Rendering in SketchUp: From Modeling to Presentation for Architecture, Landscape Architecture and Interior Design
by Daniel Tal
Texture Categories
The textures categorized in Fig. 21.30, Fig. 21.31, and Fig. 21.32 are present in most models. Although the lists are not comprehensive, many different materials will easily fit into these categories. Use these categories as a starting point to understanding and organizing the textures you use. This reference provides a basic approach to and an explanation of the nature of textures as they relate to the real world and how those textures correlate to integrated rendering program values. Although the concepts are abstract, consider these categories as a loose formula when you start thinking about texture values in your models.
Each IRP texture chapter (for example, Chapter 27) references the same categories of real-world materials, except the materials are listed with the corresponding values that can be applied with the specific IRP. The goal is to create a link between the conceptual definitions of surface conditions and reflections and how they relate to IRP-specific values.
Each material is defined by its condition, reflection, bump, and transparency. These four top-level values correspond to the definitions provided earlier, and they directly correlate to the number of IRP texture values that can be applied. Materials can possess from one to a large range of conditions, reflections, and bumps.
Each value is further defined by additional secondary values:
- Condition: Condition ranges from coarse, uneven, smooth, to polished, and it indicates how reflective ...
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