Learn SketchUp & Vray - Beginner to Advanced (Part 3 - Extensions) | Taneesh Patel | Skillshare

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Learn SketchUp & Vray - Beginner to Advanced (Part 3 - Extensions)

teacher avatar Taneesh Patel

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

9 Lessons (1h 5m)
    • 1. Introduction

    • 2. Introduction To Extensions

    • 3. Fredo Spline

    • 4. Fredo Corner

    • 5. Floor Generator

    • 6. Laubwerk

    • 7. Skatter Part 1

    • 8. Skatter Part 2

    • 9. Weld

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About This Class

This SketchUp and Vray course teaches you everything you need to know. We will work together to go through everything in SketchUp and Vray, then after build a house from the ground up.

The main reason I made this course is  to show you how we can apply the skills you learn to make something so stunning and give that wow factor to anybody you show. In addition its been created so don't need any knowledge or prior experiences with SketchUp and Vray.

Consisting of 4 main parts, we will go over:

  1. Learning SketchUp

  2. Learning Vray

  3. SketchUp Extensions

  4. House build

Starting off with learning quick tips and tricks is vital for efficient modelling and this is exactly what this course offers. From the beginning we will look how to do everything logically as well as learning all the unique features to each tool. Every tutorial has been carefully planned out, to make sure you know everything you need to know, so you can reach your full potential.

In the build not only will we go over the main parts to create your house (living area, office, bathrooms, staircase, doors and windows, kitchen, bedrooms and so much more) but we will also go though how to organize your model properly, import free CAD drawings, export standard and rendered animations, realistic lighting environments, realistic textures and creating 360 degree panorama images to view online as well as in VR headsets!

You will also have access to free downloadable resources so you can follow along with me in every single tutorial.

This course is for anyone from enthusiasts to professionals, you just need a passion for wanting to learn SketchUp and Vray.

I suggest watching all parts in order as the link from one part to the next!

Part 4 will be out very soon!

To access the content material please download from the following link:


Meet Your Teacher

Hi there!

My name is Taneesh and I'm an Engineer and online teacher. My goal as an instructor is to provide you with the best tutorials to set you up for success. I ensure every tutorial I ever make is perfect so you can get the most out of it!

Using SketchUp for over 10 years I want to give you all my knowledge in a simple and convenient course.

