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V-RAY FOR
SKETCHUP 
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TEXTBOOK. 

1 Textbook by Moshe Shemesh. Architect  


■ V-Ray Licensed Instructor ■ © All Rights Reserved ■ Edition 071
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Globus. Vegetation by GlobePlants, Boulders and scattering by Skatter. 

Copyright © Moshe Shemesh 

All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means 
whatsoever without express written permission from the author, except in the case of brief quotations (up to 
50 words) embodied in critical articles and reviews. Please refer all pertinent questions to the publisher.  

To request permission, contact the publisher at moshe@vfsbook.com 


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First edition: July 2020 
Current edition: 071 

Edited by Moshe Shemesh 


Cover art by Moshe Shemesh 
Layout by Moshe Shemesh 
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Technical Writing by Jacob Gries 


Translation: Ohad Yadai 
Photographs/Images/Renders by Moshe Shemesh and respective owners 
Not an official Chaos Group literature 

Published by Moshe Shemesh 

Moshe Shemesh, Architect 


Rupin St 
Herzliya, IL 46398 

vfsBook.com 

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Introduction 
In this book, we’re going to keep pace on two parallel paths: technical knowledge and 
artistic development. 

Technical knowledge will allow us to better control the V-Ray for SketchUp toolset and 
settings, while also understanding certain real-world processes, such as photography 
optics and the physics of different materials. This is a fundamental and essential piece, 
however, since this style of learning is mostly technical, it’s relatively easy to learn. 

When it comes to artistic development, we’ll focus on subjective topics, like the principles 
of photography and visual arts. Through this focus, we will offer techniques for emerging 

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artists to develop their creative style, while also enhancing their design and criticism 
capabilities.

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Quick and E cient Knowledge Base 
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This is our graph for the immediate future. The graph shows two knowledge accumulation 
curves: One with the knowledge in the V-Ray textbook for SketchUp and one without it.  

The textbook's guiding principle is to minimize the V-Ray learning phase. Additionally, 
through this book, we’ll learn about the most efficient rendering methodology within 
SketchUp in a relatively short period of time, while also maximizing the efficiency of the 
features in the new version. 

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As part of the V-Ray ecosystem, I established the official V-Ray Training Center with my 
V-Ray team. This textbook was written by a V-Ray Licensed Instructor, licensed by CHAOS
GROUP and meets all requirements. 

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Among other things, the Center serves as the Authorized Certification Center to train 
visual artists for a V-Ray Licensed Professional Certificate, through which an online exam 
and certification application can be submitted. Graduates of our course are eligible to 
take the qualification exam through Chaos Group. 
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In establishing the official training center, I passed the certification exam with honors. The 
exam tests for knowledge, experience and technical skill, all of which we will use to solve 
issues in V-Ray for SketchUp. 

Today, I am proud to serve as the head of training as a qualified V-Ray Licensed 


instructor. 

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SO What’s on 
the Menu? 
There’s lots of material waiting for us in the V-Ray textbook for SketchUp! 

The book is divided into several different sections that will enhance our overall V-Ray 

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rendering knowledge and skills. 

Chapter One: Get Started 


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We’ll start at record speed, and will only increase our pace from there! By simply starting 
this book, we’re taking a brave step, one that will lead us down a fascinating path that 
begins right now. 

Chapter Two: Composition and Photography 


First and foremost, we must slip on our photographer's hat. This will allow us to 
experience an intriguing journey through the world of photography, as observed through 
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the V-Ray lens. 

Chapter Three: Illuminate the Scene 


Whether it's daylight, sunset, dusk, or just artificial lighting from indoor space, one of the 
main pillars of a photorealistic render is a space’s lighting. It will always have a decisive 
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influence on the final render.  

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Chapter Four: Materials 


By actually examining different objects, we can learn, specifically, about how the light 
works, the reflective properties of certain surfaces, and how everything works together. 
Through this study of materials, we can really learn how real-world physics and optics 
work.  

Chapter Five: Advanced Geometric Elements 


In this chapter, we will take a look at some of the expert tools within V-Ray for SketchUp. 

