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Using the Materials Editor: Lumion View for SketchUp (Win): Toolbar

The siding material used for the pool area.jpg

(article subject to some changes for updates to 25.4.0)

 

Menu:

 

1. The Materials Editor:

1.1: Use the Materials Editor to affect the look of your model

LView Toolbar Materials _withHelpTxt.png

LView Toolbar Materials _with Properties UI.png

  • Supports three core PBR (Physically Based Rendering) material Types:
    • Standard.
    • Glass.
    • Water.
  • The interface provides for additional properties, depending on the type of material. 
  • Important: Otherwise, Lumion View uses the properties of a Material from SketchUp.

 

1.2: Lumion View Material Editor

LView MAtEditor _StandardMat.png

Emissive Strength (see below: Using the Emissive Strength Property).

 

The siding material used for the pool area.jpg

The current material used in SketchUp:

LView Materials -Skp25-ModernSiding_thumbnailPreviewinSkp.png

That by itself works fine and you can carry on with the rest of your design and concept renders for your client.

If you want to change and also include some of the other PBR Materials so that the final renders have an even better real-world look to them then you can add and include values and textures for the (new SketchUp 2025) PBR materials properties.

Any/all of those will be used by Lumion View.

The exception is that the Ambient Occlusion * (where there is less or more ambient lighting, seen also part of the shading/shadows and where edges meet shadow) is not required by Lumion View as it does all the shadowing in real time for you, and you do not want to have static shadows.

 

Please refer fully to the SketchUp support and technical details on PBR Materials and using them:

 

It's important to mention at this stage that the material in SketchUp will be treated as a PBR Material, even if it does not have other PBR related Maps and properties.  In other words, there is no need for some change in material/texturing workflow, other than you want to enhance the look of the materials and aim for a higher quality render.

 

2. Adding PBR Materials:

You might decide to include a Normal Map to increase/improve the look that the surface has height.

This is usually done by adding a Normal Map and/or Displacement Map (supported in Lumion 2024+).

 

There are plenty of resources on what is PBR, as well as texture resources.  Here's our key list that includes resource sites and software for making your own:

 

The siding material used for the planks around the pool would usually be a smooth wood with a coated or varnished water protectant surface.  But depending on the wood used may be grooved or have plank or section gaps.

 

Lumion uses the Metalness/Roughness material workflow.  See further below: Lumion supports the following PBR Materials.

 

3. Changing and Adding the Materials in SketchUp:

3.1: Using this PBR Material

Here, we will change the siding material and use a PBR material from CG Axis: elm_wood_planks_33_76_4K.

PoolArea woodplanking Resource CGAxis elm_wood_planks_33_76_4K _largeThmb.jpgPoolArea woodplanking Resource CGAxis elm_wood_planks_33_76_4K.jpg

 

3.2: Material Requirements

The 4K, 4096x4096 dimensions/resolution is too large for our needs and for performance a lower resolution set of Maps will still work perfectly well in SketchUp and especially Lumion View.

Noting that your PCs graphics card needs to have plenty of memory (VRAM) to cope with not only the data but the applications open and renderings being required of it.

If you have a GPU such as an iGPU with very limited memory then keep the resolution as low as possible:  256 or 512, or perhaps 1K (1024)

You can use an image editor, image batch converter tool (such as FastStone: Photo Resizer) or online image resizer to resize the 4K down to 2K or less, if the resource does not include.

 

3.3: Material Properties

Color and Opacity will be used as is from SketchUp.

But there are three Maps we will use here to make the changes.

You might want to save the Material with a new Material name, it will still be recognised in Lumion View.

