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This button toggles the activation state of the plugin's Select Tool.

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Assign to Selected Entities

This button is provided as a convenience; clicking it simply assigns the current material to the current SketchUp selection.

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Material List

This drop-down provides a list of the materials contained in the SketchUp document. Materials may be selected here, or by selecting them in SketchUp.

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Character determines whether the material is glass, metal, etc. Character is primarily concerned with the nature of the material on a conceptual level, and not with anything specifically having to do with the material's color or texture; those things are independent from its character. In total, there are fifteen character types:

Type

Description

Automatic

This is a material's default type. It provides a Roughness parameter; as Roughness is decreased, the material will shift from a pure diffuse to a smooth plasticine material.

Opaque

Transparent

Translucent

AGS

Metal
Car Paint

These are based on the Maxwell Material Assistants. For more information on their parameters, please see here.

Plastic

This type describes a hard plastic. It provides Roughness and Nd parameters. As Roughness is decreased, the plastic will become smoother. The Nd value controls the reflective response of the material; lower Nd values result in weaker frontal reflectivity.

Lacquer

This type is designed to create a material which resembles a lacquered surface, and is generally intended to be used in conjunction with a woodgrain texture. It provides a Finish type, of which there are five: Rubbed, Satin, Semigloss, Gloss, and Polished.

Liquid

This type simply produces a liquid material. It provides an Nd parameter, which is set to the refractive index of water (1.33) by default. Being a true dielectric material, this type should only be used on objects which have a closed volume.

Glass

This type is similar to the Liquid character, but it adds a Roughness parameter. Its Nd is set to the refractive index of standard glass (1.51) by default. As with Liquid materials, Glass materials should only be used on objects which have a closed volume.

SSS

This (SSS stands for Sub-Surface Scattering) type produces a material which possesses complex internal scattering effects (as this is a dielectric material, it should only be used with objects which have a closed volume). This type provides Roughness, Thickness, Density, and Asymmetry parameters.

Thickness is used to scale the material based on the basic size of object on which it will be used; lower values will cause light rays to terminate closer to the surface of the object. Density describes how many particles per volume the material contains; this affects how light is scattered inside of the volume with more dense materials looking more opaque and less translucent. Asymmetry determines the back- or forward-scattering characteristics of the material; positive values cause light to bounce back toward its source, and vice versa for negative values.

SSS (Single Sided)

Single Sided SSS (or SSSSS, for purposes of this discussion) is a special Sub-Surface Scattering mode designed for use with single-face meshes; regular SSS is unsuitable for use with such geometry, due to its dielectric nature and the resultant requirement that it be used with an object which describes a closed volume. The SSSSS character provides Roughness, Thickness, and Asymmetry parameters.

Thickness determines the theoretical thickness that Maxwell will give to single-face meshes such materials are applied to. Asymmetry, as with regular SSS materials, determines the back- or forward-scattering characteristics of the material.

Satin

This type has no parameters, and produces a material which behaves like satin cloth.

Velvet

This type has no parameters and produces a material which behaves like velvet cloth.

Complex IOR

This type has no properties other than Roughness; rather, its rendering characteristics depend on the selected Complex IOR file. See the IOR files page in the regular Maxwell Render documentation for information.

Emitter

This type produces an emitter material using the supplied Watts, Efficacy, Temperature and Roughness parameters. The amount of light the emitter material will output is determined by two parameters: Watts, which specifies how much electricity this emitter would consume, and Efficacy, which determines how efficiently the emitter converts that electricity into lumens (a unit of measure for light output). This allows you to set your emitters using real world values, often found on light manufactures websites. Temperature is optional: when disabled, the normal RGB color of the material will be used. As Roughness is reduced, a glass-type BSDF is mixed into the material, such that at a Roughness of 0.0 (and if the emitter is weak enough to reveal the glass-type BSDF), the material will resemble a light bulb. For more information on using emitter materials, see here.

IES Emitter

This type produces an emitter whose light source is an IES or LDT file. Intensity and Temperature parameters are provided, with Intensity adjusting the power output of the emitter. As with the standard Emitter Character, Temperature is optional, with the normal RGB color of the material being used when it is disabled. This type has no Roughness parameter, since IES/LDT emitter materials are intended to be used on geometry which has been hidden to the Maxwell camera. For more information on using IES emitters, see here.

HDR Emitter

This type produces an emitter whose light source is an HDR, MXI, or EXR file. Intensity and Roughness parameters are provided, with Intensity adjusting the power output of the emitter. Similar to the regular Emitter character, as Roughness decreases, a glass-type BSDF is mixed into the material, allowing materials like an LCD screen to be simulated. For more information on using HDR emitters, see here.

Image Projector

This type is somewhat similar to an IES Emitter, except that its light source is an image file, which is projected outward from the geometry to which it is applied. It is best to use a sphere (group) for this purpose; the focus of the projection will be dependent upon the diameter of the sphere. For more information, see here.

Spotlight

Applied to a group (in order to achieve directionality), this type produces a virtual spotlight.


Note

Directional light material types (IES, Image Projector, Spotlight, or linked MXMs using these types) should be applied to groups, not individual faces, since the lighting produced needs to have a direction.

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Where the Character determines the physical properties of the material, its Color determines its basic color.

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Mode

The material color can either be linked to the color of its associated SketchUp material, or it can be set independently. If the color mode is set to Link to Application, then any changes made to the color here will be sent to SketchUp, while any changes made via SketchUp's own material editor will be reflected here. If the color mode is set to Use Specific Color, then this link will be broken, and the color of the associated SketchUp material will be disregarded.

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Similar to the Color parameter, a material's Texture determines its basic color, when a texture is present (if there is no texture, then the material's Color will be used).

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Source

Just as a material's Color may be linked to its associated SketchUp material's color, its Texture may also be linked to the SketchUp material's texture. When Source is set to Use Specific Texture, this link will be broken, allowing you to choose a different texture map. When Use Specific Texture is activated, there is also a checkbox provided, by which the texture may be temporarily disabled.

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Where the Color and Texture parameters control the basic color of the material, the Bump parameter controls bump-mapping effects.

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Strength

Bump values in Maxwell range from -100% to 100%; setting a value of -50% is the same as inverting the texture and using a bump value of 50%. When the bump mode is set to Displacement, then this parameter specifies the displacement height in millimeters.

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Clicking this button shows a listing of details about the currently-selected MXM file:

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Copy Color to SketchUp

When an MXM file is present, this button will be visible. Clicking it will copy the basic color of the MXM file into this material's associated SketchUp material.

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This can be quite useful in some cases, but in the case of SketchUp, it is both unnecessary and incompatible with the way that SketchUp works. This is because SketchUp:

  1. has no concept of a texture repeat value.

  2. always creates texture UVs in terms of real-world scale sizes.

For these reasons, it is best to use MXM files which simply specify 1.0/1.0 in their texture Repeat values, and which do not use the Meters method. If MXM files used from the plugin have values other than these, the result will be that the texture mappings seen in SketchUp's viewport will not match those in the rendered image.

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