By Majid Yeganegi
Hi every one! I embarked on this project to show my appreciation and
respect to the Kerkythea team, who have had a great impact on my
insight into easy high-quality rendering. I hope you too will find
Kerkythea easy to use and as fun as I did. This is an updated and
revised version of a tutorial I posted over at the KT forums.
There are a few points that I need to mention first before you start
to learn KT using this tutorial. First of all, because this is an
easy-to-use and simplified tutorial and also an architect-oriented
guide, I have ignored some intricate technical material tips. Maybe in
the future you will be so impressed by KT that it will encourage you to
learn KT deeper. I have done another follow-up tutorial called
Kerkythea – take a deeper look at materials.
It is based on more accurate material making, which may be worth
looking at once you have gone through this one. One thing for sure, if
you are interested in making
true materials, you need to know
about them, so that tutorial will come in handy. In the mean time at
this early stage don’t worry about the advanced stuff, you can ignore it
and enjoy simple material making. Also, there is a little known fact
about KT that by knowing and using some simple material, light, render
settings with a few simple tips, you will almost certainly start
creating great photo-realistic renders. Please note that this is a
SketchUp based tutorial. On other 3d software it may vary somewhat. A
PDF of this tutorial is also available for download in our
Download Section.
Installation – Placing Lights in Google SketchUp – Export
Ok, let’s get started; first of all, be sure that you have installed the latest version of
Kerkythea,
and appropriate exporter (copy su2kt.rb and su2kt folder into
SketchUp\Plugings folder) for exporting your model to Kerkythea. Just
ask ask at the
Forum
if you have any problems. I strongly recommend you to use this
installer because it is the easiest to install. If all is successful
you should have a new toolbar called SU2KT like the one shown below.
|
Kerkythea Toolbar |
If you don’t see this tool set in SketchUp go to
View>Toolbars>SU2Kerkythea and ensure that you have selected and
activated this menu. I will only describe the ones we are concerned
with at the moment and these are the first, fourth and fifth icon. They
are: “Export to Kerkythea”, “Point Light” and “Spot Light”.
After you have completed your modeling and texturing in SketchUp it
is now time to place your lights and then export your model to
Kerkythea. Generally we have two kinds of light, a Point Light and a
Spotlight. A typical example of a point light would be a general
tungsten light bulb and if you put it inside a shade, then that would
be a typical example of spot light in general.
|
Spotlight and Point Light |
Now lets use point/spot lights. The icon that looks a bit like
the planet Saturn, is the point light while the cone shaped icon is the
spotlight. Choose a point light, click where you want your light to be
placed, and click somewhere in your model that shows the range of your
light. A dialogue box will appear that lets you to rename and modify
your light’s power. If you use spotlights, the second point shows the
light’s target. Easy?….yes that’s all there is to it!
|
Spotlight Dialogue Box |
After placing all of your lights now it’s time to send your model to
Kerkythea to be rendered. Be sure that nothing is selected because if
you have something selected, a dialogue box will ask you do you want to
export selection only? We want to export whole model so make sure you
have nothing selected. So now click the export button, the first icon
in the Kerkythea Toolbar. Now you can answer dialogue box with yes/no (
you can change nothing so just click OK). Maybe you are interested in a
clay render that makes your render something like Maquette. If so,
then the third question asked “export clay model?” must be answered
by “yes”. This is a sample of clay render:
|
Clay Render |
If you happen to select this, then none of your textures will be
exported to Kerkythea, and your entire model will have one material
(but every object is selectable separately so that you can modify it,
and if you haven’t textured your model then Kerkythea will not let you
modify each object separately).
TIP: As Kerkythea is physically correct, so you must
pay attention to your model scale and try avoid off-scale models!!!
When your model is opened in Kerkythea at first it’s a bit confusing
because of lots of gray lines you see!!! Press “V” on your keyboard.
Now it’s better to understand….. isn’t?
