User Manual

Twilight Render is:
A photo-realistic rendering plug-in for Google SketchUp*.
Now realistic renderings are possible from within SketchUp without having to spend months or years learning some complicated software. ith !wilight" it takes care of much of the hard work for you" so you can concentrate on designing and even en#oy rendering.

Design. Render. Relax.
• Material Templates create complex materials with a click. $eramic" %etal" &aint" Stone" 'ight (mitter" SSS and more. Continue Working in/Saving SketchUp Models While Rendering Multiple Render Methods • )iased *multiple+ *non-progressive+ • Unbiased *,+ *progressive+ Multithread to Unlimited um!er o" #rocessors. *-"."/"0" or -1 cores in your machine2 No problem. No e3tra charge4+ $lpha Mask "or Selected %!&ect's( Render Selected %!&ect's( #arallel) Spherical) or #h*sical Cameras #h*sicall* accurate materials) 5resnel reflections" )lurry %etal 6eflections" Sub Surface Scattering" 7olumetrics and more. Depth o" +ield 'D%+( easy as a mouse click ,iew +raming Tool to help with precise camera setup. -mage .ased /ighting '0DR(" Use an 896 to light your scene" or Render *our own spherical 0DR images *save as :pen(;6+ -nteractive Tonemapping < 6eal !ime =nteractive (3posure Ad#ustment Render to #ass *works with selected ob#ect>group>component too4+ Alpha %ask" 9epth 6ender" 9iffuse &ass"Specular &ass Render "l*1thru animations and more with little fuss Render $nimated /ights) Sun2Sk*) or %!&ects :b#ect animations created with Sketchy&hysics or &roperAnimation for SketchUp are supported. *these plugins are available separately from their authors.+ $utomaticall* Recogni3es $lpha channel for &NG" &S9" !iff" !GA images when applied to surfaces in SketchUp. Save images as .#pg" .png" .bmp" .tif" .hdr" .e3r Render 4uick Concept -mages or get as #hoto1Realistic as *ou want to make it. Render 5dges o" +aces and you keep full control of the edge thickness66 /anguages) choose one from the options menu - (nglish" Spanish" 5rench" German" $hinese" ?apanese @ and more to come

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* herever the name ASketchUpB is used" it is noted that it means Google SketchUp. Google =nc. and SketchUp are copyrighted>trademarked entities and are not affiliated with !wilight 6ender. **(dges that do not form faces can not be rendered.

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Twilight Render User Manual Ta!le o" Contents
!wilight 6ender isC....................................................................:verview................................................................................../ !o render in *1+ simple steps............................................../ 8ow to Get Great 6enderings............................................/ !he !wilight !oolbar............................................................/ Section -C !he 6ender 9ialog...................................................D 6ender 9ialog %enu )ar....................................................1 6ender 9ialog !oolbar........................................................E Settings indow 5rame.....................................................0 $amera !ab......................................................................-/ Advanced !ab...................................................................-1 Animation !ab...................................................................-E 6ender indow................................................................-F !roubleshootingC................................................................Section .C !he :mni *&oint+ 'ight !ool...................................., !o place an :mni 'ight in your sceneC.............................., Section ,C !he Spot 'ight !ool ................................................/ !o place a Spot 'ight in your sceneC................................../ Section /C !he 'ight (ditor 9ialog...........................................D Standard 'ight :ptions !ab...............................................D Spot :ptions !ab...............................................................1 =(S *&hotometric+ 'ight :ptions !ab.................................1 &ro#ector 'ight :ptions !ab ..............................................E Sun G Sky :ptions !ab......................................................0 Section DC !he %aterial !ool....................................................F %aterial &reviews..............................................................F %aterial !emplates...........................................................,H %aterial !emplate $hoices :verview...............................,, %aterial 'ibraries..............................................................,E Section 1C !he !wilight :ptions 9ialog...................................,0 9irectories and 5iles.........................................................,0 9ialogs.............................................................................,0 Advanced.........................................................................,0 About................................................................................,0 !wilight 'anguage............................................................,0 Section EC &osition Scene 7iew !ool.......................................,F !he &osition Scene 7iew 5rame......................................,F 5ocal &oint $enter A3is....................................................,F 6otation > :rbit of the 7iew...............................................,F &an the 7iew....................................................................,F 'ook Around *Swivel the $amera+....................................,F 5ocal &oint.......................................................................,F Section 0C 6eference......................................................................./H )atch 6endering......................................................................./H )ackground =mages :n A)illboardsB or a A&laneB *5ace+ =n SketchUp................................................................................../H )ump %apping and )ump %aps.............................................../$odec......................................................................................./. $olor $odes - 6G)" 8(;........................................................./. $ustom %aterial !emplates and %aterial 'ibraries.................../. 5aceted Geometry of $urved Surfaces...................................../, 896........................................................................................../, =(S 9ata 5iles *.ies+..................................................................// 'ight &ortalC see Sky &ortal.......................................................// 'ight !hrough A indowC..........................................................// 'ighting An =nterior Scene........................................................./D %aterial &riority........................................................................./1 %odel &rocessing &hase........................................................../1 %ultithreading and 6endering %achine 6ecommendations....../E &ost-processing *aka &ost-&ro" or &&+...................................../E &roper Animation for SketchUp *I %over.rb Animation+............/0 &ro3y :b#ect>8igh &olygon :b#ect 6endering>8andling.........../0 6eflection %aps *Specular %ap+.............................................../F 6G) *6ed Green )lue+............................................................./F Scratch %ap..............................................................................DH Share a !wilight 6ender Scene with another userC...................DH Sketchy&hysics Animations......................................................DSky &ortalC for interiors lit only using Sun and Sky....................D, Spherical Sky *Skies+ )ackground............................................D/ !hemes for !wilight User =nterface............................................D/ !wo-&oint &erspective *.-&oint &erspective+............................D/ Uninstall>6einstall !wilight 6ender............................................DD $redits ......................................................................................D1

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To render your completed SketchUp model using Twilight follow these (6) simple steps.

-. =nsert 'ights *!he physical Sun G Sky are automatically set using SketchUpJsK Sun and Shadow settings+ .. Apply !wilight %aterial !emplates to SketchUp %aterials *metal" glass" plastic" ceramic" stone" light emitter...+ ,. $hoose a 6ender Setting *Luick" medium" high Luality" or multiple unbiased progressive rendering methods are available+ /. $hoose a 6ender SiMe *output resolution+ D. Start the 6endering 1. Save the 6endered =mage
reat renderings need four (!) things.

-. Good %odels *A poorly detailed model will look as such" or even more clearly so" in a rendering.+ .. Good 'ighting *A well-lit model is simple in !wilight if you follow the principal of Alight it as you would do so in real lifeB.+ ,. Good %aterials *Nuality materials are key to convincing renderings. 'earn to observe the world around you closely.+ /. A Nuality 6ender (ngine like !wilight 6ender. The Twilight Tool"ar
!he 6ender 9ialog button" or A&ower )utton"B for short" :pens the 6endering dialog allowing you to choose all rendering parameters such as resolution" camera settings" animation settings" and to start your rendering. !he :mni 'ight !ool - insert an :mni 'ight *&ointlight+. An :mni 'ight casts eLual amounts of light in all directions. !he Spot 'ight !ool - insert a Spot 'ight. A spot light is manually ad#ustable to cast light in a certain direction with a definable A8otSpotB angle and a A5alloffB angle. !he 'ight (ditor 9ialog *ISky+ is a listing of all lights in the scene" allowing easy access to full lighting control. !his is also where you can choose Sun G Sky parameters as well as utiliMe an 896 or Spherical Sky or other type of background image. !he %aterial !ool - Luickly apply physically accurate material properties to any SketchUp material painted on a face in your scene. !he !wilight :ptions - set advanced options for !wilight" $hoose a 'anguage" Activate a 'icense. !he &osition Scene 7iew !ool *7iew !ool+ allows you to accurately frame your view and set a focal point for your camera.

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Section 1: The Render Dialog
$lick a topic to #ump to itJs link below.

-. .. ,. /.

6ender 9ialog %enu )ar !oolbar Settings indow 6ender indow

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Render Dialog Menu Bar 1 Render Menu !he 6ender menu allows you to start the rendering or e3it and close the !wilight 6ender 9ialog.


View Menu indow if they have been closed.

!he 7iew menu allows you to re-open the !oolbar or the Settings


Cameras Menu

!he $ameras menu lists all cameras in the scene. =f you choose a camera in the list" !wilight will render only that view" no matter what is showing in the Google SketchUp view window. !his forces a rendering of a certain camera while editing the model.


Layers Menu

!he 'ayers menu allows you to choose a layer or layers to be ignored during the rendering. 9e-selecting the dot ne3t to any layer name in the menu list means that you may see the layer in the Google SketchUp 7iew" but it will not be processed or rendered by !wilight. &erhaps .9 plants or .9 people are desired in the SketchUp scene e3ports" but not in the !wilight rendered output.


Layouts Menu

!he 'ayouts menu allows you to save different configurations of the render dialog" and recall them at any time. !his is useful if you like to close the !oolbar and Settings indow to give more screen real estate to the 6endering indow. !hen you can use a previously saved layout to restore the Settings indow and !oolbar Luickly.


Closing the Render Dialog

After clicking the A;B to close the 6ender 9ialog" !wilight will prompt you to let you know that even though you have closed the dialog" the rendering will continue in the background. !hink of it as the AhideB button for the 6ender 9ialog. !o get the dialog back" simply click the Start )utton again.
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.Rendering Render Dialog Toolbar 1 Start Render Button !he Start 6ender )utton begins rendering the scene using the parameters defined in the render dialog.e3r *.Date " o 55 .4. 4 Sa e Renderin! Button !he Save 6endering )utton allows you to save the rendering to the hard drive or network.. =f SketchUpJs session is closed" you may not JresumeJ a rendering. that is" it allows you to continue the rendering from where it left off when it was paused.%' (3port )utton e3ports the scene for further development>rendering with Perkythea 6endering System. 2 Stop Render/Cancel Render !he Stop 6ender > $ancel 6ender button stops the rendering in progress.!age .bmp *0 bit+" . 3 Pause/Play Button !he &ause>&lay )utton allows you to pause a rendering in progress. Available e3tensions are . bit+" .. 1.#pg at -HHO Luality.ob# format+ into your scene" and much more.#pg *0 bit+" .5 rev3. Also by leveraging Perkythea you can do advanced>in-depth material editing" save and share material libraries for future use" create and share specialiMed render setting presets for use with !wilight" merge in other file formats *like models in . !here you can utiliMe smooth camera animation rendering" and inserting hi-poly vegetation content along with the =nstancing )rush for populating Luickly hundreds of thousands of instances of ob#ects. !he save image default is .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . !o change to another format" simply type in the e3tension.tif *. hen clicked the button then becomes a A&layB button which" when clicked" resumes the rendering again.png *0 bit+" by typing the desired e3tension after the file name. Ver.6 . =t is not available during the %odel &rocessing &hase. =f there has been no 6ender Setting chosen" it will use a preliminary test render setting.. bit+" :pen(. 5 "#port Scene to $er%yt&ea 'ML Button ()or renderin! t&e model wit& $er%yt&ea* !he Perkythea .

.5 rev3. These folders can be located on a network drive location.Date # o 55 .4. and found by Twilight by designating the folder in the Options>Directories Dialog.. -.. !o set or choose the desired render preset" simply click the name of the desired preset.. /. =n indows.Rendering Settings Window Frame Render Tab !he &reset !ab has four parts. Navigate the &resets 5older !ree by clicking on the plus sign ne3t to a folder name to e3pand a category folder" or by doubleclicking a category folder name.!age .& *for e3ample+ it is located under AGoogle SketchUpER&luginsR!wilightR6enderSettings. . 1. !hese may be modified by using a file browser and going into the folders to add>delete>create>arrange folders and settings however desired. Qou will see it 'oaded into the A&resetCB line.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . !his window has a &resets 5older !ree.. !he 6ender &reset 'ist 6ender SiMe *resolution of the rendering+ 5it !o 7iew &roportions Saving 6ender %ethod *=ncremental Save+ 1 Render Preset List !he 6ender &reset indow lists all the render setting presets available for use with !wilight.B )y default !wilight uses the A'owB setting found in the A(asy SettingsB folder. Ver. !wilight comes with several folders. !he 5older !ree is showing the folders containing render presets that are located in the !wilight &lugins folder on the hard drive.

4. $hoosing wisely is important. =t varies in Luality per (asy setting. &eople e3perienced with !wilight may find themselves choosing &reset THF the most for interiors" while for e3teriors they may choose &reset TH0.!age . !his is especially true for those with multiple processors. !hreads. All materials render well with the progressive rendering methods" but these methods do not allow things to be AfakedB" so a material that AfakesB casting no shadows will still render with shadows in a progressive render method. =t will be the tendency of an ine3perienced person using !wilight to automatically choose A8ighB as their render setting. Ver. =n actuality an e3perienced user may find that %edium gives great results most efficiently in many cases. !he AIB settings have much higher Luality AA. ith non-progressive render methods *5ound in the A(asyB category under the names A'ow" %edium" and 8ighB+ the render setting preset assigns more than -HH different parameters automatically. =f the number of lights is low" higher settings may be reLuired for good lighting results" and therefore" as the number of lights increases you may want>need to use lower render settings. 5or this reason one should avoid fake emitting surfaces with progressive render methods as they may produce more light for the scene than intended. !he others use pseudocaustics to get Luicker results.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .DHH U . Also" the larger the rendering resolution" the lower the render setting you may need.GhM with . =f you are not getting the result you want in a setting" try the ne3t higher setting. =ndoor &rogressiveB will be one of the best Luality" but will have longer render times in many cases. AA *Anti-aliasing+ is built into all S(asyS settings *e3cept for S&relimS+. 5or e3teriors lit only with Sun G Sky &reset ATH0 (3terior &rogressiveB will be not only the highest Luality" but possibly also the fastest method.Date $ o 55 . 1. Some materials are specially made to JfakeJ some effects *no shadows" fake light+ and can only be rendered this way with (asy Settings --0. Also" it is wise to render preliminary renderings on the &relim setting. (3amples at left rendered onC =ntel $entrino 9uo!. 8owever" it may serve well as a fairly Luick preview for larger scenes. :nly the A8ighB settings use true caustics. =f there are many lights *more than -H+" and no metallic or blurry reflective surfaces the A'owB render setting could serve Luite well and render very Luickly indeed. hile if there are blurry metals or blurry reflections on surfaces then a settings with a AIB will be a better choice.5 rev3. AHF. 5ake light emitting surface will actually emit light in a progressive render method.Rendering Eas Settings! As a good rule of thumbC Start low and work your way higher. Some materials will render ok with the 'ow-8igh render presets" but will be best shown in the progressive rendering methods *blurry metals" translucent and SubSurface Scattering materials+.

