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Rendering in SketchUp : from modeling to presentation for architecture, landscape architecture, and interior design / Daniel Tal.

By: Material type: TextTextPublisher: Hoboken, New Jersey : Wiley, 2013Description: xii, 628 pages : illustrations ; 24 cmISBN:
  • 9780470642191 (pbk.) :
  • 047064219X (pbk.) :
Subject(s): DDC classification:
  • 720.284 TAL 23
Available additional physical forms:
  • Also published electronically.
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Moylish Library Main Collection 720.284 TAL (Browse shelf(Opens below)) Available 39002100646836

Enhanced descriptions from Syndetics:

The sure way for design professionals to learn SketchUp modeling and rendering techniques

Rendering In SketchUp provides instructions for creating 3D photoreal graphics for SketchUp models using integrated rendering programs. The book serves as a beginner rendering manual and reference guide to further develop rendering skills. With an emphasis on step-by-step process, SketchUp users learn a universal approach to rendering varied SketchUp projects, including architecture, interiors, and site design models.

The book focuses on tasks and principles at the core of photorealistic rendering, including:

Rendering process: Learn a step-by-step process focused on workflow within SketchUp's familiar workspace. Universal method: Understand how the process can be used to work with a variety of different integrated rendering programs, including Shaderlight, SU Podium and Twilight Render**. These programs are easy to learn and function in SketchUp. Textures and materials: Discover how to obtain, apply and edit texture images representing surfaces. Component details: Learn how to acquire and organize model details to allow for rich, expressive settings while maintaining computer and SketchUp performance. Exterior and simulated lighting: Learn to set exterior lighting with the SketchUp's Shadow menu or illuminate a scene with simulated lights, lamps, and bulbs. Render settings: Use specific settings for various rendering programs to quickly set texture character, image quality, and graphic output. Computer specifications: Find out how computers produce renders and the type of computer hardware required to streamline the process. Photoshop post-processing: Learn how to further refine rendered images in Photoshop. **Free online chapters: The book reviews specific settings for SketchUp and the rendering plug-in Shaderlight. Given the ever-changing nature of technology, free, online accompanying chapters detail settings for additional integrated rendering programs including SU Podium, Twilight Render, and more.

Includes index.

Formerly CIP. Uk

Also published electronically.