Graphical User Interface (GUI)
Being more familiar with the Kerkythea interface maybe is the next
step we need to quickly look at. You will find these major parts:
|
Common Bits |
|
Actual Kerkythea Workspace/Interface |
Materials
Now we are going to learn about the materials, adjusting them simply
and then we can start our architectural rendering job. You can download
the files you need for this
here.
Using “Ctrl+O” open “mat scene 2.kzx” file. Hit the “Esc” and “Space”
on keyboard to ensure nothing is selected and you are ready to select
objects in your scene. Hit “V” to see your model with textures/colors.
Now double click on @material@ the wood-textured object will be
selected. As you see the selected wooden object is wrapped in a yellow
mesh and in the “Scene tree view”. A tiny yellow star has appeared
beside the material’s name and shows that it is now selected. Press
“Alt+m” for the material editor to appear.
|
Select Material |
Kerkythea material editor can be a bit confusing but in fact very
simple and handy. There are a few elements within the material editor
we need to look at first and I will go over the most common ones:
|
Material Editor |
[Matte/Phong], Reflectance, Transmittance, Self Luminance, Bump
Mapping and Clip Mapping are most used and common parts. Trust me,
understanding just these parts will end in acceptable renders. Now what
do these names mean? Most materials we see reflect the light that
hits them. The “Reflectance” part of the Material Editor lets you fine
tune this property of materials. Some materials like glass, camera
lenses and water, let light transmit through them so the
“Transmittance” part is about this characteristic. You have seen that a
candle, neon tubes, safety match or fire and also your computer
monitor glow when it’s dark. “Self Luminance” is about glowing emitter
materials such as above. There are lots of materials that when you
touch them you will find that they have scratches, grooves and small
dents, or small bumps like raw fabrics. This is very hard to model. You
can achieve this type of relief using a bump map. Another difficult
thing to model would be something with lots of tiny holes and very
pitted, like a wooden fence. It would not be wise trying to model this
kind of relief. Using a map that masks some part of the material can
make it easier to create this kind of effect. This is where the Clip
Mapping part comes into play.
Common material features are:
- Reflecting – like a wood material
- Transmitting – like glass
- Emitting Light – like neon bulbs or fire
- Bump and Clip Maps
|
Material Features |
Reflection and Shininess
Our wood material has a texture, and its thumbnail is shown as a
brown square in front of the “Diffuse” word. Generally we call these
colors or textures as “map”. By right-clicking on the actual word
“Diffuse” you can change it. First colored circle lets you to add
color, second checkered square lets adding or change the material
texture, the third one is for procedural textures and finally the red
multiply sign is to delete color or texture or any other “map”. It is
the same for other items like “ambient” “Specular” “Shininess Map” etc.
. . . Note that each time you add any map such as color, texture, etc.
to each item a “weighting” panel will appear further down the material
editor panel. Note that if you are adding more than one map at the
same time (at this stage I strongly recommend you to avoid! And if you
have done you can delete it by right clicking) whole weights sum must
not exceed more than 0.96 because it means that your material is
reflecting more light than receiving!!!
Our material is too matt and dull and needs a bit of polish in my
view. To do this add a weight color (white for example) to “Specular”
item and tick the “Specular Sampling” box at the same time to have some
reflectance on your material. By adjusting and increasing the
“Shininess” item, you can have a polished wood while by decreasing it
your wood goes more matt. Change “Shininess” to 5000, 2000, 500, 100,
50, 20, 5 and carefully observe the differences. Greater number end up
as a clear reflect.
To decrease the amount of shininess simply lower the material’s
“Weight” (as a tip: how shiny is your material, is directly linked to
“Index of Refraction” under the “Transmittance” part. Note that your IOR
(index of refraction) is normally more than 1. Increase it and see the
result).
|
Settings and Results |
Consider that by increasing the IOR amount our material goes more
reflective, while how shiny is our material, determines clear reflected
environment on our material. Now if you increase the “Shininess”
amount, you’ll reach a point that your material is mirror-like. At this
point you can delete specularity and instead, use reflection.