 

Maps Needed:

AMps needed_thLarge.jpgAMps needed_list.png

3.4: Material Relationships

Resource:
Property &/or Map:
SketchUp:

Lumion View:

N/A (Not applicable)

 

Color Value

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Color.png

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Color-RGB.png

Yes

RGB, HLS(HSV)

_ao: 

Ambient Occlusion

elm_wood_planks_33_76_ao.jpg

LView Materials -Skp25-ModernSiding_ PBRMat-properties _AmbeintOcclusion.png
N/A
_diffuse: 

Diffuse Map

elm_wood_planks_33_76_diffuse.jpg

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Texture.png
Yes
_glossiness: 

Gloss Map

elm_wood_planks_33_76_glossiness.jpg

No

Roughness is the inverse of a Gloss Map

N/A

_height

Height Map

elm_wood_planks_33_76_height.jpg

No
N/A
_metallic

Metalness Map

elm_wood_planks_33_76_metallic.jpg

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Metalness.png

Yes

(for this material it has no metallic surface properties, so will not be used)

_roughness

Roughness Map

elm_wood_planks_33_76_roughness.jpg

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Roughness.png

Yes

_normal

Normal Map

elm_wood_planks_33_76_normal.jpg

LView Materials -Skp25-ModernSiding_ PBRMat-properties _NormalMap.png

Yes

(Relief)

_reflection

Reflectivity Map

elm_wood_planks_33_76_reflection.jpg

No

N/A

 

Opacity Value

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Opacity.png
Value: Yes

 

Notes:

Reflectivity Map:

In Lumion you would use this for certain types of control over where reflections occur and micro-surface reflectivity.  You would add that Map in Lumion after the model has been transferred by LiveSync to Lumion. 

 

Opacity or Transparency Map (inverse):

A single value.  Materials such as Glass and Water also use this value.

You would add that Map in Lumion after the model has been transferred by LiveSync to Lumion. 

 

Refer further:

 

4. PBR Material Properties for Lumion View:

4.1: Color

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Color-RGB.png

Change this to change the blended look with the texture.  

SketchUp adjusted the base color initially when the new texture was loaded:

LView- Texture -colorChanged by SketchUp dont know why-baseColor.jpg

 

4.2: Opacity

The wood should remain with 100 percent Opacity in SketchUp.

LView Materials -Skp25-ModernSiding_ PBRMat-properties _Opacity.png

 

4.3: Diffuse

The current texture is to change to match the PBR resource Maps we have.

There was no difference as expected for this flatwood material between a 1K and 4K texture.

LView- newTexture-applied_840p.jpg

The plank direction was changed due to the direction in the texture, that's fine we can leave that as it is.

 

4.4: Metallic

As above, for the wood there does not need to be any metallic value or map added.

At the SketchUp default of 1, the surface has a higher flattened glossiness(reflectivity) than if set lower, say to 0:

LView- PBR-Metalness _change Value-to0 _840p.jpg

Metalness will increase the specular capability to reflect.

If there is no Map then a flat single color (black map) will be used.

 

LView- PBR _CloserLook _Metalness-ON Min0.jpg

 

4.5: Roughness

Darkens the surface because it is no longer a smooth surface and no longer reflects as much light:

LView- PBR-Roughness Map added at value1 _840p.jpg

 

LView- PBR _CloserLook _Roughness-ON Max1-roughLessRelfection.jpg

 

4.6: Normal (Relief)

Currently the surface still looks very flat.

Adding a Normal Map should help to improve depth.  However, this wood has a smooth surface, so it is really only the gaps between the planks that will get some change:

LView- PBR-NormalMap added at value1 _840p.jpg

 

At the maximum of 5 you can now see more height imperfections/raised areas:

LView- PBR-NormalMap added at valueMax5 _840p.jpg

 

For a closer look: after adjusting and including Metalness at 1(only to highlight the otherwise flat wood grain), and Roughness at 1 and Normal at max 5.

LView- PBR _CloserLook _Hmm All OnMax.jpg

 

 

4.7: Result

Before:

LView- Renderpart PBR _BEFORE Wood done-hmm.jpg

After:

LView- Renderpart PBR _after Wood done-hmm.jpg

Notice the better reflection of the light, the glossiness, Of course the Texture Map is also different and give better variation but the lighter and darker areas are from PBR Material settings reacting to light

 

 

5. Lumion View Material Types:

5.1: Standard Material

LView MAtEditor _StandardMat.png

Uses the material properties from SketchUp and adds the option of making the material Emissive - light emitting.

