Ijust got the updated enscape and my materials show up like this automatically and i haven't been able to change it... in the previous version i had my materials automatically showed in the rendering screen so not sure why everything is one material. When i press on the import material it goes blank so how can i fix this so my materials show??
Our newest release currently has a bug that changes the behavior of importing materials in SketchUp. Previously, imported materials would automatically populate into Sketchup's selected Material window. However, with this update, they instead are added to the "In Model" category in Sketchup:
As this is a bug, we are working to fix and release an update to this problem. In the meantime, if this is a detrimental issue for your workflow, the only recourse is to downgrade to Enscape 3.3, which you can download from here.
I am having the same exact problem. The Rhino to Sketchup workflow so essential in my office and we need materials to be preserved on transfer but all but one similar objects end up in Sketchup with default material. The Rhino 6 Sketchup export has been a great improvement in that it now preservers both layers and vectors. Hopefully the material preservation issue can be fixed.
Good find. It looks like exporting to a down-saved version of sketchup works but its only when you have your rhino materials assigned by layer. Materials assigned by object are having the same problem even in a down-saved version
The textures are not one solid color. The material has a color and no texture.
Sketchup does not include the Textures if you import it into unity.
You have to put the textures inside of unity and assign them to the materials the belong to.
you can try the rout via exporting to FBX , that can include the textures.
This is something Unity changed recently. By default it used to create a Materials folder and put the textures/materials in there, but now it defaults to looking internally at the model, which might not show the textures properly.
I would not press export both sided material. your basicly creating way much more for unity to handle. Just make sure your face direction in sketchup is correct and it will all work fine. Here is the link how to do it
Hi henry,
Yeah, unfortunately, D5 does not work the same way as built-in renderers and it does not support Enscape materials. After models are imported into D5, we need to edit the material and lights in D5. We are trying to optimize the way of interaction in SketchUp for D5 converters. Regarding materials, surfaces sharing a material will have the same material in D5, so it will be easier for batch editing.
Rather than rendering the actual bitmaps, the renders just come out in plain colours with no texture to them. I've tried everything to try figure this problem out, but I'm not having much luck. I have looked around on other threads, and one thing that was suggested on a slightly different topic was making sure in Sketch Up that the fronts of the planes are showing (the white side), and reversing any sides that have the back showing (the blueish side).
In the sketchup program under window-preferences then files. You can set a folder path for where you want to export your files to. I've set mine to the 3dsmax import folder located under your documents cause max imports from here. Now within the folder whenever i export files from sketchup to that directory each job has a unique folder name. This helps too avoid conflicts with texture names cause i assume you use some textures over and over esp the favorites.
In max though, after youve exported you have to go to customise, and configure user paths. then in external paths, add that specific folder where youve exported your sketchup now 3ds file into. Youre tellin max to read the textures from that folder. So in the event youve got another job, all you need do is change the file path of the one you've just added. You have to do this each time you have a new job.
NB: Avoid creating many paths cause you could have the same texture in different folders and prob might have changed the scale in some. Max would read the texture always from the first. Thats the reason i keep changing the singular path i've added.
Hi, I haven't been exporting my file in sketch up because in 3ds max design 2012, you can just import the sketch up file straight into it without having the need to export. should i try exporting it instead, or try exporting it as a .fbx?
Ok. I quickly ran a test with that. I use 3dsmax design 2011 and only tried importing the sketchup file directly and havent tried it again for a while. Not till today at least but seems to work out pretty well from here.
I dont use layers in my models and orgainize them rather by material. Reason i prefer importing as 3ds and attatching all at one as some materials can be overwritten with another i want easily instead of having to select groups and components which i noticed the skp file came as. Has its advantages though .
Still i noticed importing the sketchup file brought a dialogue in max and the sceneasset folder is where your textures are exported too. I'll advice you create a specific folder from that dailogue and add that folder under your user paths in 3dsmax under customise more like i replied in the first message. This should fix your models rendering as plain objects. Be sure to also select your faces come in as double sided material. I tend to paint my materials over on the back face just incase i forget to flip em in the event not all your faces are on the right side which is the white side.
I skipped a big detail for i replied you sorry. Whats your render engine? are you sure its been set properly so your lights and all render properly? Sketchup files come with a daylight system which is more suitable to mental ray so if you're using vray you probably wouldnt see anything either except overexposed faces which appear plain with no accurate shadows. i think this might actually be the problem in your scene.
Another problem could be that your materials aren't loaded into the scene. If you open your material editor and use the syringe looking tool, click on a part of the geometry, it will bring up the material that is allocated to that part. It may even show up as having a map loaded into the diffuse but when you go in to check the diffuse map (click on the "M" beside where it says diffuse) you may find that it has it listed but when you click on "view image" there may be nothing there. You will have to point the material editor to where your texture is and then it should be there when rendering.
Now I'm applying materials in 3DS Max. I've applied diffuse, reflective and bump maps and the preview material ball shows the texture exactly how I want it. However in my viewport and when I render they come out as a solid colour.
I imported a SketchUp COLLADA (.dae) file from 2017 SketchUp Make, and imported it into Unity. I then clicked "Use External Materials" and the colors began to load. But I noticed quickly that one of the wings of my imported B-29 was Dark Gray, while the other way a proper color. Random parts, such as the front engine housing piece, were also dark gray. Parts of my advanced dials were also dark gray, and I immediately decided that there is now ay that I am going to manually go in and fix every single dark-gray material, but at the moment, I found no alternative.
I began with the wing. I went to assign the material that I used for the other wing, which was white, to the dark gray wing, but I found out that the other wing already had that material in use. And when I went to assign a different white color, absolutely nothing changed, aside from the fact that the wing now claimed that it had that color in use. Is there a fix for this problem? I could try importing as a .SKP file, if the reason for the issue is something to do with the COLLADA (.dae) file.
What I had was 2 wings. they were both components in SketchUp, so whatever I did to one applied to the other, Then I made them unique before importing to Unity. The Wing that won't work right is the one wing that had the USAF Insignia on it. But I doubt this is the problem, because all engines on that wing were also not colored correctly, whereas the other wing was fine. Those engines were also components, but were also made unique before the import.
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