Date % o 55 . 1.Rendering "d#anced Settings! $la Render ! T%is is used &or c%ecking t%e lig%ting wit%out worr ing about t%e materials' !he $lay 6ender is a way of saying Acheck the lighting without materials>te3turesB. 1. Ver.. lig%ting' =t works best if the sun and lighting are turned off. :pen the $amera !ab and set tone mapping to AN:N(B. !his black and white AmaskB is for use with photo editing programs in post-processing. Also it is commonly used in architecture for post-processing in a high-resolution *hi-res+ sky image. "nimation -nterior :ne possible render preset optimiMed for interior renderings. !his setting will not look good with scenes using blurry metals or subsurface scattering materials.!age . *so that white will be pure white+ A black and white image will be created of the ob#ect. =t is also a ASmartB preset that leaves 'ight (mitting Surfaces and !hin Glass *Architectural Glass+ as they are" to allow for easily running clay renderings for interior images. !hey will" depending on the scene" take longer to render than this one.. $hoose AAlpha %askB as your render method. . !he AAnimationB presets have something JspecialJ in them that will avoid sparkles" etc.4. )y placing the generated mask in the %ask Slot for a layer in your image editing program" the item rendered will be isolated. "lp%a Mask ! T%is is used &or isolating geometr in post(process image editing' -. =f materials have a bump map applied" the bump will still render without the color or te3ture.H+ Start the rendering. =t is useful when you have a model either unte3tured" or partially te3tured and are looking for a Luick preliminary rendering.5 rev3. Select an ob#ect. D.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . %ost common uses for this are for isolating furniture for post-processing ob#ects behind the furniture such as people. !his is commonly known as how one ob#ectJs lighting may AoccludeB anotherJs lighting. . /. "mbient )cclusion! T%is is a *uick wa o& rendering +ambient. =t Luickly calculates>appro3imates the ad#acent shadows from nearby ob#ects. *$amera !abC )e sure e3posure and gamma < -. E. hen asked to render only selected ob#ects choose AyesB. !his setting is more advanced than many other render engines and their clay render settings because it automatically replaces all materials in the scene with a clay material without changing the bump mapping" and returns them to their original state when finished. Save the rendered mask image.

Rendering Dept% Render 6enders a greyscale image that assigns different values of grey for different distances from the camera. "nimation Render Settings =f animating only camera" you can lock the light cache by choosing A6euse 'ighting =nformationB checkbo3 in the Animation !ab of the 6ender 9ialog.5 rev3. !hese settings are also proving useful in other applications as well" such as with Luick e3terior renderings. . !his is a way of saying that the AprecalculationB of general illumination will not need to be calculated more than once for the animation.ig%t /ass 6enders an image showing only the light sources in the view. !his will include light emitting surfaces" and the sky seen thru a window. !his not only saves render time" but also causes the lighting in the render to have no JflickeringJ from varying lighting calculations. 1. Useful for post-production in a photo editing program when manually recreating a 9epth :f 5ield effect" or comple3 masking" fog effects" or other post-production tonemapping" coloring" tinting" or highlighting techniLues. Ver.4. So the animation settings were created with special attributes that allow for steady lighting throughout the animation without render times increasing greatly. See also the 6ender &ass 6eference $hart in the !ech 6ender Settings section.!age .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 8owever" if you are rendering ob#ect animations it is not possible to lock the light cache.Date 10 o 55 .

HH0 (cho to create a render preset and then save this into your !wilight 6ender Settings folder structure. 9epth 6ender can also be used for test rendering as well as making fog or lens blur in post production.Date 11 o 55 . 9iffuse !e3ture &ass is useful for many things including use as a Luick selection mask for all parts of an image with a certain te3ture in post production image editing or test rendering animations. Qou may also use Perkythea . You ay create your own settings by opening a copy of any setting inside of a te3t editor like ANotepadB and changing the values you wish to modify then save it with a logical name into the Custo folder.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .!age . !hese are the legacy render settings for the convenience of Perkythea users coming to use !wilight.Rendering Tec% Settings! !he !ech settings contain more 6ender Setting &resets organiMed by render method. Qou will need to close and re-open the 6ender 9ialog in order to see>make the new setting available for use. 8ere are some e3amples of 6ender &asses available in the !ech 6ender Settings 5older for use in &ost &roduction.4. 1.5 rev3. Ver. &lease refer to PerkytheaJs documentation to learn more about creating render settings using Perkythea.

$licking the magnifying glass will reset the resolution to match the siMe and proportion of the SketchUp viewport.Date 12 o 55 . 1. =t will also be saved automatically at any time that the rendering is stopped. Peep in mind if incremental saves are used with non-progressive render methods *(asy --E+ the image will not necessarily be completed when it is saved. AAutomatically when finishedB option simply allows you to define a name and place to save the final render" and when it is complete it will be saved.png+ )e sure to select carefully the type of image to be saved. After making a selection from the menu" then clicking the Start 6ender button" you will be prompted for a rendered image location and na e.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . Ver. hen choosing any render saving method e3cept for A%anualB" the image will be saved while it is in progress of being rendered. 5or instance" if a computer failure or power failure happens during a rendering and it has been saved in progress using the =ncremental Save feature" the image will likely have no anti-aliasing.hdr" .4. =f this bo3 is checked when using the &osition Scene 7iew !ool the view frame will fill the screen. =ncremental saves work with all render methods. $lick the chain link to toggle the proportion lock.!age .5 rev3. !ype in the name under which you desire the image to be saved" and add an e3tension for the image type to be saved.#pg format. *. ithout an e3tension" the image will be saved as a high Luality . ! "it to #iew $roportions ith this bo3 checked" no matter what resolution you choose for the A6ender SiMeB" !wilight will render the image using the proportions shown on the screen" and show you the resultant Aactual siMeB resolution in pi3els of the rendering below. ANo overwriteB means that it will add a number to the name of the rendering for each incremental save.Rendering 2 Render Si+e !his is the resolution of the rendering in pi3els. % &aving Render 'ethod ()ncre ental &ave* !his option allows you to save a rendering automatically and incrementally in a format and to a place of your choice.

9epth :f 5ield *9:5+ *blurring of ob#ects as a function of distance from the camera+ in !wilight is a function of the 5-number and the cameraJs focal point. 8owever" plugin ruby scripts like AVorro. $hange the 5-stop on the camera here as shown default to A&inholeB.0 < ->. It is also a function of the View Angle set in SU using the magnifying glass and holding down the Shift key.hdr for at Cylindrical and &pherical i age types can be used to light other scenes in Twilight. !his number is a fraction *. &arallel < 6ender the scene without taking perspective vanishing point convergence into account. ..0+.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .!age .5 rev3. 8old down the Ctrl key and click a point on an ob#ect in your scene where you want the camera to be in sharp focus to set the $ameraJs 5ocal &oint.pdate/ your &ketch. !hings in front of or behind your focus ob#ect should be a bit blurry" depending on their relative distance to the camera and the 5-number chosen. *SketchUpJs Section $uts are not rendered automatically in !wilight. =n !wilight" each step in general will simply decrease the 9:5 effect. 2 F(1umber! 'ighting and $ameras in !wilight are best thought of #ust as in &hotography. +hen saved in . 1.p ca era -&cene/ right away 0"T1R choosing a Ca era "ocal $oint. =f .B by haat are available which can be used to modify a model Luickly for rendering a section perspective. "hoosing a previously created scene after setting the camera#s target will change the focus of the camera. 5or use in virtual tours" or as cylindrical background images. Great for rendering an elevation" isometric" or section view. < clear.. !he higher the 5-number" the clearer the image" that is" the 9:5 effect will be less noticeable. hen rendered" you will now see 9epth of 5ield" depending on the scene. This will save your D ! view for later use.e sure to -. Ver. =n the Areal worldB each AstepB on a camera eLuals twice as much light entering the aperature.. Spherical< 6ender a &anoramic Spherical =mage" an image with spherical pro#ection.0 < very blurry" . 5or use in virtual tours for e3ample.Rendering $amera Tab 1 /ro0ection! &lanar < %atch SketchUpJs $amera *9efault+ $ylindrical < 6ender a $ylindrical &anoramic view.4..Date 13 o 55 . Use higher 5number for larger ob#ects and larger distances. !he 5-Number must be used in con#unction with the !wilight &osition Scene 7iew !ool . ider Angle fields of view *WDH degrees+ with shorter focal lengths give greater depth of field.

slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . Tonemapping is as crucial for getting a nicely rendered image as the e$posure setting is to a real camera. !onemapping in !wilight is achieved in the $amera !ab. 1. $hoose the !ype of !onemapping 5ilter" then set the parameters such as the (3posure or Gamma.5 rev3.Rendering 2 Filter! 5ilter < type of !onemapping.Date 14 o 55 . Tone apping is simply the modification of an image to control itJs highlights and dark areas to achieve an image AlookB. Qou can tonemap the image manually by increasing or decreasing the e3posure of the image at any time during the render process. )t is reco ended to ad2ust the 13posure first4 and change the Gamma only when absolutely necessary. As long as the rendered image remains in the window.!age . Tone apping ay be ad2usted at any ti e during or after the render process.4. Ver. Qou may think of !onemapping like ad#usting a cameraJs e3posure on-the-fly.

:ne fast" and one slow.5 rev3. %ultithreading means that the computer is utiliMing more than one !hread to do a task. 7 one8 will re-render with last-e3ported content" as if there have been no changes to the scene at all. Twilight will ask to only render the selected ob)ect.%' or to help in more easily editing materials in Perkythea.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . =t will also increase render times for larger scenes" or cause your machine to run out of 6A%. This settings remains across sessions% so remember to set back to &All' when closing the SketchUp file. !ry this method if having trouble e3porting a scene to .erformance Tab'. If you choose &yes'% you must be sure to select a light to render with the ob)ect as the lights selected are taken into account. 7Camera 2 /ights8 or 77Camera %nl*8 tells !wilight that you have not changed anything in the scene e3cept a light or camera. Ver.!age . !his method could be very slow for larger scenes.Date 15 o 55 . )f your odel is not updating aterials or geo etry when you render4 be sure to check that this setting is set to &All' and re(render. Twilight9s render process is pen Task *anager in +indows . 2 4rouping Met%od! !here are two methods of grouping the content of a scene. -0ll/ makes !wilight process everything in the scene for every frame or image that will be rendered. 5Ca era 6 7ights Only ode should be used cautiously because it is easy to 8forget8 this option has been set% If something changes in the geometry or materials of the model% the user will wonder why they have not been incorporated into the rendering. !wilight will by default render with the ma3imum To find out how any threads your co puter has: number of threads found on the machine. !his not only increases the speed and efficiency of processing" but also the speed and efficiency of rendering. This machine. Definitions9)nstances processes any component definitions in the model as an instance for !wilight to render. !hey are both of eLual Luality. !his causes the processing phase of test rendering progress to go much more Luickly for doing a series of test renderings on large scenes since it will only be updating the lights and cameras. 1. &lease avoid changing this setting unless you know what you are doing.and look at the &. (venthough it is using all threads" this allows you to continue working in SketchUp and other programs while rendering with little performance e$ample shows a machine with / threads. degradation" depending on the machine and render method.4.right(click your alwa*s in /ow #riorit* Mode so as not to disrupt other processes on the desktop./ Rendering &elected is an additional way you can choose the content to render fro the &cene. 2 T%reads! !hreads < Number of !hreads provided by your processor*s+ to employ in rendering the image. $er 'aterial ignores components in the scene. "hoose an ob)ect to render and start the rendering. )t is not likely that you will need to change this ethod.Rendering "d#anced Tab 1 $ontent 3pdates! !here are several ways to have the scene updatedC "or ore tips on controlling processed content4 see the section entitled -'odel $rocessing $hase.

If rendering a scene that does not re0uire sun or sky be sure to disable the Sun and set the sky color to &1ackground'. In order to view the animation% you need to &render' the images as a &movie'.Rendering "nimation Tab 1 "nimation /ull(down Menu! $hoosing A:nly 7iewB will Aturn onB animation rendering and cause !wilight to render the fly-thru animation as it has been set up to do in your sceneJs tabs utiliMing SketchUpJs native scene animation feature. !or e$ample% one may want to set animation scenes to turn off hi(polygon geometry such as furniture in certain spaces if these spaces will not actually be seen or need to be rendered during a portion of the animation.avi'% .. 1y putting lights on layers whose visibility is turned on and off via the SketchUp Scene *anager they will be turned on and off during animation.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .remiere or Sony Vegas. If not% SketchUp#s animation control will tell Twilight to render the same frame over and over for the duration of the Scene Delay in order to make the animation video appear to have the delay time specified. In the animation pull(down% simply choose &2as Animated lights3Sun. or by using full video editing suites like Adobe . &ince all lighting in the scene is taken into account by Twilight whether it is contributing light to the currently rendered fra e or not% it is wise to turn off lights that do not contribute in a significant way to that particular scene. To add delay later% use your video animation production software to create scene delays. Any scene which has been e3cluded from the animation by unchecking the A=nclude in AnimationB check bo3 in the SketchUp Scene %anager 9ialog )o3 will likewise be e3cluded from the rendered animation in !wilight.atch Rendering *See $lso Codec -n"o &et &cene Delay to .!age . A movie . Then you must save the movie as a movie format such as &. Rendering animations produce a series o" images.mpg% mp4% .swf% etc.5 rev3.4.ero (<* before rendering your ani ation. 6See $lso: #roper $nimation "or SketchUp *See $lso . This becomes vital in reducing rendering times for animations. 0ni ating the turning on and off of lighting is achieved by leveraging &cene Tabs to control layers or hidden geometry. Ver. This can be done easily by opening the rendered images as an &image se0uence' using a tool such as +indows *ovie *aker or the free and easy(to(use VirtualDub. Twilight will calculate all direct and indirect lighting for all lights on all geo etry processed in the scene4 whether it is seen by the ca era or not.avi file% even of a short video% can be 0uite a big file% so it is wise to encode the video in a compressed format using a codec. If rendering with animated ob)ects be sure to choose appropriate pull(down option.Date 1" o 55 . 1..

