Rendering in Sketchup : From Modeling to Presentation for Architecture, Landscape Architecture and Interior Design

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  • Format: Paperback
  • Copyright: 2013-03-25
  • Publisher: Wiley

Note: Supplemental materials are not guaranteed with Rental or Used book purchases.

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Supplemental Materials

What is included with this book?


A must-have guide for architects and other professionals who use SketchUp in their modeling Building on the skills introduced in his previous book, Google SketchUp for Site Design, Daniel Tal uses Google SketchUp Advanced Modeling Handbook to instruct readers in intermediate and advanced modeling techniques and methods. Some of the key topics covered include Organic Modeling, Process Modeling, and Ruby Scripts. Readers will learn how to apply these modeling methods to both architectural models and digital elevation/ terrain models. Rich diagrams and images and sequential tutorials will allow readers to master the concepts and methods presented and apply them to their own models. Online tutorial videos and downloadable tutorial models from 3D Warehouse will also be available.

Author Biography

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.

Table of Contents


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


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:


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


Chapter 12 - Detailing Tools

Component Library

Component Browser


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



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


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


Type and Finish

Transparent, Translucent and Self Illuminating

Texture Settings by Category

Glass and Water Material Values

Chapter 28 - Exterior Lighting & Backdrops


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


Chalk Rendering

Part 7 - Post Production Process in Photoshop

Chapter 31 – Post Production Effects

Method and Term Overview

Light and Color


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


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