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1. Introduction: Hello and welcome. My name is Tunisia and I'll be your instructor for this course. I'm going to guide you step-by-step to them, one of the most widely used piece of CAD software out there, which is of course SketchUp. This course has been designed for anyone to jump right in. And then everything you need to know without having any prior experience. You'll get a set of simple and easy to follow tutorials to take you from beginner to professional. I found other courses with two basic and didn't offer the right information so that you can reach your full potential. Along with SketchUp, this course has tutorials on how to use the best rendering software, which is v array. This will elevate your designs to a completely new level, impressing anyone you show. We will go over fullname parts. Firstly, how to model in Sketch Up. Next, how to use v array. Then after a section on the best extensions are there. And finally, the main part, which is applying all these skills to build a stunning house. Or you can follow along with the techniques and design your own house. In addition, there'll be free resources available for every single teacher or that requires them, including free reference cards with preset and custom shortcuts. We will also elevate your skills further to create beads, full renders and animations. And on top of that, we will make 360-degree panoramic images, which can be displayed online on a mobile, as well as in VR headsets. What you'll gain from this course is simple. We will go over how easy it is to make these beautifully stunning models without ever having load at SketchUp or V row before. I'm excited for you to join me along this journey and hope to see you soon. 2. Introduction To Extensions: Hello and welcome back to part three of this course where we're gonna be looking at some of the best extensions out there. As you know, we've already looked at sheet extensions in SketchUp. These are preloaded into sketch up and they include the advanced camera tools as a sandbox tools, as well as dynamic components and many more. To see what SketchUp extensions you have, heads the top taskbar, select window, and then go to extension manager. A, you can see all the ones you've installed and at the bottom is where you install new ones. So how did we get these extensions? Similarly to the 3D warehouse, does an extension warehouse. It's just off to the 3D warehouse in the toolbox. We can also access the extension Warehouse through a webpage. Another place to get them is called Sketch education. So let's head over to that. Since a download any of these extensions, you need to have an account. If you want to register for account, just click in the top right. Once you've logged in, you'll be able to download any of the extensions. To see the extensions click here on plugins store. So there are thousands of these extensions and you can download them all and put them into your model. Anything you want to do in SketchUp, most likely that's a Plug-in out there available to do it. Well, to at least help you to, you can just search for you are trying to achieve in a web browser. And there will be a forum on either SketchUp or sketch education, which we'll discuss that and the extensions available out there. So in the next few tutorials, I'm going to go from my favorite extensions and we're going to start looking at the lib Friday series. 3. Fredo Spline: Hello and welcome back. In this one we're going to start to look at some lip Friday plugins. Before we start looking at it, you need to install lib trade OSX. Lip frayed 06 is a Plugin Library. And if we want to use any of the libretto series, this needs to be installed fast. To install it, simply hedge the Extension Manager. Click on Install Extension and guides to the folder for this tutorial, we're going to click on the second one hand lip Friday six. Now once that's been installed, we can go ahead and install Friday spline. It's going to ask you to restart sketch hubs and let's go ahead and do that. If your toolbox dose and showing up, right-click anywhere at the top and turn on Friday spline. Now let's have a look at some of the options in the toolbar. So the first option here is the quick launcher. If we open that up, you can see everything you can do within this tool. If he toggle on these little icons, they will appear alongside all these tools within the taskbar. Now the next option is to create the cough and all the options available. Clicking this drop down here will show you all the different types of arcs we can create. As for the options, they are pretty similar. So I'm just going to look at a few different types of calves and then we'll go through the settings to start off with. That's how we look at global fit, spline. Fast click where you want the Star tier line. Then drag your mouse and click where you want to have. After that, click again where you wanted to have. And just repeat the process. Keep going along until you finish your curve and then double-click to end. Let's have a look at the first main setting you can adjust. This IS segments. We can add more segments by clicking on this arrow here or typing it invalidate. You'll notice more blue dots appear along your curve. Essentially like we discussed about segments with an ARG, The same applies. Hey, the more segments you have, the smoother the card is going to be, as it's made up of smaller lines. It's going to look much more natural. Now let's look at the next one, which is start and sequence. So currently we click at the start of the origin and then go to our next curve and keep going along until the end point. However, if we change it to the next option, what you want to do is click where you want the starch yaakov. Then go to your end of your curve and head back and put in all the curves. Again to finish off, just double-click. The next one along is three options. We can just create a normal curved line by selecting none of these two options. And it would just be a simple line. Or if we click this first option here, it will make it into a group. And if we click this second option, it will make it a component. The next option is simply just hiding the