Commandis a special modifier that is not able to be added to all shortcut because it has specific function within the operating system. It does appear that the previous hardwired shortcut for model info which was command shift I has been changed to be the hardwired command for invert selection. There is no hardwired shortcut for model info now, but you can add one in preferences.
I work making architectural renderings where all building surfaces in our models are specifically chosen and must be retained. My current workflow involves re mapping all textures back onto every material manually whenever I import the building model from revit into my SketchUp site context model. The other issue with this process is all lighting information is lost. After several days of research I cannot figure out if the light sources in revit need some setting changed in order to retain their properties or if there is some other step im missing.
Overall Im hoping to find any info, now that you can "Drag and drop" revit files directly into sketchup 2023 if there is any way to retain the materials textures or if there is a way to batch import and assign them. I know I could run enscape in revit and export all the materials as .matpkg but the issue there is that because not all of the revit materials are set as "Generic" materials inside revit, when I export to SketchUp they do not link properly to the geometry. They do not retain their names and some are lost entirely.
My current issue is that when I apply a self illuminated material to geometry in Revit, the light it casts looks completely different when the exact same material is applies in SketchUp. This is the case if I export the material as a .matpkg and re import the apply or if I just re create the material from scratch matching all the settings.
In general simply moving a project from Revit to SketchUp and maintaining all the lighting/materials in Enscape is not possible currently. Revit has its own unique light sources which are not available in SketchUp and vice versa. For SketchUp itself we also provide our own lights as these are not natively available otherwise, so simply converting a Revit light source into one of ours by moving a project is not possible technically.
Furthermore regarding your second post when it comes to the difference in lighting, please let me know if I'm missing something but the light cast looks different because you seem to be using actual light sources based on what I can see in Revit itself, as self illuminated materials do not cast a light cone or shadows like that. If you wish to achieve a similar or even the same look (through a spotlight via IES profiles for example) you will have to add additional lights via SketchUp (more details here).
Last but not least please also keep in mind that self illuminated materials have to ideally be visible by the camera as otherwise they will not render any light, as seen in the example screenshot from SketchUp as they are out of sight inside of the socket. But of course it may suffice to just add lights via SketchUp in the first place as mentioned prior.
If you are ever working on nested components, it's a great idea to go into model info, then components, and turn on show component axis. This will show you where every axis is on every piece of your nested component. Follow along as we show you how to do it!
The content in The Engineering ToolBox is copyrighted "+ "but can be used with NO WARRANTY or LIABILITY. "+ "Important information should always be double checked with alternative sources. All applicable national "+ "and local regulations and practices concerning this aspects must be strictly followed and adhered to.
If you miss something in the ToolBox - or want some components added - please contact us by email. " + "If you can add documentation like property tables or similar for the components - it would be very helpful.
Makes a component of the selected object. Note that all objects from the Engineering Toolbox are inserted as individual groups. You should transfer a group to a component sharingthe same definition when there is more than one instance of the same object. Tip!Rename the object to its final name before making it a component (in outliner or withright click and entity info).
Move or copy (multiple) selected objects. Make advanced geometric constructions with multiple selections, multiple copies and the offset. Tip! - Use "Make Component" to save space and reduce computer load when working with multiple copies.
Before cut - customize the inserted Knife! The Knife is a group you can rotate, change the size of, and even add or remove objects within (example - add a function curve for an advanced cut). You can also make your own Knife by naming a group "theKnife". After insert and customizing the knife - positioning it to the object(s) where to cut - select the object(s) (must be groups) - and click cut! Afterwards - select the object(s) and remove the parts of the object(s) that you don't want. YouTube demo of the Knife!
Insert standard and customized parametric components - like flange beams, lumbers, piping, geometric figures, function curves, stairs and more - to your Google SketchUp models with
sketchup.engineeringtoolbox.com
Note! The Engineering Toolbox extension in Sketchup Extension Warehouse only works for Sketchup editions up to 2023. For Sketchup edition 2024 and higher the extension can be installed by using installation alternative 2 or 3 below.
From the Sketchup menu - select Extensions > Engineering ToolBox. A page like this opens in a separate window - navigate to the wanted component - and select insert! to add the component to your SketchUp model.
Organize your model in groups - add components to the groups! Example: Use separate groups for construction steel, piping, the different HVAC systems and more. Always keep an eye on the model in the "Outliner" window. Use layers to organize and control the visibility of the model.
Be aware that objects from The Engineering ToolBox are inserted in Sketchup as Groups. They will show up in the Sketchup > Window > Outliner dialog but not in the Sketchup > Window > Model Info > Statistics (Only Components) dialog.
The objects will now show up in the Sketchup > Window > Model Info > Statistics dialog and be available for reporting through Sketchup > File > Generate Report feature or other third party report generators.
An insterted object from The Engineering ToolBox can also be converted to a Component by right clicking the object and selecting Make Component. The name will not be preserved and must be changed after the conversion.
The front of a face is defined as the face normal direction in a right-handed coordinate system. That is, when the front of a face is facing the viewer, that face has its vertices in a counterclockwise direction. The back of a face is the opposite side. A face can have a different material (texture and color) on the back of a face with different texture coordinates. The vertex normals on a back face are assumed to be the normals of the front face flipped in the opposite direction.
A single .skp file (also known as a SketchUp model) contains geometric entities (faces, edges, textures, and images) organized as hierarchical groups and assigned to a layer. A SketchUp model can also contain component definitions that provide building blocks of reusable 3D geometry.
The SketchUp Reader will create appearances that can be used by an FME writer that also supports shared appearances. FME manages shared appearances as library objects. Shared appearances contain information provided by the SketchUp Reader that includes the appearance name, texture image and color information.
The SketchUp Writer will convert an FME appearance into a SketchUp material. If the FME appearance being saved has no texture, then a SketchUp material will be created from the diffuse color in the FME appearance. If the FME appearance being saved has a texture then a SketchUp material will be created with the raster data associated with the FME appearance.
Geometry on hidden layers will not be read by the SketchUp reader. To read this content, modify the SketchUp file to set hidden layers to Visible, or set the Read Invisible Geometry and Layers parameter to Yes.
Non-triangular faces and meshes can cause issues when writing textures, as Sketchup materials are optimized for mapping to a triangular face. Using the Triangulator transformer may help in these cases.
Thea Render provides a wide range of material libraries, as well as models and skies. Visit the Resources page to download all the available Thea libraries. You can find more information on how to install Thea libraries in Appendix C.
Once the installation has finished, a new window will verify the files that have been installed to the Thea Data folder. To see the newly installed library, open the Thea Browser and click on the Refresh icon
Importing Models
When Models is the selected category, it is possible to click on the "Import Model" button to import 3d models in other formats such as: fbx, obj, 3ds, dae.
The generated Thea Model will be added to the current location as a Thea Proxy (.mod.thea)
Tip:
To create a new folder, go to the Thea Data folder. You can find the path to the bottom of the Thea Browser window. Go inside the Models folder (Thea Data/Folder) and create a new folder.
Thea Browser also has a Model Info section which shows External Dependencies associated with a model.
This window allows you to view and find/modify/update external textures, IBLs, and models used in the scene.
In SketchUp, you can import and export STL files, which are used in 3D printing. For a SketchUp model to become a successful 3D printout, the model needs to meet certain criteria, such as having a base and a volume and being a solid.
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