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Chapter Six: Finalize and Post-Production 
The final chapter will mainly touch on the photorealistic render production process phase. 
We’ll try to answer any remaining questions in this chapter, while also shedding light on 

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the post-render digital image processing process, also referred to as post-production. 

Let’s do this! 
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Forest Retreat by Moshe Shemesh. HDRI by Noemotion (check it out in our resources webpage). 

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TABLE OF 
 

CONTENTS 

Tip 

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It’s super easy to navigate through the whole document using the 
search feature in Adobe PDF Reader. Just click on any hyperlink to get 
to the content desired. 

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These are the main segments of the book’s structure: 

Introduction > 
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Chapter One: Get Started > 

Chapter Two: Composition and Photography > 


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Chapter Three: Illuminate the Scene > 

Chapter Four: Materials > 

Chapter Five: Advanced Geometric Elements > 

Chapter Six: Finalize and Post-Production > 

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Let’s Talk 
Content 
Quick and Efficient Knowledge Base 
About the Author 
What Are the Basic Requirements Before We Start? 

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What are the technical (hardware) requirements? 
Supplementary Materials and Sources 
What should we expect to get from this textbook? 
How We Will Use the Book 

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External Sources 
What do we get with this textbook? 
Let your curiosity flow! 
Download and Install V-Ray 
Initial Settings 
GPU Render Setup 
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What Are the Basic Requirements Before We Start? 


1. We’ll need basic SketchUp skills. However, I always recommend having the
knowledge of advanced modeling techniques, including handling, and also 
mapping materials on curved faces and surfaces. 

2. Photoshop knowledge isn't mandatory, but it can be a significant advantage.


Editing in 2D before and after the render is an important step, and a huge 
advantage when creating the render, as it affords us more creative freedom. 

3. How to work with plugins, and how to install and operate.

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4. Knowledge of 3ds Max, Autocad, Revit, or other 3D software is considered an
advantage. 

5. Last, but certainly not least, we must possess the curiosity to explore, study and
trace real-world processes and phenomena! 😊 

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Welcome to 
the World of 
V-Ray!

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Before we get started, we need a few things 

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A large, wide screen. 
An up-to-date version of  A comfortable mouse  (Maybe two or more LED 
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V-Ray. This can be with a scrolling wheel.  23-inch screens.) A 16:9
downloaded from  This is a must! It will  Ratio is recommended.  
www.chaosgroup.com  enable efficient 
navigation within a 
model. 
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Motivation is 
essential! 

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Begins 

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Download and Install V-Ray 
Either install SketchUp or ensure that you have a version of SketchUp that supports 
V-Ray. Download and installation includes a few simple steps:

1. Go to Chaosgroup.com, then to the ‘Downloads’ area.


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2. If you’re an existing user, you’ll be prompted to login. If not, create a new account.

3. Go to the ‘Trials’ section and start the trial version of V-Ray for SketchUp.

4. After the trial period starts, go back to the Downloads area, then download the
latest compatible version of V-Ray as a trial. 
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5. Once you’ve successfully downloaded the version for SketchUp, save it to the
computer in a known location. Click on the installation file and go through all the 
installation steps. The installation will also install additional software that is 
required to run this specific software. 

6. After the installation process is successfully completed, you can launch SketchUp.
The new V-Ray toolbar will appear immediately after it opens. 

The trial version will be valid for 30 days after the installation date. 

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Remember: Perfectly synchronizing these three elements will 


ensure a successfully balanced and realistic rendering. 

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Lighting is a decisive factor, as it affects the 3D scene’s entire environment. Certain light 
reflections, color delivery, and scene visibility will all be directly influenced by the setting 
and, more specifically, by how much natural and artificial global lighting is in the scene. 
How many times have you said to yourself: "Wow, what dramatic lighting!" But that's 
exactly it! In order to place lighting elements in a scene, we must understand real-world 
lighting. We also need to be meticulous with our planning. 