little blue dots if we don't want to see them. This option here is to make the loop naturally continuous. So right now a sets and no curve continuity. So if we were to come back all the way to the origin and hover above that point and double-click. There's no continuity along this point here. However, if we turn that on and go back to the origin, you can see it snaps to a different shape. And if we double-click on that, There's much more continuity and it looks natural. Next, this option will let you create an imaginary plane. So currently is disabled if we click on it and then start during our curve, those simply draw an imaginary plane, which you will always stick to. The final option is to select a standard plane. So the N stands for no pain, so it's not locked to anything. And then the following x, y, and z planes. I can now let's have a look at another kind of auction. Let's select polyclonal. Ok. So assessing, say very similar, we just need to adjust his radius option is currently set to 20 meters, which is a bit too high. So I'm gonna change this to 0.5 meters. Now let me draw a line. You can see an arc is going to pay in each one we click. If you're not happy with the radius of the OK, you can adjust it here now. Now let's have a look at the next option in the toolbar which is editing your curve. Simply select your line and click on the icon. For example, we could add more segments. And this will make the cuff smoother. And Athena, we just adjust to the radius. You can even adjust the whole type of OK. One thing I want to mention is if you double-clicked, but wanting to extend your OK. You can click on these little icons here. This will let you continue to choose some more lines. And then the last point I want to look at is the pink icon in the toolbar. This will let you swap any other different one. So that's the main points on how to use the spline to take a look at all the carbs and start destroying them freely to see what they look like. In the next one, we'll look at another one in the Friday series. 4. Fredo Corner: Hello and welcome back. Now let's have a look at the next friday blogging, which is Friday Akuna. This is one of my favorite extensions that I use in every single project. This extension allows you to create different types of corners and adjust the geometry of an object to install it like we did in the first tutorial. So the Extension Manager and load the file in the folder for this tutorial. After you've done that re-start sketch up and this toolbar should appear. So the fast icon, this will allow each create a rounded corner. The best way to do this I fail is fast. Select the size you want to be rounded. So you can either select one single side, or in this case, I'm going to select the whole object. Once lights it, click on the yellow icon. Okay, now all of these options are going to pop up in the top left-hand corner. We have a bunch of such things we can change. The first thing to note is the colored lines. The red lines on your objects symbolized the reference edge and the green lines symbolises Y0 carved by beliefs guide to end. If you'd rather have real visual representation of how it's going to lurk within the green generation tab. Click on this eye icon. Now you can see how the baffle is going to look. The next option we want to change is the offset distance. So currently it is set to 0.05 of a meter. We can adjust that if we want. Just click on it and enter a valid. Next is the amounts of segments. I'm going to turn on hidden geometry so you can see this a bit better. So we've looked at segments before, is simply as we increase the amounts of segments, the smoother the coordinate is going to be the Bay where there's going to be more geometry making this up. And so SketchUp could start to become very lucky. If you have a loss of these high-quality Kohler's. Then the final option you can adjust is the type of Conan. So let's click on the option next two segments where it says square Cu. You'll be presented with another pop-up of three different types of edge profiles. As it says, these graphs don't really mean much. So let's toggle on the 3D view for each one. Now we can actually visualize what the corner is going to look like. You want to select the type of rounding u1. So fastly on the left-hand side we have square cool. You can adjust the slider here to change the angle. The next option, we have some presets so fast every cycle. Then we have square, and next we have baffle. Then the final option is the option where we can adjust the facts or to create a more passive. We can also invert these corners few one to create that style of pattern by checking this box at the bottom. So I just want to simply rounded corners. I am going to select the squad Q1. Once you're happy with all your settings, you can click on Generate geometry in the generations app. Or another two ways to generate geometry is press enter new keyboard or click anywhere in the design area. To exit the Freida interface, just click ones or click on this tab at the end here. As you can see, we now have some rounded corners on our rectangle box. We can turn off hit in geometry. Okay, now let's have a look at the next few options. So the second option creates a bevel again. All we need to do is select the object tree one, click on him. And we could click on this eye icon to visualize the geometry. Again, we can adjust old assessing slide before. For example, in this case we can adjust the offset. Once you're happy, click generate geometry. So the next icon in the toolbar will just simply subdivide your corners and you can adjust the, how you won. That won't be any physical changes to the geometry. I need lines drawn in. The next one is called corner chop. As the name suggests, is just going to trump the corner and remove all the geometry. Click on the i icon to visualize it. And then just any settings if you want. Okay. Now the final option in the toolbar is the repel icon. Click on this icon and hover over any object. It will show you the date and time it was created. If we click on the objects, you have another father, two options. We can either editor or undo it. If we click on edit, you can adjust the settings, such as the amounts of segments or offset. Or if we click on Undo, it will just revert to its original shape. Then the final thing I want to mention is if we have groups of components, we can just select that whole group and it will be converted. There's no need to slight individual faces. Right now we've covered all the main pause of Friday coolness successfully. As you can see, this is really helpful to create quick and easy rounded corners. 