Great tips Josh, however, I'd stop short of calling the application of materials to groups and components "improper." There's nothing wrong with applying a material to a group or component. In fact, I prefer doing it this way, especially when using solid colors, since I have no need to adjust the texture rotation or position. The key is to just understand the difference between applying to groups/components vs directly to faces. With applying to faces, you get the ability to adjust the material rotation, scale, etc on each individual face. With applying to groups/components, you don't. That doesn't make it wrong or improper. I like applying to groups/components because it's a zillion times faster, especially if I have several nested groups/components inside. P.S., Thanks for fixing that tile on the wall, it was driving me nuts! lol
Agreed. It's not "improper". In other cases, it's actually necessary, not only convenient. Because if you use Vray in Sketchup, the best way to get displacement to render correct is to apply the material to the faces AND the whole group/component. Otherwise the displacement will not render.
I agree completly. A modeler should learn in which cases you should apply the material to the face and when it should be on the group or component. In a complex component that is issued in different solid colors (like for a car) you want the whole car to change with one click and not go do a manual change on each face every time. There's a hiearchy in place in SketchUp so that face applied materials are used before group or component applied materials. That way, you can go in the model and apply the textures that won't change, like glass, directly to a face and the rest stays default. When you apply the color to the car, Everything that is default change and the rest isn't affected. Saves lots of time on window frames, lamps, etc.
@@ArchitectureInspirations Was going to mention... that there are a few "rendering" extensions/stand-alone renderers that will react quite differently to how textures are applied.
Excellent Video! I knew about all of this but I did not know why things came out wrong. As a result, I learned, trial by error, to do it correctly over the past 10 years.
Thanks Josh. I have to say something. Applying texture to the face level not the group level it has to be SU Developers responsibilities not the modelers. If applying texture to the group level is useless then it shouldn't be in the software & if it is rarely used then it shouldn't be the default. I guess this is how it should work. By default applying the texture should be to faces level; if required then after selecting the Bucket Tool right click should give the user the option to apply it to group level.
Yup. Took a class from lynda.com and the architect series instructed me to switch layers for each drawing. So raw geometry was not on layer0. I ignored it, but later on, tested it out to see what issues creep up and now i know haha
Great video thanks. On the matter of applying materials to raw geometry in think you are better off to say” horses for courses”. In your example of using wood textures, sizing and grain direction was applied to raw geometry and all was good. However, when applying colour to car props, the opposite applies. Car colours generally are not grained and you can save a lot of file memory by using the same component and just changing the colour of the overall component with no loss of realism
I have always heard work on "layer 0" but the way you explained it makes more sense where all your lines and faces are on "layer 0", all the groups and components are on their own layers. When I have a very complicated drawing and I turn off layers to help speed up my application and leave "layer 0" on does that still work if all the faces and lines are on "layer 0"?
I always throw raw geometry on layer 0, then if needs be, i group the raw geometry and put it on its ownlayer. IE, i have a box on the box layer, but if i double click the box group/component, and select the actual face of the box, or faces by tripple clicking, it will say layer 0, but if i just click once on the group/comp, it will say box layer haha
@@AaronMakingStuff out of curiosity, have you done a video on the differences between intersect faces with model, context and selection? i have never really tried to see the difference... but there has to be or they wouldnt exist.. haha
Thank you for straightning the thing on the wall... such a relief
LOL
Great tips Josh, however, I'd stop short of calling the application of materials to groups and components "improper." There's nothing wrong with applying a material to a group or component. In fact, I prefer doing it this way, especially when using solid colors, since I have no need to adjust the texture rotation or position. The key is to just understand the difference between applying to groups/components vs directly to faces.
With applying to faces, you get the ability to adjust the material rotation, scale, etc on each individual face. With applying to groups/components, you don't. That doesn't make it wrong or improper. I like applying to groups/components because it's a zillion times faster, especially if I have several nested groups/components inside.
P.S., Thanks for fixing that tile on the wall, it was driving me nuts! lol
Agreed. It's not "improper". In other cases, it's actually necessary, not only convenient. Because if you use Vray in Sketchup, the best way to get displacement to render correct is to apply the material to the faces AND the whole group/component. Otherwise the displacement will not render.
@@ArchitectureInspirations pretty cool ha & pretty sweet ha.. Good to see you here man.
I agree completly. A modeler should learn in which cases you should apply the material to the face and when it should be on the group or component. In a complex component that is issued in different solid colors (like for a car) you want the whole car to change with one click and not go do a manual change on each face every time. There's a hiearchy in place in SketchUp so that face applied materials are used before group or component applied materials. That way, you can go in the model and apply the textures that won't change, like glass, directly to a face and the rest stays default. When you apply the color to the car, Everything that is default change and the rest isn't affected. Saves lots of time on window frames, lamps, etc.
Thank you for the explanation. I was wondering why they would let you apply it both ways if one of them was wrong.
@@ArchitectureInspirations Was going to mention... that there are a few "rendering" extensions/stand-alone renderers that will react quite differently to how textures are applied.
Excellent Video! I knew about all of this but I did not know why things came out wrong. As a result, I learned, trial by error, to do it correctly over the past 10 years.
Thanks Josh. I have to say something. Applying texture to the face level not the group level it has to be SU Developers responsibilities not the modelers. If applying texture to the group level is useless then it shouldn't be in the software & if it is rarely used then it shouldn't be the default. I guess this is how it should work. By default applying the texture should be to faces level; if required then after selecting the Bucket Tool right click should give the user the option to apply it to group level.
@Jim Morvay Absolutely true. I agree with you.
Yup. Took a class from lynda.com and the architect series instructed me to switch layers for each drawing. So raw geometry was not on layer0. I ignored it, but later on, tested it out to see what issues creep up and now i know haha
Great video thanks. On the matter of applying materials to raw geometry in think you are better off to say” horses for courses”. In your example of using wood textures, sizing and grain direction was applied to raw geometry and all was good. However, when applying colour to car props, the opposite applies. Car colours generally are not grained and you can save a lot of file memory by using the same component and just changing the colour of the overall component with no loss of realism
Keep in mind that in SU 2020, Layers are now Tags
Thank you fro valuable short wise videos we like them
i love sketch up
I have always heard work on "layer 0" but the way you explained it makes more sense where all your lines and faces are on "layer 0", all the groups and components are on their own layers. When I have a very complicated drawing and I turn off layers to help speed up my application and leave "layer 0" on does that still work if all the faces and lines are on "layer 0"?
Joe Deso Yep! That will work! The containers being on different layers will trump the line work on Layer0!
I always throw raw geometry on layer 0, then if needs be, i group the raw geometry and put it on its ownlayer. IE, i have a box on the box layer, but if i double click the box group/component, and select the actual face of the box, or faces by tripple clicking, it will say layer 0, but if i just click once on the group/comp, it will say box layer haha
@@AaronMakingStuff out of curiosity, have you done a video on the differences between intersect faces with model, context and selection? i have never really tried to see the difference... but there has to be or they wouldnt exist.. haha
LT72884 No, but now I know what I will be recording today!!
@@AaronMakingStuff Bet! Thank you:)
It would be great voice tone a little bit a higher like presentation voice. Thanks, anyway!!!!
Ten things I hate about your sketchup model: ua-cam.com/video/nUocnvN-QJg/v-deo.html
Talk too much.