Both materials and texture mapping are very important elements when creating a 
photorealistic render. Each material has its own DNA, a set of different properties that 
emanate from the imitation of a given real-world material. Correct, accurate mapping, 
combined with the geometric object on which it is applied, will offer us a true, reliable 
understanding of the real-world material we want to emulate. 

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The new version of V-Ray NEXT for SketchUp possesses a more interactive interface than 
ever before. The V-Ray interface is built in SketchUp, meaning we don’t need to use other 
software to render our model. With V-Ray for SketchUp, V-Ray is a plugin, which allows 
us to render away and get real-time results inside SketchUp. 

In the latest version, Chaos Group engineers have done an amazing job presenting a 
brand new interface. V-Ray now displays an all-in-one window with all the resources we 
need: settings, materials, lighting, special geometric elements and the V-Ray Frame 
Buffer. There’s also a default menu, under the extensions menu and the right-click 
context tools. 

In V-Ray for SketchUp, there are few toolbars that can be docked as much as this 
SketchUp toolbar. 

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This is how SketchUp looks when V-Ray is in rendering interactive mode: 

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Tip: If we hover over any tool in 


SketchUp, we'll get quick information 
about it! We can use this feature in the 
beginning, and while attempting to 
memorize the tools we’ll use in the 
rendering process. 

If we look at the new toolbars together, we can do a quick overview of the new 
commands and the new V-Ray interface. Currently, V-Ray consists of four different 
toolbars, each with different types of controllers. At first glance, we can probably guess 

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Changing the UI Brightness 


These days, most software allow the user the ability to change the color of the UI to a 
dark or bright color scheme. We can do this in the software menu below: 

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If you don’t have access to this option, you need to download and install the latest 
version. 

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V-Ray Render Engine(s)


Now let's get a bit technical. At the start of our last practice, I tried to answer this 
question: Which render engine should we choose? The answer is a bit inconclusive, 
however, in this lesson, I’ll try to explain the essence of using different render engines 
according to the hardware installed on our machines (PC or Mac). 

The V-Ray render engines derive their computing power from two components that 
commonly exist on our high-end computers: the central processor and the graphics card 
processor. 

The central processor, or CPU, is installed on every computer. The other is the graphics 

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processor or video card. As V-Ray users, we’re considered to be very demanding 
hardware consumers. Therefore, computers designed for rendering, gaming, animation or 
video editing will often have a high-end, standalone video card, complemented with 
high-end CPU and powerful RAM (memory). 

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It’s important to remember that there are some machines that don’t have a GPU installed. 
It’s better to have one, but it isn’t mandatory, like the CPU. 

So this is how it really looks, in both the V-Ray UI and in real life: 
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Let's Learn 
about 
resolution 

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We’ll often find ourselves producing renders using different software. 

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The graphic output will be produced for different purposes, whether for web presentation 
or print, and the rules will stay the same, no matter the software. 
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Click Ctrl + to zoom in on the image above, to see individual pixels. 

With this information, we can adjust the render resolution for a specific purpose and 
enjoy an efficient render that fits that purpose. This way we can help define the final 
output of a render, and exactly how many pixels to use. 

In this lesson, we will learn how to determine the render resolution based on the final 
product. 

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In the following comparison, we can clearly see the differences, and the result, after 

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noise-cleaning. 
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From this point of view, there aren’t too many important or small details, making this a 
great example of a high-quality, noise-reduction operation. The clear differences 
between the two images mean that the denoiser has proven to be very effective, 
especially in areas with plain surfaces, which commonly exist in architectural spaces and 
interior visualizations. 


Important Topic 

V-Ray has to work 3-7 times harder (in terms of time expenditure)
than it normally would for us to achieve the same noise-cancelling 
results that we get when using the denoiser. 

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Before we begin, we need to distinguish between three basic concepts: 

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Perspective: This is the sense of depth in the image, or the depth perception, 
represented by how we notice differences with distance in a 2D image. We’ll also learn 
about depth of field. 
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Composition: This term refers to the way objects are organized in the image area, 
including what is included in the photograph and what gets left out, where the most 
important objects are placed, and so on. 