5. Floor Generator: Hello and welcome back. In this one we're going to have a look at the flow generates a plugin to install the plug-in, how we've done previously, heads the Extension Manager and locate the folder for this tutorial. Inside that folder is the IRBs and file. So this plug-in isn't just used to generate floors. I actually use it to generate different patterns. It actually used to generate one of the key features on our house build later on, which is the exterior would've been cutting. So to use the plugin is really simple. They're just one button to click in the toolbar. When you open it, you'll be presented with this pop-up. Start off with selecting or passing. In this case, I'm going to select the word passion and we have some more settings to adjust. So the first option is a lengthy one of your panels currently is set to two meters and I'm going to leave it. After that. We have the width, the gap width between all of the panels and also the depth. Then there's also an option to keep the length, width, and depth fixed to a certain value or have it changed variably up to that value. Once these main options of SAT or you need to do, is click on the face and it will draw the pots in Fourier. If we went to check this width fixed and go ahead and draw it again. You can see now the width is all fixed. Now let's have a look at the options. So first one is the grid origin is currently sets a corner, but there's also an option for Santa. If you select corner, it will start building the wooden parts and out from the top left hand corner. Or if you were to select center, it would create a center line along our face and then build the pattern out from there. The option after that is grid rotation, pretty simple. We can either have the panels at 45 degrees or 90 degrees. Next is the material selection. So you can either select the current material that's selects whatever material is currently in your bucket. Rand color will select random colors. And then you have the option to select random textures. Then the next few options here, for all the textures, we can adjust the size of the texture aligned in a different way or even rotate that texture. Finally, let's move on to the last few options. We could add a bevel to our word. And you can also select the size of your bevel. Then the next option is behind face. This will create a face behind you a wooden panels lawsuit. We have grazing individual groups. So currently H wooden plank is exploited. However, if we were to check that and then enter outgroup, each would imply has been grouped. One thing I mentioned about this extension is that it isn't perfect all the time. For example, a main is a panel occasionally. However, it's really easy to come back in and draw that panel again. I recommend spending around five minutes checking out the different options. And they are pretty simple. Tas. 6. Laubwerk: Hello and welcome back. In this one we're going to have a look at the arc extension. This is a 3D problem and shrub generates a, is a fantastic plug-in for people who render a lot. This is because I import everything as a proxy. We have looked at proxies previously, been essence. What they do is as you import the file into sketch up imports a low polygon file. So there are a few months of polygons or faces in your model. That means there'll be much more responsive. And only when you click your rent deposit in, the full file will load. So let us look how to install the extension to starts off with clothes SketchUp. Then we're going to head to a Google page and search for log walk. Click here on the first link. And in the menu bar, click on store. Here all the packs you can purchase with different sets of trees. Below each pack number is a general idea of what it contains. And if you were to click on each pack, you can see what type of shrubs and plants are available. Now as you can see, these kids do cost money, but there is a freebie kit to get started. So let's click Add to call on the freebie kit. Then on the right hand side click checkout. Now you're going to need to fill in all these details and an account will be created for you. As I already have an account on just kind to login. So once all your details of filled-in, except your terms and conditions and click patches. Now just click on the installer feel correct. Operating system. Install this program, how you would any other program on your computer? At this point, I recommend selecting custom and making sure our SketchUp Version is selected. In this case 2020. I guess once it is installed labs long sketch up again. You allow blowup toolbox should now Japan. Let's click on the first icon, which is the plant library browser. Hey, all the trees you can import into your model will Malmo pit. To add a trace your model, simply click on it once. Then drag your mouse interior design area and place it where you like. There are also some father purposes we can adjust to do this. Click on the second icon in the toolbar, which is the editor. Makes sure that the plan or tree you want to adjust is selected. And now you have some father options. We have multiple variants and different ages, as well as which season. We can adjust the leaf density and lots of other random things. Like I mentioned, you actually see the tree with all of its detail until you activate to render. So let's run a quick interactive renders to see what the tree looks like. As you can see, we now have the full tree loaded with all of its detail. I get them. One final thing I want to mention is just remember that these are components. So if I was to make a copy of this one, then say I wanted to make this a different variant. But if they're going to change in order to fix this, as we know with components, we just have to make one of them you need. Okay, so that wraps up the notebook extension. As you can see, this is mainly for users who are going to render. If you are rendering, this is probably the best tree and shrub extension out there. 