6 . transitions between them. Qou must set up the animation so that it will start and end properly where you wish by defining starting *time+ second and ending *time+ second of animation. 1. seconds" then .#pg format for best Luality and compression of color images.B : Starting Frame .. =t will render . =f you have -H frames to render" and you choose A0B as the Starting 5rame Number it will render all -H frames" but name the files like soC 5rameHHH0. 9 Frame Rate !he ANumber of 5rames *=mages+ Needed per Second of 7ideoB" also thought of as the A6ate the 5rames Are Shown &er Second. =f rendering an animation in ApiecesB you can specify any second where you want to stop the animation. !o save animation frames in a format other than . !ype the name you want to use as the A)ase NameB for all the animation images.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . Sketch*#h*sics $nimation %ptions: Sketchy&hysics is a free plugin for SkechUp available here. $lick the A)rowseB button to find the folder where you want the animation images to be placed.. Using this feature will result in AU!::7(6 6=!=NG any frame with that name already in the file4 < Base 1ame! hen rendering the frames of the animation" !wilight will automatically change the name of each frame to have a number after it.#pg" simply add a supported e3tension to the base name such as . frames like soC 5rameHHH0" 5rameHHHF" 5rameHH-H. 7 8ump $licking this button will cause the view in SketchUp to A#umpB to the frame at the time specified in the dialog bo3..4. or step through the animation using the Arrow 6adio )uttons.#pg" 5rameHHHF. Co 56 ( /4 ( 78 ( 76 ( 8( only .HH*s+ of video.Rendering 2 Start 5s6! !his will read as *H+ AMeroB at first..#pg" @.. =f you are rendering -H frames" and wish it to start rendering from frame 0" set Start of Animation to E and (nd of Animation to F" and set the Starting 5rameT as 0.. seconds < /.5 rev3..sed "ra e Rates Standard television Standard film% good for computer playback +hen in a hurry for your animation% reasonable rate +hen in a big hurry% animation choppy Test 9ender frame rate for animations 9efines what number to attribute to the starting frame that is rendered. !his animation can now be rendered using !wilight4 See the Sketchy&hysics 6eference Section for a detailed tutorial on rendering your Sketchy&hysics model. =f SketchUpJs Animation !ransition !ime is set to .png *0 bit+ . =t allows you to specify physical characteristics for ob#ects in your model" then to play an animation to see how they will act in the real world.5rameHH-E..bmp *0 bit+" . 2 Stop 5s6! !his will read as *H+ AMeroB at first.tif *.Date 1# o 55 . Qou may leave it at *H+" or if rendering an animation in ApiecesB may choose any second of time to start the animation rendering seLuence. frames" you have .!age Rendering . =f you have .e3r *. bit+" :pen(. transitions 3 . Starting 5rame T is N:! the frame number from which !wilight will begin rendering.. !he frames will be automatically saved in . Ver. bit+" .

Ver. 9uring a rendering made using a . !he Anti-aliasing *AA+ pass must be allowed to continue to completion or it is not applied to the rendering. =t is not intended or suggested that the image be considered finished when it reaches -HHHH passes" stop the render process when you consider the image to be sufficiently JclearJ.bmp *0 bit+" .&C $CR9ocuments and SettingsRUsernameRApplication 9ataR!wilightRtempRtmpXinprogressXimage.e3r *. bit+" :pen(.indow 7iewing the rendered image within the 6ender indow can be controlled with the scrollbars. Qou may save the image in . 1. bit+" .png !he image is saved without tonemapping.png indows EC $CRUsersRUsernameRApp9ataR6oamingR!wilightRtempRtmpXinprogressXimage. $licking the Save )utton will allow you to save your image by default in the highest Luality . !he rendering progress information is displayed on the notification line.pngB in a path something like C .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .Rendering Render .6 . A A&assB can be thought of as a AphaseB in a rendering process.png 7istaC $CRUsersRAdministratorRApp9ataR6oamingR!wilightRtempRtmpXinprogressXimage. 5or most images the clarity will not increase much noticeably after -HHH passes. A0.5 rev3.png *0 bit+" by typing the desired e3tension after the file name. Qou will have to enable viewing of hidden folders and possibly e3tensions in your indows setup in order to see the folder. !his can be found on indows systems looking for a AtmpXinprogressXimage.tif *. 9ifferent 6ender Settings have different phases or A&assesB. :pen the file in your image editor" and use the (3posure $ontrol to lighten the image. Backup o& Rendered -mage Temporar File .rogressive 6endering &reset it will tell you which A&assB is being completed.Date 1$ o 55 . (3amples of a A&assB are A6ay !racingB and AAnti-AliasingB...>-HHHHB &rogressive rendering means that it will continue to render until the rendering is stopped or until it reaches -HHHH passes.#pg format at any time during the rendering process.!age .e.4.ocation 5or progressive renderings" a temporary backup file is saved to your hard drive in the applicationJs data file. !he Number of !hreads being used while rendering is displayed like this *!hreadsCT+ !he percentage complete of a particular A&assB *not necessarily of the entire rendering process+ is displayed ne3t to the number of threads. i..

Date 1% o 55 . )y not updating the image constantly !wilight is able to save resources and render more Luickly as well as allow you to continue working in SketchUp during rendering. 4 Stop Be)ore /e#t Pass AStop )efore Ne3t &assB is for use with progressive render settings.Rendering -mage $onte=t Menu !he conte3t menu when right-clicking on the image gives you these options. =f stopping this method with the intention of saving the image" it is better to use this choice instead of the normal !wilight stop button.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 1.!age .5 rev3. =f the render window is hidden>closed !wilight will JrefreshJ the image even less freLuently" and therefore improve performance and speed. -ma!e to Screen 5it =mage to Screen will sLueeMe the entire rendered image to fit into the current 6ender indow siMe.4. 3 . =f these render methods are stopped after only a few passes" some JpassJ lines may appear on the image due to an unfinished pass. 1 Sa e -ma!e !his is the same as clicking the Save )utton. 2 Re)res& -ma!e 6efresh =mage will force the image to update itJs progress.

9id you insert any !wilight :mni or Spot light inside of a component that is opaLue" or did you accidentally change the glass material of your lighting component to be opaLue using the SketchUp materialJs opacity slider or the !wilight materialJs alpha slider2 2 .. /..%a#e started a rendering and it is in the 7Ra* Tracing8 phase) !ut the Render Window is empt* or showing onl* !lack. 7 T%ere are black speckles 5noise6 all o#er m rendering' )e sure that any light *spotlight or omni light+ is not touching>sharing . D. Ver.9 space with other geometry or another ob#ect in the scene. )e sure that there are not .9 space. %aterials painted on the front face will take precedence of the materials painted on the back face.4.Rendering Troubles%ooting! 1 .Date 20 o 55 .5 rev3. 1. 9id you turn off all the lights by hiding the ! 'X'ightX'ayer2 .rocessing :eometry is set to &All' and re(render. 9id you turn off the Sun and set the background to the color of black2 /. planes with different materials sharing the same . Set the view of your model in SketchUp to A%onochromeB in order to Luickly see if it is the front face that has been correctly painted with the desired material. =f you paint the ob#ects inside of a group or component with a material" then you paint the entire group or component with a different material" the material that is painted directly on a front face will take precedence" then the material on the component or group" then materials on back faces. . =f your model is not updating geometry when you render" be sure to check that the setting for .. -. Peep lights appro3imately . 9id you neglect applying a !wilight glass material template such as A!hin GlassB to any windows>glass for an interior rendering so that it will allow light to pass through the face2 =f your glass has an opaLue material applied" light can not reach your scene.%a#e c%anged some geometr in m scene but t%e rendering keeps s%owing t%e old geometr and will not update it' -.%a#e c%anged a material in m scene> but t%e rendering keeps s%owing t%e old material and will not update it' -. =f this happens" sometimes you will see one material rendered in SketchUpJs view" but the other plane and material will show in the rendering. 9id you turn off all the lights using the 'ight (ditor 9ialog2 .. 2 .!age . inches *Dcm+ away from ad#acent geometry.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . =f your model is not updating materials when you render" be sure to check that the setting for Updating $ontent is set to AAllB and re-render. .

as there a light in the scene which incorporated an =(S *photometric+ file in itJs definition that is now missing *now on a different computer+2 5ind the =(S file and put it in the same file with the . settings> but it will render wit% +. =nterior &rogressiveB. *9ownloading models such as from the Google ..skp model.=f that face is in a group or component" if that group or component has a material applied" it will use that material . Are there layers or materials with strange or non-latin characters in their names2 *Y Z J A + 5oreign characters should be getting filtered automatically" but using only non-accented letters may help.can not render m scene using +Medium.Date 21 o 55 ..+ !his is due to the fact that many of these models are not built with the intention to render them" they are not built correctly" they may contain a lot of superfluous geometry or materials" or they may not be built to correct scale. !ypically packages made professionally and posted as groups of models as a resource from a manufacturer are AsafeB to utiliMe. . or +?ig%. 1. A6eset All Saved 9ialog &ositionsB Ver. . /..9 arehouse. =f not -.start t%e render> it sa s +/rocessing %ad errors.skp file. < Twilig%t Material "ppearance /riorit )rder! -. as there a material applied for which a te3ture file is now missing for some reason2 5ind the missing te3ture and put it in the same file with the .' Some may find that for high geometry scenes with a lot of lights will simply not render at all on their machine with the %edium or 8igh settings.!age .Rendering 9 W%en .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .5 rev3.4. 5inally -.if the face has a back material applied" that material will be used @ M Dialog Bo= is missing> or somew%ere o&& screen' !here is an option in !wilight-W:ptions-W9ialogs for resetting all saved dialog positions..ow.. but many of them have problems as well. Another possible solution would be to eliminate any lights that are not significantly contributing to the scene" also to be sure anything in the model that appears more than once is made into a component" and the components are copied" not the non-component geometry. but continues rendering' -. =t is wise to be e3tremely cautious when utiliMing models posted to the internet and available for free. !he scene should render well with (asy Setting AHF.. : as a material applied in the model from a material library which is not installed on the machine having the error2 5ind the missing material library and put it in the &luginsR!wilightR%aterials folder. . =f you choose it" it will restore the 6ender window to itJs default position. 'everaging the power of components in SketchUp will save much time in processing and rendering. Any face with a S5rontS material applied will always use that material . !his is due to the fact that the machine will be running out of 6A% to contain all the information necessary to complete the rendering.

9 space with an ad#acent face.. /. &lacing a light within a SketchUp $omponent will cause the light to adopt the componentJs name. After placing a light" right-clicking on the light will give you two optionsC (dit 'ight and Set 'ight !arget. =f you see black speckles in your renderings it can be due to the fact a light is sharing . !wilight places all :mni *&oint+ 'ights and Spot 'ight $omponents on the layer called A! 'X'ightsX'ayerB. All lights in !wilight are by default set to attenuate light *light diminishes an amount over a distance+" #ust as in real life" by the distance. %oving the mouse in a direction you can specify the insertion point for the light itself. 5or a JstandardJ siMed lightbulb" keep the :mni 'ight appro3imately two *. !his works with =(S and &ro#ector 'ights as well" but may reset any previous custom rotation. To avoid lighting artifacts or problems% the component must not be touching an ad)acent face.. 1. 9rawing a temporary line where you intend to place the light may be helpful for guiding placement of a light. =n addition" when you copy the fi3ture the light goes with it. After placing a light" open the 'ight (ditor 9ialog and use the eyedropper tool to choose and edit any light in your scene.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . An :mni 'ight casts eLual amounts of light in all directions *a little bit like a real light bulb+. !his is the place in your scene on a face or point near where you want the light to be placed.4. Also" if properties for an omni or spot light placed inside of a component are edited once" it will change the light inside all instances of that fi3ture allowing control of many lights at once.%ighting Section 2: The Omni (Point) Light Tool !he :mni *&oint+ 'ight !ool allows you to insert an :mni-directional 'ight. Now click to place the :mni 'ight $omponent. After placing an :mni 'ight component into your scene" if you copy it to another place inside your model" you need only change its properites in the 'ight (ditor 9ialog once" as all other copies of that light will change with it. D. 8iding a layer containing lights effectively turns those lights off when rendering in !wilight. $hoosing ASet 'ight !argetB will allow you to Are-targetB your light Luickly by clicking any point in your model. 0o place an 1mni Li!&t in your scene2 -.Date 22 o 55 .+ inches *Dcm+ away from ad#acent geometry. Now click a second time to pick the insertion point of the :mni 'ight $omponent. !his is so that one can easily hide all the lighting components from within SketchUpJs 'ayers 9ialog. Ver. 5or e3ampleC draw a line crossing a circle so you can snap to the midpoint for the light. . !wilight will automatically give the light a power. !he e3ception to this is the Sun which effectively has no attenuation.!age .+ inches *Dcm+" then move it even further away from ad#acent geometry to avoid potential conflicts>light artifacts. 1.5 rev3. ith the mouse inferencing a direction you may also type in the distance and hit A(nterB. $lick the :mni 'ight !ool .. Use the &hift key to lock the inferencing" #ust as with many tools in SketchUp. !his power can be changed manually using the 'ight (ditor 9ialog later. E. $lick your lightJs )ase &oint. &lace an :mni 'ight into a light component fi3ture you have in your scene. Qou should now see the :mni 'ight appear in your model. =f you change the radius of your :mni 'ight to be greater than two *.

