TheaForSketchUp UserManual
TheaForSketchUp UserManual
USER MANUAL
Revision 141.01
1.2 INSTALLATION
MS WINDOWS
Please use provided installer. It is advised to install Thea
Render first and enter Thea4SU license (SketchUp plugin)
inside Thea.
Please make sure you have administrator rights while
installing the plugin.
MAC - OS X
Please use provided installer. The installer will guide you through the needed installation steps. It
also gives you the possibility to select the SketchUp version(s) for the plugin to be installed. It is
advised to install Thea Render first and enter Thea4SU license (for SketchUp plugin) inside Thea.
Materials installation is automatic too. For adding additional libraries though, a default folder for
putting these materials is:
SU8>> Macintosh HD/Library/Application Support/Google Sketchup 8/Sketchup/Materials
SU2013>> Macintosh HD/Application/SketchUp2013/SketchUp/(right click) -> show content
/Contents/Resources/Content/Materials
Note: if you are using Lion, Snow Lion or higher version of OSX the ~Library forlder is hidden.
Please follow this link to learn how to access the folder:
http://mac.tutsplus.com/tutorials/productivity/how-to-reveal-your-library-folder-in-lion-or-
mountain-lion/
Save: it allows to save non-interactive render as an image and also a currently being rendered
model as *.thea.pack file, which can be opened in Thea Studio.
Refresh: it forces a refresh of a current view of the rendering. It is usually being used when one
wants to see immediately the progress of the rendering being done. The plugin refreshes the view
automatically at some intervals.
Start: this button makes Thea collect all necessary data from SketchUp and start the rendering
process. When there is a selection present, when one presses the start button while keeping ALT
key pressed - only the selection will be rendered.
Pause: it pauses the rendering.
Stop: it stops the rendering and makes Thea refresh the main window, so it displays the final
image.
Rendering Modes
The control provides a selection of a rendering modes. There are several options that allow also
an interactive type of rendering.
For Interactive rendering engines, as seen in Figure 5, user can specify several settings for the
selected engine, as it is analytically described later.
Server
Server option is available for the Non-Interactive modes (Adaptive (BSD), Unbiased TR1 and TR2)
and helps user perform a network rendering, with the use of client machines.
Super-sampling
This corresponds to the super-sampling used for the image output, i.e. internal resolution
multiplier for anti-aliasing enhancement. None corresponds to no super-sampling, Normal to 2x2
and High to 3x3. Auto corresponds to no super-sampling for biased engine and 2x2 for unbiased
engines. Setting super-sampling to a higher level will generally improve anti-aliasing of the output
but will increase memory demands for storing the image (4 times in Normal level and 9 times in
High level). The time needed to render the scene will also be increased for biased engine. But for
the unbiased engines, the extra time needed to render the higher resolution image is usually
amortized by the reduced noise visible in the visualized (down-sampled) image. It is usually
suggested, for unbiased rendering, to change super-sampling to None for high resolution output
and High when there is persisting noise.
Additional Settings
Threads
This is the entry for the render worker threads that will be used during rendering (not all
application process threads). The special value 0, same like Max, corresponds to the number of
logical cores on your machine. Exceeding this value (shown explicitly as the last value in the drop-
down list) will have no benefit and actually an impact on performance.
Non-Interactive Modes
There are three non-Interactive high quality modes available:
• Adaptive (BSD): in many cases the fastest method based on pre-sets, but it requires some
experience when a certain set-up is advantageous.
Display Tab is a space where you can manipulate your rendered image and apply any post-
processing. First two sections are related to a render exposure and the following three to a
filtering. For a detailed description of all options, please refer to Thea Render Darkroom tutorial –
Section 2A.
Environment
Use Sky
It tells Thea to create a background for a rendered scene in a form of Physical Sky. It will look as a
clear sky which will be automatically adjusted to a position of the Sun. Turning this on makes
plugin disable the background image, if it is being used.
Use Sun
It tells Thea to create the Sun that will give same shadows as those present in a SketchUp model.
Edit Settings
At the Edit Settings drop down list we can see the options for IBL, Sun and Sky to appear, which
open the corresponding panels for editing.
IBL: Image Based Lighting
As seen in Figure 9 by selecting the IBL edit settings, the panel with the corresponding panel
appears where user can specify the Illumination, Background, Reflection and Refraction maps.
By selecting the Sky at the Edit Settings list, the sky settings appear as seen in Figure 12.
This tab is being used when an additional image is being required, other than a standard
rendering. This is mostly used when a post-processing is intended using external image
manipulation program.
Available channels are: Color (standard rendering) , Normal, Depth, Alpha, Object Id, Material Id
and channels specific to Adaptive(BSD) rendering mode: Direct, Ambient Occlusion, Global
Illumination, Sub-Surface Scattering, Reflection, Refraction, Transparency and Irradiance.
Luminance Analysis describe the luminance and illuminance distribution. Thea Render can
compute both of them. Luminance is computed out of the box for any image that you have
already rendered and for any render settings. Illuminance can be computed by the Adaptive BSD
engine.
To view the analysis of a rendered image select 'Photometric' from the drop down menu. 'Min Il –
Lum' and 'Max Il – Lum' parameters control a range of illumination the analysis is performed on.
This tab contains animation related settings. Currently Thea for SketchUp supports simple camera
animation – walk-through style. Camera movement will follow exactly same path as it moves in
SketchUp. Field of view changes during animation won't be applied.
'Frames per second' parameter controls how fluid an exported animation will be.
Animation rendering can be only started by pressing 'Render Animation' button.
Aspect ratio
This setting control proportions of a final rendered image.
