Hi, I`m new in Indigo. All of images in gallery look great. But when I try to do the same, it wasn`t so easy. Finally I made lamp. And this is my main problem because I`m following tutorial and it`s not work.
Tutorial:
-make object
-add color to object (ex. yellow)
-dubble click on icon of this color on color bucket
-set color from present as blackbody light
-set enviroment as sketchup background color and black
-render using SkIndigo 1.09 renderer
and I got message: Scene must contain at least one light source.
What did I make wrong?
Please help me.
Sorry for my bad english.
Light in Sketchup
- muchachos90
- Posts: 4
- Joined: Mon Dec 01, 2008 8:30 am
- Location: Poland
- Contact:
Hi and welcome Muchachos!
Ok, from the message i see that skindigo doesn't find a sun, so your environment settings are ok. The only thing that comes in my mind is that you applied your colour (the one you then converted into an emitter) to the wrong sketchup face. You know, for a correct workflow, you always must apply sketchup colours and textures to the white face of a sketchy geometry.
Try if it works!
Ok, from the message i see that skindigo doesn't find a sun, so your environment settings are ok. The only thing that comes in my mind is that you applied your colour (the one you then converted into an emitter) to the wrong sketchup face. You know, for a correct workflow, you always must apply sketchup colours and textures to the white face of a sketchy geometry.
Try if it works!
- muchachos90
- Posts: 4
- Joined: Mon Dec 01, 2008 8:30 am
- Location: Poland
- Contact:
That's a general rule when you try to render something after you model in SketchUp: materials and textures should ALWAYS be applied to the white faces. It's a sort of rule, muchachos.
The blue face it's called "reverse face" and many many time is cause of problems. Generally, assume that materials applied to WHITE faces will always be rendered correctly. If you paint mats on reversed faces they may not render correctly all the times.
A word must be spent over specular mats, like glass or water ecc ecc.
If you want to obtain physical correctness, model CLOSED VOLUMES (make a group or component with the faces) and apply the mat to the FACES that make up the group/component (directly paint the component only in special cases, i'm writing a tut about this...). But volumes are more difficult to calculate, so it will take more time. Sometimes, you can tweak physics a little using single-sided geometry and applying a THIN GLASS SHADER to it. So is the case when you have lots of buildings with windows: modeling every single window as a volume would be correct, but will take more time to compute and basically you won't be able to see any difference..
That's just a startup tip. The best school is practice, in my opinion.
Try and try and try and then come back here: i'll be happy to answer to all of your doubts, if i can.
For now, i'm writing a few simple docs for you to start.
Have a little patience, please...
The blue face it's called "reverse face" and many many time is cause of problems. Generally, assume that materials applied to WHITE faces will always be rendered correctly. If you paint mats on reversed faces they may not render correctly all the times.
A word must be spent over specular mats, like glass or water ecc ecc.
If you want to obtain physical correctness, model CLOSED VOLUMES (make a group or component with the faces) and apply the mat to the FACES that make up the group/component (directly paint the component only in special cases, i'm writing a tut about this...). But volumes are more difficult to calculate, so it will take more time. Sometimes, you can tweak physics a little using single-sided geometry and applying a THIN GLASS SHADER to it. So is the case when you have lots of buildings with windows: modeling every single window as a volume would be correct, but will take more time to compute and basically you won't be able to see any difference..
That's just a startup tip. The best school is practice, in my opinion.
Try and try and try and then come back here: i'll be happy to answer to all of your doubts, if i can.
For now, i'm writing a few simple docs for you to start.
Have a little patience, please...
- muchachos90
- Posts: 4
- Joined: Mon Dec 01, 2008 8:30 am
- Location: Poland
- Contact:
- muchachos90
- Posts: 4
- Joined: Mon Dec 01, 2008 8:30 am
- Location: Poland
- Contact:
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