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DANIEL TAL, RLA, is a licensed landscape architect who has been working in the architecture and site design industry since 1998. He freelances on a range of projects and consults on technology education and software development. As a SketchUp specialist, he conducts workshops and seminars on 3D modeling, consults on SketchUp-related tools, and beta tests future software releases to ensure that new developments meet the needs of professionals. He is also the author of SketchUp for Site Design and on occasion writes articles for Landscape Architecture magazine.
Acknowledgments
Part 1: Overview and Concepts
Chapter 1 - Introduction to Rendering in SketchUp
Chapter 2 - Accompanying Chapters and Book Outline
Accompanying IRP Chapters – Free ONLINE CHAPTERS
Chapter 3 - Rendering Process Overview
Step 1 - SketchUp Modeling
Step 2 - Iterative Rendering Process
Chapter 4- How Rendering Works and Computer Specifications
Chapter 5 - Learning To Look & Definitions
Rendering as an Art Form
Part 2 - Textures
Chapter 6 – Textures Overview
The Texturing Process
General Considerations
Texture Image Formats
Chapter 7 - Texture Library
CG Textures.com
Choosing and Downloading Textures
Saving a Texture Library
Searching CG Textures
Linking the Texture Library
Chapter 8 – SketchUp Texture Tools
Macintosh Texture Tools - Accompanying chapter
Texture Tasks
Introducing the Texture Tools
Paint Bucket Tool
Styles Menu
Position Texture - Right-Click Context Menu
Chapter 9 – The 3-As of Texturing: Apply, Assess & Adjust
The 3-As are:
APPLY
Assess and Adjust
Texture Tips
Chapter 10 - Editing Textures in External Photo Editor
Linking Editor to SketchUp
How it works: Launching + Editing + Saving
Typical Alterations
Part 3 - Modeling Detail
Chapter 11 - Modeling Detail Overview
Method Goal
Methods
Chapter 12 - Detailing Tools
Component Library
Component Browser
Layers
SketchUp Scene Menu
Camera Tools
Chapter 13 - Components = Detail
What Is Component Detail
Pre-Made Components and Textures
Component Detail Types
Premade Component Websites
Chapter 14 - Model Organization
What is a Large Model
Layering Strategy
Layer Conventions by Model Typology
Controlling Layers with Scenes
When Layers should be Off or On
What happens if you skip this method and chapter
Part 4 - Scene Composition and Shadows
Chapter 15 - Camera Views - Scenes, Composition and Backdrops
Save Camera Scenes
Composition
Backdrops
Chapter 16 - Advanced Detailing
Texture Modeling
Ruby Scripts for Detailing
Chapter 17 - Shadow Menu
SketchUp Shadow Menu
Solar North
Working with Shadows
Chapter 18 - Composing Light
Composing Light Tools
Composing Light Strategies
Composing Process
Part 5 - Iterative Rendering Process
Chapter 19 - Rendering Overview
IRP Universal Features
Custom Features
Chapter 20 - Iterative Rendering Process
Step 1 - Add Initial Values
Step 2 - Draft to Final Render
Simulated Light Drafts to Final Process
Chapter 21- Texture Values
Bump Values
Surface Condition and Surface Reflection
Transparency
Texture Categories
Trouble Shooting Textures
Chapter 22 - Image Resolution
What is Resolution
Determining DPI
Chapter 23 - Exterior Lighting
Physical Sky - SketchUp Shadows
Image Based Lighting (IBL and HDRI)
Exposure / Gamma / Intensity
Chapter 24 - Simulated Lighting
Universal Approach
Types of Lighting
Placing and Editing Lights
Render Times
General Simulated Light Strategies
Part 6 - Shaderlight by ARVPS - Integrated Rendering Program
Chapter 25 - Introduction to Shaderlight
Menu Overview
Special Features
Chapter 26 - Shaderlight Iterative Rendering Settings
Render Settings Menu
Dynamic Preview and Saving
Draft to Final Settings
Chapter 27 - Shaderlight Texture Settings
How To Apply Values
Texture Value Descriptions
Bump
Type and Finish
Transparent, Translucent and Self Illuminating
Texture Settings by Category
Glass and Water Material Values
Chapter 28 - Exterior Lighting & Backdrops
Overview
SketchUp Dark Slider
Physical Sky
HDRI Lighting
Background and Backdrops
Chapter 29 - Shaderlight Simulated Lighting
Shaderlight Lighting Options
Light Editor
Shaderlight Render Settings
Quality Settings
Lighting Settings
Chapter 30 - Shaderlight Special Features
Batch Rendering
ReplaceMe
Chalk Rendering
Part 7 - Post Production Process in Photoshop
Chapter 31 – Post Production Effects
Method and Term Overview
Light and Color
Effects
Chapter 32 – Detailed Post Production
Realistic Vegetation
Architecture Photo Placement
Backgrounds / Backdrops
Water Fountains and Pools
Part 8 - Anatomy of a Rendering
Chapter 33 - Anatomy of a Rendering
Chapter relationships
The Base Model
Solid Color to Surfaces
Base Model Extrusion
Solid Colors Swapped with Textures
Chapter 34 - Anatomy of a Rendering: Building Detail
Chapter 35 - Anatomy of a Rendering: Interior Detail
Interior BASE Model
Interior Detailing
Chapter 36 - Anatomy of a Rendering: Site Detail
Chapter 37 - Anatomy of a Rendering: Scenes
Cleaning Up the Layer List
OFF / ON Scenes
Specific Control Scenes
Camera View Scenes
Chapter 38 - Anatomy of a Rendering: Setting Light with Shadows
Chapter 39 - Anatomy of a Rendering: Iterative Rendering Process Exterior Scenes
Chapter 40 - Anatomy of a Rendering: Iterative Rendering Process Interior ScenesChapter 41 - Anatomy of a Rendering: Post Production of Exterior Scene
Index
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.