Reflection is much faster. It doesn’t depend neither on IOR nor
shininess and you can control it’s amount by “Weighting”.
We are going to make a shiny red plastic. Change materials “Diffuse”
from bitmap (I mean wood texture) to red color by right-click over
“Diffuse”. Add white reflection to it. Hit Quick render, and you have a
shiny red plastic. When you increase the “Shininess” with a fixed
specularity amount (i.e. .96) you will reach a point that you can use
“Reflection” instead. You can also decrease reflection by lowering
“weight” of reflection as desired.
|
More Settings |
Now you can make lots of materials, like porcelain, ceramics,
polished shiny wooden floors and shiny plastics. All of these materials
have a “Diffuse” (that maybe a color or texture) and some reflections
that could be achieved in 2 ways:
- “Specular” + “Specular Sampling” and “Shininess” + “IOR” for controlling
- Just adding “Reflection”
Obviously if you have a perfect reflection , you must use reflection,
but if you have a jaggy reflection use Specular. Usually there are a
few materials that have a perfect reflection, in fact most of them have a
soft and wide-range which means you can use some “Specularity” on
them. For example, aluminum has no color and just some gray specularity
while colored aluminum has a colored specularity.
|
Material Editor |
Bump Mapping
First of all take a look at these pictures and pay attention to the materials:
|
Leather Materials |
There are plenty of materials that have a tiny or huge bumps. In
such situations you can add a bump map to your material so you simulate
this feature in the material.
|
Bump Maps |
As a rule, bump maps are black/white maps, the dark parts are deep,
and light parts are bumped up parts of the material. Now look at a
leather material setting:
|
Material Settings |
As you see this is a brown material (though I’ve used color you may
use a texture instead) + white “Specularity” and also a black/white map
as the material’s bump. I’ve reduced “Shininess” to about 7. This causes
a wide range of specularity over our material. You can bring lots of
your texture to life by using a good bump map . For example, ceramic
tiles, bricks, rough fabrics, textiles, rough wooden textures etc.
After a while when you became more expert, it’s possible to use multiple
bump maps over your materials.
Self Luminance
Some materials emit light. Candle, neon tubes, computer screen TV and
LCD’s are sample of these material type. If you give some “Radiance” to
your material , it will behave as a light source so we call it
“emitter” material. If your emitter material has a complicated geometry,
render time will become very enormous. So it’s wise to avoid use of
such geometries as light emitter sources. As a trick you can give a
color to “Radiance” part but uncheck “Emitter” part, and then your
material will glow but doesn’t give light to environment. Then you van
add a point light beside it to gives light. Here are some samples of
light emitter materials:
|
Light Emitter Materials |
Clip Mapping
What about pitted materials that have many holes in them. Like fence
materials, that have a mesh of tiny holes and pores. In such situations
you can use a black/white map as your “Clip map” texture. Not that just
the “WHITE” part would be “VISIBLE” after render. Here are some samples:
|
Clip Maps |
Transmittance
Water, paper, lamp shades, thin fabric curtains and also glass are
samples of transparent materials that light passes or transmits through
them. Glass for example lets light to be half-reflected and
half-transmitted through it. Water also is the same but at the same time
refracts the light and you must add an “Index of Refraction” of about
1.3 to it and maybe some bump to be more realistic.
For a thin glass (that we use in windows) add a white “Reflection”
and using “Weight” reduce it to 0.24 or a bit more or less (or you may
add a color to the “Reflection” part to achieve a colored glass). Add
some white (or color, if you need a colored thin glass) and don’t change
“Index of Refraction” at all. See Image for settings:
|
Thin Glass |
For thin frosted glass add some reflection (About .24), in the
“Transmittance” pane. Add white (or color) to “Transmitted” part. Set
“Index of Refraction” to 1. Set “Transmitted Attenuation” to “Fresnel”.
