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    • olisheaO Offline
      olishea
      last edited by

      Hello,

      When you import a texture into SketchUp you get a low resolution version of the image. Obviously helps with navigation etc.

      When rendered with any app, you get the full resolution texture.

      Is there any way to force SketchUp to represent these textures at full resolution? Or just tell SketchUp to represent only certain textures at full resolution?

      Hope this isn't a silly question, but I don't think you should have to use a rendering app to see the full resolution.

      If you Export 2D Image straight from SketchUp it should give the option to "Render all materials at full resolution" or perhaps you should be able to right click a material and "Display at full resolution" or "Export at full resolution".

      Thoughts?

      oli

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      • K Offline
        kaas
        last edited by

        @olishea said:

        Hello,
        ...Is there any way to force SketchUp to represent these textures at full resolution?

        Did you already try: preferences -> openGL -> use maximum texture size?

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        • massimoM Offline
          massimo Moderator
          last edited by

          As far as I know you can tick "Use maximum texture size" under window-->preferences-->OpenGL, but you get 2048x2048 px as biggest size.

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          • olisheaO Offline
            olishea
            last edited by

            @massimo said:

            As far as I know you can tick "Use maximum texture size" under window-->preferences-->OpenGL, but you get 2048x2048 px as biggest size.

            This.

            Any way to force SU to go bigger?

            I know it would slow things down but for exporting 2D images it would be really helpful.

            oli

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            • A Offline
              Aerilius
              last edited by

              I wonder why 2048 is considered "maximum texture size" even if graphic cards may support 16k?

              @unknownuser said:

              Any way to force SU to go bigger

              Draw edges to split faces and texture images into "tiles", with each tile displaying 2048×2048 pixels?
              It's possible but not trivial to do with the Ruby API ( UVHelper.get_XYZ is missing, and workaround is slow), and for the modeler such a model would be harder to modify.

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