If you have TWR Pro, you can use the Deep Material Editor to scale or rotate or shift a texture (but you can't use a completely different texture mapping). Note that SU (and TWR) only supports one texture mapping so you can't map color and bump separately. Now when you render, TWR will use that texture mapping for the object. Once you have the texture associated with your SketchUp material, use the SU texture tools to set up your texture mapping. Use that texture in the SketchUp material for the object (Edit the material and click on 'Use texture image', then navigate to and select the texture). So if you have a Kerkythea material that you want to map, find the texture from that material (usually the KT libraries include all their textures in the same folder with the material XML). Twilight Render uses the texture mapping straight from SketchUp. Here is a small material template pack for inspiration. But you can probably find a lot simpler YouTube videos on the subject by googling it. If you are a licensed ‘TwilightRender’ user, you also have an option to send your model (with all its materials, lights and cameras) to Kerkythea for more control and advanced material making, instancing brush tool, etc. 4) Check that the permissions got applies recursively to the whole tree. 3) Set the user permissions to Full Access on the install folder C:Program FilesKerkythea Rendering System. 2) Create the folder 'C:Program FilesKerkythea Rendering SystemMaterialEditorLibraries'. Are you familiar with SketchUp's texturing functions? If not, there is a huge SU material tutorial here. Windows Vista 32 bit (yes, its old) 1) Install kerkythia.
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