Showing posts with label Maxwell render for sketchup. Show all posts
Showing posts with label Maxwell render for sketchup. Show all posts

Tuesday, November 18, 2014

Streamline your Sketchup and BIM workflow with Unifi

Unifi streamlines the BIM content management process by automatically connecting with the BIM tools as per your choice. Unifi easily deal with numerous Autodesk Revit & Trimble Sketchup models. Unifi is well versed with Sketchup 2009 to sketchup 2015 series as well as Revit 2012 to Revit 2015 series. Unifi facilitates the Revit users to take advantages of the following features:-
  • Full parameter indexing
  • Batch Family export
  • System Family indexing
  • Manage details
  • Automatic connection to any open Revit
  • Direct content insert into active project
  • Batch loading into active project
The sketchup users can enjoy the following features:-
  • Full parameter indexing
  • Batch Component export
  • Dynamic Component compatible
  • Automatic connection to any open Sketchup
  • Direct content insert into active project
  • Batch loading into active project
The most updated version of Unifi is v1.5.1 and next version i.e. 1.5.3 is waiting to be released soon.
Download a free 14 day trial today.


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Published By
Rajib Dey
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Tuesday, July 8, 2014

Flowing surfaces without plugins!

If you want to make a curved surface in SketchUp, in can be a difficult process to get it just the way that you want it. You can draw it manually line by line, by this is very time consuming and it is very hard to make it look good and smooth. There are plugins that make this much easier, but I’ve discovered a way of getting smooth rounded shapes just using basic SketchUp.

There is a method that I call “Pull and Scale” that is an easy way to make almost anything that you can think of. Here are some examples of models that I’ve made using this method.

Flowing surfaces without plugins

For this tutorial, I will show making the front part of this space shuttle:

Flowing surfaces without plugins

The easiest way to start is with images or line drawings of the front, side and top. These are easy to find online for almost anything you want to make.

Flowing surfaces without plugins

Of course, reference drawings aren’t necessary for this procedure, but I like having them to make sure that the model I draw is in scale. I typically trace over the drawing to get the overall shapes that I want to work with. Also, since the shuttle is symmetrical left and right, I make trace half shapes. This way you can mirror it over in the end and your model stay perfectly symmetrical.

So choose the starting method that you like best. For this tutorial I setup the images as follows, and trace over them. Notice the only one of the shapes is filled in. This is the face that we’ll be working with. The face of the others has been deleted so it’s just linework. This makes it easier to see what you are doing. Make the line work groups, so you don’t accidentally change the shape of it while modeling. If also helps to lock the object so you can’t move it at all.

Flowing surfaces without plugins

Flowing surfaces without plugins

Using the Pull tool, pull the face out a bit. The smaller you pull it, the smoother the final shape will be. For a more complicated shape, or for parts that are much more curved, use a very small pull distance. For this relatively simple shape, I can use a larger distance.

Flowing surfaces without plugins

Select the new face on the end and using the Scale tool to change its shape. Be sure to not scale the shape using the grips in on the left side of the shape. This will make an uneven surface to mirror the shape in the end. This is where the reference line drawing come in handy. You can snap to them to make sure that you are getting the correct shape.

Flowing surfaces without plugins

Continue this procedure for the entire shape. Notice that for the front tip of the shuttle, I used a smaller pull distance because I wanted a smoother nose.

Flowing surfaces without plugins

Highlight the entire model and go to Window -> Soften Edges, and set the slider to around 45 degrees. This will makes the shape look much smoother.

Flowing surfaces without plugins

When the shape is complete, delete in inner and back faces and lines, so you are left with the shell only.

Flowing surfaces without plugins

Now using the move tool select the model and press Ctrl to make a copy. Place the copy next to the original shape.

Flowing surfaces without plugins

Right click on the new shape and choose “Flip Along… -> Component’s Red” (or Green depending on how your model is oriented)

Flowing surfaces without plugins

When you move the shapes together, the edges to fit perfectly.

If you see any of the following on your model, it means that at some point in the process you either scaled incorrectly, or you accidentally changes one half and not the other.

Flowing surfaces without plugins

Once done correctly, you should see this:

Flowing surfaces without plugins

Select the whole model again, and open up the Soften Edges dialog again, and smooth the new edge. For this, make sure the “Soften coplanar” option is selected

The basic shape is done!