7. Skatter Part 1: Hello and welcome back. They extension we're going to have a look at today is the scattering extension. This is great extension which allows us to scatter any objects we want on a surface. I mainly used it to scatter grass, trees, rocks and stones, to download a head over to a Google page and search for scatter. Click on the first link and scroll down to the bottom of the homepage. So there's three options to download scatter. There is a 15 day demo version where you just need an email to activate it. Then there's a full version which cost around a 110 pounds with tanks. And finally a student version, around six or seven pounds with tax. If you do have a student ID card, you can apply for and it's definitely worth it. For the purposes of this tutorial, I'm going to download the trial. So click on Download. Select your operating system and install this file, how you would any other program. When you get to this stage, make sure you have your correct version of SketchUp checked, as well as the content and presets library. Once installed, we can now open up Sketch Up. Here you'll notice your scattered toolbar. I already have my version of scatter license with my cereal key. If you don't have a license key, click on the first icon and it gains ascii to activate before going any further, just click on OK and then enter your email and you'll have a trial for 15 days. Okay, before we look at the scatter interface, let's draw a rectangle and group it. Scattered will work on any surface unless it's great or it's a Component. One subscript also import the component from the tutorial folder. Now we have both these objects here. Let's click on the first icon in the scattered toolbar. Here's everything you need to scatter any component or group. There are different blocks which correspond to different adjustments. So let us go through each of the first one is the host box. This is where you select the surface you want scattered. So for our example, we would select this first one here, which is standard group surface and hover over this rectangle. You'll notice it will be highlighted a violet color. And when we click on it, it will appear in the host box. Right now it's just called group, which doesn't have much meaning. So let's change that to do it temporarily remove it by selecting it and then clicking on this icon. Then using the Select tool within SketchUp, select this rectangle and in the Entity Info, give it a name. For the purposes of this tutorial, I'm gonna call it scattered test. Naturally race lactate. You'll notice the instance name Nam appear. As you know, creating instance names is really helpful for tracking groups and components in your model, especially in the outliner. Then let's look at the other options in the host box. So the next one is latching group that contains a curve. So what I'm going to do is show a card with a Friday spline tool and select it. Remember scatter only select a group or component. So make sure you select a generate in group or component. Once created, we can click on the second icon and then select our cuff. If we click on this, you'll also notice another option to reverse is quite hard to see now, but we can visualize it with something like lampposts. If we had lamppost going this direction outwards, we can click this reverse icon and they would go inwards. Let's delete that for now because we don't need it. Then the final option in the menu is selecting individual points. You can click on it and then select individual points in your model where you want a scatter. If you want to erase any of these points, click here on arrays points and just go to those points. Again. Let's delete that for now because we don't need it. Okay, so the next box is just selecting the things you want scattered. You can select as many objects as you want, and the software will randomly assign each object to a different point. So there's an even spread throughout the surface. In this case, we only have one objects scattered. So let's select that. Click on this first icon, then click on our pebbles. So before we go further, one thing I'm quickly going to do is reverse this face. Click Preview to see them again. We want to reverse the face because if it wasn't showing the white side, the pebbles would be facing down. As you know from aliens catch up tutorials, just imagine the why phase as the front face and the grey phase as the back face. Gene C are the pebbles again to be distributed with a current settings. They will appear in this highlighted red box. Before we go further, I want to quickly explain something which is very important. You'll notice some of these boxes are not within the lines. This is to do with the axis position of the pebbles. The standard scatter options work of insertion points. So it will use the components origin or axes position and place it from that point. If I quickly enter into the pebbles, you can see the axes position in the bottom left corner. So let me quickly go back to the host and add some more insertion points. You'll notice every point we select is the axis position or the origin of that component. How do we fix this or remains in lines? Will that awesome settings? We can't adjust latest and nothing is outside. But what we can't do right now is re-position the axis to the center of the bottom face. We don't want a dead center in the middle of the group as half of the pebbles would be above, as below. So as mentioned, we wanted to in the center of the bottom face, which is this point here. So the best way to relocate the axes position, that is to start off with drawing a temporary line. Then we want to select that point using the Move tool. If you're struggling to grasp it. And to the group and hide this study, then move it to the end point of the line. Now enter the pebble group. We're going to go to Tools, selects axes, or hey, our custom shortcut out a. Now click where you want the origin. Select the red axis direction. Select the green axis direction, and the blue axis will automatically