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Introduction Continued


0:06 For this lesson, let's use the playground model created in the 'Fundamentals Practice' track.

0:12 Have a look at that track if you'd like to create this model for yourself.

0:17 For this video, we added a basic sidwalk and ground plane as well as a few lamp posts for us to add some V-Ray lights to.

0:30 Use your own model, or download this one to follow along.

0:35 Let's open the V-Ray Asset Editor.

0:38 Toggle an interactive render on and start rendering.

0:44 Let me zoom in a bit toward our playground.

0:48 Notice that we've got a very bright, sunlit rendering.

0:52 The shadow edges are crisp – something we might see with a perfectly clear sky.

0:57 The SketchUp sun and shadow settings are going to be the default light in a V-Ray rendering.

1:04 We can see this by adjusting the shadows in Sketchup to different times of day and watching the interactive render.

1:12 This is a bright sun though so let's adjust the intensity of this sunlight in the rendering itself.


1:22 In V-Ray, click on the lightbulb icon to open the lights category.

1:27 To adjust the settings of our sunlight, expand the right window.

1:32 These settings will change based on what is selected so make sure our sunlight is selected.

1:39 Let's focus on just the parameters – which include color, and intensity and size multipliers.

1:48 The color option is simple – just click on the color swatch to adjust the lighting color.

1:54 We can adjust this for a warmer color, say for a sunset, or a cooler color, depending on the look you need.

2:04 The intensity of any light is going to vary a lot based on what kind of light it is.

2:12 In our case we could easily blow out the image by turning the intensity of the sun up.

2:18 Instead, I'm going to turn it downa bit.

2:25 The size of the sunlight is useful for controlling the softness of the shadows.

2:31 To give our rendering softer shadows, I'll turn the size up to 4, or maybe 5.

2:37 Pick a setting that looks good to you...and again these settings will vary a lot based on different light types.

2:47 In order to see some other light settings, let's put some lights in thr lamp posts.

2:54 Ler's pause first. Before we add more lights, let's make two adjustments.

3:00 We don't have a lot of materials in this scene, but one setting that is great hwen evalouating lighting, is to turn off marerials.

3:09 Go to our render settings and one of the options is 'Material Override'.

3:15 Toggling this setting on is a great way to focus on just the lighting.

3:21 Sometimes you may need to start the interactive render and restart it to see this change.

3:29 The other adjustment we want to make is to add another V-Ray object called 'Infinite Plane'.

3:38 This is a good opportunity to open the V-Ray toolbards that we closed at the beginning of the lesson.

3:45 Let's open both the 'Objects' and 'Lights' toolbars.

3:52 These toolbars are the same options we'd see by right-clicking on the objects or lights settings in the Asset Editor.

4:03 You can create these lights and objects in either place.

4:08 So add an 'Infinite Plane' by clicking on this top icon in the objects toolbar and in SketchUp, we have a grid showing where the plane will be placed.

4:20 I'll set this somewhere in the middle of the playground to show the effect of it.

4:26 In our render, you can see it crops off anything below it and creates a ground plane for casting shadows.

4:35 We can further see this effect by moving the plane object up and down in SketchUp.

4:42 Let's place the 'Infinite Plane' at the base of the playground.

4:47 In this model, we've already created geometry to act as our ground plane but now that we've added and 'Infinite Plane'...

4:55 we could erase this surface group that we drew earlier that was acting as our ground surface.

5:02 Based on your needs or your model, you might use just SketchUp geometry or the 'Infinite Plane' object, or sometimes both.

5:13 But now you know it's available and there will be some other V-Ray objects to be explored in later lessons. I'll close the 'Objects' toolbar for now.

5:26 Ok, back to our lighting.

5:29 For these lamp posts, let's look at two different approaches we might take.

5:35 From the V-Ray 'Lights' toolbar, I'll click on the 'Omni Light' to add it into our scene.

5:41 Our 'Omni Light' will act as a light bulb casting light in every direction.

5:46 With this light object added, I'll use the move tool to copy, or copy and paste this 'Omni Light' several times in our scene.

5:58 Regardless of how many copies we make, when we go to the V-Ray Asset Editor, we see just one 'Omni Light'.

6:07 When you add a new light, any copies of that light are all 'Instances'.

6:14 These lights are actually components in SketchUp, so we can adjust the settings for all linked components at once.

6:24 Let's change the time of day and turn out sunlight down, to better show our new 'Omni Lights'.

6:35 Now I'll increase the intensity or change the color to see the effect of these lights in our render.

6:44 Our sunlight had an intensity of less than '1'...These 'Omni Lights' require an intensity of several thousand to be seen.

6:53 So again, the settings are going to change dramatically based on what light you are adjusting.

7:01 And really, you'll just have to play with these settings yourself to get the look that you want.

7:08 It does make it really nice that these lights are all components since we can adjust them all at once.

7:14 Also with light components, we can make one of these 'Omni Lights' unique and V-Ray also recognizes that it's a different light with its own unique settings.