Flowing surfaces without plugins

Now you can further add things like windows, by tracing the line drawings, extruding and moving the shapes so they intersect the shuttle at the correct places. Like this:

Flowing surfaces without plugins

Right click on the hull and choose “Intersect face… -> With model”. Now when you delete the shapes you just created, you will be left with the shapes “stamped” onto the curved hull.

From here you can use the paint bucket to colour the windows separately from the rest of the cockpit. Using this method, you can complete the rest of the cockpit. I’ve developed this one a bit further:

Flowing surfaces without plugins

Now that you know this method, the only limit is your imagination!
Raylectron Textures Exporter...

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Published By
Rajib Dey
www.sketchup-ur-space.com
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Sunday, June 1, 2014

Interior Design of a Living Room with sketchup

Mario Goles (Designer at Sketchupartists and Interior Designer/3d Architectural visualiser atFreelancer)

In this article, I will explain workflow in my project “Interior Design of a Living Room”. As you, all know that making such a project requires a certain knowledge and experience in CG industry as well as in interior design, so I will cover only the once I believe people have most trouble with. This will include texturing, lighting and rendering processes.

First, I want you to notice that this project have been done in SketchUp. Rendering engine I have used for final visualization was V-Ray. I was also using predefined materials; I often use in my projects, downloaded from “Chaos Group”, “Visual Dynamics” and “Flying Architecture” web sites. I am sure you could find some more web sites, from where you can download “.vismat” files, if you do not find what you are looking for in the ones I mention. I have also used several 3D models downloaded from SketchUP 3D Warehouse. The others I just modeled by myself. For lighting techniques, I used HDRI images that you can also find on the Internet. Some of them are free to download but if you look for purposes that are more professional, I suggest you to invest, as well as for texture images or even 3D models.

Before I explain a workflow process, I just want to mention several things that I believe are crucial in achieving result you are looking for in this project, and are far more important than just following workflow explanation.

  • Many people ask me about “V-Ray” options (.visopt file), and how I set up rendering parameters, expecting if they do the same they will get realistic image. You have to understand that any rendering engine, including “V-Ray”, does nothing else but based on parameters setup, calculates how light travels through your scene and it bounces from different surfaces, in order to potentates getting an realistic image. Due to this, almost all its parameters are about setting different light calculation methods. Therefore, if you set its parameters correctly you will get nothing else but nice lighting. To achieve realism in your visualizations, you will have to take care about several other things, which are not less important than proper setting of rendering options.
  • Try to have your object geometry as clean as possible. Clean unnecessary edges (lines), weld those that are on the same direction, have surfaces normal properly oriented (always facing a camera), etc. Have your objects in proper scale according to each other as well as according to real world.
  • When using 3D models downloaded from a warehouse, try to use those once that are looking realistic and correctly modeled. You can find a trillion 3D models on almost any warehouse, especially on SketchUp 3D warehouse. Give yourself a time to look for “good” once. If you cannot find it, try to model it by yourself, instead of having “bad” one in you project. Non-realistic models (in scale, the way they are modeled, “bed” textures, etc.) will certainly not lead you to the result you are looking for.
  • One of the most important parts of achieving realism in your visualizations is texturing. If you apply textures properly to your objects and use realistic texture images with special care of its sizes, you will be half a way to your desired result. You can also find many web sites from which you can download nice texture images. I often use “Arroway textures” or textures downloaded from “SketchUP Texture” web site. Important is, that the size of texture images, is in proper scale to the real world. This can result in having huge image textures for some objects, but you can still compensate with the other once. For example, if you have large surface like parquet floor, where you do not want repeating tiles to be recognized, you will have to use large texture image. However, if you want ceramic tiles of a certain color on your floor, you could use much smaller texture image, which covers only one tile. Anyway, you should make sure that size of your texture image is in proper (realistic) scale to the real world.
Note: If you apply materials that have texture images properly scaled, to your objects, very often only default rendering options will be enough to get nice image. If you will follow above mention facts, as well, as if you in addition organize your projects properly in layers, groups, components, etc. you will find your work in SketchUp easy and achieve desired results with no problems, not to mention that rendering process will be much easier and faster with realistic result.

