Hi,
I requested this in the 1.1.16 thread, but since I sort of got it working (thanks for the help Whaat, the answer is almost always right in front of me)
I though i would start a thread.
It is a good idea to go through the new tut by Whaat on UVmapping.
At the most basic, you can choose the exr as an External material under Albedo.
You must set the Gamma to 1, this is in the same box where you select the external material.
The issue here is that you need to UVmap the exr to get the right size. Sketchup does not support the exr format for a texture so you have to do a workaround.
The things you need are an exr obviously and than you need a jpg of that exr at the same size.
So, go through the steps in Whaat's tut where you use a skp material on the face but an external material for the displacement, in this case, don;t do displacement but use the external material for Albedo.
When you click "Position Map" the Skindigo UV helper material comes in as black. What you need to do here is Edit the UV helper in Sketchup and click "Use Texture Image" than you choose the jpg of the EXR and position it, save UV sets, and render.
I feel this sounds kind of complicated, but it's really not.
The big issue I see though is that I was not able to use the exr as a light source, which is one of the main purposes of using an exr I believe. I assigned it to a layer, but no luck.
This might be and probably is, a much easier way to do this. But this is how I got around it. I'll post up and example later when I have a cleaner image.
Hope this is of some use!
Using and EXR as a material
Thanks crojack!
I think that in your case, you would not have had to save the UV set. Just set your SketchUp texture to the JPG and then set the EXR as your external Albedo map.
The EXR should be positioned identical to the JPG texture that is on your SketchUp model. Make sense?
this is the same workflow that one would use if you wanted to use a low-res texture inside SketchUp for the UV mapping, but then link to an External hi-res version of the same texture.
I think that in your case, you would not have had to save the UV set. Just set your SketchUp texture to the JPG and then set the EXR as your external Albedo map.
The EXR should be positioned identical to the JPG texture that is on your SketchUp model. Make sense?
this is the same workflow that one would use if you wanted to use a low-res texture inside SketchUp for the UV mapping, but then link to an External hi-res version of the same texture.