7:29 Ok, we've learned that you can copy the same light component around in your model and still have a single control for all of the copies.

7:38 However you might have wondered if we could place a light inside of a SketchUp component as another way to quickly place lights in our model.

7:49 This lamp post is a component so let's try it.

7:56 I'll start by deleting the original 'Omni Light' from the 'Asset Editor', which will delete all those instances from our model.

8:06 No select the remaining light, copy it, and then delete it.

8:11 Now edit the lamp post component and 'Paste' that light into it.

8:18 Immediately you can see it's place in all of our components.

8:23 So let's adjust the position of the light for a better fit and then close out of the lamp post component.

8:32 Return to the 'Asset Editor'...make some adjustments to the 'Omni Light' settings...

8:38 and by embedding lighting into our existing lamp component, we have created some interesting lighting, very quickly.

8:47 There are several types of lights you might add to you scene and we'll explore a few more of those lights in other videos.

8:53 Including a more dynamic alternative for the sunlight called 'HDRI' so be sure to check that out.

9:04 To finish this lesson, let's tweak the materials and do a final render.

9:11 As we learned previously, V-Ray comes with a number of materials ready to apply.

9:17 Before changing materials, let's find the 'Materials Override' option that we toggled earlier and turn it off.

9:25 Stop and restart the interactive render if you don't see the colors update.

9:32 Now let's explore some of the materials V-Ray comes with.

9:38 There are a lot of options here so let's use the 'Search Bar' to show just 'Plastic' materials.

9:47 Even with this limitation, there are shiny, dull, transparent, and other options just within the 'Plastics '.

9:56 I'm going to use a simple 'Blurry Grey' material and just drag it into the materials tab.

10:05 Now set aside the V-Ray 'Asset Editor' for a moment, and look at the materials browser in SketchUp.

10:12 That same mateiral is also added here and that means we can apply it using basic SketchUp tools.

10:20 Use the paint bucket. Make sure the new grey material is selected and let's paint all of the yellow color by holding down the 'Shift' key...

10:30 and click on any yellow surface to replace that material everywhere.

10:36 No we have some V-Ray atributes in our render...a slight reflection on the surfaces.

10:43 But to get this back to a yellow color, we can simply edit the color in the SketchUp materials browser or in the V-Ray 'Asset Editor'...

10:53 and that will change the base color for this plastic material.

10:59 Now let's look at a different way to change the green materials, and this time we'll use the V-Ray 'Asset Editor'.

11:08 Start by double-clicking on the grey plastic material to rename it so we know this is our yellow color.

11:15 Now I want to use this same type of material so I'm going to duplicate this plastic material and then rename it as a green plastic.

11:26 In the right-side fly-out window, I'll adjust the yellow color to some shade of green.

11:33 With our new material ready, I'll right-click on it and choose 'use as replacement'.

11:40 Now right-click on the playground green material and choose 'replace in scene'...

11:46 to replace this green color with the new green plastic material.

11:52 Sometimes SketchUp isn't immediately update so if that happens just click over into the model to see the changes.

12:02 And now adjust the yellow or green colors even further as you'd like.

12:08 One word of you learn more about using materials, with V-Ray, you'll almost certainly run into situations where things behave oddly.

12:21 And you'll need to troubleshoot your model and how the materials are applied.

12:28 Materials can be applied to objects, to surfaces, or to both at the same time and all of this can cause issues withe the rendering.

12:38 The best advice we can give is to be consistent in the way you apply materials.

12:45 And just know that you'll often need to troubleshoot models that you find from the 3D Warehouse.

12:53 That's as far as we're going to go with lighting and materials in this introduction course but you'll learn more in the next lessons.

13:08 to finish this lesson, find a view you like...toggle off the interactive render and change the quality slider if you like.


13:18 Higher quality obviously will take longer to render so change this based on your own needs.

13:25 I'm going to stick with 'medium' quality and I'm going to turn off 'Preogressive' mode which turns on 'Bucket' rendering.

13:35 Try both options to see what you prefer.

13:38 It's also useful to turn on 'Denoiser' for a final render.

13:45 Open the render output menu to change the size of the final rendering and when you are ready, click the 'Teapot' to render.

13:56 There are lots of options here that can have dramatic effect on the quality and the speed of your renderings.

14:05 Some of the settings depend on the kind of computer you are using.

14:09 And some of these are more artistic such as camera settings for exposure or depth of field.

14:15 Don't get overwhelmed by all the possibilities, just keep exploring at your own pace.

14:24 Ok, our rendering is finished and we need to make sure to save it.

14:29 On reason it's not saved automatically is that there are some image editing options built right into the Frame Buffer.

14:38 It's actually really common in renderings that additional post processing is done on the image in a tool like Photoshop.

14:47 But you can do some of that tweaking here if you like.

14:51 And again, make sure to save your final image suing the file (disk) icon.

14:59 In the next few videos, Eric is going to provide a more finished scene and go into a lot more of the details...