Vray Sketchup Exterior Render Settings Pdf

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Silvina Spindler

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Aug 5, 2024, 3:08:35 PM8/5/24
to olbalibol
Iam rendering a kitchen using VRay. I think the result looks good, but it is not near what I am aiming for and what I have seen online.

I have attached examples of what I am aiming for.

maxresdefault-11280720 135 KB


Lastly (maybe this should have been first), check out our course on SketchUp Campus on V-Ray to pick up more tips and see each thing I did here step-by-step - V-Ray for SketchUp: Modern Cabin Exterior Good luck.


Lighting is an art by itself. Opal glass balls are a modernist lighting innovation but to be honest, the light from them is often bland. They suit best to corridors and other such spaces. In a dining area I would use a light fixture that directs more of the light downwards with a smaller proportion of it bouncing from the ceiling and walls.


lighting is the most difficult to achieve in Vray, but once you get it, the results are amazing. I typically turn off the sun and use dome lighting with a good HDRI image, which takes care of the exterior environment. For the interior, I create my own lights via groups and create mesh lights from them. You could opt for using IES lights, as they are based on real lighting and might help in your case of this kitchen. Above all else, try looking at some examples online of real interiors to get a sense of how the lighting works and then after you place your lights, you can tweak the settings and run interactive rendering in Vray to see the results. To reitterate an earlier comment, using the material override feature in Vray allows you to create a render to see how the lighting interacts with your scene, without the rendering of textures, which can be quick and helpful.


I need help with my render. I have tweaked the VRay render settings about a million times, changed the materials and even the lighting. I still don't have the realistic look I am after. I don't know what the problem is. Please, I need some help.


The material palette is too limited, and the materials are pretty basic. The white plaster (or whatever the house is?) looks to be the same as the driveway and the pavers. Parapet caps are also the same, etc etc


Those tree models are pretty bad. You can get free fairly decent 3d models at xfrog.com. The 3ds or OBJ files can be imported into sketchup pretty easily, you then just play with the various materials to get them looking better. You will likely need to convert them to proxies too. Note that these will bump up your file size/ram usage and render times a lot.


Your composition isn't bad - my eye is drawn to the building through the framing of the foliage and the lines of the fencing. But look at the vertical shift option in vray - this will correct your verticals (which aren't vertical) and give the image a bit of character - have a look at actual architectural photography, Shulman, Ban, etc. See how they frame and compose their images and replicate them, but understand what they are achieving first!


You just need a bit of life in your image. There isn't much going on. The sky is blah, the building is blah, the materials are blah... You actually aren't far off, you just need to go up a couple notches in detail - tell a story!


Thank you so much. Wow!!! That was a comprehensive analysis. I really appreciate your feedback. I always thought my problem came from either my lighting or render settings. Never really thought of all that. I will make the changes and upload them back here. And I will also do well to go check the links you have given me. Thank you once again


No probs. Don't try to achieve pure photorealism immediately - you'll just be constantly disappointed, as it's extremely difficult to achieve. Most never will it seems (myself inclusive for sure), but finding a level you are happy with and identifying that style as "your own" is probably most useful. Look forward to seeing how you get on!


I'm working on my first exterior rendering in Enscape. This is a model of the exterior only...nothing is modeled on the inside due to budget constraints. My experience with rendering with Podium is my point of comparison/. There, I could just make the windows more reflective, put trees / sky / etc to reflect in them and basically hide the interior that way. In Enscape, that approach doesn't seem to be working, even though my window material is currently set at 100%. Am I missing something? I've found some renders on your showcase that have seemed to accomplish what I'm trying for.


If you don't want to see inside the glass, don't make the glass transparent. Personally I just colour it black and re-name the colour to "House Glass". The other way I do it (if I have a window/door component) is not to model the interior room space at all: the space just behind the window is black.


You may want to increase the Specular value of the glass. This works slightly like the coating of sunglasses. This tends to look more natural than tinting the glass, but you can do both. (Note: the interior is a mint green with little light.)


I would advice against your setup with a wall with a sky texture. Use a panorama instead. First of all, the brightness intensity of the wallpaper will not resemble the rest of the sky and second, the texture of the sky might only be visible in reflections on Ultra settings due to optimizations.


I encountered the same issue, where the reflection of a treeline image did not show up in the glass. I ended up dropping in a row of tree proxies so there was some geometry to reflect, but I think the solution you're saying Thomas Willberger is to use an environment map in the sky settings?




Remember that glass ior is typically 1.54 - 1.6. By default, Enscape glass material doesn't have that as default. It's set to 1.0 I think. It makes a big difference since I know that skp user typically don't add thickness to glass faces.

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