Interior modelling quality issue

Raylectron (https://Raylectron.com) is a 3D rendering engine for Trimble Sketchup (https://sketchup.com)
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GateGirl86
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Interior modelling quality issue

Post by GateGirl86 »

I'm not sure what I did wrong, or if its the lack of power in my computer? But I don't seem to be able to generate interior renders as well as exteriors. And this one I left overnight. (10+ hours).

You'll notice the floor reflection is grainy and the windows at back are in fact stained glass of various colours.
Atlantis+gateroom.png
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Re: Interior modelling quality issue

Post by Support »

I'm not sure why because I don't have the model nor the settings. If you could PM me the ROF, CFG and texture folder, I'll know exactly what's going on.
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Re: Interior modelling quality issue

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Roger, will do!

(or even the model)
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Re: Interior modelling quality issue

Post by Support »

I don't need the SKP file because it's not the exported one with the settings in Raylectron.
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Re: Interior modelling quality issue

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:mrgreen:
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Re: Interior modelling quality issue

Post by Support »

1. The A-Glass-1 texture you have on the back window is so dark, the sun can't get through. Change it to pure white.

2. There is no portal on that window to tell Raylectron where the light come from. At the exterior of that window, the exterior wall, draw the shape to close it off entirely, make sure that closed shape front is facing inside, group it, create a new texture called Portal and paint that group. Raylectron will use it to query where the sun and sky light comes from, then it will illuminate the interior properly.

Take a look at this video tutorial on portals...

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Re: Interior modelling quality issue

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The CFG doesn't have any settings for artificial lights, but I see in the render above that you have some?
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Re: Interior modelling quality issue

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It appears that you have made changes to the material (lights, shine etc) and settings but did not Save the settings, so I have an old CFG file that contain settings with only the sun and sky.

I see that you have lights on the ceiling so the room will be evenly lite. The grain on the floor comes from the diffuse setting to make it not as mirror but a bit rough.
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Re: Interior modelling quality issue

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I'll watch the video in my break and yes the are several lights

the gate chevrons and the white bar light you can see, as well as overhead lights
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Re: Interior modelling quality issue

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Support wrote: Wed Nov 09, 2022 4:29 pm It appears that you have made changes to the material (lights, shine etc) and settings but did not Save the settings, so I have an old CFG file that contain settings with only the sun and sky.

I see that you have lights on the ceiling so the room will be evenly lite. The grain on the floor comes from the diffuse setting to make it not as mirror but a bit rough.

Yes quite possibly I didn't save the settings when I closed it? Which is weird, as I usually do
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Re: Interior modelling quality issue

Post by Support »

The portals are not important for this model if you don't plan on using the sun or sky light.

There are 5 lights beside those of the chevrons and they are going around + the one on the ceiling, so that's a lot of lighting, hence everything is lite. But you can set the light power to something more than 35, like 200 and set the Area Adjustment to zero to have more contrast. For the chevrons lights, I use the Auto Set and it came out nice.
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Re: Interior modelling quality issue

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There are also 14 lights from the chevrons, should be 7. I don't know where the other 7 are!
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Re: Interior modelling quality issue

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I found them, they are on the opposite side of the gate!
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Re: Interior modelling quality issue

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Could you post your version so I can make a visual comparison and apply the changes. That would be great! :mrgreen:
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Re: Interior modelling quality issue

Post by Support »

It looks very much like yours. I didn't save it :( But if you look at the light material for the side light, scroll down to the bottom and uncheck the last one in the list of objects, the room will no longer be lite the same, that's the ceiling light. It's more soft. The floor, I only selected Shiny and it's nice. You had the diffuse 10x stronger and the Shine 10+
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Re: Interior modelling quality issue

Post by Support »

To speed up the render, what you can do is ungroup all the chevrons light on the front, and group them all so they are one light, do the same for the back ones, so you'll have 2 lights for the chevrons instead of 14. You can do that because they are all close to each other.
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Re: Interior modelling quality issue

Post by GateGirl86 »

I'll see if I can retrieve that one, or at the least open the model again and start over. :D Danke :mrgreen:
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Re: Interior modelling quality issue

Post by Support »

Another way to make your textures real is to use "normal maps". What that map does is create the 3D texture of the material, such as the grooves in wood grain etc as oppose to use the diffuse setting. One good free site is the following below... If you see one you like, download the texture and the associated Normal Map (normally blue). You can assign the texture in SketchUp and in Raylectron, you load the Normal Map and set the Bump level, like5 or 10 to start with. Then set the shine to like 10 or 20, no diffuse, it will look way more real because the light will reflect the bumpy surface rather than flat and diffused. Like the leather in the render below, you can clearly see the leather pattern and it's not just flat.

https://filterforge.com/filters/category47-page1.html
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Re: Interior modelling quality issue

Post by GateGirl86 »

I'll see what I can find. My biggest issue with rendering has been getting the look of metal just right, especially painted surfaces.

And I did another render of the Gate room :mrgreen:
Atlantis+gateroom-5.png
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Re: Interior modelling quality issue

Post by Support »

That's really nice this one. For metals or anything else, you need the proper texture instead of pure flat like a mirror. Metals have brush pattern etc. even if not that visible from a distance, it does affect how the light react to the surface. That's why I suggested getting patterns and normal maps from that site, just as I demonstrated with the leather pattern, without the normal map, it would not look like real leather.
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