So, I’ll hit the ‘Render’ button and we’ll see the Render Process start and the ‘Frame Buffer’ window appear and this will also confirm that I’m using my Quadro card for acceleration – it’s worth noting that rendering this way should be more efficient than rendering in the ‘Raytraced’ Viewport. The ‘Render’ tab here on the right is where you set your variables for the Render, so for example, the output size, the quality settings, Ground Plane and Environmental Settings. The next change in Version 7 is that now, when you select the render button from Rhino, it’s the Cycles Raytrace render that is being used now that may seem fairly obvious but in Version 6, pressing ‘Render’ gave us the older legacy renderer. Essentially these are graphics cards that are purpose built for accelerating Ray Tracing and we hope to be looking at these in the new year with the help of PNY Europe, but for now we’re using NVIDIA CUDA acceleration.
If I go to the ‘Rhino Options’ and select ‘Cycles’ you’ll see that I can accelerate the Raytrace mode either via CPU or GPU and on the machine that I’m using here my Quadro P3000 card is selected – as it gives better performance than the CPU, but you can also see that now in Version 7 we have a setting called OPTIX and this should let us take advantage of NVIDIA’s RTX GPU technology. This Raytraced view mode, whilst being a live mode, does take some time to generate and here because of time limitations I’ve reduced the number of Render passes from 1000 to 500 and speeded up the video. This ‘Raytraced’ or ‘Cycles’ mode allows for proper calculations of Reflections, Transparency, Refraction, Translucency etcetera. Version 7 features significant improvements to rendering and, just as with Version 6, Rhino features a ‘Rendered’ Viewport which could be considered a sort of a preview of the ‘Raytraced’ Viewport. Finally, I’ll look at the new Physically Based Materials. I’ll look at the ‘Cycles’ Raytrace Render and how we can add Denoiser elements with the new Package Manager in Rhino 7. Hi, I’m Phil from Simply Rhino and in this short video, I’m going to take a look Rendering in Rhino 7. If you ever want to reset your texture size, simply click on the arrows to the left hand side of the dimensions.Rhino 3D v7 Rendering, Denoiser and Physically Based Materials Video Transcript: This can allow you to stretch your image to change the way that it looks. If you click on the chain so it appears broken, it unlocks the aspect ratio. As long as the chain is unbroken, that indicates that the aspect ratio of the texture is locked. There’s also an image of a chain off to the right of the dimensions. You can use this with photo textures you import to resize texture images so they are to the right scale for your model.
If we go in and change this, you can see that the texture image size changes in our model. In this case, this cinder block texture is a repeating texture 1’6” wide by 8” high. If you look in the edit tab under this material, you can see down at the bottom that there are some dimensions in boxes. If you look at this CMU block texture, you can see repetition of the same image if you look closely enough.
The way SketchUp creates image based textures is by repeating images over and over to create a continuous looking texture. In this case, we’re going to talk about image based textures. Pretty much all of a material’s attributes are managed in the materials section of the tray.
In today’s SketchUp quick tip, I’m going to teach you how to adjust the size of textures in SketchUp
Great tutorial shared by The SketchUp Essential