Scaling up textures

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Pandekage
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Joined: Tue Nov 29, 2011 1:50 pm

Scaling up textures

Post by Pandekage » Tue Feb 12, 2013 2:47 pm

I just want to confirm or deny something. If I want to increase the scale of a texture (ie. make a brick in a brick wall texture twice as large) would I use the default Sketchup materials palette (paint tool > edit > texture), or use the Skindigo materials editor? I'm using materials with bump and displacement, and am afraid that using the default palette will scale up only the regular texture and not the bump/displacement maps.

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Pibuz
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Re: Scaling up textures

Post by Pibuz » Wed Feb 13, 2013 4:24 am

Don't worry: if you use a diffuse map such as your brick texture, the scaling up in the sketchUp material (and file itself) will determine the same amout of scaling for all the additional textures you control through the SkIndigo interface.

This happens as long as your textures are all the same size (example: diffuse texture 1000x1000pixels, and bump displ and exponent maps drawn in photoshop from the "mother" texture which will obviously be 1000x1000pixels too)

Mongoose
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Re: Scaling up textures

Post by Mongoose » Wed Apr 24, 2013 7:45 pm

was wondering the same thing...but if i dont use diffuse? and i use specular? or even glossy transparent, like broken glass shattered or a bumpy mud ball?
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Pibuz
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Re: Scaling up textures

Post by Pibuz » Wed Apr 24, 2013 9:50 pm

For those cases there's a specific tutorial by Whaat called advanced uvmapping or something similar. As a workaround for noobies I suggest to make a plain color texture which has the exact same dimensions of the bump or exp map you're going to use. That way, you'll have a color in sketchup, but you'll be able to "scale" it if the additionwl map turns out to be of the wrong scale.

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