=f you change the radius of your Spot 'ight to be greater than two *. /. !he Spotlight will automatically adopt itJs name from the component.. =f you see black speckles in your renderings it can be due to the fact a light is sharing . $lick your lightJs )asepoint *the place in your scene on a face or point near where you want the light to be placed+ *drawing a temporary line where you intend to place the light may be helpful for guiding placement of a light" for e3ample a line crossing a circle so you can snap to the midpoint of the line with your light. 1. &lace a Spot 'ight inside of a light component fi3ture you have in your scene. A spot light is manually ad#ustable to cast light in a certain direction with a definable A8otspotB angle and a A5alloffB angle. E.+ . 'oad a &hotometric 9ata 5ile *=(S+ into the spotlightJs definition by choosing the =(S tab in the dialog and clicking the 'oad button to browse to and load the =(S file.9 space with an ad#acent face.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . %oving the mouse in a direction you can specify the insertion point for the light itself. To avoid lighting artifacts or problems% the component must not be touching an ad)acent face. 5or a JstandardJ siMed light bulb" keep the Spot 'ight appro3imately two *. After placing a light" open the 'ight (ditor 9ialog and use the eyedropper tool to choose and edit any light in your scene.5 rev3..+ inches *Dcm+ away from ad#acent geometry. Also" if properties for an omni or spot light placed inside of a component are edited once" it will change the light inside all instances of that fi3ture. $lick the Spot 'ight !ool .!age .%ighting Section 3: The Spot Light Tool !he Spot 'ight !ool allows you to insert a Spot 'ight.+ inches *Dcm+" then move it even further away from ad#acent geometry to avoid potential conflicts>light artifacts. !hey are provided by most commercial lighting manufacturers for free on their websites. D. Now you need to click a second time to place the insertion point of the 'ight $omponent. =n addition" when you copy the fi3ture the light copies with it. $hoose ASpotB to convert the :mni into a Spot 'ight" then it will be able to be loaded with =(S data. Ver. =(S files are found for light fi3tures" not for bulb types. $lick a third time to place a 9irection &oint" this is how to ApointB the Spot 'ight in a certain direction. !wilight will automatically give the light a power. After placing a light" right-clicking on the light will give you two optionsC (dit 'ight and Set 'ight !arget.Date 23 o 55 . 0o place a Spot Li!&t in your scene2 -. Now click to place the Spot 'ight $omponent or type a distance.4. Use the &hift key to lock the inferencing" #ust as with many tools in SketchUp. =t is with a Spotlight that one may utiliMe &hotometric *=(S+ data. !o $onvert an :mni into a Spot light" choose the :mni 'ight in the 'ight (ditor 9ialog and click the A$onvertB menu item at the top of the dialog. !his power can be changed manually using the 'ight (ditor 9ialog later 1.

!his controls not only how the light will interact with ad#acent geometry" but also the soft effect of the soft shadow. 6ealistic lights usually have soft shadows. Using the A5rom SceneB &ull-down %enu you can choose from a list of all lights in your scene to edit.4. 'ight Strength and hotspot>falloff information for spots play crucial roles. !he Sun G Sky work hand-in-hand by default in !wilight with the &hysical Sky setting. )ackgrounds will not contribute light to the scene.%ighting Section 4: The Light ditor Dialog !he 'ight 'ist and Settings *ISky+ is a listing of all lights in the scene" allowing easy access to full lighting control. 'ight $olor bo3 will accept 6G) values as well as the common color names.!age . Also" simple raytracing method is possible with !wilight" and sky light is not taken into account with this method. !his is also where you can choose Sun G Sky parameters as well as utiliMe an 896 or Spherical Sky. !o disable the sky" simply choose A)ackground $olorB as the Sky !ype. $hooseing AAll :ffB will disable all lights% including the sun. *specialiMed render methods do not take sky light into account such as Alpha %ask or some other render passes.Date 24 o 55 .5 rev3. =n physics this is typically by the =nverse SLuared. $icking the color swatch button will pull up the $olor Swatch dialog. ASoft ShadowsB check bo3 turns the soft shadow on or off. 'ight StrengthC ith =(S 9ata 5iles" the light strength should be set to a power of -. !he larger the radius" the softer the shadow. Standard Li!&t 1ptions 0a3 Naming lights is important for good scene organiMation and for ease of the ne3t user to find what they are looking for. 'ight )ulb SiMe is a radius siMe" so type accordingly. =t will N:! turn off the Sky. A$asts ShadowB check bo3 only works for lights when rendering with non-progressive rendering methods such as the 'ow8igh render presets. A(nabledB check bo3 turns the light on or off.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . Ver. !he Sky contributes to lighting in most rendering methods* in !wilight. !his is why the sky is found in the 'ight 'ist and Settings 9ialog. 1. !he Attenuation is the amount a light will dissipate.

-"S (P&otometric* Li!&t 1ptions 0a3 After loading an =(S 9ata 5ile" the spotlightJs component will change shape in an attempt to appro3imate the direction and strength the light will shine.!age .5 rev3.Date 25 o 55 . 0otSpot 8otSpot defines the angle through which the light will remain at its full power. !herefore the 5alloff angle must be greater than the 8otSpot. :utside of this angle" the A5alloffB will begin. !he smaller the JlegJ the less light output from that area of the light.+ two main parameters" the 5alloff" and 8otSpot.4. +allo"" 5alloff defines the angle which the light will A5all :ffB from full strength to Mero.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . Ver.%ighting Spot 1ptions 0a3 Spot 'ights have *. !his allows the user full control for easily placing the =(S light and orienting it correctly. 1. =t starts at full strength from the angle defined in the 8otSpot. =t fades to Mero using the angle defined in the A5alloffB parameter.

D. .5 rev3.Date 2" o 55 . =ncrease &ower of light to increase A)rightnessB of image" and use (3posure on the camera tab. ame the #ro&ector /ight using the Standard !ab. !his is useful not only when rendering an auditorium or classroom space where a pro#ector might be displayed but may also be used for special lighting effects. 1. *Any other color will tint the image+ Width and 0eight proportions o" /ight will be automatically set to match image dimensions.4.. /ight color will be automatically set to )'A$ using the $onvert %enu. . Click Texture !utton on the &ro#ector !ab and browse to the image.%ighting Pro4ector Li!&t 1ptions 0a3 A &ro#ector 'ight allows you to load a . /.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .#pg image into the light definition so that the light will actually cast the image onto a surface. -. 1. &ro#ector 'ight $omponent Shape will update accordingly. Convert a Spot or %mni into a . Ver.!age .

%ighting Sun 5 S%y 1ptions 0a3 !he Sun G Sky :ptions !ab gives full control over the environment. &hysical Sky also contributes good lighting from all directions onto the model.7 Spherical Sky =$ample > =nsert an image that is meant for use as a spherical sky or hemispherical sky *upper half only of the sphere+. !hey look like a circle *see 5ig. 2 Bac%!round Color6 Centered -ma!e6 0iled -ma!e6 . The 5sky5 behind the ca era is therefore -ma!e (0&ese options will /10 contri3ute li!&t/re)lections* These options give the least control over placement of image" and do not contribute as lighting from the sky nor to reflections.+. !o use" $hoose ASpherical SkyB then $lick the !e3ture button to load the Spherical Sky image. =f an 896 is loaded as a Sky &robe *or vice-versa+ and it is N:! a probe but a Spherical Sky instead" it will result in odd lighting for the scene. .robe =$ample !his is for 896 images that are mapped specifically as a spherical AprobeB. !he sun is enabled for your convenience whether or not the shadows are turned on inside of SketchUp.' before rendering the scene. )t is best to avoid using the 4 they are provided for artistic freedo purposes for advanced users. 'ight Grey works well as a Luick Asoft bo3B for product shots.. !his allows one to work on larger models with the shadows off in SketchUp" but still have them on when hitting the render button.Date 2# o 55 ./ Sky . =t contributes to both scene lighting and reflections. 3 S%y Color is best to use when wanting a single color pro#ected onto the scene from all directions. 4 7emisp&erical S%y and Sp&erical S%y !ig. Simply change the Sky !ype to be the appropriate type and re-render. Reco ended &un &ettings !or faster rendering% and the most realistic shadows% try setting the &Sunlight' slider to &8' or &.5 rev3.ackground/Sk* T*pe: $hoose the desired sky type from the )ackground>Sky !ype menuC 1 P&ysical S%y 9efault to start" as it changes with the time of day and location set in SketchUp. A A&robeB image will be identified as such on the web page where it is downloaded. =t contributes to both scene lighting and reflections. 8ere it is shown Aout of the bo3B with all the default settings. © Twilight Render 2010 by: Twilight Render 10/20/10 . =t contributes to both scene lighting and reflections. !he default settings should work for most cases. 8ere is where you can Aturn off the sunB. All of the background types only display a SbackgroundS in front of the camera.4.slf Back to Top . 5 S%y Pro3e < !ig.!age Ver. =t also looks great with the clay rendering settings. 1.

ith !wilightJs %aterial !ool it is easy to convert your SketchUp materials into good materials. To cop* a material "rom one sur"ace to another" while the !wilight %aterial (ye 9ropper !ool is activated" 8old down the shift key" click-and-hold the mouse button down on the surface of the material you want to copy" drag the mouse to a face painted with the material you want to over-write" then release the mouse button. =t is important to note that the A9efaultB material in SketchUp will render as flat white. !o do this for only the faces connected to the face chosen" hold the Ctrl key while painting a face.Materials Section !: The "aterial Tool !he %aterial !ool allows you to Luickly apply physically accurate material properties to any SketchUp material painted on a face in your scene.+ ways to apply !wilightJs %aterial properties to SketchUpJsK materials" %aterial !emplates and %aterial 'ibraries.4. $licking the pulldown menu under the preview image will allow you to choose from several spheres in different lighting studios" as well as cubes with different siMes for previewing architectural materials. !he siMe of the te3ture you see rendered in the SketchUp view window should be e3actly what you will see in your rendering" so remember that the &review Scenes are only appro3imations and actual render results depend on many comple3 factors.5 rev3. =f there is no material applied" it can not be edited with the %aterial !ool. Spheres work best with materials without te3tures" such as glass and metal. !here are two *.Date 2$ o 55 . !his is handy for dragging materials one likes from different past models into a new model. All faces with the 9efault %aterial in the model will be now painted with the new material. The <uickest wa* to paint all De"ault Material "aces inside of a SketchUp model is to choose a color or te3ture in the SketchUp material editor" then while holding the &hift key paint any 9efault %aterial face. =n order to edit the 9efault %aterial with !wilightJs %aterial !ool you must paint the surface with a color or te3ture. 8i-res te3tures applied in SketchUp are automatically optimiMed by SketchUp for Luicker display while working" but the hi-res te3ture linked to the material will be passed through to !wilight and used for rendering. =f you are having trouble getting your material to work" refer to the !wilight %aterial Appearance &riority :rder Material Pre iews !here are several previews to choose from in !wilight. 1. *$aution" doing the AShift-paintB option ='' paint all groups and components in the scene as well" and should be avoided when these are present in the scene.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . ith !wilight you are not creating AnewB materials" but modifying the materials you already have painted in SketchUp. Ver.!age . hile the cubes work best with te3ture-driven materials like stone" wood" and other patterns with real-world dimensions. Good materials are key to a good rendering.

.Date 2% o 55 . %aterials are demonstrated most easily and Luickly in the Getting Started 7ideo !utorials T-" and in the =ntermediate 7ideo !utorial T-. .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . /. Ver.Materials 'aterial Te plates %aterial !emplates are the Luickest and most fle3ible way to apply !wilight %aterial &roperties to SketchUp %aterials. 9o N:! use templates on any material that does not need special properties" like reflection. Some features of !wilightJs %aterial !emplatesC -. D. !herefore it is recommended to utiliMe templates whenever possible *in lieu of using %aterial 'ibraries+.!age . =ow To 0pply a Twilight 'aterial Te plate $lick the !wilight %aterial !ool" then choose a material in your scene you would like to add special properties to. Adding special material properties unnecessarily will only add render time with little or no visual gain. easily !emplates share seamlessly among all !wilight users !emplates are guaranteed physically accurate unless specifically designed and stated otherwise !emplates will not increase a modelJs file siMe !emplates eliminate the need for pro#ect specific libraries" and reduces the chance of missing te3tures. Adding reflections *especially soft or AblurryB Specular 6eflections+ 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 reLuires higher Luality render settings to look correct.5 rev3.. !emplateJs fle3ibility allows you to create almost any material e3tremely Luickly and .4. 1. +hen to use a 'aterial Te plate Use templates to create a mirror" add reflection and bump mapping to ceramic tiles" add reflections to porcelain" add light emitting properties to any surface in any color" to create a translucent material such as wa3" to create water or frosted glass or blurry metal like stainless steel. !hen apply a !emplate by choosing one of the !emplate names from the %aterial !oolJs dialog !emplate &ull 9own %enu.

Date 30 o 55 .5 rev3.Materials 'aterial Dialog Ter inologies 0fter 0pplying a 'aterial Te plate =n order to help make modifications to the material" here are some e3planations of terms. =t does not control the reflectivity of the ob#ect" only whether you can see thru it or not. . 5or this reason pure white should not be used as a AcolorB" as it should have AroomB to be whiter when light shines on it. $lpha #ercentage AAlphaB means the transparency or Ssee-thru-nessS of the material.HO gray. -" a Te3ture contains an $lpha Channel it will be automatically read>loaded by !wilight.D.psd -%R '-ndex o" Re"raction( =:6 may be the most obscure of the most commonly used settings. 5or black" it is recommended to use -HO-. !here are no materials occuring naturally that are pure white or> Ver. !here are many 6efractive =nde3es available on the web. =n addition" pure black should not be used" as it should have AroomB to be darker when shadows fall upon it.png" .. Color Channel !here are three main A$hannelsB for most materials in !wilight. SHS *Mero+ < completely transparent" S-HHS means completely opaLue. *depending on the temperature+.4.tga" . 5or most surfaces" this is a scientifically known number" and also is automatically assigned by !wilight whenever you apply a template. A$olorB can technically be a A$olorB *an 6G) value+ or a A!e3tureB *an image+.!age . A very nice one is located atC httpC>>refractiveinde3. =n fact" to create your own hi-res te3tures" you want to take hi-resolution pictures of your te3tures with the most flat lighting possible" such as on a very cloudy day. !o reduce the amount of reflection one should reduce the shininess of the material or reduce the =:6. Alpha $hannels are automatically recogniMed by !wilight for the following image typesC .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .. !his is also known as the A9iffuse $olorB. So if you change it in the !wilight %aterial (ditor panel" you will see it changed inside of SketchUp as well. 1. 5or white" it is recommended to use FHO-FDO gray. =:6 defines how light is effected when passing through or reflecting from a material.ump Channel See the 6eference Section entry for )ump %apping for an overview on the )ump $hannel. See also the %aterial creation e3amples below. !o create artistic effects adding a strong color here will create some interesting effects. 5or Glass this is a scientifically known number of -. !his is directly linked to the alpha slider in the SketchUp %aterial (ditor panel. 5or many materials a good starting template is the A&lasticB !emplate. !he first and A%ain $hannelB of the material in most cases is the S$olorS of your material. See the 6eference Setcion for an in-depth e3planation about" 6eflection %aps *using te3tures in the 6eflection channel+.. So" in most cases" it will not need to be changed manually.tif" . Re"lection Channel !he 6eflection $hannel is the color you see when bounced off of the surface of the material. !his is the A$olorB or A!e3tureB of the material when viewed in purely flat indirect light. =f not known" itJs best to choose the template most similar to the type of material you are trying to create. =f you know the =:6 for the material you are trying to create" it must be entered correctly for the material to appear physically accurate. 5or water it is -. !o choose a correct color" imagine what color the material is on a completely overcast day. =t is advisable to leave the reflection color white.