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Below is an example of two point perspective by the 3D artist David Brufau. (Note: The 
left vanishing point disappears out of the frame, which is not necessarily a bad 
thing!) Vanishing points reveal the height of the horizon line, which we will expand on 
later. In an architectural render, we mostly want to stick to Two Point Perspective. In 
Brufau’s render, the vertical lines are parallel to the frame (the green lines marked Z). 

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We also need to take a look at an interior render with a single-vanishing perspective. The 
single vanishing point here is at the center of the composition. In this image, the 
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perspective is maintained, as all the vertical lines (Z) are parallel to the frame: 
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Artwork by David Brufau / dBrenders 

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downloaded from hdrihaven.com. I decided to leave the TV and window material, to add 
some details to the clay render. 

Here is another example of a clay render, where we excluded several materials (the top 
image has been captured before excluding them): 

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Without Override Materials: 
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Gray Override Material Color (227,227,227 = RGB) on everything in the model except the 
glass and window materials.  

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One of the most spectacular visualization methods is a twilight shooting method. With it, 
we can produce the sunset at dusk, with a still-dim and bluish environment and artificial 
light emerging from the interior space. With this type of light strategy, we’re always 
looking for suitable HDRI lighting and proper V-Ray lighting and lighting fixtures. 

The above example combines evening light conditions, through a combination of low-lit 
HDRI illumination and artificial lighting fixtures, in the streetlights and on the inside of the 
building. 
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Artificial 
Sub-Chapter 

Lighting 
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Final Exercise of the Artificial Lighting Chapter 
At this point, we’ve reviewed each lighting element and their unique characteristics in our 
models, so the only thing left to do is practice using all of our lighting elements. 

The above example contains a kitchen scene and a small dining area, which offers plenty 
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of design opportunities with our lighting elements. We already know that each lighting 
element brings its own kind of illumination, creating a pleasant atmosphere in our scene. 
Point lighting illuminates a specific spot, creating a sharper, more precise shade. Surface 
lighting, on the other hand, delicately illuminates and blurs our space, creating blurred 
shadows. 

This example displays a balance between the photographic value (EV = 8) and the other 
lighting intensities and shades. Feel free to use different lighting shades with each body, 
to demonstrate diversity. 

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Materials: Introduction 
We’ve already learned about the three core elements of a successful render: lighting, 
photography and materials. 

Implementing materials with high-quality settings is particularly important, as is mapping 


such materials onto geometry. In SketchUp, we can apply and map materials, however, 
there are some limitations, which is why we also use V-Ray. 

In this chapter, we’ll check on some of SketchUp’s features, and will see how V-Ray can 
significantly upgrade SketchUp’s elementary materials properties. 

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Let’s start with a comparison between SketchUp and V-Ray 

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The above screenshot is of the SketchUp UI material window, displaying the simple 
interface, with no advanced features or realistic material features. In the expanded V-Ray 
material window, we can see the list of materials in our scene. (We can expand the 
window by clicking the arrow in the center of the window. We will then be able to see 
more details about the selected material.) 

The difference between SketchUp and V-Ray is similar to the difference between an 
illustration and reality. With V-Ray's material interface, we are able to create a realistic 
imitation of a real-world reality, with a lot of different possibilities. V-Ray can calculate 

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Plugin Recommendation 

Round Corners 
We know by now how important our painted (with texture, shade or complex V-Ray 
material) geometric element is. 

Now, I’m going to introduce an important plug-in: Round Corners. This plug-in was 
created by the almighty Fredo. 
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But why is it even important to round these corners? Obviously, we want to round all the 
geometric corners. Allow me to explain: Look around, at keyboard keys, at the round 
corners of the keys from up close, at the round corners of the screen. See? There are so 
many rounded corners in the real world and, except for a razor-sharp knife, there are 
really no sharp corners at all! Everything around us is circular, or rounded. 
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Taking this into consideration, when we design orthogonal boxes in SketchUp, we always 
want to round the corners, ensuring minimal separation before our final render. By 
rounding the corners, we get a realistic-looking image, successfully imitating real-world 
elements. Now for the demos and graphics. 