WORKFLOW

1. TEXTURING

As explained before, it is necessary to use real world scale textures in order to achieve realism. It also requires that such materials are properly assigned to different surfaces of any object in your scene. Quite often happens that 3D models that we use from warehouse, have incorrect texture mapping or we just want to change its default materials. In this case, we often find ourselves in a problem of having nonrealistic material applied. To avoid this problem we will use projected textures. Following example shows how to apply projected materials to the lounge sofa.

Interior Design of a Living Room

Interior Design of a Living Room 

Interior Design of a Living Room  

Interior Design of a Living Room 

Interior Design of a Living Room  

Interior Design of a Living Room 

Interior Design of a Living Room  

As shown on above images you will apply projected textures to all other objects in your project, which you have downloaded from 3D warehouse and has wrong texture mapping applied.

For objects with flat surfaces, you apply materials as you get used to it in SketchUp, just take good care on sizes of the textures and be sure they look realistic to the real world scale. Following example shows carpet texture settings, in order to look realistic and has proper scale.

Interior Design of a Living Room  

Interior Design of a Living Room 

Notice that this texture image is 1808x1200 pixels, even though, settings in SketchUp material browser show its size of 63,50cm x 24,15cm. No matter the scale, you set up in material browser as long as it is in correct aspect ratio to the imported texture image. You can scale any texture to whatever size, as long as it looks realistic to you.

2. LIGHTING

After modeling, texturing and setting the Physical Still camera type view, we want to set desired lighting of our scene. Best way of doing this, is to overwrite all materials with light gray color. White color is to strong and pure white does not exist in the real world. Closest to pure white is crystal-clear snow, but still it is not perfectly white. We will do this by setting V-Ray Global Switches “Override materials” parameter to TRUE, and select “Override color” to something like RGB value of 200.200.200.

Interior Design of a Living Room 

By doing this all materials on our scene will be overwritten with this color, with exception of these once that has “Can be Overridden” parameter set to FALSE. This parameter option will be set in V-Ray material browser, for each particular material. Usually we have to set this parameter to FALSE for all window glass objects, if we want to use daylight system for lighting the scene. Otherwise, the sun light will not be able to enter our scene through the windows and our scene could become completely dark.

Interior Design of a Living Room   

V-Ray uses its default sun for daylight system lighting, but we can also use HDRI images instead. Using HDRI images, we could get even better results in the way of achieving realism of our renders. Notice that this will affect only our scene lighting, as we explained before. You will still have to have proper materials setup as well as apply them correctly. In this particular project, I have used following HDRI image setup for lighting my scene. 

Interior Design of a Living Room  

Beside all others, adjusting following V-Ray parameters will be enough to set proper lighting of most of your scenes. You will notice that these parameters are working exactly like on any digital photo camera. Therefore, if you have any experience with digital photography it will be easier for you to understand its adjusting and the way they affect lighting of your render.
  • Shutter speed - (Value represents a fractions of a second. Therefore, value of 50 for example, will represent 1/50 of a second. This means that your scene will be brighter than if you set this value to 100, as in this case, the shutter on your camera will stay open for a longer period and therefore more light will get into it.)
  • Film Speed (ISO) – (Often used as a quick dial for exposure changes in the scene. High numbers will make your scene brighter as lower numbers will make it darker. If we increase its value on digital cameras, our image will suffer from significant amount of noise. Luckily, this is not the case with V-Ray Physical camera.
  • F-Number - (This parameter handles/controls the size of your virtual aperture. Small numbers represents a larger aperture (larger opening) in your camera, which in turn allows more light in, that will in turn give us a brighter images.
Adjusting these three parameters, you will control brightness of your render image. Remember also that these three options will work like explained only if Physical Camera “Exposure” parameter is set to TRUE.

Interior Design of a Living Room  

Other option that will take in a count is setting of “Color Mapping” type.

Each of types you can select will have its own calculation method behind, and each of them has its own pluses and minuses, depending on what you want to get as a result. Refer to other V-Ray tutorials in order to understand how each of offered color mapping types affects your rendering. For this particular project, I was using “Reinhard type”. You will notice that by choosing Reinhard color mapping type, several other parameters become available for adjusting. Two most important once, which you might want to adjust, would be the “Multiplier” and the “Burn value”. “Burn value” will allow you to adjust the value of brightest area in your scene, as well as with “Multiplier” you will control the darkest area. Adjusting this options you will control how bright or dark will be brightest and darkest parts of your image. Logically if you decrease Burn value, your render will result with less burn in brightest area as well as if you increase its value, your render will have more burn in brightest area of the image.

