- Wed Jul 11, 2012 9:01 pm
#358508
The main question is whether you have to use an MXM or not. If you have two faces, each with the same material, but each with different texture distortion (e.g. using right-click > Texture > Position), these will be problematic for use with an MXM. Why? Because the projection shown by SketchUp is not done purely with UV coordinates; it also involves distortion of bitmap pixels.
Try an experiment to demonstrate this: draw two faces, assign one textured material to both (not MXM), position the texture of one of the faces (making sure to skew it, not just scale/rotate/offset), and then export to Studio. You will find that you have two faces with two different materials -- check what they use in their BSDF > Reflectance 0° textures. While the material applied to the undistorted face uses the natural texture, as it exists on disk, the distorted face uses a different texture, whose pixels have actually been changed and written to disk, by SketchUp, at the request of the plugin.
At this point, were you to assign either material to both faces, one of them would appear to be mapped incorrectly. And there is the problem with distorted textures vs. MXM materials: you need a separate material for each distorted face, using uniquely-distorted versions of its textures; there is no way to create these modified textures when you are using MXMs, since SketchUp knows nothing about the many different texture files that may be referenced by that MXM.
However, as mentioned above, if the distortion is small, then using the Ignore Distortion switch may get you close enough. Note as well that none of this applies to the use of embedded-mode materials, since the plugin will happily write out a unique material to go with each uniquely-distorted texture.
Next Limit Team