Manual TwilightRender 1.4.5 Part4
Manual TwilightRender 1.4.5 Part4
Manual TwilightRender 1.4.5 Part4
Falloff
Falloff defines the angle which the light will “Fall Off” from full
strength to zero. It starts at full strength from the angle defined in
the HotSpot. It fades to zero using the angle defined in the
“Falloff” parameter. Therefore the Falloff angle must be greater
than the HotSpot.
HotSpot
HotSpot defines the angle through which the light will remain at its
full power. Outside of this angle, the “Falloff” will begin.
Background/Sky Type:
Choose the desired sky type from the Background/Sky Type menu:
1 Physical Sky
Default to start, as it changes with the time of day and location set in SketchUp.
Physical Sky also contributes good lighting from all directions onto the model.
Recommended Sun Settings 2 Background Color, Centered Image, Tiled Image, Fit
For faster rendering, and the most realistic shadows, Image (These options will NOT contribute light/reflections)
try setting the “Sunlight” slider to “5” or “7” before
rendering the scene. These options give the least control over placement of image, and do not
contribute as lighting from the sky nor to reflections. All of the background types
only display a "background" in front of the camera. The "sky" behind the
camera is therefore black. It is best to avoid using them, they are provided
for artistic freedom purposes for advanced users.
3 Sky Color
is best to use when wanting a single color projected onto the scene from all
directions. Light Grey works well as a quick “soft box” for product shots. It
contributes to both scene lighting and reflections. It also looks great with the clay
rendering settings.
5 Sky Probe
This is for HDR images that are mapped specifically as a spherical “probe”. They look
like a circle (see Fig.2). It contributes to both scene lighting and reflections. A “Probe”
image will be identified as such on the web page where it is downloaded. If an HDR is
loaded as a Sky Probe (or vice-versa) and it is NOT a probe but a Spherical Sky
instead, it will result in odd lighting for the scene. Simply change the Sky Type to be
< Fig.2 Sky Probe Example the appropriate type and re-render.
Material Previews
There are several previews to choose from in Twilight. Clicking the pulldown menu under the preview
image will allow you to choose from several spheres in different lighting studios, as well as cubes with
different sizes for previewing architectural materials.
Spheres work best with materials without textures, such as glass and metal. While the cubes work
best with texture-driven materials like stone, wood, and other patterns with real-world dimensions.
The size of the texture you see rendered in the SketchUp view window should be exactly what you
will see in your rendering, so remember that the Preview Scenes are only approximations and actual
render results depend on many complex factors.
There are two (2) ways to apply Twilight's Material properties to SketchUp's™ materials, Material
Templates and Material Libraries.
Do NOT use templates on any material that does not need special properties, like reflection. Adding special material properties
unnecessarily will only add render time with little or no visual gain.
Adding reflections (especially soft or “blurry” Specular Reflections) will drastically increase realism in a rendering as most materials, even
brick, display specular reflections, but be aware that it will add render time and requires higher quality render settings to look correct.
Color Channel
There are three main “Channels” for most materials in Twilight. The first and “Main Channel” of the material in most cases is the "Color"
of your material. This is also known as the “Diffuse Color”. “Color” can technically be a “Color” (an RGB value) or a “Texture” (an image).
This is the “Color” or “Texture” of the material when viewed in purely flat indirect light. To choose a correct color, imagine what color the
material is on a completely overcast day. In fact, to create your own hi-res textures, you want to take hi-resolution pictures of your
textures with the most flat lighting possible, such as on a very cloudy day.
For this reason pure white should not be used as a “color”, as it should have “room” to be whiter when light shines on it. In addition, pure
black should not be used, as it should have “room” to be darker when shadows fall upon it. There are no materials occuring naturally that
are pure white or black. For white, it is recommended to use 90%-95% gray. For black, it is recommended to use 10%-20% gray.
Reflection Channel
The Reflection Channel is the color you see when bounced off of the surface of the material. It is advisable to leave the reflection color
white. To reduce the amount of reflection one should reduce the shininess of the material or reduce the IOR. To create artistic effects
adding a strong color here will create some interesting effects. See the Reference Setcion for an in-depth explanation about, Reflection
Maps (using textures in the Reflection channel).
Bump Channel
See the Reference Section entry for Bump Mapping for an overview on the Bump Channel. See also the Material creation examples
below.