Once we have setup lighting options for our scene, we can try to render the override colors image.

Interior Design of a Living Room  

If you are satisfied with the result, now you can uncheck “Override materials” option in V-Ray “Global switches” option group and try to render your image again.

Interior Design of a Living Room 

3. RENDER PARAMETERS SETUP

Following V-Ray options have been used in this particular project, in order to get final result.

Interior Design of a Living Room  

Interior Design of a Living Room 

Interior Design of a Living Room  

Interior Design of a Living Room 
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Published By
Arka Roy
www.sketchup-ur-space.com 
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Tuesday, May 6, 2014

New foldable smartphone that can take up a sketchup model and make it 3d printed

A researcher group from Canada has made the world’s first ever foldable smartphone alias PaperFold that can be transformed to a tablet and a notebook through a set of screens and hinges. The users can utilize the individual screen separately or as a solitary system.

The device can be customized as per the requirements of the users. As for example, it’s display can be folded inner to structure a phone as well as size can be folded outward for making the size bigger for reading maps, and it can be transformed to a makeshift laptop along with a keyboard.

This mobile gadget will be very useful for 3d modeling professional as well as sketchup users as it can provide the following benefits:-
  • This shape-shifting smartphone facilitates the users to bring in three flexible touschscreen displays. The users can straighten three displays and transform view to a Google map that covers all screens.
  • The users can present the map in Google Earth view by outlining PaperFold into a convex globe.
  • While positioning PaperFold into the form of a 3D building after viewing a map will take up a Google SketchUp model of the building and change the gadget into an architectural model to be 3D printed.
The developers do not the reveal that when the product will be ready for commercial application.
 
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Published By
Arka Roy
www.sketchup4architect.com
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Wednesday, April 30, 2014

Debugging SketchUp Extensions Now Easier

Debugging is now no more a trouble for SketchUp Ruby extension developers. With a Ruby Debugger for SketchUp 2014, debugging has got easier.

The Ruby community enjoys debugging with Integrated Development Environments (IDE) like RubyMine, NetBeans and Aptana RadRails which usually rely on different gems to be installed for remote debugging. Getting these gems to work within SketchUp’s embedded Ruby is usually difficult. But now, at 3D Basecamp 2014, an open source Ruby debugger framework has been announced which currently supports Windows only but it is expected to support Mac soon. Installing it is very simple:

  • Copy SURubyDebugger.dll from GitHub into the SketchUp installation directory: C:\Program Files (x86)\SketchUp\SketchUp 2014.
To launch SketchUp with the following command line arguments must be followed:
  • SketchUp.exe -rdebug "ide port=1234"
  • The port must match the remote debugger port setting configured in the IDE.
  • SketchUp will start up and appear to be frozen while waiting for the debugger to show up.
  • Launch remote debugging in the IDE, SketchUp should continue running. It is required to observe breakpoints hit when Ruby code execution attains the specified lines.
If the user is not familiar with installing and configuring the IDEs, some step-by-step instructions can be attained from the GitHub repository wiki. The source code for this project hosted under our GitHub account is https://github.com/SketchUp/sketchup-ruby-debugger.

Debugging SketchUp Extensions Now Easier  

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Published By
Arka Roy
www.sketchup-ur-space.com
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Friday, April 25, 2014

Thursday, September 19, 2013

Next Limit just introduced a new free version of the Maxwell renderer for Google SketchUp

Maxwell Render for Trimble SketchUp is a standalone package that contains a custom designed render engine. This exclusive render engine is totally incorporated with sketchup and the users can utilize its high quality, realtime rendering capability from inside SketchUp without requiring a a full license of Maxwell.

Maxwell gives opportunities for Sketchup users to apply sophisticated rendering in a custom built, user-friendly package for free of cost with its basic version which is restricted in in output resolution to 800 pixels.

   

The Licensed version containing superior and more controllable Production rendering mode will cost $95. The licensed version can increase the resolution capacity to HD (1960 pixels).

Maxwell Render is mostly accepted for architectural visualization, product design, interior design, film/animation production, engineering and other markets with a supreme render quality. The users get the ability to generate materials, set lights and cameras, and render 3D scenes etc., all in a striking, pragmatic and instinctive way.

Download Maxwell for sketchup free - http://www.maxwellrender.com

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Published by Rajib Dey
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