Add objects – Add scene objects that will replace the base object's surface. Only one scene object (Group/Component) can be added as a Reference geometry in SketchUp. |
Spacing X – Determines the distance between the items along X axis measured in project units. Spacing Y – Determines the distance between the items along Y axis measured in project units. Spacing Z – Determines the distance between the items along Z axis measured in project units. Negative values can be used for clipping the items. |
Tiling U – Determines how many times the element is repeated in U direction. Tiling V – Determines how many times the element is repeated in V direction.
Height (%) – Scales the height of the replicated element. Height offset (%) – Determines the elements' offset from the Base surface in relation to the element's height.
Offset U – Offsets the elements in the U direction. Offset V – Offsets the elements in the V direction. Random Offset U – Applies a random offset of the elements in the U direction. Random Offset V – Applies a random offset of the elements in the U direction. The offset values are in relation to the reference object's size |
Rotation – Determines the rotation of the pattern elements. Random Rotation – Rotates each element with a random angle ranging between 0 and the +/- Random Rotation value. Use Rotation Step – When enabled, Random rotation is based on a 360/X where X is Steps count. For example, if Random rotation is set to 4, the pattern mesh is randomly rotated on a 90 degrees step (360/4) - 0, 90, 180, 270, 360 (0). If there is also a Rotation set, for example to 30 degrees, there is a 30 degrees offset - 30, 120, 210, 300, 390 (30). Random Offset and Random Rotation are not compatible with U and V Tiling values less than 1. |
Options
Map Channel – Determines the mapping channel to be used when positioning the elements. Use Items UVs – When disabled the base mesh UV mapping (texture placement) overrides the UVs of the items. Each item (pattern object) will inherit the UV coordinates of the point of the base mesh that lies below. When enabled the original item UVs are used instead. Use Items Mtl IDs – When enabled the original item material IDs are used. When disabled the base mesh IDs override the IDs of the items. Each item will inherit the ID of the face of the base mesh that lies below. |