Rendering of small rooms and one click render


I started 10 days ago to use Sketchup, i have a background with illustrator, photoshop etc, so it was pretty easy for me to draw an apartment to be rent for students.

The problem i am facing now is, how to get a decent pictures of each rooms that being very small it seems really complicated also with 60 degree view angle.

Here the model

I need to show picture to university forums, that way i will be able to rent the rooms before to finish renovation.

The second question is about the quality of the rendering: is there a solution that allow me to render the images without losing hours? I don’t need anything high high level but just a better pictures then the sketchup’s default one. I’ve tried vray but it seems a long work and i would need to learn as well.

Thanks for help

Take a look at TwinMotion (currently free) or Enscape (paid). These are two decent renderers that shouldn’t take up too much time to learn yet both have a decent rendering speed.

First consider how you might photograph these small rooms if you were walking into them with a camera. In SketchUp you could set up model so you can remove walls. Maybe use section cuts or assign tags to sections of the walls so you can control their visibility.

As for rendering there are a number of simpler options out there. As to which one is best, you’ll do well to try them out. Different people prefer different ones and there is no one best renderer.

What version of SketchUp are you using? Your profile indicates a version that doesn’t exist.

FWIW, you should do a bit of studying on the proper use of tags/layers. I ran an extension to check to see how your model is set up and got this. All of the edges and faces in the model should be untagged or have Layer 0 assigned (depending on SU version).
Screenshot - 3_2_2020 , 7_36_54 AM

I also purged unused a couple of times. The first one got rid of all this unused stuff.
Screenshot - 3_2_2020 , 7_36_27 AM

CleanUp got rid of more:
Screenshot - 3_2_2020 , 7_37_57 AM

Those “layers” are not these “layers”. It’s a very different concept here in SketchUp.

Depends on what you want in a render I guess. Opened your file, changed the view and hit “render” in Ambient Occlusion. 4k render took 1m 25s.

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I think you’ve done very well to model all of this with only 10 days on the job, however, having said that, there are many issues with the model that have already been pointed out, which will make further work on it much more difficult. With the geometry unorganized and not grouped correctly it will be hard to tag and hide elements to get the views you need, so section cuts may be your best option to see into rooms from outside of their boundaries, it should be possible to get a wider angle of view if you need it too with the camera.
If you are looking to render these in a photorealistic way, that’s a whole other learning curve on top of the Sketchup one you’re grappling with. Not sure how urgent it is, but you may be better using the default Sketchup or sketchy style views and using your photoshop/illustrator skills to give them a style that is more clearly a schematic, supported with plan views and dimensions to give potential renters a sense of the space. This way you are giving a clear representation of the room in a sketch form.

I ran a quick render on one of the rooms, but there were many more details that needed attention: textures, a floor and ceiling, lighting fixtures and hardware. All of the beds are on an angle into the floor, some furniture is twisted and passing through walls, chairs intersecting with desks, lamps and books floating above table surfaces, pencils that are scaled too large etc. All the writing on the walls will also not render unless they are made into faces as sketchup line work will not be visible in a renderer. The bedding would have to be modelled right if it’s to look real too, as well as varying the books on shelves. Some of these things can also be augmented later in photoshop too after a render.

I am using Sketchup 2020 trial, then i will purchase it for sure.

You can be suprised but going back into the Sketchup i’ve seen “tags” tab for the first time and i think i’ve got the point, group first, tags after and playing with the model will be much easier.
Yes @DaveR we were in a no tags situation.

Now in my case, for example, would you suggest group and tags all walls in the model or separate group for each room walls or one group for each wall of each side of the room? Just to understand how deeper the grouping should be to be effective.

@whiterabbitdesigncompany wow, doing a render like yours would be a big step forward, however i guess this is a “quick render” because of your experience.
What’s the plugin used?
About the text, i am using Flatext plugin, how should i do text otherwise?

It is lovely how people are willing to help there.
Thank you all again

PS Tomorrow i will try to rework from zero with groups and tags

Grouping geometry for discreet parts is always good practice, even if they do not get “tagged”, it just keeps the geometry neatly contained so that it doesn’t get mixed up with other stuff…and of course allows it to be tagged as a way of controlling its visibility.
For the text, you could just use the sketchup 3D text, but pick a font that is defined by surfaces, not lone lines. The 3D text can be output “non extruded” where it is then actually “2D text”. You can place this on the wall for positioning, scale it etc, but then move it a tiny amount off the wall to avoid “z-fighting”, but right click and “unglue” it first otherwise it wants to glue on that surface. ( the z-fighting is an issue where the graphics card wont know which item to render if they exist on the same plane.)

You’ve had good advice. I might add just one possibility to enable you to see inside the room from outside, without having to tag each wall and turn its visibility off for each separate view.

You can use a transparent material on the outside of each wall, and on the outside of the inner face, to allow you to see inside, from outside the room. Create it in the Materials window by using the Transparency slider and setting the opacity to zero before applying the material.

Here’s an example, of the Studio at the Abbey Theatre, St Albans, an amateur theatre where we put on high quality drama. It’s the set model for a play we plan to put on in May, called Five Kinds of Silence.

Orbit around the model and you’ll see walls becoming transparent as you look from outside them.

FKOS set.skp (3.1 MB)

And here are a couple of views of the set. You’ll see that I’ve chosen to leave the edges of the walls a solid black. But you could apply a transparent material to the edges too.

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The model and see-through walls look quite good with edges and profiles turned off.

Thank you. It is a good training for me.
Actually i am doing the 3d again with the use of groups and tags and one question come to me: is it possible to apply to one wall to multiple groups and tags?
Eg. i have a common wall for 2 rooms: i would like that wall to be into the wall group for room 1 and as well into the wall group of room 2. About tags, i’d like to have a tag for all wall into the apartment and then tag for each room, that way i can show/unshow all walls or just the wall of the room i would hide.

The trasparency idea is another something learnt, thank you @john_mcclenahan

I’ve used tags now to do, can you give me a feedback if ok now? Moreover, now that i’ve grouped walls, is there a way to hide the lines in the middle of “shared” between rooms walls?

In general, no it’s not possible. That is, you can’t (for now at least) apply more than one tag to a group or component.

You can apply a different tag to a parent or child group or component (‘object’) if you have one object nested inside another. But its easy to lose track of what you’ve done, and wonder why some objects keep disappearing when you don’t expect them to, if you do that. And even with this way of doing things, I don’t quite know how you could do what you ask.

what plugin did you use to clean up the model?

I used ThomThom’s CleanUp3 and TIG’s PurgeAll after his Default Layer Geometry.