
Version 0.8 beta 2 Changelog
#Changed: presets for lampshade and curtains to diffuse transmitter presets
#Added: support for multiple uv sets (buggy but it works)
#Added: dummy components and dummy instancing (proxies)
#Fixed: Sketchup view zooming in when setting render settings
#Changed: Now double-click a material in the paint bucket to edit it
#Added: Explode distorted texture tool
#Added: Support for export of nested blend materials
#Added: Support for loading and saving of IGM nested blends
#Added: Clip map channel to all materials (except Thin Glass)
#Removed: Option to disable material texture (not required anymore)
Using Multiple UV sets (all functions available via context menu):
1. Load all entities that have a particular material applied
2. Use the Sketchup position texture tool to position the texture or the Paint Bucket to change the dimensions of the texture
3. Save the current UV set (texture position) to an index
4. Switch all loaded entities to a different material (eg. bump map material)
5. Re-position the newly applied texture as before
6. Save the current UV set to a different index than step 3
7. Repeat steps 4-6 if desired (maximum of 4 UV sets)
8. Switch back to the original material
9. Assign the appropriate index for the UV sets to the original material.
Here are some tips to using multiple UV sets:
1) Don't mess around with UV sets until you are completely finished modeling. Messing around with the geometry in any way (moving, rotating, scaling) will give you problems. You will likely have to redo your UV mapping.
2) Multiple UV sets for faces inside groups and components is quite buggy. I recommend exploding groups and components if you want to use multiple UV sets.
3) Saving the UV sets works much better than loading them back into Sketchup. In other words, just because you get errors loading the UV sets correctly doesn't mean that they won't get exported to Indigo correctly.
4) You don't have to use multiple UV sets if you don't want to. However, if you are using maps but don't have a Sketchup texture image applied, you will have to manually save the UV set.
Using Dummy Components (proxies)
1) Create a new simple component that will take the place of a complex component
2) The axis of the new component should positioned at the same relative location as the complex component.
3) Name the new component definition 'name_dummy' where 'name' is the definition name of the complex component
4) If you want to use instancing, you should enable instancing for the dummy, not the original component.
5) It is possible to create a dummy component to take the place of another component that is made of up of other dummy components

In the Sketchup viewport, you only see 7 circles. Each circle is a dummy for a component called 'cargroup'. The component 'cargroup' contains thousands of dummy components called 'car_dummy'. The 'car_dummy' component obviously takes the place of each car in the scene. Confused?

Distorted Textures
I created a function that will create a new material from a distorted texture and apply it back to the original face. If you do this prior to exporting, your distorted textures (eg. photomatch) should render properly.
Now let's see some more Sketchup to Indigo renders in the gallery!

Whaat