Hi to the devs team.
I found a very critical bug which causes some textures not being rendered if applied to groups/components instead of faces.
Please fix this behaviour!!! Thanks a lot!
Hi to the devs team.
I found a very critical bug which causes some textures not being rendered if applied to groups/components instead of faces.
Please fix this behaviour!!! Thanks a lot!
Hey pibuz , thank you for the feedback!
I can confirm I haven't been able to see the texture you've applied on the component in your example. However, new components that I've created and applied materials with textures to were rendered properly.
Can you tell me how exactly you've applied the material to this component, so I can try to reproduce this from scratch?
Hi Kaj! Thanks for your reply.
I already had an issue like this, and I already told you guys what is the procedure to reproduce this behaviour. Since I had no answer to the other thread, I thought it would be useful to send a simpler case to analyze.
Basically I see this is happening when you PREmap a surface. PREmapping is useful when you want the possibility to give THE GROUP a texture and see it correctly mapped on the inner faces.
To reproduce the case:
1. make a circle and extrude it to a cylinder say H100, delete the upper and lower faces;
2. measure the circle lenght and prepare 2 textures in photoshop which have to be "lenght"x100. Prepare two different textures to clearly see the difference when you apply the two materials;
3. Apply one of the textures to the circular face; it should match completely the face. With the face selected open the entity info panel, and change the front face material to default; now you have PREmapped the outer side of the circular face;
4. Triple click on the object and make group/component.
5. Now, if you apply materials to this group you will get a correct mapping of the outer face, as long as the dimensions of the texture of the apply material match the "length"x"H" dimensions of the face.
This group/component is extremely useful when using Dynamic Components so we use this a lot in our firm. Hope it's all clear!
Hi pibuz ,
I feel like I've done exactly what you recommended, but I haven't been able to reproduce the issue with a texture not showing up. If you'd like to check, I have recorded the process here: https://we.tl/t-JEz7zQ2H9S
Can you point out if I'm doing something wrong?
Maybe we could also setup a webmeeting if you want to show me your workflow directly. You can setup a meeting here: https://www.meetme.so/enscape
Oh, I figured it out. The texture coordinates in the Enscape material editor are behaving weirdly - when switching the texture scale from 19 meters width to 1 meter, you can see the texture - but there's something behaving inconsistently. I'm checking further and letting you know.
Hi again!
I watched your video but it seems like you actually didn't do everything as I did. You took a checker texture and did not make a fitting texture. Don't know if this would affect the behavior, but it's worth a try.
Also, your checker texture itself is acting weird: being a cylinder you should get a perfectly mapped texture, but I don't know why.
Try making the two textures!
Oh, I figured it out. The texture coordinates in the Enscape material editor are behaving weirdly - when switching the texture scale from 19 meters width to 1 meter, you can see the texture - but there's something behaving inconsistently. I'm checking further and letting you know.
Maybe it's this! Thanks for having tested it!
BTW in my experience the texture applied to the group doesnt show up at all, it's not that it's scaled or anything else...
Maybe it's this! Thanks for having tested it!
BTW in my experience the texture applied to the group doesnt show up at all, it's not that it's scaled or anything else...
It was seemingly not showing up for you because the 19 meter scale started with every new face anew. No faces were close to wide enough to show the first letters, that's all. You can check that by using a texture with a different color, for example. The object will appear in that color. The letters were simply out of range.
Display MoreHi again!
I watched your video but it seems like you actually didn't do everything as I did. You took a checker texture and did not make a fitting texture. Don't know if this would affect the behavior, but it's worth a try.
Also, your checker texture itself is acting weird: being a cylinder you should get a perfectly mapped texture, but I don't know why.
Try making the two textures!
I didn't adapt the scale because it shouldn't matter whether a texture is displayed or not. In your case it didn't - the texture was displayed, it just started over and over again.
My checker texture is behaving fine, by the way. That's just the pattern that results if the checker texture is not tiled - all the corners are black. Not a problem in this case.
However, just one more question for me better understanding this issue: Why do you remove the material from being applied to the face, and then apply it to the component again? Where's the benefit in that?
It was seemingly not showing up for you because the 19 meter scale started with every new face anew. No faces were close to wide enough to show the first letters, that's all. You can check that by using a texture with a different color, for example. The object will appear in that color. The letters were simply out of range.
oh I see! Thanks!
However, just one more question for me better understanding this issue: Why do you remove the material from being applied to the face, and then apply it to the component again? Where's the benefit in that?
The benefit is when you work with Dynamic Components, since you can assign different textures to the same geometry and have a different result in render, but same result in the report.
Hi Kaj!
Here to report same issue.
Could you please have a glipse at it?
However, just one more question for me better understanding this issue: Why do you remove the material from being applied to the face, and then apply it to the component again? Where's the benefit in that?
Kaj Burival I can provide some insight on this for sketchup. In sketchup the preferred way to apply materials is at the group/component level, and leave faces with a "default" material. The reason is that sketchup automatically propagates the top level materials to any sub-groups/sub-components, and then to faces, which have a "default" material applied. This is a very powerful feature in sketchup. One can apply different materials to the top level of a component and create different looks for the same component. It is also just a quick way to change materials of a group without having to drill down to the faces, make a selection, etc..
Ok, sorry to bother again but I see something still needs to be fixed by the Enscape team about this topic.
One extremely important thing Renderwiz hasn't mentioned is that if a textured face has been reverted to default material in a specific way, then you will get to keep the original mapping you applied to the once-textured face. This comes very handy when working with components and more specifically with Dynamic Components.
I prepared a sample file which I hope can help you understanding the SketchUp feature and make it renderable with Enscape!!!
Hi! Did you guys take a little time to check into this file?
No problem!
Hi guys! Any news about this issue?