appear. Once that's done, just exit the group. Click OK. And you'll notice if we go back into that group, the axis is in the center. Now, remember to unhide that pebble. We can also delete this temporary line. Now if we go back to scatter and click on preview, you can see all these points is based off the new axes position. There is obviously still some overhang around the sides, but we can fix this up later. Let's not leave the intersection points as they are needed. Okay, so the next set of options within scatter is how we want to distribute it is pretty easy to guess what they do by their names. So let's go through the easy ones. First is grid. Ageing z is just going to put the pebbles and an organized grid. Then we have vertices which is going to put it in each corner. And we also have faced Center, which is just going to put it in the center of that group. Now the next two is uniform and random. What uniform would do is create the best random luck and at the same time will avoid any bunched up areas, as well as areas with any gaps or that are sparsely populated. Random auction would literally dot them around and not take into account bunched up parts and gaps in the surface. So essentially if you are going for a complete random distribution and are looking for clusters and patches, select random. However, if you want randomness but everything covered equally slept uniform. One quick thing on the random option. There's this option here called mode. We have projection and wrap. Imagine this ball. And for projection, all of the points are going to be dropped from the top and we'll land on the ball. Then there'll be only scattered where they intersected. So in essence, you're not really gonna get any points on the bottom or the bottom sides. If we select ramp is going to wrap it all the way around our bowl. For this distribution, I'm going to select a uniform as I want it to be random. We'll also cover every single area. Then there's options below which we can adjust for the spacing. I'm going to reduce it to 0.5. so they're closer together. Now and quickly wanna go over this section called pointing. If you have a curved surface like so, and put the slider at pointing up or the scattered objects will be perfectly pointing upwards. However, if you drag it all the way around to normal, imagined the tangent to that surface and the normal line which is perpendicular to the point, and it will go in that direction. Here I have two examples. On the left is pointing up. So if you imagine every point is going to be doing outputs directly to the sky. And on the right-hand side we have the normal option, which means every point is going to be perfectly 90 degrees to that point on the sphere. Essentially wrapping it all the way round. You can adjust the side if you want. Some of them are perfectly up as well as perpendicular to the face. Now the next few options here, slope range and altitude range, we will look at in part to the pebble distribution isn't a great example. I have a grass on a train is option after that is the collision box. If we select that any collisions that happen will no longer appear. The way it works is during an imaginary circle on the longest side, Brandow pebbles, and anything in that circle will then be discarded. You can change the size multiplier to make the circle bigger or smaller, so there's more or less chance of a collision happening. So for example, if I was to change it to 20%, it will make that so-called 20% of the size allowing more collisions. If I just change it to a 150%, it will make that circle even bigger. For this distribution, I don't want collisions on some guide to uncheck it. Next box is the clipping area. There are a few options here, so pay close attention. I'm gonna start off with drawing in another rectangle like psi one, the clipping area box. I'm going to click on this first person which is an area, and select that rectangle we just drew. You'll notice that group has now appeared in our clipping area box. There are two main options here, so pay close attention if we click on this group and include its checks on as well as use surface boundaries as included area of you'll notice it's only the intersection is selected or if we have it the other way round which is exclude on. And this checks anything in that intersection will now be excluded. Again, you'll notice a little overlap at times, and this is due to the axes position or origin. Again, we can quickly look at how suffixes now. So if we go to this bottom option which is boundary check and drop down the menu, we have some options. So insertion point is the standard. This is where it takes the axes position and as long as it's in that region, it will draw the object. If we change it to size, anything that's on the outside of the boundary will now be excluded. You can also adjust the percentage. If we change it to 80%, it will allow 20% margins garb side. Or if it would change it to 20%, it will allow an 80% margin to go outside. And then finally, we have the option of distance. What will happen is Scott to offset the region you selected by distance. You say, unlike how insertion point worked, if that point is within the offset line, it will remain. Again. Now let's hit bats a clipping areas and delayed this group. Then go on to the paintbrush tool. That's also delay this rectangle here as it's no longer needed. Again, a couple of things to note about the paintbrush tool. So when you click on it, you'll get your paintbrush and the clipping area. And when you move your mouse out, you'll see the circle. This is your crush radius. To change the radius, adjusts the number in this section here. Now if we want to brush somewhere and exclude that region, make sure you click here on exclude. Then click and drag your mouse around. Anyway you select will be excluded. If you want to adjust the size of the region you've just painted. Click on arrays hair and then close it in. The next thing to know about the paint area is we can paint regions we want to include. Or you have to do is change this to include an uncheck this huge surface boundaries as included area. Now only pebbles in the painted region will appear. Again, let's get rid of the paint