GaryGB, Thanks very much for your informative reply! The front of the building is divided into 3 textures, the middle one being the different one with the "Princeton Airport" texture applied to it. I've grouped the support columns together, and the 3 faces of the front of the building together. I hid the support column group, but I did not need to further texture anything else on the front of the building. I then un-hid the columns group, selected both groups, intersected them with the selection and then exploded them. After the explosion, I did lose some textures from the front of the building :
http://prntscr.com/7ga823 Did I follow the process correctly?
"
Explosions" in a 'closed solid' 3D building model can indeed "
blow out some windows" !
But seriously, the windows that lost their texture maps were likely 'co-planar' textured sub-faces on the surface of the building, which were a fraction of an inch too far above the plane of the building front wall segments.
Thus, it is common for a texture material to be lost when the edges of the face get "
assimilated" by the underlying larger face (and "
resistance is futile"
...unless we create the window faces properly aligned within the same plane of the building wall).
FYI: One may carefully hover the "
Tape Measure" Tool over the approximate midpoint of the nearby Edge of the wall segment onto which one wishes to draw a rectangle for
ex: a window.
Once the Sketchup "inference engine" pop-up tool-tip confirms the cursor is
precisely over the
'mid-point' of the edge, one can click / hold / drag the cursor for the "
Tape Measure" Tool out to the side, to set 1 or more "
Construction line" (aka "C-Line" or "Guide line") locations used for drawing a face for a window with the "
Rectangle" tool.
Done properly, the window face will be in exact alignment with the flat plane face of the wall segment, and the window 'face' (and its texture) will
not be lost when 'grouped' objects are Exploded / welded.
BTW:
Lane has a nice mini-tutorial of how to use the Tape Measure to draw / place Construction (aka "Guide") Lines ...here:
http://www.fsdeveloper.com/forum/threads/moving-and-duplicating-elements-in-sketchup.434157/
In keeping with
=rk='s admonition to "keep-it-simple", one might also consider the workflow often used in 3D sim / game development wherein complex geometry and multi-part textures are
minimized to less complex geometry with 'combining / merging' of texture layers into a few (or even 1) texture.
Sketchup can be used to composite multi-part texture faces, and then merge them all into 1 texture for
ex: a wall, by using the "Combine Textures" feature
with the "Erase Interior Edges" option.
NOTE:
1.) When each face on the "wall" is finished to your satisfaction, select the largest wall textured Face, Right-click, and choose "Make Unique Texture".
3.) Select that "Unique" textured Face
and all others on any sub-faces (which must be in the exact
same plane of that wall), then Right-click, and choose "Combine Textures", with 'permission granted' at the prompt to ""Erase Interior Edges".
Alternatively (or subsequently), one can use the "Export > 2D image" option to make a single (1)-piece texture for that wall.
NOTE: If transparent Materials are used for windows, that Material must be kept separate from the wall.
Better yet, consider using Aerilius' "
Snapshot" Ruby plugin script cited above
to create a "1-piece texture".
The 1-piece texture material with merged images of the windows, baked distortions etc. can then be applied to the entire wall face in 1 draw call, without the extra geometry being required to create a 'image' of a window on the wall.
The same "merge" procedure would also eliminate the need for a separate wall face segment just for inclusion of the "
Princeton Airport" logo texture.
By either of the 2 methods above, graphically, you will end up with a single (1)-piece texture that can be mapped onto that wall in Sketchup, which helps reduce "draw calls" for textures on a 3D model (
important for FS run time rendering performance).
Of course, as
Lane has pointed out, this could also be done
in advance of importing textures into Sketchup ...via one's Graphics application:
http://www.fsdeveloper.com/forum/threads/sketchup-to.434274/#post-712673
An excellent tutorial on this method by Bill Womack (aka "spotlope") is here:
FSDevConf - Scenery Texturing for Realism
Hope these ideas help a bit more !
GaryGB