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in this QuickStart tutorial for very
next for Sketchup we'll cover the basics
of using the improved material library
to create edit and apply various
realistic materials as well as how to
edit preset materials and create new
materials from scratch
for this tutorial I'm using Sketchup Pro
2019 and working with a file called zero
for materials start which you'll find in
the assets folder for the tutorial files
provided in the link in the description
you can also feel free to use earlier
versions of Sketchup as well since very
next works with version 2016 onwards to
begin let's open up the asset editor and
in the render settings make sure we're
on the GPU render engine and that the
interactive mode is switched on in this
case you can also feel free to use the
CPU as well as the results should not be
noticeably different for this project
now let's start an interactive render to
see what we have here in our project
currently we have a simple interior room
setting with the default generic gray
material applied to all of the geometry
as well as a couple of scenes prepared
for working with different types of
materials now in the v-ray frame buffer
or VfB let's draw a render region around
the table set this way we can get a
faster preview of it as we start to work
on our materials to begin I'm gonna
select the coffee mugs component and
then click on the materials tab let's
expand the materials library by clicking
on the left hand flyout menu which we
can use to quickly add materials to our
image first select the materials folder
expand its drop-down arrow to display
material categories and then select the
ceramic and porcelain category I'm going
to choose the porcelain a zero one white
material and right click and choose
apply to selection you'll see in our
preview that the material immediately
appears on the selected coffee mugs
objects and is also added to our
materials list as well now let's close
the flyout menu and double-click to open
the mugs component then select the
coffee mug on the right to create a
separate porcelain material for it to do
so select the porcelain material and
right click to duplicate it then let's
right-click and apply the duplicate
material to the mug we selected since
the material is just a duplicate we
won't see any difference in the VfB at
first however I'm going to expand the
right-hand flyout menu and click on the
diffuse color swatch to change
color to a dark grayish blue and we'll
see an update right away in the
interactive preview now let's
right-click and rename it to add blue
material after porcelain a 0 1 ok now
that we've set the colors for the mugs
let's right-click in the viewport
anywhere and choose close component next
expand the material library once more
and in the car paint category let's drag
the simple black simple Dahlia yellow
and simple white car paint materials to
the asset list so we can experiment with
them an important tip here is that car
paint materials are not restricted to
use with cars and the automotive
industries only but they can also be
very useful for creating coded glossy
paints to demonstrate let's select the
table legs component and apply the black
car paint material to them next select
the upper tips of the legs as well as
the tabletop base and apply the Dahlia
yellow car paint
it looks nice but let's chop down the
v-ray brdf rollout and then change the
diffuse color to blood orange
now I'm liking how that looks next
double-click the front chair component
then let's select its base and once
again apply the Dahlia yellow material
to it since the chair on the left is a
copy of the chair component their
materials are linked and the material
appears on both of them
now following this exact same workflow
I'm going to continue applying some
materials from the library to the chairs
to move things along I'm going to speed
up the video here a bit but you can feel
free to copy my material choices or
experiment with your own selections from
the material library
while having a look at the floor here
let's select the rug component which
contains fur back over in the create
category let's drag and drop a hair
material into the asset list and apply
it to the rug then I'm going to adjust
the diffuse to an off-white color and
leave the other parameters unchanged the
hair material is perfect for semi
translucent thin hair like geometry such
as what we would find on a rug once
again I'm going to speed things up a bit
here while we add some materials to the
table top and bookcases
note that the right and left bookcases
are instanced copies so materials
applied to one will appear on the other
whereas the center bookcase is separate
alright next let's discuss changing the
sizes of materials in the material
library head to the paper category and
drag the paper c04 material into the
assets list let's apply it to the
notebook cover since the notebook has a
clearly identifiable texture pattern we
can tweak the texture size to make it
feel more appropriate you'll notice in
the suffix of the material name that
there is a size specified in this case 8
centimetres if we type 8 centimetres in
the Sketchup default trace material
dialog here will render the appropriate
size for this materials texture that
looks much better now let's go forward
and apply some materials to the laptop
and then our standing lamp nearby
okay now that we've applied materials to
the rest of our table and lamp let's
focus on the lampshade component I'll
select it
turn off the render region and let's
switch to the render camera lamp scene
here let's head to the create category
and drag and drop a metallic material
which is designed to work with a metal
nough speed be our workflow commonly
found in software such a substance
designer this material is a brand new
edition and very next for sketchup and
is typically used in conjunction with
texture maps from other software
enabling you to create much more complex
metallic shaders such as corroded copper
with less maps let's draw a render
region around the lampshade and apply
the metallic material to it
then expand the material parameters and
in the diffuse texture slot let's add a
bitmap I'm going to then load in the
paint
rusty diffuse bitmap which you'll find
in the assets folder for this lesson
then let's click the up arrow to go back
up in the hierarchy to the material and
in the metalness texture slot let's load
in a bitmap called paint rusty metallic
now it's important that we then set the
color space to rendering space linear as
this will prevent any gamma correction
from being applied to the texture file
before shading which will make the
result more accurate typically you'll
always want to switch the color space to
rendering space linear for your
metalness roughness and normal maps to
get the best results back up a level
again click on the roughness texture
slot and let's load in a bitmap file
called paint rusty roughness
and make sure to set the color space to
linear again now back up a level
let's talk along the bump in normal
mapping and drop down the rollout switch