. Ver.Date 31 o 55 .4. &oints.meters < appro3imately /B use this for large e3teriors such as large buildings or interiors of very large spaces. A SnormalS is an imaginary line drawn perpendicularly out from the SfrontS of a face. =ncrease or decrease shininess number as desired. $ombine 8ard (dge Angle with (dge 'ines when working with (dge lines on curved surfaces. !hat is" an edge that does not define the edge of a face will not be processed by !wilight. *!his would be like a %irror" for instance. *E<lowest recommended value+ So for most ob#ects" like a typical varnished wood floor" start by picking one of the plastics templates to start" *5lat" Satin" or Shiny+. (dge 'ine thickness in !wilight is not linked to edge line siMes in SketchUp.5 rev3. 0ard 5dge $ngle =ard 1dge 0ngle is the angle between the normals of two ad#acent faces. !o define edge lines use a simple rule of thumbC 'onely (dges can not be rendered. if not" the edge lines will show on each facet of the curved surface. !his is important also with the rendering of (dge 'ines correctly on curving surfaces" because the vertices of a model for materials on curving surfaces will need to be welded" and this reguires that a hard edge angle chosen./B use this for fine lines around smaller buildings such as a house and elements like stairways . +elding vertices eans you want to find all pairs of vertices with N distance of each other" and #oin them into one. !o render a A'onely (dgeB simply make it into a face by using a free ruby plugin for SketchUp such as A(3trude 'ines . Small numbers here< SroughS.-< . This only comes into play when ?weld vertices? is chosen.HH-< . clicks" such as [in *.HS is a good angle to choose to start as the smooth angle in most cases with default SketchUp curves.H-< .. 5dge /ine $hecking the (dge 'ines bo3 will render lines similar to the edge lines you see in the SketchUp S. Using this tool you may e3trude the line a small distance with .H/B Use this for fine lines around detailed elements such as furniture ob#ects and cabinetry. .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . *try this techniLue with an imported $A9 site plan+ . !hen the line will render with !wilightJs %aterialJs (dge 'ines feature. 8ard (dge Angle is ignored if A eld 7erticesB bo3 is not checked.+ 'arge numbers here < SsmoothS *DHHHH<perfectly smooth+.rbB which may be found at the 6uby 'ibrary 9epot maintained by 9idier )ur. =t is used to decide which edge between two faces should appear smooth" and which should appear as a crease" or sharp. 1.!age .Materials Shin* / Shininess Surfaces that are very Ssmooth" or polishedS are considered to be SshinyS.

*!hese material templates are by nature not physically AaccurateB but are useful for many artistic applications and render nicely in all methods. Sometimes it is Luicker to #ust Jstart overJ. !his is a powerful template setting up your material so that you can set the precise reflection type and )ump %aps and 6eflection %apping you wish. B $lastic %any materials we see every day have a lot in common with plastic.. Set =:6 to . and change color of reflection to darker grey for a AtintedB glass look. hen using a non-progressive rendering method the template without shadows will render very Luickly and allow the most light to enter an interior room. :ne should also always be certain that the Normals for all 5aces on realistic glass models are facing AoutB as the normals are used for calculating much about the light passing through and bouncing from this surface. A wooden floor" a table top" furniture surfaces" etc. % Cera ic !his 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.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .!age . *!hese material templates are by nature not physically AaccurateB but are useful for many artistic applications. ! &tone !his 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. A $aint As itJs title suggests" if you have a surface painted the color you want in SketchUp" simply choose your paint finish here.5 rev3. Use this template also to reset a material. 8ere you will find the reset button for any material. 5or the Luickest 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.4. 6 Realistic ?lass =f itJs 6ealistic Glass you wish for" you must build the model accurately>realistically>to proper scale. C 0rchitectural ?lass@ !he fastest rendering and best looking glass for most architectural renderings will be found in this template.Date 32 o 55 . 1. Ver. !hat is" that it is a 1-sided cube" a valid solid" if using a rectangle in a model of a glass table top for e3ample. So use it wisely. !his template is designed to be Luick" but not necessarily the highest Luality nor physically accurate. Using a seamless te3ture for noise in the bump channel with the paint template can add much realism. Using a 6eflection %ap to eliminate reflections on the grout #oints will add much realism. See also more on )ump %aps.. !hen you need only add a bump map or simply click the chain link icon ne3t to the word A)umpB to link the SketchUp material into the A)ump $hannelB !wilight material definition. =f you are e3periencing strange lighting artifacts in your renderings" be sure to eliminate the use of any of these.Materials 'aterial Te plate Choices Overview > ?eneric@ Use this template to give a Luick touch of reflection to a surface. =f using the 6ealistic Glass template" be sure the model you apply it to has a thickness and can Jhold waterJ.

.+ to create ceramic tiles by combining a SketchUp $eramic !ile %aterial with a !wilight $eramic !emplate" or create concrete by combining SketchUpJs $oncrete material with the 6ough Stone !emplate" or SketchUpJs ood 5looring by combining it with the Shiny &lastic !emplate. )e sure to add a scratch map to your bump te3ture *create a seamless scratch map using an e3ternal photo editor" or download a great one for free from the !wilight 6ender forum.H to make it even more JbrushedJ and matte-looking. $lick the !e3ture pull-down menu choice in the %aterial $olor $hannel and choose A$olorB to remove the te3ture completely from the $olor $hannel. 6emember that metals will look great in !wilight" but reLuire high render Luality and may take a long time to render nicely.!age . maybe go even to E.rushed 'etal 'ooking for a brushed stainless steel2 'ook no further. After applying a template you can change the color" shininess" reflection color" bump mapping" etc. 'ook also to the AAlternativeXAAB methods in the (3pressWAdvanced 6ender Settings folder. &rogressive render settings will bring best results. $lick the $hain 'ink )utton to enable the link of the SketchUp !e3ture =mage to the )ump $hannel.rushed Metal Template Apply the )rushed %etal !emplateWAluminum" set the $olor to FHO grey" set Shininess to -D. Using an (asy 6ender Setting with a AIB sign will bring nice results. !his material will continue to remain physically accurate *obey the laws of physics+.Materials D 'etal %aking a great-looking metal is as simple as a click here. 6emember that metals will look great in !wilight" but reLuire high render Luality and may take a long time to render nicely. 5or instance" use this method *without $lick-.+ !his will give a more realistic looking )rushed %etal because the scratch look is not added automatically.. !he key with many !emplates is to use the SketchUp te3ture only in the bump channel. 1.rushed Metal Template=$luminum to the 7Cladding>Siding>White8 SketchUp Texture: -. Ad#ust the metal color further by changing it in the color channel" change the shininess to . $lick the $hain 'ink )utton to break the link of the SketchUp !e3ture =mage to the %aterial $olor $hannel. Using an (asy 6ender Setting with a AIB sign will bring nice results.4. Ver. /..slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . A scratch map looks something like thisC To create a ?inc metal using the .. E . Aluminum" or other brushed look metals can be based on these !emplates. . to make it look however you like. Now the SketchUp image is driving the bump instead of the color. To do this a"ter appl*ing the . D.Date 33 o 55 .. Qou can also add a color to the reflection channel to create other types of metal.5 rev3.

6emember that great light comes at a cost of render time and that higher Luality render settings are reLuired. !o get a more JbumpyJ effect" increase the ASiMeB number of the bump from A-B to A. Shininess lower than E generally will not give good results. =nverting the image makes the #oints appear darker than the brick which is essential for correct )ump %apping in renderings. After applying the 'ight (mitter !emplate you can see a new parameter appear called A(mitterB. -.. Qou may also choose to load an =(S 9ata 5ile into a 'ight (mitting %aterial with this pull-down menu.B usually becomes distorted" not attractive. 5ake (mit is great for making a Luick-render !7 screen material.Materials To Create a @ood . *!hese material templates are by nature not physically AaccurateB but are useful for many artistic applications. =t will render much cleaner in that setting than the highest Luality metals will.B.5 rev3. =nvisible makes it so that it will shine light" but not be visible in the rendering as the light source. )ump over A. =f using A%ediumB settings" but the )rushed %etal reLuires higher setting" try A5ast AluminumB *modify color as desired+. Ver. $heck the =nvert bo3 ne3t to the )ump $hannel. >< "ast@ !hese materials may be the place to turn when lower Luality settings are reLuired for speed.. $hange the AShininessB from the default A.B if still not enough" increase it to A. $lick the $hain 'ink )utton ne3t to the )ump $hannel" this links the image of the brick to the )ump $hannel" driving the A)umpinessB with the image of the bricks. :r good for inside of a light fi3ture where no actual light may be shining. 1. .4. &aint your surface with a color *white+" and apply the 'ight (mitter template to that color to make it shine. A5akeB makes it JlookJ lit" but it will not increase render times as it does not actually shine any light when rendered with a non-progressive rendering method.!age . (ach light emitting rectangle is considered as two *rectangles are divided into triangles during processing in order to be rendered with !wilightJs engine.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . !herefore turning a sphere into a 'ight (mitting Surface could result in !wilightJs engine thinking about hundreds of little AlightsB. >> 7ight 1 itter Another way to create truly realistic light sources is with a 'ight (mitting Surface *'(S+. Apply !emplate AStoneWNaturalB !emplate with !wilightJs %aterial !ool. /. . =f you are e3periencing strange lighting artifacts in your renderings" be sure to eliminate the use of any of these. D.HB to AEB to get a very subtle soft reflection. =t is recommended to use '(S only with progressive indoor rendering methods.Date 34 o 55 .rick Material with Twilight Material Templates 5or bricks" start for e3ample by applying SketchUpJs A)rickX6oughX9arkB brick material in the A)ricks and $laddingB SketchUp material category. Use 'ight (mitting surfaces wisely.

SubSurface Scattering template will not typically render correctly on a single face. Set Alpha :pacity and SSS 9ensity for the material as desired. D. 'ow. Ver.Materials >A &ub&urface &cattering SubSurface Scattering is the phenomena of light AscatteringB along>underneath the surface of a material causing a AglowB in some lighting conditions.Date 35 o 55 . (asy HF will give the best results only when using 'ight (mitting Surfaces or 896 lighting. %ost importantly" the model must be a valid solid that is water-tight" and be of accurate scale.5 rev3. *=t is recommended to leave 6eflection $olor set to hite+ )e sure lighting in the scene will display the SubSurface Scattering property of the material. Using an (asy AIB setting will give better results.!age . (asy -H will give the best results in all lighting conditions.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . .. Note the back-lighting in the e3amples to the left. /. Apply a SketchUp %aterial $olor to your model" Apply an SSS !emplate to that material. !he model must have a real-world thickness and follow similar rules to modeling for using the 6ealistic Glass !emplate.&relim or (asy H. $hange color of material as desired. 1. To use the SSS template: -. . !hey will not show up correctly at all in (asy H. SubSurface Scattering can reLuire higher Luality render settings to look satisfactory.. 9irect flat lighting of the ob#ect will not render this property well. Using &rogressive 6endering methods will guarantee good results. A good e3ample is a piece of translucent plastic covering a light fi3ture" #ade stone" or a wa3 candle.4.

MipB to be A(3ample. UnMip the file into your A.4. !here are hundreds of high Luality free materials available for free download from for use only with !wilight 6enderC -. .MipB.mat... !here are several useful libraries installed by default with !wilight.5 rev3.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 6e-open SketchUp to see it in your 'ibrary 'ist. To install a material pack !o install a material pack downloaded from Perkythea.SketchUpR&luginsR!wilightR%aterialsB directory. .Date 3" o 55 . 1.!age . Gems" !ranslucents" SubSurface Scattering" =lluminants" and $dditional content "or Twilight such as Materials) Skies) and Components can !e "ound !* /icensed Users in the 7Red Carpet Clu!8 section o" the Twilight Render User +orum.SketchUpR&luginsR!wilightR%aterialsB directory.. !hey were created and provided by various contributing artists and are used>distributed with permission for !wilight 6ender.Materials 'aterial 7ibraries =f you can not seem to get what you want from the !emplates" the material libraries can be a huge help. Ver.. $hange the name of the file from A(3ample. Users of Perkythea may also create their own material libraries using Perkythea" then either point !wilight to the Perkythea %aterial 'ibraries folder via the !wilight :ptions 9ialog" or copy a library folder from the Perkythea %aterial 'ibraries folder into the A. !hese are libraries of materials that may be difficult to achieve any other way.

