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Photographic Rendering with V-Ray for SketchUp
Table of Contents
Photographic Rendering with V-Ray for SketchUp
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading color versions of the images for this book
Errata
Piracy
Questions
1. Diving Straight into Photographic Rendering
What this chapter is all about
Good composition is the foundation of photographic rendering
Improving our opening scene
Working with six new views
Matching viewport and render aspect ratios
Lighting that sets the mood!
Stepping through the render process
Using V-Ray's physical camera model
Global illumination controls
Materials that make us believe!
Creating the floor material
Adding surface properties
Final setting tweaks!
Render settings for final output
Summary
2. Lighting an Interior Daytime Scene
Looking at our SketchUp scene
Defining our goals
Methods for defining our vision
Writing a definition
Painting a definition
Compiling a definition
Artistic exercise
My definition for the gallery interior
The lighting workflow
Sunlight is our key light
SketchUp shadow settings – positioning the V-Ray Sun
Using a V-Ray spotlight as the key light
Skylight is our fill light
Using Rectangle lights
Testing our shot views
The evaluation time
Using the GI skylight
Trying out the Dome light
Adding a High Dynamic Range Image to the mix
Bringing the sky back into the view
Wrap up
Summary
3. Lighting an Interior Nighttime Scene Using IES Lights
Taking a look at our SketchUp file
Defining our goals
Observation is crucial
My definition for interior nighttime scene lighting
The lighting process
Contrasting artistic and realistic indoor lighting
Do we have a key light?
Understanding the IES files
Downloading and viewing IES profiles
Starting with a blank canvas
Setting an initial exposure level
Adding some much-needed ambience
Using the V-Ray Sky
The GI skylight
HDRI to the rescue
Layering up our IES lights
Adding the IES down lighters
Creating the IES up lighters
Evaluating the render with all lights enabled
Previsualizing image corrections using V-Ray FrameBuffer
Summary
4. Lighting an Exterior Daylight Scene
Setting up our SketchUp file
Reference and observation
The sunlight color
The skylight color
Shadow properties
Ambient occlusion
A camera-matched exterior
Defining our exterior daylight setup
The lighting process
Setting a starting exposure level
Sunlight is the key
The sunlight color
The shadow quality
Filling in with skylight
Using the V-Ray Sky
Image-based lighting for exteriors
Adding the HDRI
Adding direct sunlight to an HDRI setup
Creating even stronger occlusion shadows
Creating a better sky
Tweaking exposure
Experimenting with white balancing
Summary
5. Understanding the Principles of Light Behavior
The SketchUp files
Defining our goals
How light behaves
Learning about light – exercise one
Learning about light – exercise two
Understanding light decay
Light decay – exercise one
Light decay – exercise two
Light decay – exercise three
Decay types available in V-Ray for SketchUp
The None and Linear decay options
Understanding Inverse decay
The Inverse Square decay
Using color temperature
Color temperature – exercise one
Color temperature – exercise two
The cause of color bleeding
Color bleed – exercise one
Bringing color bleed under control
Summary
6. Creating Believable Materials
Getting started with our materials
Defining our goals
Defining the materials
Using a SketchUp material to create our diffuse floor coloring
Using SketchUp materials with V-Ray
Creating the diffuse component for our floor
Making a color-mapping choice
Using the V-Ray Standard material
Knowing your right-click menu commands
Adding reflections to our floor material
Painting the walls
Playing it safe with the ceiling
Door materials – the frosted glass
Giving the doors an aluminum look
Adding chrome to the barriers
Painting the skirting board
Creating the wall paintings using bitmaps
Art sculpts – import vismat
Your challenge
Summary
7. Important Materials Theory
Defining our goals
Light and material interaction – why objects in the real world have color
Light is where it all starts
How absorption, reflectance, and transmittance work
The importance of R, G, and B in the digital realm
Why are we using the HSV color model?
The importance of realistic color values
Light and material interaction – what is reflectivity?
How glossiness controls work
Light and material interaction – the transmittance effects
Understanding refraction
Making use of IOR values
A bit more on Fresnel equations
Understanding translucency
How subsurface scattering is different
The importance of energy-conserving materials
What we have accomplished?
Summary
8. Composition and Cameras
Defining our goals
Deciding the shot type
The long or wide shot
The medium shot
The close up shot
The high shot
The low shot
Aspect ratios
Choosing our ratio
Beware of the difference between the viewport and render
The requisite maximum resolution
How focal length affects composition
Setting up scene views for final shot rendering
First up – the wide shot
Exercise – review
Scene two – close up
Exercise – review
Exercise – finishing off the scene
Summary
9. Quality Control
Defining our goals
Fine-tuning scene lighting
Tuning up the sunlight
Reviewing our sunlight render
Adjusting the skylight
Reviewing our skylight render
Cleaning up our GI solution
Reviewing our GI render
Working with the Image sampler controls
Reviewing the image sampling render
Improving our materials
Reviewing what we have in the RGB map
Reviewing what we have in the Sample Rate map
Outputting the final renders
Adding extra VFB channels
Setting the output format
Determining the order of quality control steps
Summary
10. Adding Photographic Touches in Post-production
Defining our goals
Setting up After Effects
Importing our footage
Dealing with the lighting hotspots
Boosting the floor reflections
Adding a subtle DOF to shift focus
Adding subtle relighting
Boosting the glass reflections a little
Final color corrections
Adding a subtle vignette effect
Summary
Index
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