When "SU Window" option is selected the resolution of a
rendered image will be adjusted to be same aspect ratio as
model view in SketchUp. When "Thea Window" is selected
the resolution is adjusted to reflect current proportions of
main render view. A typical proportions of 4:3 is
characteristic for old type of monitors with resolutions of
800x600, 1024x768, 1600x1200. Wide screen proportions of
16:9 is more common in new monitors with resolution of
1600x900, 1920x1080. When creating a panoramic spherical
or hemispherical image a correct ratio is 2:1.
Lens
Thea can project a rendered image on the screen in a
standard manner – perspective or orthogonal, depending on
a current view in SketchUp or using Spherical or Cylindrical
projection. The spherical projection allows creating
renderings of virtual panoramas that can be viewed in
external programs. Correct aspect ratio of such an image is
2:1.
Shutter speed controls a motion blur which appears in an
animated scene. Thea gives you control over a diaphragm of
Figure 15: Thea Tool – Camera a camera. It can be circular or polygonal defined by a
Tab number of blades. This influences a look of a 'depth of field'
effect and a motion blur.
Depth of Field
The depth of field can be controlled in the plugin in two ways. Either by 'f-number' of camera
lenses or by percentage of a "blurriness" of a rendered image.
When Auto Focus is enabled plugin automatically adjusts focus distance to keep what is visible in
a camera 'in focus' when possible. Focus distance displays a manual distance at which a camera is
focused at. To set that value click 'Set' button and select a point in a model. The distance will be
calculated automatically. The value is disregarded when 'Auto Focus' is enabled.
Scene Settings
This section allows associating Thea Render settings with SketchUp scenes/pages. It works same
way as it is done in SketchUp with scene settings except they are not loaded automatically when a
scene is selected, but it has to be done manually by clicking "Load' button. To save settings select
a scene name from the list, mark setting types you want to store and press 'Save' button
Available options are: Camera Settings, Display Settings, Sky/IBL Settings, Render Settings.
When you double-click the face, Thea Mat Lab window will
appear, allowing you to modify the material properties or
apply another material from a library (see Figure 16). For
more detailed information on Thea Material Lab and its
options, please refer to Thea Render Manual.
When user clicks just once the material, the Material tab will
display the name and a preview of a the material - if the
material has been already edited in Thea Mat Lab- otherwise
the panel will show like we see it in Figure 19, where the
available presets exist.
General Notes
The custom color by default is linked with SketchUp material color. By pressing the SU button, you
are able to use a custom color instead the one already selected in SketchUp and change your
material accordingly. By pressing the SU button once again you can decide to choose SketchUp
material again or an external texture.
Below we can see a table with all the materials presets that exist at Material Tab, along with their
available options, description and an example preview.
One can also paint a face with a material using emittance and in this way create an area light.
Front side of the face will be emitting light.
Creating Lights
Light tab allows a creation and editing properties of
light components. To create a light open Thea Tool
Widnow and select 'Light' tab. At the bottom there
are three buttons responsible for creation of three
types of lights. On the start of light placing tool user Figure 49: Create Lights Options
is asked to show in SketchUp model a location of a
source of light by right clicking and subsequently a 'target' of the light. In case of a point-light only
the distance from the source to target is being used to calculate a sufficient light power to reach
the target. It is important to place light sources in a distance to an adjacent geometry higher than
a radius of the light. Failing to comply with that rule may produce undesired "noise" in the final
image. Once light component is created its name and properties will be displayed in the Light tab.
Editing Lights
Light properties can be invoked by selecting a light component or clicking a component while
Thea Tool is active. On a top of the Light tab a name of currently edited light component is being
displayed.
Pointlight & Spotlight properties
Point-lights and spot-lights share several properties:
Emittance
A colour of a light is controlled by a color of material the
light component is painted with. When a temperature is
enabled it will be used instead of the color.
All lights have flowing parameters:
Power expressed in multiple units, efficacy (lm/W),
attenuation and light temperature (K).
General Properties
A light component can be 'Enabled' which means it will be casting light. 'Shadow' controls
whether the light will be casting shadows. 'Soft Shadow' specifies whether the shadow will be
soft, based on a imaginary radius of the light source expressed in meters.
'Min Rays' and 'Max Rays' parameters are used only by the Adaptive(BSD) engine. Those are used
rarely. For a detailed description, please refer to Thea Render Manual.
'Container' lets you assign a container-material in which the light is placed. Setting this material is
valid only for a situations when a light is submerged in a water or placed inside a material
congaing properties of a medium. It can be also used to force a light to show a volumetric
projection of light.
In this way he have 2 images for 2 of the models sides, which we can then import inside
SketchUp, place them one into the other, so that our preview will be created, and make them a
component. We then save this component as a *mod.skp file inside the same folder with the
initial thea model and with the same name. For our example, we will end up with the following
files:
Figure 54: setting up the camera and render the model Figure 55: import the rendered
images inside SketchUp and create
a component
Technical note: Paths to textures which are stored within 'Thea Render/Materials' folder will be
written inside SKM file as relative to that folder. This makes SKM libraries system independent. All
other texture paths will be stored as full. In a case a path to a texture changes, the conversion
process has to be repeated.
Export
Saves model as Thea scene in *.scn.thea or *.pack.thea format.
Note that when pressing the Save Thea Scene button with ALT pressed at the keyboard, the
current selection is only been saved.
By enabling the Export Animation option, your created animation path (scenes included in
animation) is also exported and can be then seen inside Thea Studio.
Use Back face material when Front absent: This option helps dealing with models where multiple
faces are painted on a back-side only (whereas the front face has no material). By enabling this
option Thea for SketchUp plugin will use the back face material for rendering instead of the
default white material.