the mode to normal map and let's load in
the bitmap called paint rusty normal and
set the color space the linear back up
in the parameters let's then lower the
bump to point zero one to soften the
bumpiness a bit okay now let's explore
how we can do some additional more
advanced tweaks to our material at the
moment you can see that our material
looks fairly metallic but to improve it
we need to remove the gray values in our
metalness texture map this is because
the mentalness texture map acts like a
mask between metal and nonmetal areas of
the material represented by white and
black values as interpreted by the
metalness parameter gray values are
somewhere in between a metal and
nonmetal state and such values do not
correspond to any physical material as a
result to remove any gray values we can
put our metalness texture inside a
spline curve and use that to tweak the
map let's right-click on the mentalist
texture slot and in the rapid menu
select the spline curve option the rapid
menu creates a new texture in the
texture slot in this case the spline
curve while placing the original texture
our metalness texture map within the
spline curve this makes it easy to plug
one texture into another allowing us to
make color Corrections to our metalness
bitmap in the asset editor with the new
curve options in v-ray next for example
let's switch the spline curve to value
mode and set the interpolation to none
which modifies the curves shape between
control points then we can click here in
this graph to create a control point and
we can drag it up to create a vertical
line and tweak the map's values making
the gray spots lighter or darker
depending on the position of the line
you can think of this line as a
threshold position to the left more
shades of gray are interpreted as white
making the overall scuff marks appear
metallic moving to the right more shades
of gray are interpreted as black making
those spots nonmetallic let's leave it
to the right to make the gray values
black these will now appear in the
render it's nonmetallic scuff marks on
our lampshade similar to corrosion which
is what we want okay
back up a level let's now zoom in on the
lampshade a bit and explore some very
useful UV mapping features here we can
see that we have a lot of seams that
appear on the texture in the viewport we
can easily fix this using the different
types of projection modes which are now
presented in the v-ray utilities toolbar
such as try planar and spherical
projection options let's click on the
try planar fit option and you'll see
that the UVs update immediately and the
seams have all disappeared depending on
the object in UVs you're working with
you can experiment by clicking on the
different options to see what works best
for any given scenario ok let's close
the lamp component now and go back to
the render camera 0 to scene to create
our wall material I'm going to expand
the material library and in the bricks
category drag and drop the bricks
painted b03 material into our assets
list
then select the wall component and apply
the bricks to it
the first thing you'll see is that the
size of the bricks is not right to
change this once again go to the
Sketchup default tray and in the
materials dialog type 100 centimetres
for the texture size as the brick
materials name suggests note that using
the size is not mandatory so if we don't
like how it looks we can always
experiment with the dimensions I'm gonna
bring it down to 80 centimeters and see
if that fits better that looks pretty
good
but I'd also like to change the paint to
fit our color scheme better if we click
on the diffuse texture slot you'll see
we have a mix operator for blending
together two textures if I click on the
texture a slot we can change the bricks
to an off-white color
okay that looks much better next let's
go to the render camera zero one scene
to make the floor material and wrap up
our materials exercise in the wooden
laminate category
scroll down and drag the wood planks a
zero - material into the assets list
select the floor component and apply the
material then let's change the size to
100 centimeters
next click on the little plus icon to
add a reflection layer on top since the
floor is too much diffused for my taste
from this perspective and I want it to
look more like lacquered wood planks
let's bring the reflection glossiness of
the top reflection layer down a little
bit
to 0.95 to introduce some subtle
blurriness then in the bump rollout
let's bring the bump amount down to
point zero one in order for the
reflections to pop out a bit more okay
lastly let's finish with an entirely
custom material for the floor which
we'll create from scratch in the create
tab let's drag a generic material into
the assets list and then apply it to the
floor component
next in the diffuse texture slot let's
load in a bitmap called concrete B
diffuse
let's also set the texture size to a
hundred centimeters then copy the
concrete be diffuse bitmap from the
diffuse texture slot and paste it as a
copy into the texture slot in the
reflection parameter this way we can
make a reflection map based on the
diffuse one now right-click on the
texture slot and in the rapid menu
select the color correction map
so we can tweak the reflections I'm
going to bring the saturation down to
negative one to make the bitmap
grayscale and then increase the
brightness and contrast to make the
material much more reflective back up in
the material let's now copy the
reflection texture then turn on the bump
in normal mapping and paste the texture
as a copy into the bump map slot to give
our floor a bit more texture
let's also bring down the bump amount to
point zero one once again we can tweak
the bump a bit as well using the color
corrections brightness and contrast
parameters I'm gonna bring up the
contrast a little bit all right I think
we're now ready to do a production
render let's stop the interactive render
and in the VfB Corrections control load
in the final color Corrections file I
have prepared in advance called zero for
materials end which is located in the
asset folder for this tutorial then go
to the settings tab talked a lot the
interactive and progressive render modes
so that we're rendering with buckets and
set the quality to high then turn on de
noising and make sure we're set to use
the default v-ray Genoa
lastly set the render output to the
resolution of your choice in this case
I'm going to render 1920 by 1920 and
when you're ready let's start our final
production render
and once your render is complete don't
forget to save it to your hard drive by
clicking on the disk icon at the top of
the VfB
all right now you've seen how to use the
very material library to make a variety
of materials as well as create and tweak
new materials from scratch in addition
you can modify textures with the new
curve controls and other wrapping
options as well as use the new metallic
shader with PBR texture maps to create
stunning realistic render results in
very next for Sketchup
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