By Stoker
#339904
I am having issues getting a texture to scale properly inside the plugin. I want to use this texture to represent screen printing on my part. The problem is that the texture scale as seen on the model does not seem to stay consistent with the scale of the actual image. In other words, if the texture size has a ratio of 5 units wide by 1 unit high, the scale shown when the material is applied onto the model is different. Modifying the global texture scale and offset does not change the fact that the proportions of the texture are not being maintained.

I would prefer to do this in the plugin if possible, especially for cases where there are multiple instances of a part in the assembly. Can this be done in the plugin?

I am using SolidWorks plugin version 2.5.12.0 with 64-bit SolidWorks 2010 SP4 on WinXP.
By JDHill
#339907
Sorry, but the texture scale is specified using a single value in the SW texture, so it is not possible to pre-visualize non-square textures at their native aspect ratio. Therefore, if you want to keep your work inside SolidWorks, you would want to go to the Database Manager's toolbar and disable real-time viewport materials. When that feature is enabled, the plugin enforces that Tile X = Tile Y in your textures; when disabled this is no longer the case, and you can set them independently.

In checking this though, I notice that in addition to disconnecting texture changes from the viewport, this also disconnects them from updating the Maxwell Fire window. So I'll change that for the next update; in the meantime you would need to cycle the Enable/Disable button in the Maxwell Fire window, in order to push the modified material into the rendered scene. Note that if you use this strategy, you will also want to have Cache Meshes enabled in Scene Manager > Output, to prevent the plugin from releasing the Maxwell Fire scene resources upon disabling Fire.
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