area clipping as is not required. Then finally, we have the object area option. This works the same way as the first option. However, you can only exclude that area in the console at the intersection, for example, it will simply discard anything in that area. Now let's have a look at the next two options. First off, we have density fall off. So let's turn that on. The weight density full of works is that we set our distance and there'll be less of those pebbles going towards the edge. So currently is set to one. If we set it to, you can see less of these pebbles are coming towards the edge. The next option is bolded density. Currently is set to 0%, meaning at the edge that will be 0% chance of a pebble being. And our point, again, don't forget, is based off insertion point to currently the Center is here. If you increase this border density, there's more of a chance it will be accepted towards the edge. We can also invert this by selecting this option here. This would just walk in reverse. So instead of going from the center towards the border, it will go from the border towards the center. Again, we can adjust the distance and the border density. Next we have scale of this works in the exact same way and all the settings are the same. However, all it's going to do is instead of making them disappear towards the edge, is slowly going to scale them down. Again. We can invert the of meaning you go from the outer border towards the center. Of these options can be used together. This way we can have them dissipate tools the edge, as well as scale off at the same time. Next is the random transform options. So we have horizontal marrying which will randomly flip some of these in the x and y direction, or red and green direction. Also that we have verge coumarin which will flip some in the Z axis or the blue axis. As you can see, someone now appearing below as well as above. Next up is translation. If we turn this on, we have x, y, and z. So as an example, I could set the x to minus two for the minimum. And the maximum. This means it will go minus two in that direction as well as to in that direction and allow any of them to be within that distance. Similarly, on the y axis, we can set minus 33. This will allow anything from minus three all the way up to three. And then finally, on the z axis, we can set minus 22. So allow for minus two at the bottom here to two at the top. Okay, so next up is rotation. This just simply let you rotate objects randomly around. Again, setting the angles in degrees along the axes. Hey, you can also check this option which is ninety, one hundred eighty and two hundred and seventy degree rotation. This will rotate them perfectly at 90 degree intervals. And then finally scale. This will put random sizes of objects in your model by US scattering, instead of it being one size. No, it's in percentages. So I can adjust this from a minimum of 10% to a maximum of a 150% of that component. Okay, then the last option we have is camera settings. This is harder to show a small example, but in the next part we will look at it in a bit more depth. Finally, before we wrap this up, I want to talk about a couple more options. Fastly nameless GSA as it's lot easier to find. Then if you have an object with a high poly count such as these pebbles, you want to check render only. As you can imagine, objects like pebbles or have a lot of polygons, as well as them being hundreds of them. So if you have hundreds of these and uncheck this option, SketchUp will become very laggy. If he do turn off, click on regenerate to preview it and give SketchUp plenty of time to load the geometry. If I were to now attempt to move around my interface, it will become really laggy. Let's turn that off for now because I want to render only. Then the last thing is always click on regenerate before you play Scatter. Okay, so that wraps up the FIS pulses cancer. We will look at those other features in the second part on a slightly different application. 8. Skatter Part 2: Hello and welcome back to the second part of this scattered extension tutorial. As this tutorial references more complex functions within scatter, we need a more advanced scene. I'll quickly used the sandbox to create some random terrain and feel free to pause the video to create some yourself. It doesn't have to be anything special. So to get started, I want to introduce you to the scatter library, which is the second icon in the toolbar. If we click on it, you'll notice some images of pair. Here are all the inbuilt components to the scatter extension. And what we can do is bring these n and scatter them over any surface. It includes different variations of grass, as well as daisies, trees, bushes, water lilies, gravel, and some rocks. If you are selecting grass, just make sure to select the large park in one scatter and then also the border and another Scatter. Okay, so say we want to discuss, uh, the first option which is cut boss on gates or click on it and we're going to have some options. I highly recommend using proxies as well as render only if you are using V, right? With this load of geometry, SketchUp will definitely become laggy and unresponsive. So once you're happy with the settings click load, then all we need to do is pick our host. So drag your mouse over the terrain and click on it. All the settings have been already created for us. Now the fast part we didn't really touch on is altitude range. If we enable this, we have a bunch of settings. What we can do is set the top and bottom range, as well as the distance, it disappears. So let's take the top as an example and set this to two. Now you'll notice that no grasp two meters from the highest point of the tray. And then if we set the fall off to one meso, what it would do is one meter from that to me to point is slowly fall off the grass, so it will gradually disappear. The same applies to the bottom, or we need to do is change the figures around. So for example, we can set the bottom two minus one. And then one meter from the bottom, there'll be no grass. We can then again change the fall of one meter. And then from that one meter point where there's no grass to the next meta point, which would be two meters. There'll be