&aste the te3t of the license number on line provided.. based in U. /. network directories+ for %aterial 'ibraries" %aterial &review Scenes" and 6endering &resets by clicking the )rowse )utton. ./ hours. %ountain !ime Vone will generate a license and email it back within . 93out Gives information about specific version of !wilight being used" registered user information and other credits. $opy the te3t of the license number from the email. Save the generated file. F.4. $opy the Activation (mail address from the email. 0.S.#ptions Section #: The Twilight Option$ Dialog !he :ptions 5or !wilight dialog allows you to set various default background parameters and file paths for !wilight. 8ialo!s 6eset all your dialog answers" or 6estore or 6eset all 9ialogs to their 9efault &ositions. 6efer to your operating system help for correct language pack installation. 9d anced =f you prefer to specify the filename for your image every time before you render". .choose it here. !hen someone from !wilight 6ender ''$. 0wili!&t Lan!ua!e $hoose your language" close the dialog" close and re-open SketchUp. !his is also where one may 6eLuest a 'icense and =nstall a 'icense. &aste the te3t of the email address into the bo3.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . $lick :k. &ush the Activate !wilight button..5 rev3. E.iles Specify here any directory *=.!age . 1. (mail the file to licensingUtwilightrender. -H. Ver. D.e. 8irectories and . Qou may $hoose different !hemes for !wilightJs User =nterface. 1. Show the system log file *if having an an issue with an error+. &ush the 6eLuest 'icense button.Date 3# o 55 .com. =n order to create a license reLuestC -.

rame After clicking the &osition Scene 7iew !ool" a F sLuare grid will appear.4. A cameraJs focal point will always be on the !ocal . 8olding down the $lt A Ctrl keys while clicking on any point in the scene will actually swivel the camera to focus on that point while setting that point as the new 5ocal &oint for the camera.Date 3$ o 55 .ocal Point After clicking the &osition Scene 7iew !ool" holding down the Ctrl key while left clicking a point in the view will align the 5ocal &lane represented by the cameraJs 5ocal &oint $enter A3is with that ob#ect in the scene without visibly changing the cameraJs view in SketchUp. 6emember to create a new scene or update the current scene in order for SketchUpJs scene tab to ArememberB your new focal point. 1. Pan t&e View After clicking the &osition Scene 7iew !ool" holding down the Shi"t key while clicking your mouse button and dragging will pan the view on that chosen point. *Similar to SketchUpJs native A'ook AroundB tool+ .9 space.Scene &iew Section %: Po$ition Scene &iew Tool 0&e Position Scene View . Ver. .5 rev3.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . hen the A!he outer edges of the grid are the outer edges of precisely the view that will be rendered.!age . Loo% 9round (Swi el t&e Camera* After clicking the &osition Scene 7iew !ool" holding down the $lt key while clicking your mouse button and dragging will swivel the camera as if it were on a tripod. !he 5ocal &lane is an imaginary plane that is perpendicular to the camera and represents the distance of the cameraJs focal point from the cameraJs lens.lane in the center of the view. !his helps with framing a view using the Arule of thirdsB" typically putting the sub#ect at or near the crossing of the third points adds interest to the scene. Rotation / 1r3it o) t&e View After clicking the &osition Scene 7iew !ool" clicking on any point on any ob#ect in your scene and dragging the mouse will orbit the view about that chosen point.ocal Point Center 9#is A secondary 6ed>Green>)lue a3is of dashed lines will also appear in the scene to represent the center for the position of the 5ocal &lane. Now after choosing any point in the view as the focal point" this a3is will update to show where that 5ocal &lane actually is in .

* indowW%odel =nfoWAnimation+ .D =n all cases" you need to keep a gamma of -.. !wilight will render . Ver.< $am) 5rameHH. =n all these cases" the inserted image needs to render e3actly as it is" without being affected by the sun" sky" or lights in your scene.Reference Section ': Re(erence Batc& Renderin! )atch 6endering is the process of 6endering %ultiple 7iews but only clicking the Start 6ender button once.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 1. !o )atch 6ender with !wilight" utiliMe the Animation feature.D+] < 1HH. \ Qour material settings should now look like this e3ample to the left. * indowW%odel =nfoWAnimation+ . .5 rev3.+] < -H/. D.+ to BCD. / . (3ample with . framesC 5rameHHH < $amA 5rame HH. As a note" the Sno shadowsS and SfakeS settings do not work when using render setting (asy HF or (asy -H.(3plode your image so it becomes a te3ture applied on a plane. 5or an e3posure value of -.. D .H" Gamma < -.Set the &ower * >m. < $am$ Bac%!round -ma!es 1n :Bill3oards. .4.H if you want your images to render unaltered." you must set your fake emitters to -DH>*..!age .+] < ." you must set your fake emitters to -DH>*-. .HC . !he following setting works perfectly for $amera !ab (3posure SettingsC (3posure < -.-1E 5or an e3posure value of .E. Also" you might want to add images to !7s and computer screens. (. Some people prefer to place a )ackground =mage directly on a face inside SketchUp. !hese render methods do not allow the JfakingJ of light effects.Ne3t to the light bulb" $hange (mitter W Normal to (mitter W 5ake.+ *the easiest way to think of this number is Athe number of transitions between scenesB+ Set 5rame 6ate to *-+fps Specify a )ase Name for the rendered image files. scenes to render" $amA" $am)" $am$. -.=n the !wilight material editor" choose !emplates W 'ight (mitter" any of them . Set SketchUpJs Animation !ransition !ime in Seconds to *-+.Date 3% o 55 .D" you must set your fake emitters to -DH>*H..ace* -n S%etc&<p This tip contributed by *iguel @escano "orne)o /. Set SketchUpJs Animation Scene 9elay !ime in Seconds to *H+. Specify these settings in !wilightJs 6ender 9ialog Animation !ab Start<*H+ Stop<*.. =f youJre using a different (3posure value" use this simple formula to calculate the power for your fake emittersC #ower "or *our "ake emitter E BCD/exposureF (3amplesC 5or an e3posure value of H.Unmark the S$ast shadowS checkbo3. or a :Plane.

Reference Bump Mappin! and Bump Maps Using a )ump %ap allows a render engine to use a Grey Scale =mage to create an illusion of geometry that is not actually there. displacement+ )ump %aps only work on surfaces that have some measure of reflectivity. hen linking the bump te3ture to the SketchUp %aterial" it is suggested to keep this number to A.5 rev3. )ump %aps do not create geometry *i. 9arker< AinB or AdownB" 'ighter < AoutB or AupB. !hey will not really be noticeable on a flat colored surface. 9uplicate the layer" turn it to grey scale" increase contrast" and paint areas DHO grey where you want no bump. =f itJs painted metal" use a ApaintB template. !he dark mortar will enhance the depth when in the )ump %ap $hannel. *9ark < Ain>downB 'ight < Aout>upB+ :pen the image file you want to use as a base for creating a )ump %ap into your preferred image editing program" such as Adobe &hotoshop. )ump %aps work like thisC DHO Grey < Ano changeB in appearance for the height of the surface. =f the bricks are dark" and the mortar lines are light" using the JinvertJ check bo3 for the )ump %ap $hannel will allow you to Luickly invert the lights and darks of the image in the )ump %ap $hannel" making the mortar lines recede AinB to the wall and the bricks bump AoutB. A siMe of A-B or 'ess is appropriate for a good bump map.-B. $hoose A!e3tureB in the %aterialJs )ump Slot )rowse to and load the )ump %ap te3ture image. .e. 1.4. !his links the image of the material into the )ump %ap slot. Second" click the $hain 'ink button ne3t to the )ump %ap slot. !his method works well in most cases" but in some cases" will not give satisfactory results. Set the ASiMeB or AStrengthB of the bump.e. Ver. =f the =:6 is not increased" the bumps will not appear. !o assign a )ump %ap in !wilight after assigning a TemplateC -. !he easiest way to apply a )ump %ap in !wilight is to first" apply a template similar to what you are trying to create. =n the case of a )rick all image" for e3ample" if the bricks are light and the mortar lines are dark" it will work well as a )ump %ap. !he best way to apply a )ump %ap is to create a !rue )ump %ap.B or less. A !rue )ump %ap is actually made specifically with the )ump %ap $hannel characteristics in mind... A-.Date 40 o 55 .!age . . =f there is no template applied" increase the =:6 number from the default of A-B to be something higher" =. &aint areas black where you want the deepest recesses" and vice versa. !his was done for the bump map for the oodX)ambooX%edium flooring e3ample in the image above.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .

Start a new scene and insert the A ater-B component from your newly created !wilight 'ibrary.skpS • hen you have a material you like in !wilight" copy a face containing the material from your model and paste it into your S%y!wilight%aterials.#pg images" #ust as rendered from !wilight" and save them as an . Using the alt key with SketchUpJs paint bucket tool you can sample the water from the inserted component" and paint it on other surfaces around the scene. $reate a component with a face that has the SketchUp material using your $ustom !emplate Settings. /. =t will also use 8(.5 rev3.avi video resulting in a much smaller file siMe.above.avi video. $all it S%y!wilight%aterials. Ver. Using a $odec allows the program to compress this . %ption G: /everaging .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .skpS model. Custo 'aterial Te plates and 'aterial 7ibraries &If I spend time to modify a Twilight *aterial Template to get something I want% can I save that as a "ustom TemplateA' Saving the SketchUp model saves the settings. Color Codes F R?. codes in this format ^TEH/(.. A ater-B -t is . E. 5or e3ample" when using the ..e.!age .skpS and copy that face and paste it back into your new model" then shift-drag the material onto your current model as described in :ption ..skp Models/Scenes Save a simple SstorageS model somewhere on your hard drive.Reference Codec A $odec is used during processing of an animation using a separate video editing program such as indows %ovie %aker" or the free and easy-to-use 7irtual9ub. =t is important to remember that many codecs reLuire a certain siMe or image proportion in order to be used.4.. Save the component A ater-B containing the specialiMed A aterB material into your A!wilightB components folder. . Using a 7ideo (diting program one may open a series of . • !hen when you need the material" you can open the S%y!wilight%aterials. Another alternative is to Shift -drag the material from one surface to another using the Twilight *aterial =ye Dropper Tool. ^ hite_" ^Qellow_" ^)rown_" etc. Use of these formats apply for all !wilight 9ialogs where a $olor $ode can be used. )ut there is" for the moment" not a way to simply save a template setting for reloading later. $reate a personal $omponent 'ibrary in the SketchUp>$omponents folder" and call it something like S!wilightS. &aying special attention to the siMe of the rendered image for animations therefore becomes critical in post-processing.4 =1G !wilight will accept common (nglish names for colors"*i.+ =t will accept 6G) colors typed in this formatC ^rgb*1. !he material definition is now in your scene. important that the name "or *our material *ou want to use !e uniHue "rom the de"ault SketchUp Material names) otherwise the imported material will be overwritten by any similarly named material already within the scene. !here are a several alternativesC %ption B: /everaging Components -.Date 41 o 55 .e." F-" D+_.vid codec" the idth of the image must be divisible by / and the height must be divisible by . 1. D._ when pasted into the color line. 1. i. Qou may attempt to modify an e3isting template using a te3t editor.

9 ob#ect" one should be theoretically able to visualiMe the ob#ect as if it were lit with the e3act light that it would get in St. (3ceptions would be in the case of using 896 images to light an =nterior.!age . 'ibrary materials are JdumbJ materials" that is" they can not be easily edited. . %aterials can of course be e3ported via . 9=SA97AN!AG(S !: 6(%(%)(6 8(N US=NG '=)6A6=(SC =n the setting of an office or network" when sharing a scene" the library must also be sent with the file. Use !wilightJs :ptionsW5ilesG9irectories panel to add the new %aterial 'ibrarieJs path location.. :pen the %aterial (ditor =n left pane select and right-click the material*s+ and send the SceneJs %aterials to the right pane Save %aterial 'ibrary > give it a name. 896 typically provide all the light your scene needs.aceted =eometry o) Cur ed Sur)aces =f there is a curved surface that should be rendering smooth" but it renders as faceted" place the geometry within a group or component" and it should render smooth. =n rendering one typically uses a spherically mapped 896 image to actually pro#ect light onto a .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 5cho. =tJs better to not use sun in con#unction with an 896 in the Sky" but for artistic effect this is common practice. . Qou will see the %aterial 'ibrary of Perkythea upon re-opening SketchUp the New %aterial 'ibrary will be listed in the !wilight %aterial 'ibraries. 78R 8igh 9ynamic 6ange *896+ images contain . :f course" if the $amera is set to Spherical" and the image is saved as 896" you will have a spherically mapped 896 image of your model.#pg.Reference %ption H: Create a Custom Material /i!rar* "or the Scene Using Ierk*thea GDD. =n this case" one would do so in order to have the ability to take advantage of the darkest and lightest areas of the image" where in a normal image some of these areas may not be able to be seen clearly" with an 896 one may tonemap them using a photo editor to get the greatest visual tonal range. =n this manner" if an 896 is created in a specific place *St. bits of information per pi3el as opposed to 0 bits with a . !here are thousands of 896 images available for download via many different websites. 1.9 scene from all directions at once. .Date 42 o 55 . (3port scene to Perkythea. ?ohnJs $athedral. Ver. =n !wilight one also has the ability to save an image as an 896.5 rev3. /. =n this case changing *lowering+ the power of the sun and>or changing the intensity of the sky" and>or lowering the e3posure of the rendered image may be advisable. D.. ?ohnJs $athedral" for e3ample+ and then used to light a ..4. (dge 'ines do not work with 'ibrary %aterials" unless they are created specifically to do so.3ml to Perkythea" edited" and saved into a library again" etc. -or$opy the new 'ibrary 5ile from the Perkythea>%aterials>'ibraries folder into the !wilight>%aterials folder. -. 1.

ies format te3t file and use the =(S *&hotometric+ 'ight :ptions !ab in !he 'ight (ditor 9ialog to )rowse to the .4. 9ownload the .Date 43 o 55 . =f the =(S is surprisingly dim for some reason" it could be a poor . Li!&t Portal2 see S%y Portal Li!&t 0&rou!& 9 . 8ere are a few tips. 6ender a small test render with (asyH--&relim Ad#ust tone mapping e3posure in the camera panel of the 6ender indow if image is too dark. 1. the more light the better.indow2 Qou are rendering an interior and have sun coming through the window. Now the light ob#ect will emit light in a way that is specifically mimicking the light emmittance for that light fi3ture. • Ver.5 rev3. &erhaps try using a Sky &ortalC the Sky &ortal %aterial is for use on models of interiors where they rely on the Sun and Sky. hen happy and ready for the SfinalS render on (asyHF progressive. • • • • • • • • • )e sure all windows are only modeled with a single pane of glass.Reference -"S 8ata . *!ypically will be too dark" try (3posure<-.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . !o increase the brightness of lights" typically ad#usting the e3posure of the camera on the $amera !ab will do the trick..ies file" or it could be for a fi3ture with particularly low light output. =t contains manufacturer data and &hotometric data that show the light distribution pattern of the illuminant" typically a specific light fi3ture. !his will give you best results with so little light. =t is typically available from the lighting manufacturerJs website alongside the other technical information for the light fi3ture.iles (>ies* =(S is a file format developed by =(SNA a consortium of illuminant manufacturers and other Agencies.!age .E+ hen happy with camera" materials" etc. Apply material templates that are appropriate to your other ob#ects. 6ender test render at 0HH31HH-ish on 'ow or %edium easy settings.ies file. )e sure the power of the light is set to -. )e sure you have applied a material to the glass using SketchUpJs materials" such as the typical StranslucentXglassXgreyS or whatever )e sure you use the !wilight %aterial !ool to click that glass material on the windows and apply the Architectural GlassWS$ommonS or SNo ShadowS Set the sun in SketchUp to cast as much light as possible into your room..