 

5.2: Glass Material

LView MatEditor _GlassMat.png

5.2.1: Reflectivity

From 0 percent to 100 percent and 100 percent to 200 percent.

  • 0% reflectivity: no reflection at all.
  • 100% reflectivity: it reflects about 4% of the light.
  • 200% reflectivity: the glass is reflecting 100% of the light (mirror like).

 

5.2.2: Volume (On/Off switch)

Off:  the surface/material acts as a plane with no depth.

On:  Adds a 'real' thickness to a surface that is a plane. Default: 4.00mm.

Used to emulate the thickness of a surface as glass when it is set to Single-sided - the glass object has no depth/thickness. With a Volume, the glass will react more real world and absorb more light.

 

5.4: Water Material

LView MatEditor _WaterMat.png

Important: Use only the SketchUp Color and Texture properties.

Additional Lumion View Properties:

5.4.1: Reflectivity

You can affect how strongly the water reflects the environment and other objects in the Scene.

The higher the Reflectivity value the stronger the reflections on the water surface until at maximum of 200% it acts as if a mirror surface.

LView MatEditor _WaterMat - Reflectivity as Mirror _840p.jpg

 

5.4.2: Waves

To change the amount of light distortion as it hits the surface due to wind/atmosphere changes.

You can get from completely flat to bumpy/rough water.

 

5.4.3: Levels of Opacity

You may notice that the value of Opacity in SketchUp seems to need reducing a lot to get more transparency in the water.

That's because the water has volume and includes Water Density and LightUp Coloring automatically to give it a real world look for water and pool environments,

For your conceptual renders (Realistic or Conceptual), reduce the Opacity from around 10 to 4 percent.

 

SketchUp Opacity at 85 percent:

LView MatEditor _WaterMat - Opacity at 85p.jpg

 

SketchUp Opacity at 4 percent:

LView MatEditor _WaterMat - Opacity at 4p.jpg

 

6. Other Material Properties:

6.1: Using the Emissive Strength Property

Emissive Strength is an additional property so the surface is capable of emitting light and shadow.

Value is in Nits (3.421 Lumens).

Here's an example, but usually you would use it for something like a model component of a lamp such as for some Linear Lights.  And, as an option to using a Lumion View Line Light, you could set the material Property to have some Emissiveness and so the lamp itself emits the light.

LView Materials - Emissive potPlant poorExample - Emissive at 0.jpg

 

LView Materials - Emissive potPlant poorExample - Emissive at 1239Nits.jpg

 

7. How Materials in SketchUp work with Lumion and LiveSync for SketchUp:

7.1: Lumion supports the following PBR Materials

Lumion uses the Metalness/Roughness material workflow.

The texture maps and properties it supports that match those of the SketchUp PBR material properties are:

  • Color.
  • Texture (Color/Diffuse/Albedo Map).
  • Relief(Normal Map).
  • Roughness.
  • Metalness.
  • Opacity.

Additional properties and maps are supported for:

  • Reflectiveness.
  • Emissiveness.
  • Displacement.
  • Subsurface Scattering.
  • Clearcoat.

 

 

8. FAQ:

1. How does the Color and Texture get blended?

 

 

2.  Why the strange animated pixels, flickering surface when you reduce the Opacity?

Why does changing Opacity to les than 100 percent and above about 5 percent result in a strange look in Lumion View?

LView Materials - Walls Opacity above 5p.jpg

It renders fine:

LView Render is OK -Strange wall materials in LView when change Opacity-at10p _840.jpg

Strange wall materials in LView when change Opacity_cut_5FPS_50p.gif

The real time dithering or pixelated look is a result of the Denoiser for Ray Tracing.  Lumion View already uses latest technology but we do expect further improvements as the technology advances.

 

A: Support Notes:

* Ambient Occlusion:

a shadowing technique used to make 3D objects look more realistic by simulating the soft shadows that should naturally occur when indirect or ambient lighting is cast out onto your scene

https://www.sciencedirect.com/topics/computer-science/ambient-occlusion

 

 

See Also: