Hello,
Here after a workflow I’ve recently used to create realistic fake interiors within SketchUp and Enscape using wParallax and Shadersbox OSL shader.
Last thread on this matter opened by @jtubb and now closed is Here
Below is a quick example modeled in SketchUp (2021) and then rendered in Enscape 3D.
The workflow used is as follows:
I use for this example some elements contained in the free downloadable package from wParallax (Here)
The elements used are:
A simple box in fbx format whose UVs are correctly prepared for this application (this is the wP_Box.fbx file)
One of the 6 textures of your choice in exr format delivered in the pack
Then, I use these files in Blender and Photoshop before exporting the textured box to SketchUp in Colada (.dae) format as follows:
1 - In Photoshop, open one of the 6 textures supplied in .exr format and then simply export this image as a PNG
2 - In Blender, in an empty page, import the cube (wP_Box.fbx) which is in FBX format. This cube has a central dividing wall and therefore has 7 faces.
3 - In Blender, go to the “Shading” workbench to apply a new material to this cube (which does not have any when imported)
4 - By default, Blender then applies a base material with a 'Principled BSDF’ type node coupled at the output with a “Material Output” node and on the input side with a “Normal Map” node connected to the Normal slot
5 - Delete the “Normal Map” node
6 - Add an “Image texture” node
7 - Connect the Color slot of the “Image Texture” node to the “Emission” slot of the “BSDF” node
8 - Connect the Alpha slot of the “Image Texture” node to the “Alpha” slot of the “BSDF” node
9 - In the “BSDF” node force the “BaseColor” to Black
10 - Set to zero all the other values of the miscellaneous color parameters of the “BSDF” node
11 - In the “BSDF” node set the value of “Emission Strength” to 2 (can be adjusted if necessary later)
12 - In the “Image Texture” node, import one of the previously converted OSL textures in PNG format
Note 1: if we stay in Blender, the OSL shader texture can be used in the native EXR format
At the end of these operations, you can, in render mode (with Cycles or Eevee), observe this effect on the cube.
Note 2: If you use Eevee for rendering, you must remember to switch to the material properties palette, in the Settings tab, the Blend Mode in “Alpha Blend” mode
13 - Now simply export the cube (selected) in Colada format from Blender.
In the Colada export Settings panel, “Copy” must be ticked in the “Texture Options”
Note : If you don’t find a copy of the texture where you have exported your Colada file, go back in Blender to the Shader Editor and add another connection between the “Image Texture” Color slot and the “BSDF” Color" input slot.
14 - In SketchUp, import the cube in the generated Colada format, to admire the result, all the inner parts of the cube are textured and the desired effect visible.
15 - Then open in sketchUp, the Enscape materials editor and check that the texture used in Blender is applied to the “Albedo” Map and the “Transparency” Map.
16 - Then, it remains to insert the cube in the desired place of a building model to exploit it and make a final rendering in Enscape.
17 - Save the Cube component obtained in SKP format in a personal library to be able to import it into other models later.
18 - Do this with the 6 textures provided free of charge by wParallax (Here) as well as with the 12 free textures provided by Shadersbox Starter Kit (here) to build your little library.
Below are some Blender screenshots to clarify my prose.







