Graphics Programs Reference
In-Depth Information
So far, the steps we have followed here are utilizing a pretty standard SketchUp
workflow and would be used each and every time we apply an already existing
SketchUp material to the scene geometry.
What isn't standard, though, is what has just happened behind the scenes. To see
just what that is, let's once again come up to the V-Ray toolbar and open up the ma-
terial editor. What we now see is that we have a new material entry in the list titled
Tile_Hexagon_White . If we left-click to select it (assuming it isn't already selected),
we can tell from the options available that this is indeed a V-Ray Standard material.
In fact, just to prove that this new material will render with V-Ray, we can come up to
the V-Ray toolbar and click on the render button.
This is almost an automatic way of creating materials for use in V-Ray, which means
that we can not only continue to use our existing SketchUp material libraries, but we
also have an exceptionally quick and easy way of applying materials that have the
diffuse (or color) component already set up in them.
Perhaps even more importantly though this approach automatically applies a UV
Mapping scale that V-Ray can now use when rendering any bitmap image that we
may be using inside the material, such as diffuse, bump, or displacement. This map
scale value is determining how many times the diffuse bitmap seen in the following
screenshot is tiling or repeating at render time:
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