Table of contents provided by Syndetics

  • Acknowledgments
  • Part 1 Overview and Concepts
  • Chapter 1 Introduction to Rendering in SketchUp
  • Chapter 2 Accompanying Chapters and Book Outline
  • Accompanying IRP Chapters - Free ONLINE CHAPTERS
  • Chapter 3 Rendering Process Overview
  • Step 1 -  SketchUp Modeling
  • Step 2 -  Iterative Rendering Process
  • Chapter 4 How Rendering Works and Computer Specifications
  • Chapter 5 Learning To Look & Definitions
  • Rendering as an Art Form
  • Part 2 Textures
  • Chapter 6 Textures Overview
  • The Texturing Process
  • General Considerations
  • Texture Image Formats
  • Chapter 7 Texture Library
  • CG Textures.com
  • Choosing and Downloading Textures
  • Saving a Texture Library
  • Searching CG Textures
  • Linking the Texture Library
  • Chapter 8 SketchUp Texture Tools
  • Macintosh Texture Tools - Accompanying  chapter
  • Texture Tasks
  • Introducing the Texture Tools
  • Paint Bucket Tool
  • Styles Menu
  • Position Texture - Right-Click Context Menu
  • Chapter 9 The 3-As of Texturing: Apply, Assess & Adjust
  • The 3-As are:
  • APPLY
  • Assess and Adjust
  • Texture Tips
  • Chapter 10 Editing Textures in External Photo Editor
  • Linking Editor to SketchUp
  • How it works: Launching + Editing + Saving
  • Typical Alterations
  • Part 3 Modeling Detail
  • Chapter  11 Modeling Detail Overview
  • Method Goal
  • Methods
  • Chapter 12 Detailing Tools
  • Component Library
  • Component Browser
  • Layers
  • SketchUp Scene Menu
  • Camera Tools
  • Chapter 13 Components = Detail
  • What Is Component Detail
  • Pre-Made Components and Textures
  • Component Detail Types
  • Premade Component Websites
  • Chapter 14 Model Organization
  • What is a Large Model
  • Layering Strategy
  • Layer Conventions by Model Typology
  • Controlling Layers with Scenes
  • When Layers should be Off or On
  • What happens if you skip this method and chapter
  • Part 4 Scene Composition and Shadows
  • Chapter 15 Camera Views - Scenes, Composition and Backdrops
  • Save Camera Scenes
  • Composition
  • Backdrops
  • Chapter 16 Advanced Detailing
  • Texture Modeling
  • Ruby Scripts for Detailing
  • Chapter 17 Shadow Menu
  • SketchUp Shadow Menu
  • Solar North
  • Working with Shadows
  • Chapter 18 Composing Light
  • Composing Light Tools
  • Composing Light Strategies
  • Composing Process
  • Part 5 Iterative Rendering Process
  • Chapter 19 Rendering Overview
  • IRP Universal Features
  • Custom Features
  • Chapter 20 Iterative Rendering Process
  • Step 1 - Add Initial Values
  • Step 2 - Draft to Final Render
  • Simulated Light Drafts to Final Process
  • Chapter 21 Texture Values
  • Bump Values
  • Surface Condition and Surface Reflection
  • Transparency
  • Texture Categories
  • Trouble Shooting Textures
  • Chapter 22 Image Resolution
  • What is Resolution
  • Determining DPI
  • Chapter 23 Exterior Lighting
  • Physical Sky - SketchUp Shadows
  • Image Based Lighting (IBL and HDRI)
  • Exposure / Gamma / Intensity
  • Chapter 24 Simulated Lighting
  • Universal Approach
  • Types of Lighting
  • Placing and Editing Lights
  • Render Times
  • General Simulated Light Strategies
  • Part 6 Shaderlight by ARVPS - Integrated Rendering Program
  • Chapter 25 Introduction to Shaderlight
  • Menu Overview
  • Special Features
  • Chapter 26 Shaderlight Iterative Rendering Settings
  • Render Settings Menu
  • Dynamic Preview and Saving
  • Draft to Final Settings
  • Chapter 27 Shaderlight Texture Settings
  • How To Apply Values
  • Texture Value Descriptions
  • Bump
  • Type and Finish
  • Transparent, Translucent and Self Illuminating
  • Texture Settings by Category
  • Glass and Water Material Values
  • Chapter 28 Exterior Lighting & Backdrops
  • Overview
  • SketchUp Dark Slider
  • Physical Sky
  • HDRI Lighting
  • Background and Backdrops
  • Chapter 29 Shaderlight Simulated Lighting
  • Shaderlight Lighting Options
  • Light Editor
  • Shaderlight Render Settings
  • Quality Settings
  • Lighting Settings
  • Chapter 30 Shaderlight  Special Features
  • Batch Rendering
  • ReplaceMe
  • Chalk Rendering
  • Part 7 Post Production Process in Photoshop
  • Chapter 31 Post Production Effects
  • Method and Term Overview
  • Light and Color
  • Effects
  • Chapter 32 Detailed Post Production
  • Realistic Vegetation
  • Architecture Photo Placement
  • Backgrounds / Backdrops
  • Water Fountains and Pools
  • Part 8 Anatomy of a Rendering
  • Chapter 33 Anatomy of a Rendering
  • Chapter relationships
  • The Base Model
  • Solid Color to Surfaces
  • Base Model Extrusion
  • Solid Colors Swapped with Textures
  • Chapter 34 Anatomy of a Rendering: Building Detail
  • Chapter 35 Anatomy of a Rendering: Interior Detail
  • Interior BASE Model
  • Interior Detailing
  • Chapter 36 Anatomy of a Rendering: Site Detail
  • Chapter 37 Anatomy of a Rendering: Scenes
  • Cleaning Up the Layer List
  • OFF / ON Scenes
  • Specific Control Scenes
  • Camera View Scenes
  • Chapter 38 Anatomy of a Rendering: Setting Light with Shadows
  • Chapter 39 Anatomy of a Rendering: Iterative Rendering Process Exterior Scenes
  • Chapter 40 Anatomy of a Rendering: Iterative Rendering Process Interior Scenes
  • Chapter 41 Anatomy of a Rendering: Post Production of Exterior Scene
  • Index

Author notes provided by Syndetics

DANIEL TAL, RLA, is a licensed landscape architect who has been working in the architecture and site design industry since 1998. He freelances on a range of projects and consults on technology education and software development. As a SketchUp specialist, he conducts workshops and seminars on 3D modeling, consults on SketchUp-related tools, and beta tests future software releases to ensure that new developments meet the needs of professionals. He is also the author of SketchUp for Site Design and on occasion writes articles for Landscape Architecture magazine.

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