Did setting the id's correctly work for you? This was a quick scene I set up just to send you. In my working scene, I had to eliminate MSO's and break down the objects into separate meshes. In that case, I made sure that the ID's were either 1 or 2 before breaking the objects apart.tom wrote:Frances, I received your scene and I see there are polygons having higher material ID numbers and your multi-subobject material doesn't have enough materials assigned to these IDs. For example, if your object has triangles having IDs 1,2,3,4 and 5, the multi-material assigned to this object must have same corresponding amount of materials with same IDs.
It's the no material on triangles error. So, what's happening is Max primatives are created by default with a different id number assigned to each face (debatable as to how dumb that is). Maxwell doesn't have a problem rendering such an object that is assigned a single mxm. It's when it starts looking into the Material ID's.tom wrote:Yes, it works here like that. Let me know what was the error line saying in your working scene.
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