no grass. In addition, we can select our full of type. So in this case it's currently set to density, meaning it will slowly disappear. But we could change it to scale. That means it will slowly scale off from these points. And finally, we can also have both together. This means the cross will slowly disappear as well as they're getting smaller towards our full of regions. This is quite useful if we want, say, a certain type of grass at this level. And then a different another level. So the next one is sloped prank. The way this works is putting none of the scattered objects depending on the steepness of slope. The zero-degree line as long the horizontal and the 90-degree line is vertical. Let's leave the fall off for now and look at the max and minimum regions. So currently the maxi sets and 90 degrees and the minimum is set to 0 degrees. This means it will allow everything between that region, which is basically everything. If we now set the minimum to ten degrees, what it will do is anything below ten degrees will now disappear. She can see that the slight patches where the grass would be at 0 degrees or along the horizontal, and now they disappear. If we set it to 20 degrees, anything below 20 degrees will disappear. If we set it to 30 degrees, anything between 3090 degrees will appear and anything below 30 degrees would disappear. And like before we can slap the fall of angry one as well as the type of full of F31. So as an example, if I was to change the minimum Fall of 20 degrees, you'll notice there's simply a density fall off from that point. Again, like before, we can select scale. And what this will do is make them smaller tools that angle. And we can put both of these in unison together. We could set it to these values. And you'll notice is currently selected all the flat areas. Here we could have maybe a higher density of grass will maybe scatter some rocks in areas that are flat. Because naturally rocks are going to lie on flat surfaces rather than steep surfaces. Now lastly, the camera settings. From our knowledge on scenes and advanced camera tools that we can create a camera view point. So let's quickly do that. I'm gonna set my camera to this point here. I'm gonna go to my scene drop-down. And at the same, if we scroll all the way to the bottom of the scatter options, we have the camera settings and it sets a current view. What we can do is changes from current view to C1 and turn on this, exclude non-visible. What you'll notice if we now zoom out and obit round, that's just going to be no grass in that same region. This is because it's not necessary to load all that grass in an area. We're not going to say. There are also options here to make small adjustments. The first one is to add a slight amount of scatter beyond the field of VA just to ensure everything is covered. And the second option is to offset the camera. If we change these both to 0, it will be perfectly in line with the camera angle. So if we zoom back into our saying, you're nice essay covers only the visible areas. Okay, then the last option we're going to have a look at is distance clipping. This is a great feature that I use regularly if I'm doing a one scene render from only one angle. So what this option does is essentially a fight off the grass in the distance you're currently viewing it in this bed like how density full of word. Instead of going to the boulders, it will slowly decrease in the current viewing angle. So if I enable it, there's a bunch of settings. We can adjust the clipping distance as well as the falloff. So for example, if I was to change it to ten, there'll be no cross from this distance here. And it's o based of seeing one. The fall off again is just the fading distance. So I could change this to one or three or maybe five to have even more refined. So as you can see, the grass will be scattered, but the further out we go, it will fade off and there'll be no grass in the distance. Okay, so now you know everything you need to know about the scatter extension. One thing I will say is these options look very confusing and at the stop is very overwhelming. I myself was confused at the stop. If you struggled with any satin Pop, which is rewatch these tutorials after few projects abusing it, it'll be very natural to you. We will look at this extension in more depth when it comes to landscaping our terrain. But now you have knowledge on how to use the extension. 9. Weld: Hello and welcome back. So in this one we're going to have a quick look at the wild extension. This is a free extension created by the S muster team, is a one-click extension that joins edges and tags to make them one single line. So on the screen I have this interior DO trim by, I want to wrap around my dough. If I click on all these edges, you can see they are separated. So functional to wrap this around the door is not going to look right and you'll see 1 second. Drop it around the door. I need to use the following meter. That means I need a guide that is the perimeter of the door. So let's quickly get Latin to enter this group and Slack these three lines. Then I'm going to press Control C, exit the group and press control v. Referencing this point, hey, I'm going to drag it out along the green axis. Now we have the guide slides yet we just need to activate the follow me to then click on this template and it will troll around that. So as you can see, it just doesn't look gray. And this is because all the lines are segmented when we looked at it before. So to fix this, we can use the weld tool. Let's move on to this one which has the exact same example. But before creating the glide and using the Follow Me too, I'm going to weld some edges. So I'm going to select some of these lines. And I'm just going to click on this first icon in the toolbar. Now if we select it, it's just one continuous line. Repeats on all of these lines. And we can just move the guide Ivor from head. Again, we have the guide slighted. So controller for the following Ito and click on our template. Nitrogen, See how is much more continuous and flies a lot naturally. So as a quick example of using the wild tool, as you can see, it's really simple and just merges these lines and curves together.