To add detail and realism to your models, SketchUp enables you to paint materials on faces. Materials are essentially paints that have a color and optional texture (defined within an image file). For example, in the following figure, the roofing...
Aside from hitting the right combination of steps to do it with the internal tools (for example, select the material, right-click Edit, click on the color wheel, choose another color to colorize the material), you could continue to use Photoshop.
Because I need a material with same resolution for many objects of different sizes.
I also know real size of photo that I use as a material texture. I know that 1024 pixels are like 1024 mm +/-.
Doing it my way I import texture just once, and if I use it for multiple objects (sometimes 50 or more) - texture has same scale (matches with other objects), no matter if object has 10mm or 3 meters.
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Hey guys,
Same problem here. According to my material palette, there are textures in my model. However, I do not see them being applied.
I have tried everything, reversing faces as well. Textures are never applied.
Help!!
Nora
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
Another thing it could be, that I just tested, is the order you do everything in. If you have an existing sketchup material edit the enscape parameters and save your project the edits will persist in that project, but if you bring that .skm into a new sketchup file the settings will not come through. You need to save your .skm after you make your changes in the enscape material editor then the new parameters will come through in a new project (assuming like Ted said your pathing is good).
Here's another +1 for an Enscape material library. I'm not saying I know how it works/looks but certainly something could be better. A realtime preview like Vray on the sphere with the material applied would be very useful.
That being said, I commonly (lazily) copy/paste materials from other models and into new ones. Seems to work OK for me. Though, I do oftern end up with a lot of "new" materials in my models this way, as SU sometimes sees that "name" is already in my model and assigns a "1" to the end of the material name....I need to get it better at my asset/material handing.
Another alternative that I use is to have a master texture material with cubes, with categories for each material; first you work on that file, and then you copy the cube to the file you want it.
I'm using a technique similar to the Supodium Browser that you import cubes into the model, but manually
Hey fellow/former SUPodium user! This is pretty much the same as copy/paste from other models, right? Might be why I got so used to that method, as Podium is where I started. I commonly just open the last model I was working on that's complete and grab materials I know where tuned to my liking the best from that point.
step 1 - save within SU your favorite materials by opening previous projects you've worked on and save them, or start from '+' aka scratch
step 2 - select the saved material, from the materials tab in SU and alter the material with bump etc
This has been more of less the way I've handled them, but I'd like a better/cleaner system for fully mapped materials. SketchUp wasn't designed with that in mind, so I'm hopeful Enscape will have a more robust solutions in the future.
I found SketchUp Essentials video helpful, although it confirms that it is a lot of work and manual organization. I'm also constantly fiddling with height/reflection properties in every model as I learn how to best use each material, so it's be helpful to me if it were a global thing. Finding the right balance of material settings and having it apply back to other models.
I was able to pretty quickly save some common textures as I worked today. It is simple, but if prefer it in the program as a library. I dislike the sidebar in SketchUp for finding materials. I was also hoping for a library like Lumion in Enscape V3. We can still hope!
It would be super great if the default material wasn't treated as pure white 255,255,255 - obviously this is a value we shouldn't be using anyway and I think it would be beneficial for those not aware of that.
I'm just thinking about it from a user experience perspective - if you've forgotten to apply a material to certain surfaces, it doesn't make sense for Enscape to assume one that doesn't exist and use an albedo colour that categorically causes issues for rendering - just as it wouldn't make sense for it t
I try my best to follow SketchUp modeling best practices, and this includes never applying materials to groups or components, only to faces, and only to front faces, not back faces. This has worked wonderfully with every single render software I've used until now... except Enscape. As you can see in the first image, Enscape is leaking SketchUp's default backface materials through the table's and chair's unsmoothed lines. In the second image, I copied each object's material and applied it at the group level (thus going against SketchUp best practices), and this "solves" the Enscape bug.
I understand why Enscape works this way: Most users work in a very sloppy way, and this suits them well. However, I wish there was an option for Enscape to not render (aka "cull"), backfaces when they have no material applied to them, that is, when they only have the default SketchUp material. This is the way Lumion works. And I hope Enscape can shave off a few miliseconds per frame by doing so. Why use system resources in something that won't be seen?
It is always good practice to create your Sketchup forms correctly with all of the faces oriented the proper way, so that the front-face is facing outwards where you might see it and it has any required material/texture applied to it - and conversely the back-face is inside and never has a material applied, as it's not seen or rendered by most renderers.
"the back-face is inside and never has a material applied, as it's not seen or rendered by most renders". You would never deliberately colour an inside face; as the quote said it's pointless because it's never seen... but a face being in part of a group that gets a texture applied to the group wrapper - that just happens.
Arqui3D I was mainly curious about your comments regarding applying to faces and not groups.... "never applying materials to groups or components, only to faces". Do you still think that is important, and if so why?
my experience - if i can say my two cents too - is that mapping entire groups often leads to misunderstanding in future phases, when you eventually want to change material to some sub-objects/sub-faces. It is also misleading the fact that you can see a texture applied but you cannot UVmap it, because this operation is only allowed over faces. That's not an issue, it's only a workflow annoyance, to me.
Arqui3D I was mainly curious about your comments regarding applying to faces and not groups.... "never applying materials to groups or components, only to faces". Do you still think that is important, and if so why?
Hi, renderwiz. What pibuz said: Because you need to work directly on faces, not on groups, if you want to correctly map wood, concrete, TVscreens, etc. And yeah, it's also confusing when materials are applied to groups and components. You end up looking all over the place until you find on which level the material was applied.
Yet another reason to cull back faces with default material: I often have different materials within the same group, such as this one, so applying a single material to the group to avoid backfaces showing up is just not gonna cut it.
I just look at it the other way around... 1st apply to group/component containers, 2nd apply to subgroups as overrides, 3rd apply to faces for elements that are not handled well by #1 and #2. Base geometry remains default material and default uv unless a specific override is needed.
in principle I support the workflow and the wish of Arqui3D - Of course, I often also click a material onto a group, but I only do this where I use a simple pure color, never a textured material - especially with more complex geometry the result is often unreflected and somehow randomly bad. Assigning material to a group also always means that it is then materialized throughout the entire group, also the backface. This circumstance can actually cause problems - e.g. RenderIn reacts to it very allergically as well (while Shaderlight or others don't care about that at all)
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