Alpha Percentage
“Alpha” means the transparency or "see-thru-ness" of the material. This is directly linked to the alpha slider in the SketchUp Material
Editor panel. So if you change it in the Twilight Material Editor panel, you will see it changed inside of SketchUp as well. "0" (zero) =
completely transparent, "100" means completely opaque. It does not control the reflectivity of the object, only whether you can see thru it
or not. If a Texture contains an Alpha Channel it will be automatically read/loaded by Twilight. Alpha Channels are automatically
recognized by Twilight for the following image types: .tga, .tif, .png, .psd
For most surfaces, this is a scientifically known number, and also is automatically assigned by Twilight whenever you apply a template.
So, in most cases, it will not need to be changed manually. If you know the IOR for the material you are trying to create, it must be
entered correctly for the material to appear physically accurate. If not known, it's best to choose the template most similar to the type of
material you are trying to create. For many materials a good starting template is the “Plastic” Template. There are many Refractive
Indexes available on the web. A very nice one is located at: http://refractiveindex.info/
So for most objects, like a typical varnished wood floor, start by picking one of the plastics templates to start, (Flat, Satin, or Shiny).
Increase or decrease shininess number as desired.
Edge Line
Checking the Edge Lines box will render lines similar to the edge lines you see in the SketchUp view. Edge Line thickness in Twilight is
not linked to edge line sizes in SketchUp. To define edge lines use a simple rule of thumb:
Lonely Edges can not be rendered. That is, an edge that does not define the edge of a face will not be processed by Twilight. To render
a “Lonely Edge” simply make it into a face by using a free ruby plugin for SketchUp such as “Extrude Lines 2 Points.rb” which may be
found at the Ruby Library Depot maintained by Didier Bur. Using this tool you may extrude the line a small distance with 2 clicks, such
as ¼in (3mm). Then the line will render with Twilight's Material's Edge Lines feature. (try this technique with an imported CAD site plan)
.1= .1 meters = approximately 4” use this for large exteriors such as large buildings or interiors of very large spaces.
.01= .4” use this for fine lines around smaller buildings such as a house and elements like stairways
.001= .04” Use this for fine lines around detailed elements such as furniture objects and cabinetry.
1 Generic*
Use this template to give a quick touch of reflection to a surface. This template is designed to be quick, but not necessarily the highest quality nor
physically accurate. So use it wisely. Use this template also to reset a material. Sometimes it is quicker to just 'start over'. Here you will find the reset
button for any material.
*These material templates are by nature not physically “accurate” but are useful for many artistic applications. If you are experiencing strange lighting
artifacts in your renderings, be sure to eliminate the use of any of these.
2 Paint
As it's title suggests, if you have a surface painted the color you want in SketchUp, simply choose your paint finish here. Using a seamless texture for
noise in the bump channel with the paint template can add much realism.
3 Stone
This template will not apply any image of stone, but if you have painted a stone material onto a surface in your scene, choosing this template will make it
look great.
4 Ceramic
This template will not apply any image of tiles, but if you have painted a ceramic tile material onto a surface in your scene, it will give it the properties of a
ceramic tile. Then you need only add a bump map or simply click the chain link icon next to the word “Bump” to link the SketchUp material into the
“Bump Channel” Twilight material definition. See also more on Bump Maps. Using a Reflection Map to eliminate reflections on the grout joints will add
much realism.
5 Plastic
Many materials we see every day have a lot in common with plastic. A wooden floor, a table top, furniture surfaces, etc. This is a powerful template
setting up your material so that you can set the precise reflection type and Bump Maps and Reflection Mapping you wish.
6 Realistic Glass
If it's Realistic Glass you wish for, you must build the model accurately/realistically/to proper scale. If using the Realistic Glass template, be sure the
model you apply it to has a thickness and can 'hold water'. That is, that it is a 6-sided cube, a valid solid, if using a rectangle in a model of a glass table
top for example. One should also always be certain that the Normals for all Faces on realistic glass models are facing “out” as the normals are used for
calculating much about the light passing through and bouncing from this surface.
7 Architectural Glass*
The fastest rendering and best looking glass for most architectural renderings will be found in this template. For the quickest architectural renderings
with glass, draw a single face to represent the glass surface, paint this face with a glass material from SketchUp, and then apply a choice from this
template to that glass material. When using a non-progressive rendering method the template without shadows will render very quickly and allow the
most light to enter an interior room. Set IOR to 2.2 and change color of reflection to darker grey for a “tinted” glass look.
*These material templates are by nature not physically “accurate” but are useful for many artistic applications and render nicely in all methods.