Check and select “Transmitted Sampling”. See image below for settings:
|
Thin Frosted Glass |
For wavy water material do the same as thin glass material and then
change the “Index of Refraction” to 1.32. also a water texture map to
“Bump Mapping” part.
|
Wavy Water Material |
Thick glass material (i.e. glass vases or a glass cup) are like water but with “Index of Refraction” of 1.5.
Rendering
In the Toolbar ( Icon-Bar), the third icon from right that is
represented by a running man in a green circle is for starting the
render process (selecting the camera and render setting panel). Click on
the green running man for the render setting panel to appear. The
camera part shows as many “Scenes” as you have made in your SketchUp
model with their exact name as your cameras in Kerkythea. “Resolution”
part determines your render size. Simply type your desired render size
by “width*height” to change it.
Just beneath it the “Settings” part is a preset of render settings
that each one would end to a different result. For fast draft render,
choose preset no 03 (Photon Map-Quick) and for final render preset no 06
should be good enough. Maybe for exterior renders preset no 17 is the
best one. If your computer has more than one processor, you can choose a
different number under “Threads” to match your processor numbers. For
example if you have 4 processor you can force all 4 of them by choosing
4, in front of “Threads”.
|
Settings |
To see the render result, at the left of the green runner, there
is a tiny landscape icon. Click on it. When your render has finished,
you can save it by choosing “Save Image”.
Tips and Tricks
- Save your scene for further reference using “CTRL+S”.
- Kerkythea separates objects by their material’s names. So give a
different material to each part of your model and avoid use of same
color/material for those parts that you need them to be defined and
modified separately. For example if you need reflection for top face of
your wooden brown table, then change the face material. Easily select
the table material, hit “create material” key, name your new material,
and repaint that face.
- Start name of your thin-glass materials (i.e. your windows glass is a
thin glass) with TG_ , then when you export your model to Kerkythea,
they will be recognized as thin glass materials.
- Easily paint your lights with desired color in SketchUp , so that they emit the same color in Kerkythea.
- Each time your confused, easily “reset” your material and start over.
- Always be aware of this physics law: reflection+refraction must not exceed more than 1.
- To avoid complicated geometry, when it is an emitter material and it
is flat, you can use a single emitter plane+clipmap instead of making
real geometry.
|
Example of Emitter Plane |
- If you need some partial changes and not your entire model or need
more cameras or lights, there is no need to re-export your model to
Kerkythea. Just add new cameras (scenes in SketchUp), lights and
materials or geometries and select everything you need to be changed
(scenes in Sketchup will be exported automatically as cameras) while
exporting to Kerkythea and say “YES” to first question on
Kerkythea exporter that asks you: “Export selection ONLY?”. Then in
Kerkythea from “File” > “Merge”, merge these 2 files and adjust
merging process as you desire.
- From the Kerkythea website download page, download “Globals” you
need and install them (from “File” > “Install Library”). Now you can
add virtual environments to your model from: “Insert” > “Globals” to
change your environment from a plain sky to desired one.
- From the Kerkythea website download page, download material packs
you need. There are plenty of them. Then open your library from “Library
Selection” on right part of Kerkythea main interface. You can easily
add the desired material to your model as follows - Select material or
object you wish from left “Scene Tree”. Double-click on desired material
in the right library.
- Install my “Fast Start 4Architects” material library (its full name
is “Fast Start 4Architects.mat.zip”). There are some mostly used
materials in it and you can change them easily or learn from them.
- Open the material test scene that I’ve uploaded. First unzip “mat
scene 2.zip” and then open “mat scene 2.kzx” file and test your
materials on it.
- Get familiar with the Kerkythea forum, there are lots of good helpful guys there .
My special thanks goes to Frederick (Kerkythea team member) who helped me a lot and invited me into the Kerkythea forum.
ENJOY RENDERING!!!!
[Sumber : http://www.sketchupartists.org/]
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