a really small distance some detail of the tree or something like that maybe you can use the traditional two-sided material which can gives you the opportunity to use different materials from the front surface and the back surface but in the most cases you just need to click right here i'm sorry to click right here and choose the translucency so basically here you can use another options and you can have diffuse code reflective code and you can make different codes which can be really nice and with these things right here you can again create imperfectionalities but uh you can just try these options right here i think that yeah yes perfect thank you um i hope that answered the question um nicely explained um thank you ivan we're gonna take um just one more question um and i'll switch to to dan for this one um yeah because we we've got an hour and a half and um i want to make sure um we get to do our giveaway so i'm going to switch to dan's screen and we've got a question here i don't know how long this will take you but um no pressure dan ray hi ray he says do you have any tips for modeling sofas that look realistic many of the ones in the three many of the ones in 3d warehouse look very clunky uh yeah um thanks for that question right sir it's a really really good one it's something which um to tell you the truth we ask ourselves um is it worth us modeling a sofa or is it worth us finding a good source where we can go ahead and uh and just purchase them really so um to model them you would have to use a plug-in like artisan and so what you would do is create a blocked form almost as you can see here and i'm sure the guys at cad soft and maybe yourself lauren could give a bit of information on how much this plug-in costs um i know it's not too expensive but essentially what you could do here is create a really angular version of your sofa and then using artisan you can subdivide and smooth it so in theory you could if you had a very particular type of sofa that you wanted to model um you could be using plugins like this sub d is another one s u b d um they're all to do with subdividing a kind of hard angles um hard normals within your polygons uh so within your geometry between your polygons so that would be the advice if you had to create it um the source that we go to when we want to start bringing in you know really high fidelity good quality models is something called design is somewhere called design connected and once this loads up we'll see that we've got a huge range of different types of sofas here some of you i'd imagine have come across this already and what's great about this is that um sketchup models are available of well all of these so they are plug and play you can just drop them straight into your scenes some of them are v-ray ready um if they're not v-ray ready then all of them are wrapped so you see the imperfections that that's on this sofa this is all wrapped around the sofa in a really um realistic way you wouldn't have to re-wrap that so what you would end up doing is like ivan was demonstrating earlier and i touched on would then start adding reflection glossiness reflection uh color and you could just go ahead and start applying any texture you like to this one particular sofa so they do i don't work for design connected by the way but they do have uh i think they do have loyalty discount codes if you buy enough of these um you'd have to see whether it's in your within your budget uh but again that that's a choice you've now you have the opportunity of making you can model it yourself which may potentially take longer or use a website like design connected perfect um thank you dan so yeah just um i hope that helped ray i think um to clear it up you want to be using something like artisan um the cost of that is 29 pounds plus vat that's a conjunction with cancer solutions um one of our excellent resellers um and nick's written in the chat um that sub d might be a better choice though um that's written by one of the sketchup team feel free to drop me an email after the event if you want any more info on that um we are coming to the end um and once again um i just really would like to thank um ivan and dan for taking time out and um i oh i'll put my screen on now and i'd also like to thank you guys for attending and asking really excellent questions so thank you very much really quick reminder um this session has been recorded it's going to go up on elm tech youtube i just want to also remind you that we do have a special discount arranged with one of our resellers council solution for everyone who's attended this event with this um discount code there's this type the discount on sketchup subscriptions v-ray licenses from sketchup and also lab work scatter and transmitted plugins so please do look out for that email which is going to come tomorrow um also with that if you do decide to purchase with that discount for vray and sketchup i know that capsule solutions will offer a free one-on-one personalized onboarding session so it's a great deal um so yeah emails going out tomorrow guys with links to this recording and um offers and all good stuff so let's get to the um the giveaway that's what we're waiting for it's very exciting um so yeah basically this is to win a free v-ray license and also you're going to win a seat at the arclime academy so you'll get to um sort of have that training with dan again all online i should say due to covet so i'm going to run the email addresses through the online system and i feel like i should have prepared a drumroll effect i did not so we're just going to start here in awkward silence while it picks out a name okay uh thanks katarina you're very welcome okay got a winner so the winner of the v-ray license and the free seat at our climb academy is jonathan clayton um congratulations jonathan that's not bad for a thursday afternoon um i hope that you're gonna find that really useful um i'll be in touch after the session um to get all your details and we'll sort that out for you um yeah and i hope that you guys have enjoyed this i hope that's been useful please stay tuned to sketchup uk social media channels um because we're running more and more of these events um yeah and we'd love to ah johnson great i'm glad you're happy cool okay and yeah we'd we'll probably be doing another one at the end of the year um and yeah let us know what other topics you'd like to to know about to see um we're all ears love doing these events and yeah thank you for attending and thank you to ivan from chaos group and thank you to um dan from arculine have a lovely evening
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Channel: SketchUp UK & IE
Views: 640
Rating: undefined out of 5
Keywords: 3d Modeling, interior, SketchUp, Architecture, 3D Design
Id: ryoxmuIfG6c
Channel Id: undefined
Length: 88min 19sec (5299 seconds)
Published: Fri Jul 24 2020
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