=f you want a total emittance of -HHH watts to light the entire space *large dining hall or airplane hangar+" and your plane is DD/HsLft*D-DsLmeters+ and you apply the -HHw>m. 6endering it in (asy HF or -H for interiors will be most accurate. light emit template" this will mean that the plane will emit D-Dm. lights in !wilight because a rectangle will be triangulated" but because the light is in power defined by area" it doesnJt matter the number of triangles" but rather the area. Ver. 1.B Select the face in SketchUp and look at the (ntity =nfo to see how many meters sLuared it is" then go from there to figure out the power you want it to emit.anything over 78 lights is considered a ?lot? of lights for ?=asy? render settings 7(B.3-HHw < D-DHHwatts@ !his is too much" so change that to what you want" and put that amount of watts you want it to emit. )ut for a rule of thumb" assume the default spot light is a -HHw bulb in 'umen output. !he closer the hotspot number is to the falloff number" the lower the light power will need to be" so a hotspot of .. &ut the lights in places and with powers that are eLuivalent to the way the space would be lit in real life.5 rev3. w>m.<-.Reference Li!&tin! 9n -nterior Scene 5irst" )uild reasonably accurate component for your lights.. -HHHw>D-Dm..D or something like that.. +or the most accurate lighting with spotlights) insert a spot" set power to S-S and load the =(S data for the fi3ture using the =(S tab in the !wilight 'ight (ditor.. $reate a plane below the ceiling.H" falloff of . they typically add render time" and detract from the JrealJ look of the final image. for a D-D sLuare meter plane to make it mimick the light output of an emitter powered by -HHH total watts.can mimic a -HHw bulb with a power of only . 'ights donJt emit SwattsS" they use atts to emit light which is measured in S'umensS. =nsert a !wilight 'ight :b#ect inside the @ight "omponent. Avoid fill lights" and fakery unless you know what you are doing. So set emitter to -. !hen paint it with white" and rename it A(mitB then apply the !emplate A(mit -HHw>m. #ust as a very general idea. w>m.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .Date 44 o 55 . To calculate the power "or light emitter sur"aces is a !it more complicated. and may actually make the rendering simply Jover litJ and blown out" leading to S': (6 render times. So for your average space% )ust light it as is% but for a huge gymnasium with /66 light sources% there may be a better way. lights...Hcm+. 'etJs say you have a large space and you want to light it all Luickly and evenly with #ust .!age . 5or a hotspot of -H falloff of -EF the power will need to be about -.. =tJs difficult to give a JwattageJ power to a spot light in !wilight.4..D to mimic the behavior of a -HHw bulb. 8old if off from the side walls about a foot *.F/.F/. Now your ceiling #ust became a -HHHwatt light bulb and eLuals .. +e )ust said above that we don#t want to #fake# lighting% typically% so what are we talking about hereA ccasionally you will need to use some #creative lighting# to render 0uickly yet still look good.

$lick the Start 6ender )utton. Now open the SketchUp 'ayers dialog via SketchUpJs pull-down menu A indow W 'ayersB and uncheck the bo3 ne3t to the layer name holding the ob#ects you wish to hide. . :r simply go to !wilightJs 6ender indow" and choose the pull-down menu A'ayersB and deselect the name of the layer you wish to hide by clicking the name of the layer. painting ob#ects keep in mind these important tipsC hen -. . =t is best to paint 5ront 5aces4 !ry not to paint back faces.. 8idden geometry is not processed. Avoid painting back faces because the normal for a back face will return the opposite information for materials for a bump or specular map than you want it to give. =f a group or component is painted with a color or te3ture" the 56:N! faces in that component or group will acLuire that color. Also" if a back and front face are painted" the front faceJs material will be what you will see" not the back.. !his is different from how you see the colors displayed in SketchUpJs view. !his way if you wish to hide some ob#ects *such as furniture" or &hase -+ you can create a layer *such as one called A5urnitureB or A&hase -B+. . D. =t is best to paint faces" not groups or components. Aou can control w%at is processed &rom our scene in man wa s! 1 Select an ob0ect and tell Twilig%t to render onl t%at ob0ect -. =f a )A$P face is painted with a color inside of a group or component" and the $omponent itself is painted with a different color or te3ture" the 5ace will render with the color painted on the $omponent" not the color painted on the back face inside of the component. !his will then cause !wilight to render only the selected ob#ect*s+. :b#ects on a layer that has been turned off are not processed.4.. :r go to SketchupJs %enu A(dit W 8ideB Ver. D.. !his will leave it visible in SketchUpJs scene view" but not render it. 2 ?ide an ob0ect or group inside o& 4oogle Sketc%3p' Select an ob#ect and conte3t-click *right-click+" choose A8ideB. :nly paint front faces..!age . !wilight will then ask you if you want to render only the selected ob#ect*s+. Model Processin! P&ase !he %odel &rocessing &hase happens #ust after you click the Start 6ender )utton. 1. $lick the !wilight &ower )utton to open the render dialog. 1. 2 Select the ob#ect you wish to render by itself.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . *!he )ack 5ace in SketchUp is by default a blue color.5 rev3.. =t is wise in SketchUp to draw everything on the default layer *'ayerH+. Now selecting an ob#ect*s+ in your scene you can force that ob#ect onto another layer by simply going to the 'ayersJ pull-down menu and choosing your layer *such as one called A5urnitureBB+. /. Turn o&& a la er containing ob0ects ou wis% to %ide' -. $lick AQesB. =t is the part of the rendering phase when !wilight processes all geometry" components" lighting" cameras" materials" and animation information in your scene. /. .* . So this will give confusing results in your rendering. !hen" in SketchUpJs &ull-down %enu A7iewB go to A7iewW!oolbarsW'ayersB.Reference Material Priority =n SketchUp there are so many ways you can paint things that there needs to be a priority order for rendering these materials.Date 45 o 55 . .

Affordable machines are now commercially available with -1 threads.pdates : .pdate 'ethod > 7ights4 Ca eras. 8owever" computer prices are affordable today with machines available now that have processors that utiliMe a technology called AhyperthreadingB that gives them 0 threads. =f you find you have changed geometry or materials" and they are not being updated in the rendered scene" be sure to check if this option is enabled. !his is also known as one way of handling Apro3yB ob#ects. !his speeds processing greatly on large scenes after the full model has been processed once and you are working only on modifying lights or cameras and find yourself rerendering multiple tests. Post?processin! (a%a Post?Pro6 or PP* &ost-processing is the action of editing any raw image after it has been rendered by a render engine *such as !wilight+. !hreads < Number of !hreads provided by your processor*s+ to employ in rendering the image. =t is suggested for ma3imum en#oyment of !wilight that one do research before purchasing a machine for rendering.5 rev3.a ers Reference 9 &utting 8igh-polygon ob#ects on hidden layers inside of components allows one to hide the layer while work" yet see the ob#ect when rendered.!age . See full description in the 6eference Section A&ro3y :b#ect" or" 8igh &olygon :b#ect 6endering>8andling in SketchUp. (diting the image can be done with any number of photo>image editing programs such as the free program known as !he Gimp" or the well-known &hotoshop. !o learn more about methods of &ost-pro" simply search the internet for tutorials on the sub#ect of interest. hen rendering architectural animations where the camera is the only animated ob)ect% there is no need to change this method on the Advanced Tab% simply choose &View nly' in the Animation Dialog &Type' pull(down. !his same technology even makes each thread faster than one may e3pect. Multit&readin! and Renderin! Mac&ine Recommendations !wilight will render in %ultithread mode on most indows computers running SketchUp or a virtual indows set up for %ac users. Ver. 1.Date 4" o 55 . !wilight 6ender provides several hi-Luality &ost-pro techniLue tutorials on its forum.4.Reference 7 1ested 4roups> $omponents> or )b0ects on ?idden . !wilight will by default render with the ma3imum number of threads found on the machine. !his means it is affordable to have a machine that renders with high speed using !wilight on 0 threads at a surprisingly low cost. =f so" change it to process AAllB once again. After that" each time a rendering is started" it will only change the lights and cameras" but the materials>model will be reused from the last rendering. %ultithreading means that the computer is utiliMing more than one !hread to do a task.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .B -n t%e 9d anced 0a3 ou can set t%e processing to work onl on lig%ts and cameras' Under the Content . =f you have not yet already processed the entire scene once it will automatically do so.

. Now turn visibility :55 for the layer A8igh &oly :b#ect 'ayerB using SketchUpJs 'ayer 9ialog 7isibility $heck )o3.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .$y' is a AStand =nB for something else. hen used properly" itJs animations will be automatically rendered by !wilight. !ry this workflow for working with 8igh &olygon models that will be used more than once in your model" or with any model that will be used many times and slow down your work in SketchUp. !hat component should be placed on a uniLue layer called something such as A8igh &oly :b#ect 'ayerB. Pro#y 134ect6 or6 7i!& Poly!on 134ect Renderin!/7andlin! in S%etc&<p As of !wilight version -. Set up the Animation :ptions appropriately as described in the Animation !ab section of this manual. Now $reate a bounding bo3 around that 8igh poly component and erase the faces so that there are only edge lines. !urn the edge lines into a component and place that component on a uniLue layer called something like A8igh &oly GuidelinesB Select the two components and create a new component called A%y $ombined $omponent on 'ayer H. ?im 5olM has developed it further here with dialogs and easings.SketchUpJs layers are handled on a QS= QG * hat you see is what you get+ basis. &ro3y 6endering is available in !wilight by leveraging the power of 'ayer 7isibility in SketchUp. So any layer you see turned on in your SketchUp Scene should also be what is rendered in !wilight" and vice-versa. . 1. %over.Reference Proper 9nimation )or S%etc&<p 3y Morisdo (@ Mo er>r3 9nimation Plu!in )or S%etc&<p* !his is an animation plugin for SketchUp that allows one to animate ob#ects" such as the opening of doors" or moving of an ob#ect from one place to another. Ver. 0.4. A &ro3y ob#ect in SketchUp is something you can see that represents Astands in forB something much more comple3.Date 4# o 55 . D. 1.rb provided by $%9 of the Google SketchUp !eam is even easier to use and very handy for Animating ob#ects within SketchUp for rendering with !wilight. Geometry should be drawn on 'ayer H" then select the geometry and turn it into a component. After changing a component to have itJs layers rendered whether or not they are visible" you can set it back to AnormalB by choosing the component again" 6ight-$lick" then choose !wilightW 6ender only visible 'ayers in $omponent Note that if there is a smaller component located inside the larger component *known as a AnestedB component+" this choice must be deliberately activated upon all nested componets..!age .. A &. *9o N:! hide the geometry" it will N:! render4+ !hen" select the component" one may choose A6ender all 'ayers in $omponentB from the 6ight-clickW!wilight $onte3t %enu. /. =f you have enabled the A6ender all 'ayers in $omponentB option for a component" yet something on the same layer within the component will not render" be sure to check if that ob#ect is inside of a nested component.5 rev3. -.

4.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 1. 6elated to Alpha %ask" or )ump %aps" the 6eflection %ap reacts soC )lack < No 6eflection" Gray < &ercentage of 6eflection hite < &erfect 6eflection $ombining a good reflection map with a good )ump %ap will make e3tremely photo-realistic materials.D-" -FH" . An 6G) value is written asC rgb*. !o assign a 6eflection %ap in !wilight after assigning a TemplateC -.!age . $hoose A!e3tureB under A6eflectionB %aterial slot. )rowse to and load the reflection map te3ture.Reference Re)lection Maps (Specular Map* Using a 6eflection %ap or ASpecularB %ap one can precisely control the amount of light reflected.. 5or those e3perienced with rendering" and desiring more than Specular 6eflection control via a AtrueB 6eflection map" this is available in !wilight via Perkythea %aterials. :ther related ways to modify a color in SketchUpJs material dialog are by using the $olor heel" 8'S *8ue" 'ightness" Saturation+ and 8S) *8ue" Saturation" )rightness+.1+ in !wilight dialogs.Date 4$ o 55 .5 rev3. . 6efer to the !wilight 6ender !ips" !ricks and %ore 5orum for tutorials" including a video tutorial showing how to leverage !wilight with PerkytheaJs %aterial (ditor. R=B (Red =reen Blue* 6G) are the 6ed Green and )lue values *numbers+ used in order for a color to be displayed on a computer screen. Ver.