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Exercise 

We can find the Geometry Importance_Round Corners model in the 


Chapter 4 practice folder. 

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After we’ve placed all the trees, 
we can see a composite list of all 
the imported elements in the 
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geometry tab in the V-Ray 
Resource window. 

At this point we should name 


each of them, to differentiate 
between them (for example, 
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differentiating between a tree 


and a bush).  

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What else can we do with V-Ray Fur? 

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Length = 30  Length = 30 
Gravity = 5  Gravity = 1 
Resembles a lawn that has been walked  Resembles a more natural looking lawn 

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The iconic look: Noodle-shaped grass  A field with tall, hard grass 
Length = 50  Length = 50  
Thickness = 0.5  Thickness = 0.5 
Gravity = 1  Gravity = 1 
Bend = 0.2 (fur curl)  Bend = 0.2 (fur curl) 
Clicker = 0.1 (starts thick and ends thick,  Clicker = 0.9 (starts thick, ends sharp) 
looking like a noodle)  Distribution → Per Area = 0.05 
Distribution → Per Area = 0.05 

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Artwork by Piotr Zieliński 

Post- 
Chapter Six 

Production 
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In this final chapter, we’ll learn about the photorealistic render post-production process 
phase. At this point, we already know how to paint elements, illuminate scenes, choose 
compositions and take amazing photos! 

But what do we do after creating our image? What do professional photographers 


do? 

We’ll try to answer these questions throughout this last chapter, while shedding light on 
the process of 2D digital image processing. 

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Placing a Background in a Render 


While creating our render, we aspire to create an imitation of the real world. 

One of the crucial elements of a render’s composition is its background, often viewed 
from the horizon, or through a window or opening. A render’s background directly affects 
its environment, as it can determine the render’s ultimate background space, so it’s very 
important to pick a suitable background image. (We can also choose to keep the HDRI 
image that covers the whole scene with light and background features.) 

Remember the lesson where we used adaptive dome light to illuminate a model? We 
incorporated an HDRI image, and saw how when we illuminated the model with a sphere, 

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the sphere appeared in the background, creating a holistic image. 

For example, if we want to place a background that will be reflected through the openings 
in an interior scene, we can use a painted curved wall, and we can position it according to 
the horizon line and its projected height, as this is the easiest, most common method. 

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Another example: If we take a picture of a high-rise apartment in Manhattan, we’ll be 
able to see a few things through the window, including the roofs of several other 
buildings, different skyscrapers and the ocean (the horizon). 
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An example of placing a slightly burnt background image that matches the general 
render’s color scheme and perspective. Render by David Brufau/dBRender. 

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Volumetric E ects 
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V-Ray’s Volumetric Environment Settings


In the real world, we often witness changes in the climate around us, especially in the 
early morning, late afternoon, in the winter, or at the peak of a high mountain. Light rays 
pass through particles in the air, and the more compressed the particles are, the less 
visible the horizon will be. 

The photo above is of a coastline, taken from an airplane shortly after take-off. But the 
really interesting part of this picture is the atmospheric effect. The more we look away 
from the point at which the photo was taken, the more we’ll be looking through particles 
in the air, which ultimately will disappear into the white horizon. (Note: This isn’t fog, it’s 
an atmospheric layer.) 

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Rendering a 360-Degree, Panoramic Image 
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With a 360-degree render, we perform a full spatial render of all the space in a given 
scene, from every direction, from a specific point in the space. 

Before we begin this lesson, we need to ensure that all the space in our environment is 
well designed. 

In this lesson, we’ll learn how to go through a virtual tour of a typical apartment. We’ll 
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view the entire model from one specific point and will create a realistic render, then we’ll 
upload the rendered image to some common third-party interfaces where we can get an 
interactive view, and can share it with customers and colleagues. 

Let’s do this! 

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Exercise 

Open the H Apartment by Moshe_360 practice file from the 


corresponding chapter folder. 

