To be clear; FSX renders triangular polygons only and if one relies Sketchup's ability to recognize coplanar triangles as distinct polygons, they can become quite surprised to see the polygon count double when a model is imported into a editing tool like MCX. This quote is from the bitbucket.org link in the above post:
"Quads in SketchUp
This toolset is an attempt to begin on such a suite of tools to let SketchUp users work with quads. My approach is conceptually simple: When two faces are separated with a soft edge (smooth only affects shading) then the two faces are treated as one Unit. Click one and you select both and the Entity Info window says you have selected a Surface. Based on that, here is how I define quads in SketchUp"
Hi Rick:
IIUC, you refer to a
initial OpenGL render by ModelConverterX of a 3D model imported from 'certain' 3D file formats exported by Sketchup ?
AFAIK, after MCX export, MDLs are SDK-compiled for rendering in MSFS / P3D via the DirectX sub-system, and
ALL 3D (and 2D) faces will ultimately be rendered as triangles at run time,
regardless of whether they were initially modeled as "quad faces"
prior to
SDK-compilation and rendering at run time by MSFS / P3D ...via
DirectX:
http://www.fsdeveloper.com/forum/threads/dx-10-tweaks-wireframe-cool-stuff-from-paul-roussin.432720/
< Images linked from the above post at FSDeveloper by =Hollywood= >
NOTE:
Thomas Thomassen (aka "
thomthom"
who is now on the Trimble Sketchup development team) further responded within 4 days of initial release to posted end-user interest in expanding use of his "QuadFaceTools" Plugin ...by adding these features:
BTW: <
Being a rather busy fellow, apparently he forgot to update the 'version number' in the original release thread title 
>
thomthom said:
Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

by
thomthom » Thu Aug 18, 2011 3:05 am
http://sketchucation.com/forums/pos...p=349126&sid=f2fe90548fb6e07b88ae7864c47a6bcf
Code:
Daniel S wrote: Thank you Thomas!!!
A question: Is there a way to force the vertices of the quad to be coplanar?
If a quad consist of two triangles rotate this two triangles until they lay on the same plane and then delete the shared edge.
Is that possible?
Daniel S
I added a function that projects the selected faces ( any face ) to a best fit plane.
( Best fit plane is based on the selection ).
It also ensures that quads connected to the selection are triangulated so they don't break due to SketchUp's AutoFold feature.
Then I added a separate Remove Triangulation function.
Both will be present in the next release. (Among other updates/changes
FYI:
As detailed on:
https://bitbucket.org/thomthom/quadface-tools/wiki/Features
...under the following section, one can read the authors explanation of the expanded feature set:
Wiki
Clone wiki
QuadFace Tools / Features
View History
Features
Access
- Tools > QuadFace Tools
- View > Toolbars > QuadFace Tools
- Context Menu > QuadFace Tools* (Version 0.2.0)
* Enable Context Menu from Tools > QuadFace Tools > Preferences
Documentation
Flip Diagonals
Added in Version 0.5.0
Flips the internal triangulation of the selected Quads.
Triangulate Selected QuadFaces
Ensures that all the selected quads are triangulated. Any native quads with soft bordering edges will result in edges that are not soft and instead hidden.
Remove Triangulation
Added in Version 0.2.0
Converts the selected planar quads into native quads with no triangulation.
Make Planar
Added in Version 0.2.0
Projects all the selected faces to a best fit plane based on the selected faces. Ensures connected quads are not broken.
Convert Connected Mesh to QuadFaces
Added in Version 0.2.0
Attempts to automatically convert the mesh into a set of quads. Select a native quad or two triangles making up a quad as the origin.
This operation may be slow!
Convert Blender Quads to QuadFace Quads
Added in Version
0.2.0
Blender quads imported into SketchUp needs to be converted in order to be workable with QuadFace Tools.
NOTE:
Some recent version feature changes described in the original release thread are not yet documented in the "QuadFace Tools" wiki,
ex:
Re: [Plugin] QuadFaceTools

by
thomthom » Thu Jun 25, 2015 6:39 am
"I'm currently working on a OBJ importer that import QuadFace Tools quads. This would let you import and export quad based meshes to and from SketchUp.
I've still got some testing to do before I release it. But if you send me some OBJ files I can run them through the current development build."
Re: [Plugin] QuadFaceTools

by
thomthom » Fri Jun 26, 2015 2:35 pm
"Version
0.9.0
- OBJ Importer (File > Import... > "OBJ Files - QuadFace Tools"
http://sketchucation.com/forums/posting.php?mode=quote&f=323&p=571363
Also the smoothing function is native to the Sketchup render and does not affect the models appearance in other 3d software; as it says above, "smooth only affects shading."
Possibly you are referring to discussions and linked info in this recent and indirectly related thread ?
http://www.fsdeveloper.com/forum/threads/decrease-polygon-edges-lines.434139/#post-716644
http://www.fsdeveloper.com/forum/threads/decrease-polygon-edges-lines.434139/page-2#post-717240
IMHO, it is reasonably evident from the posts in the above linked thread (and the other linked threads within that thread), that geometry of groups / components which may be used for "smoothing", are able to be retained by
ModelConverterX ...for a 3D model imported from 'certain' 3D file formats exported by Sketchup with a hierarchy structure
yet-to-be-fully-explored by the FS development community, and hopefully also by
Arno.
But, certainly one might wonder whether edges that are automatically hidden when "softened" (but still 'exist' in a model), will be exported at all- or exported 'completely'- ...unless one specifically takes steps to ensure such "hidden" edges are:
* displayed globally in the Sketchup workspace along with any explicitly hidden geometry, when you enable the Hidden Geometry menu item on the View menu:
Sketchup Menu > View pull-down menu
> Hidden Geometry
...
and/or if one will:
* Triple-click on geometry to ensure
both hidden and unhidden geometry are selected for "
smoothing groups" prior to performing a 3D model export
...
And if one 'checks' the check-box for "Export Hidden Geometry" during a 3D model export by navigating:
Sketchup Menu > Export > 3D Model > {Export Model dialog} > [Options Button] > {Export Options dialog}
See also:
Soften Edges dialog box
http://help.sketchup.com/en/article/114940
[
EDITED]
However, since
MDLs for aircraft and scenery objects both use triangulated geometry and are both capable of being implemented as "SimObjects" in MSFS FSX / P3D, IMHO, one might reasonably expect to be able to implement via the SDK compilers, "
smoothing groups" for scenery objects ...just as one might do for aircraft:
http://www.fsdeveloper.com/forum/threads/shading-and-smoothing-issues.433954/#post-711593
http://www.fsdeveloper.com/forum/threads/so-why-is-this-happening.433916/
http://www.fsdeveloper.com/forum/search/1044130/?q=smoothing&t=post&o=date
[
END_EDIT]
PS: IIUC, despite the "
Quad" workflow differences some
ex: Blender users report as 'preferable' during the 3D modeling process, ultimately they may be compelled to use yet other methods to
"pre-triangulate" 3D models for use in DirectX simulations or games such as MSFS / P3D if they are not using the native SDK ex: "X2MDL" compiler.
https://www.blender.org/forum/viewtopic.php?t=24944
Hope this helps clarify the feature set of this group of Sketchup Ruby script plugins for users who intend to work exclusively in Sketchup,
as well as those users importing from / exporting to ..."
other" 3D modeling applications.
GaryGB