Exterior - times of day
ousmee
Hi mate. Dunno about SU. I used Blender and I imported the .obj files (warning: big files). The leaves rendered fine for me.
I'm not sure I'd know what to write in a tutorial. There's nothing very special here in the modeling or the materials. No special tricks I used or anything. But I'm happy to answer your questions if there's anything specific you want to know.
Hi mate. Dunno about SU. I used Blender and I imported the .obj files (warning: big files). The leaves rendered fine for me.
I'm not sure I'd know what to write in a tutorial. There's nothing very special here in the modeling or the materials. No special tricks I used or anything. But I'm happy to answer your questions if there's anything specific you want to know.
For that, you'd first have to export your SU scene to Blender. If you're not too sure about Blender, I'm sure it's better and easier to import the tree into SU and render it with your scene from there. Have you tried with the .obj file instead of the .3ds file? Kwistenbiebel on this forum has done a lot of architecture renders in SU with xfrog trees, I think. Maybe that's the person to ask.
Hi Ousmee!
I'm no Kwistenbiebel but i can answer you: some parts of the foliage render black because you have to apply a clip map. In the same folder of the plant you downloaded there's a map in black and white. Invert the colors using the photoretouching application you prefer, then set is as the clip map in the skindigo leaf mat, and your render will be fine! Just try
Bbb, what can i say: excellent. This kind of work is worth silence, more than appreciations.
Though, even if you say it's pretty simple (but you ALWAYS DO THAT, you liar...), can you share your settings for the stone pavers? The main IOR, the max exponent, little little maps (just to have an idea about the amount of contrast needed, and so on..)...
Could you please?
I'm no Kwistenbiebel but i can answer you: some parts of the foliage render black because you have to apply a clip map. In the same folder of the plant you downloaded there's a map in black and white. Invert the colors using the photoretouching application you prefer, then set is as the clip map in the skindigo leaf mat, and your render will be fine! Just try
Bbb, what can i say: excellent. This kind of work is worth silence, more than appreciations.
Though, even if you say it's pretty simple (but you ALWAYS DO THAT, you liar...), can you share your settings for the stone pavers? The main IOR, the max exponent, little little maps (just to have an idea about the amount of contrast needed, and so on..)...
Could you please?
Hi Pibuz.
First go to arroway (http://arroway.de/textures/05/en/index.html) and download the sample texture for "stone 43" (in "classic stones"). That's the one I used.
The settings were as follows:
First go to arroway (http://arroway.de/textures/05/en/index.html) and download the sample texture for "stone 43" (in "classic stones"). That's the one I used.
The settings were as follows:
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- Travertine.jpg (105.65 KiB) Viewed 4885 times
Pibuz: I inverted the black and white leave map color in PNG and TIFF format in the same extracted folder of the xfrog chineseevergreen plant.zip which worked but it still gave the same black underlay after I imported the file 3ds. And it cam ein without the base flower pot
Maybe we shuld guide me from the start, i.e after unzip, importing cos I tried to use the other formats and I don't see any options in the import file types.
Maybe we shuld guide me from the start, i.e after unzip, importing cos I tried to use the other formats and I don't see any options in the import file types.
@ ousmee
Ok, man: i'll write you a little tutorial whan i have a minute of spare time!
@Bbb
Thank you master!
since i don't use blender:
1_I see the R,G,B values are less than 1: did you apply a sort of desaturation?
2_The A and C values of the exponent map are default?(i assume the B value controls the exponent value admitted for the white pixels)
3_The indigo mat "GLOSSY+METALLIC" is a preset, or a brief explaination of what a PHONG shader is?
Thank you for your patience!!
Ok, man: i'll write you a little tutorial whan i have a minute of spare time!
@Bbb
Thank you master!
since i don't use blender:
1_I see the R,G,B values are less than 1: did you apply a sort of desaturation?
2_The A and C values of the exponent map are default?(i assume the B value controls the exponent value admitted for the white pixels)
3_The indigo mat "GLOSSY+METALLIC" is a preset, or a brief explaination of what a PHONG shader is?
Thank you for your patience!!
Ok, Ousmee. Here some indications for you to follow. I hope they're clear enough to start you with, if not we're all here
step 1. Download the file in 3D Max (3ds) format.
step 2. Unpack the rar file.
step 3. Open SketchUp and import the 3ds file contained in the unpacked folder. Wait. Don't be scared if the leaves look odd.
step 4. First render tryout. You can see the black border of the leaf image file. (image 1)
step 5. Open Photoshop or gimp, and import the alpha file of the leaf.
step 6. Invert the alpha file, so you have a black leaf over a white background.
step 7. Go back in the SU file containing your imported 3ds, go to the mat panel and create a new material. Name it Leaf_alpha, or leaf_clip, just to remember what the material is for. As a texture for this material, use the alpha image you created inverting the older one.
(OPTION: apply this mat to a grouped surface. Then if you want you can Hide this surface, so it won't be rendered. I suggest you this because if you don't apply the mat anywhere, next time you'll purge your file Sketchup will purge this mat too, and indigo won't be able to find any clip map)
step 8. IMPORTANT: the texture size of the alpha material must be the same as the diffuse texture of the leaf mat!So, check the texture dimensions in the "Leaf1" material and copy them in the "leaf_alpha" material. Probably, you'll have to momentarily uncheck the "costraint proportions" feature.After having copied the values, you can turn on the "constraint proportion" feature again.
step 9. Setting indigo mat: double click on "leaf1" mat to call skindigo material panel.In the clip map menu, choose "leaf_alpha" as the clip map to apply.
step10. render the scene. (image 2, with a different sun angle)
step 1. Download the file in 3D Max (3ds) format.
step 2. Unpack the rar file.
step 3. Open SketchUp and import the 3ds file contained in the unpacked folder. Wait. Don't be scared if the leaves look odd.
step 4. First render tryout. You can see the black border of the leaf image file. (image 1)
step 5. Open Photoshop or gimp, and import the alpha file of the leaf.
step 6. Invert the alpha file, so you have a black leaf over a white background.
step 7. Go back in the SU file containing your imported 3ds, go to the mat panel and create a new material. Name it Leaf_alpha, or leaf_clip, just to remember what the material is for. As a texture for this material, use the alpha image you created inverting the older one.
(OPTION: apply this mat to a grouped surface. Then if you want you can Hide this surface, so it won't be rendered. I suggest you this because if you don't apply the mat anywhere, next time you'll purge your file Sketchup will purge this mat too, and indigo won't be able to find any clip map)
step 8. IMPORTANT: the texture size of the alpha material must be the same as the diffuse texture of the leaf mat!So, check the texture dimensions in the "Leaf1" material and copy them in the "leaf_alpha" material. Probably, you'll have to momentarily uncheck the "costraint proportions" feature.After having copied the values, you can turn on the "constraint proportion" feature again.
step 9. Setting indigo mat: double click on "leaf1" mat to call skindigo material panel.In the clip map menu, choose "leaf_alpha" as the clip map to apply.
step10. render the scene. (image 2, with a different sun angle)
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- image 2
- im1208350877.png (555.33 KiB) Viewed 4823 times
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- image 1
- im1208349609.png (450.87 KiB) Viewed 4822 times
Then a quick question for anyone who knows: take a look at the shadow cast by any clipped leaf. You'll notice that around the dark edge there is another, not as dark but a little darker, which corresonds to the white part of the clip map. I remember i heard some of you speaking about that: did anyone find a solution?
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