402 Textbook by Moshe Shemesh. Architect  


■ V-Ray Licensed Instructor ■ © All Rights Reserved ■ Edition 071
V-Ray for SketchUp Textbook ■ Learn Create Inspire ■ vfsBook.com ■ Resources ■ Table of Contents 

Pack Project  
There is a great feature that lets us pack a whole scene with all of its resources, including 
the model, the materials, the settings, the HDRI files and more. 

The Pack Project feature offers several advantages. It not only provides a full, periodic 
backup of a scene we worked very hard on, but also the ability to pack a full scene that 
we can share with friends. By packing a project, we can also pack all the materials in a 
scene, creating a nice catalogue of materials. There are countless other advantages as 
well. 

E
We can perform this process with 
a fairly simple command: 

Extensions → V-Ray → Pack 


Project. 
PL
When the process is complete, 
V-Ray will create an archive file
that contains all the files that will 
be ready to share, or just to 
backup. 
M


Tip 

I recommend using the Pack Project command every time we finish a 


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project, to safely archive it. 

We already learned that our scene loads all kinds of asset files from 
our local computer, and this could go wrong when we, for example, 
buy a new computer, which will create new paths for everything. 

If any of the files saved in our scene get lost off their path, they won’t 
load in the future. This means that we’ll have to relocate everything, 
which can be very time-consuming. 

By exporting and packing a whole scene, we’ll make it far easier to 
save, backup and use in the future. 

417 Textbook by Moshe Shemesh. Architect  


■ V-Ray Licensed Instructor ■ © All Rights Reserved ■ Edition 071
V-Ray for SketchUp Textbook ■ Learn Create Inspire ■ vfsBook.com ■ Resources ■ Table of Contents 

10 Rules for an Awesome Render 


Let’s wrap things up with a nice 10-rule list that is worth revisiting during every stage of 
the rendering process. 

I’ve listed a few rules or tips that will help us create the best possible render. I’ve created 
these rules and laws from years of training, working on projects and teaching my valuable 
knowledge. 

Use the image to tell a story. 


We can do this by using a radical angle, and by positioning people and 

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characters. Our image will be much more interesting if it presents an 
intriguing situation. 

PL Exhaust all of SketchUp's capabilities (photography, style, FOV). 


If we start to feel like SketchUp isn't offering us enough capabilities, we 
can begin to utilize V-Ray and its immense rendering capabilities. 

Always (and I mean always!) use an interactive render to get 


started. 
The Interactive Render is our best friend, and a best friend who can 
save us a lot of hours by making quick, meaningful decisions. 
M
Always compare sketch renders from the history tab. 
We can learn so much by looking at our renders side by side. (This is 
especially important in the early stages of the learning process.) It’s 
SA

incredible how much we can improve just by comparing different 


renders.  

Invest in high-resolution, dominating textures. 


Sometimes we can forget that the predominant texture in our render is 
an old, dusty SketchUp material. Look for some high-quality textures 
and maps, so that the materials will be realistic, especially when it 
covers a lot of the composition, and also if it’s close to the camera. 

418 Textbook by Moshe Shemesh. Architect  


■ V-Ray Licensed Instructor ■ © All Rights Reserved ■ Edition 071
V-Ray for SketchUp Textbook ■ Learn Create Inspire ■ vfsBook.com ■ Resources ■ Table of Contents 

E
PL Copyright © Moshe Shemesh 

All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means 
whatsoever without express written permission from the author, except in the case of brief quotations (up to 
50 words) embodied in critical articles and reviews. Please refer all pertinent questions to the publisher.  

To request permission, contact the publisher at moshe@vfsbook.com 


M
First edition: July 2020 

Edited by Moshe Shemesh 


Cover art by Moshe Shemesh 
Layout by Moshe Shemesh 
Technical Writing by Jacob Gries 
Translation: Ohad Yadai 
SA

Photographs/Images/Renders by Moshe Shemesh and respective owners 


Not an official Chaos Group literature 

Published by Moshe Shemesh 

Moshe Shemesh, Architect 


Rupin St 
Herzliya, IL 46398 

vfsBook.com 

424 Textbook by Moshe Shemesh. Architect  


■ V-Ray Licensed Instructor ■ © All Rights Reserved ■ Edition 071

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