=f using Special %aterial 'ibraries" be sure these libraries are located in a network location or are copied on all machines of all users of !wilight.)* )a* that loo0' li0e the ine '(rat(he' in br.5 rev3.ld re er to 9er0ythea8' -aterial' or. .3ml file. yo..%' button and e3port as . hen reLuired to use a library material" try to use only library materials provided with !wilightJs installation.'ing /0et(h1*8' native )aterial editor and te5t. $opy the . . =t is highly recommended to use !emplates when creating materials with special properties. $hoose SyesS when it asks to save te3tures and =(S files. 9er0ythea . will need a b.'hed -etal Te)*late to that )aterial will re'. !hey can now open the scene and hit with the loo0 o '(rat(he' 6'ee e5a)*le i)age to the le t72 to the '. Use . /o a**lying a /(rat(h -a*2 in other word' a grey'(ale i)age te5t. :pen the Scene you wish to share :pen the 6ender indow $lick the . are .'ing the 9er0ythea -aterial editor a '(rat(h )a* be(o)e' a bit )ore (o)*le5/*ower .'er' 'ho. . 1. *optional" but will make file siMe smaller+ Vip the folder and send to a friend with !wilight.)* -a*.Date 4% o 55 .'hed )etal te)*late to a (olor in /0et(h1*2 or it to loo0 3reali'ti(4 yo. 9elete the .skp file into the folder with the te3tures" =(S" and .)entation or .(h )ore reali'ti( re'. . a**ly a br.r a(e2 and then a**lying the in ). yo.Reference Scratc& Map &or Twilight Render the '(rat(h )a* i' 'i)*ly another na)e or +.%' format file. =f the library is located on the network" be sure all user copies of !wilight include that material folder location in itJs list of %aterials 9irectories.%'. E. 1.ld be (orre(tly '(aled .. D. Ver. .. Avoid using $ustom or Special material libraries. The '(rat(h-loo0ing *o'itioning tool'. hen sharing a !wilight 6ender scene with another !wilight user not on the same network or who may not have access to the . /. .4.'hed )aterial'..l.!age .ies files and te3ture files that are available on a network location" not on a local'.rther in or)ation.) and do(. S&are a 0wili!&t Render Scene wit& anot&er user2 !wilight 6ender Users on the same network should be able to open any SketchUp model and hit render.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . ?ust follow these simple guidelinesC -.=(S or te3ture files used in the scene" be sure to share all files and material libraries referenced" and follow these steps to pack everything together to shareC -.)* )a* 'ho.

• Now make sure the JAllow Sketchy&hysics to runJ button is checked. 5ollow the link above to find the latest. • Now set your base image name. • 5or a simple demonstration" add a second scene.+ • Go ahead and add a scene if you havenJt already. seconds" your frame rate is .J 5irst" youJll need Sketchy&hysics installed. 8itting any of the Sketchy&hysics buttons while rendering" or attempting to manipulate the view will cause unstable results" and may crash SketchUp. • hile using the interactive tonemapping features while rendering will work" it will only effect the currently rendered frame" so should be avoided. Ver. :pen the !wilight 6ender window. !his means you make wheels roll" blocks fall" walls break" and almost anything your imagination can come up with.5 rev3. !he default is #pg. =f not" add it in the e3act spot as the first scene. Set the appropriate e3tension for the image type. • Now set your 5rame 6ate.4. • 9o not attempt to interact with SketchUp while rendering an animation. scenes" with no scene delay and the default transition time. Go to the Animation tab. !here is a lot of functionality in there. Using !wilight" itJs easy to render great animations of your Sketchy&hysics masterpieces.Reference S%etc&yP&ysics 9nimations Sketchy&hysics is an awesome plugin for SketchUp that allows you to create scenes with physical" JnewtonianJ behavior. *=t will work with a minimum of one scene and #ust entering number of seconds of S& animation. hen your render is complete" the Sketchy&hysics ob#ects will be reset to their original locations and !wilight will notify you that it is complete. Go to the 6ender !ab • Under presets" select (3press-WAnimation-W&review :b#ect Animation • =f you want a better Luality preset" you can choose one of the others" like 'owI :b#ect Animation through 8ighI :b#ect Animation.. =tJs always recommended to set the Scene 9elay to H.D frames per second+. 5or this" youJll need multiple scenes to render any animation. 9epending on your e3perience with S&" you may need to take some time to learn how to use it. • !weak your SU animation settings to get the length of time you want. • !ake that number" and divide by the number of seconds in your render *=(.. etc. 1. • • Now hit the render button.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . • Add a solid floor • Add a sphere • %ove the sphere above the surface of the floor • Go ahead and hit the &lay button" #ust to make sure itJs working. !wilight will create a seLuence of images starting with that name" and appending numbers like HHH-" HHH. Some things to keep in mindC • Qou must check the Use Sketchy 6eplay bo3 in order to activate Sketchy 6eplay features. • Qou can cancel the animation render at any time by hitting the $ancel button in the render window. • =f you want to make sure you get your whole S& simulation" hit the Sketchy&hysics play button" and watch the status bar. EH frames" . • $hange the drop down from JNo AnimationJ to J8as Animated :b#ectsJ • Set your start time to H" and your stop time to the end of your simulation" like . 5or those of you who are unfamiliar" here is a brief Jhow to. -but=f you #ust want to run a simple test" make sure the Sketchy&hysics solids toolbar is showing. =f you want the camera view to be animated" move to a new location. !wilight will run through the animation" advancing Sketchy&hysics by one frame for each rendered frame. :nce you have your S& scene setup" hereJs what you need to doC !wilight renders animation using SketchUpJs built in animation controls.!age . =t will tell you how many frames have elapsed. hen itJs done" you can run your seLuence through your favorite video maker and voila" a great animation4 Qou can set the starting number for Sketchy&hysics frames in an animation to Sfast-forwardS or to resume previous animation render by choosing the AStarting S& 5rame TB. seconds if you only have .Date 50 o 55 .

!hatJs all there is to it. Ver. 1.5 rev3. =t should take only minutes to set up !wilight for rendering a great looking animation using the awesome features of Sketchy&hysics.Date 51 o 55 .slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .!age .4.

difficult to Luantify this because of the view>scene dependancy.. 6endering time will increase significantly for non-progressive render methods because of all the light bounces now being calculated" so start with the lowest render setting possible and work your way up when using Sky &ortals... the direction you want the light to travel from the sun and sky to get into the model.. . no curving surfaces4 No light must be able to enter from the Sun and Sky into the model from any other way e3cept through the Sky &ortal.5 rev3.. =f . 1.. /ow render settings are "ast !ecause the* tell the lights not to cast a lot o" light ra*s..4. =t is a plane that covers any opening into an interior model and acts like the door man. windows are on one wall" be sure to use a single plane to cover all . Now in SketchUpJs material editor rename the material something like SSky &ortalS Now with !wilightJs %aterial !ool apply the Sky &ortal %aterial definition from the 'ibrary called SSky &ortalS Now when rendering with any method it will be working with all light info possible from only the Sun and Sky light outside. The Sun and Sk* cast light ra*s onto *our model in a random way. that would be useful.!age .the 5ront of the 5ace pointing =N towards the inside of the model. =f only there were something that told the Sun and Sky e3actly where the openings into the model were" and acted like a Sdoor manS for the light rays saying Scome on in here" guysS. $ Sk* #ortal is &ust that. hen working properly it will take A'' rays of light from the Sun and Sky and bring them thru the SSky &ortalS • • • • • • • • %ake a face that completely covers the opening . The Sk* #ortal material is found in the ArchitecturalX!wilight %aterial 'ibrary provided with the !wilight 6ender plugin installation.'owS you will get high Luality lighting" considering how little light set up has been done.Reference S%y Portal2 the Sky Portal Material is for use on models of interiors where they rely heavily... 8owever" even if rendered with S(asy H.. :ne of the Sky &ortal materials found there will allow you to gain the benefits of the Sky &ortal while still allowing you to see the sky and ob#ects outside of the window. windows. !wo additional Sky &ortal materials can be downloaded in a special %aterial 'ibrary for 'icensed Users from the !wilight 6ender 5orum here. (asyHF would still be the render method of choice.. =f some of those rays make it through an opening and bounce around inside your model" they will light up your scene.. !herefore they will not work well for your scene attempting to light an interior with light only coming from the Sun and Sky. Ver. Ie*s to Sk* #ortals: • • • • • Use the least number of surfaces possible. )e sure the face is pointing into the model.Date 52 o 55 . )e sure the portal covers completely>intersects the window or opening. &ick any unused color in SketchUpJs material pallette and paint the 5ront of the face of that Sky &ortal &lane. not a crack of light may enter the opening without first going through the portal. or are lit only using Sun and Sky.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . $onversely" render times for (asyHF or -H may actually decrease. the fewer portals the better>faster. 8igher render settings are reLuired" so that more rays are cast" and therefore" hopefully" more of these random light rays make it in through the openings into the interior of the model.

Date 53 o 55 .5 rev3..!age . =f different rotation needed" 6otate Sky with 6otation Slider on Sun G Sky :ptions !ab as desired and re-render. hide your model" *ctrl-A to select all then (ditWhide selected+ /.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . go to the scene you want to preview . 6ender. (ither way" it will contribute light to the rendering. 0&emes )or 0wili!&t <ser -nter)ace 8ere are samples of the available themes and how they will appear on a system using indows . !his image may be a 8igh 9ynamic 6ange image" or may only be a . An 896 will contribute a lot more light than a . hen in any camera view in SketchUp activate !wo-&oint &erspective via the $ameraW!wo&oint &erspective menu option. !ypically with 896 lighting" it is best to disable the sun. =s there a way to know how the sky will look in the render" like a SpreviewS2 -.&.. load sky via Sun G Sky :ptions !ab .#pg format image.4. 0wo?Point Perspecti e (2?Point Perspecti e* !wo-&oint &erspective is a camera mode in SketchUp that forces all verticals in a scene to be truly vertical. !wilight will only render the !wo-&oint &erspective if it has N:! been panned or otherwise manipulated after activating the feature from the SketchUp $amera %enu.#pg format. 1. $hange the theme using the 9ialogs tab in !he !wilight :ptions 9ialog.Reference Sp&erical S%y (S%ies* Bac%!round A Spherical Sky )ackground is an image that is made especially to be used for surrounding your model inside a seamless AsphereB that looks like a sky or like a sky and ground. Ver. choose S(asy H0S render setting D.

5ind a file called SApp9ataR!wilightS on your computerC !his can be found on indows Systems in a path something like C *you will need to enable the viewing of hidden folders in indowJs 5older :ptions4+ • • • • ....!wilight6ender. %ake sure to allow it to install everything it asks to install. not uninstall any e3tra mat packs you installed yourself. 0. F. -1. -. 9elete that file if itJs still there. *select all and $!6'-$+ now navigate to the &lugins)AP folder now $!6'-7 paste in all the new !wilight &lugin SstuffS into the &lugins)AP folder. -" *ou have the %rgani3er Script plugin. -D.. open indows (3plorer. -H. !e sure to exclude TW-/-@0T !* adding it to the exclusion text "ile . --.Date 54 o 55 . 'ook in the &lugins folder and verify that the A!wilightB 5older has been completely deleted.&C $CR9ocuments and SettingsR$ustomerRApplication 9ataR!wilightR 7istaC $CR9ocuments and SettingsRUserRApplication 9ataR!wilightR or $CRUsersRUsernameRApp9ataR6oamingR!wilight indows EC $CRUsersRQourXnameRApp9ataR6oamingR!wilightR . :pen scene and try rendering.-F. -. Reinstallation o& Twilig%t Render! -. *including e3tra windows libraries+ Now :pen SketchUp. S$CR&rogram 5iles *301+RGoogleRGoogle SketchUp ER&luginsRuninsHHH..5 rev3. 7erify there is no crashing.4. *$CR&rogram 5iles *301+RGoogleRGoogle SketchUp ER&lugins)AP+ =f it asks if you want to replace anything be sure to choose AQesB..Reference <ninstall/Reinstall 0wili!&t Render )e sure you have your original license email if you are upgrading a version after vH.. $lose>6eopen SketchUp and =nstall the license via the :ptions 9ialog in !wilight 6ender..RGoogle SketchUp ER&lugins+ 6(NA%( the folder from S&lugins)APS to be S&luginsS *.5+%R5 %#5 . . ! ' likely will ... /.. *. *#ust in case" this may be an unnecessary step.. copy the contents of the &lugins folder. D.@ SI5TC0U#. .e3eS Uninstall should now be complete.. E..e3e installation file.RGoogle SketchUp ER&lugins)APW&lugins+ $opy your %aterials from your backup place wherever you saved them" and put them in the new fresh clean %aterials folder found in &luginsR!wilightR%aterials. Ver. . Now to verify the uninstall.. $opy your !wilight %aterials folder to a safe place as a backup.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 .. ork a while" make sure everything is working well. 6un the . *your version number is in the !wilight :ptions dialog + !he email contains the te3t you will need to paste in after reinstallation. 1. 6estart your machine 6ename your SketchUp S&luginsS folder to S&lugins)APS *$CR&rogram 5iles *301+RGoogleRGoogle SketchUp ER&lugins)AP+ $reate a new folder called S&luginsS *$CR&rogram 5iles *301+RGoogleRGoogle SketchUp ER&lugins+ 9ownload fresh>latest version of !wilight from httpCRRwww.+ S$CR&rogram 5iles *301+RGoogleRGoogle SketchUp ER&luginsR!wilightR%aterialsS find this file on your machine and double click it.. =f you can now see the new files are added to that folder" delete the folder called S&luginsS.. Qou should have only the basic SU tools &'US the !wilight !oolbar should appear. -.!age .. -/. -E. 1.

Contri!uting $rtists %aterial 'ibraries are used and distributed with permission from their authors. A special Athank youB goes to =oannis &antaMopoulos" who has given so much rendering power and en#oyment so generously to so many people for so many years.HH0 6ender (ngine.Date 55 o 55 . !hank you for your generosity and creativity4 5or access to many more great material libraries that are compatible with !wilight 6ender" please refer to the Perkythea ebsite. Ver. Special Thanks A special thanks to Iim +rederik) Miguel /escano Corne&o) and #entti /ahdenperJ for their steadfast selfless contribution to the !wilight 6ender community and the continued improvement and development of the !wilight 6ender &lugin for Google SketchUp.5 rev3. Perkythea has Luietly been the render engine of choice for professionals" students" and hobbyists around the world for many years.!age . Now !wilight allows anyone using Google SketchUp" from the e3treme novice to the hi-end professional rendering specialist easy access to the world-renowned Perkythea from within Google SketchUp.slf Back to Top © Twilight Render 2010 by: Twilight Render 10/20/10 . 5or Luestions regarding Perkythea and its usage" please refer to the Perkythea ebsite.4. !heir knowledge" insight" and friendship is invaluable.'redits Credits !wilight 6ender is built on the e3ceptional Luality of the Perkythea (cho . $laudio &ilustrelli" &atrick Nieborg" Ale3andre %ur. 1.

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