# Welcome to Transmutr

Transmutr converts 3D assets and materials into optimized SketchUp files. Preview models in a dedicated desktop app, tune geometry and PBR materials, then export `.skp` files (optionally as lightweight proxies for V-Ray and Enscape) and send them straight into an open SketchUp model.

{% hint style="info" %}
This manual covers **Transmutr v2**. If you still use Transmutr v1, visit the [previous documentation](https://help.transmutr.com/v1) or download v1 from [the website](https://lindale.io/transmutr?download).
{% endhint %}

## Where to start

1. Read [**Getting started**](/getting-started) to install Transmutr, start the trial, and open your first file.
2. Skim the [**Overview**](/overview) for a tour of the main workflow.

## Explore further

* [**What's new in v2**](/whats-new-in-v2): major changes since Transmutr v1
* [**FAQ**](/faq): answers to frequent questions
* [**Troubleshooting**](/faq/troubleshooting): fix import, export, and connection issues

## Community & support

* [Help portal](https://lindale.io/support?product=transmutr): search the manual and forums
* [Forums](https://forums.lindale.io/c/transmutr): ask the community and the Lindalë team
* Email: <transmutr@lindale.io>


# Getting started

Three steps to get going with Transmutr v2.

## 1. Download and install

1. Download Transmutr from [lindale.io/transmutr](https://lindale.io/transmutr?download).
2. Run the installer:
   * **Windows**: follow the setup wizard.
   * **macOS**: open the package and place Transmutr in Applications.
3. Launch Transmutr.

## 2. Start a trial or activate a license

When you open Transmutr without a license, the **Options** panel opens automatically on the license section.

* **Try for free**: click **Start 7 Days Trial**, enter your email address, and confirm.
* **Activate**: click **Activate License**, then enter the license key from your purchase email (or log in with your Lindalë account).
* **Purchase**: click **Purchase a license** to buy from within the app.

{% hint style="info" %}
Transmutr v1 licenses do not work with v2. Use **Upgrade Transmutr v1 license to v2** in Options if you still have a v1 key. See also licensing FAQs.
{% endhint %}

## 3. Convert your first model

1. On the file selection screen, click **Browse file** or drag a 3D file into the window.
2. Wait for the model to load. The left side shows a live preview, the right side shows **Geometry** and **Materials** settings.
3. Adjust scale, axis, or materials if needed. Or adjust the simplification level to make the model lighter.
4. Click **Export**, choose a destination, and save the `.skp` file.
5. Optionally send the result into SketchUp (see Send to SketchUp).

{% embed url="<https://youtu.be/e1YcFjvIcMs>" %}

## Next steps

* Read the [**Overview**](/overview) for a tour of every major feature.
* Use the [**SketchUp extension**](/sketchup-extension) for one-click import and edit-in-place.

## System requirements

<table><thead><tr><th width="205">Requirement</th><th>Details</th></tr></thead><tbody><tr><td>Operating system</td><td>Windows 10+ (64-bit) or macOS (Apple Silicon)</td></tr><tr><td>SketchUp</td><td>2024 or newer for the extension; you can still export older <code>.skp</code> versions from <a href="/pages/2KUBZ1GJ4UG3Fj2pVLMB">Options</a></td></tr><tr><td>Optional</td><td>V-Ray (for V-Ray proxies), Enscape (for Enscape proxies)</td></tr></tbody></table>


# Overview

This page is a short tour of Transmutr. Follow the links for full details.

## Import

[Load assets](/importing/loading-files) by **dragging and dropping** them into the window, or click **Browse file**. Transmutr accepts common 3D formats (FBX, OBJ, glTF, USD, SKP, and [more](/importing/supported-formats)), texture images, ZIP archives, and (with Transmutr Studio/Creator) entire folders.

You can also:

* Import assets optimized for specific [**content creators**](/importing/content-creators) (Poliigon, Poly Haven, Humano, and others)
* Convert [**materials without geometry**](/importing/materials-only) by dropping texture maps

## Edit

Once a model is loaded, the interface splits into:

* **Left (**[**Viewport**](/viewport)**)**: orbit, pan, and fly around the model. Switch between SketchUp, Monochrome, and Render preview modes.
* **Right (Side panel)**: [**Geometry**](/geometry) ([simplification](/simplification), scale, units, axes, edges) and [**Materials**](/materials) (full PBR editing).
* [**Outliner**](/outliner): hierarchy of meshes; disable parts, assign materials, create blobs, or simplify individual meshes.

Settings can be saved as a [**preset**](/presets) and reused later, or set as the default loaded at startup.

## Export

Click **Export** to open [export settings](#export), then save a SketchUp `.skp` file. You can:

* Export [**proxies**](/exporting/proxies) for V-Ray and Enscape so SketchUp stays light while renders stay high quality
* [**Send the result to SketchUp**](/exporting/send-to-sketchup) automatically when the extension is connected
* Copy material maps next to the output

## SketchUp extension

The [companion extension](/sketchup-extension) lets you:

* Launch Transmutr from **Plugins → Transmutr** and import converted assets into the open model
* Right-click a group or component and choose **Edit in Transmutr** for round-trip edits

## Transmutr Studio and Creator

Studio and Creator unlock the same team and pipeline features:

* [Convert **multiple files**](/batch-conversion) in tabs (including folders and multi-model ZIPs)
* [**Material automations**](/materials/material-automations) (rule-based transforms)
* [**Command-line interface**](/exporting/command-line-interface) for scripting
* [**Floating licenses**](/licensing/floating-licenses) for shared seats


# What's new in v2

## Highlights

### Improved simplification

The new magic wand button will automatically find the right simplification level for your model, making it as lightweight as possible while retaining it's shape.

Alternatively, you can simplify individual objects to fine-tune the optimization.

<div><figure><img src="/files/y0Bewd1hnfGnaGjI10sS" alt=""><figcaption></figcaption></figure> <figure><img src="/files/KRODIXevqual0ZiCMRja" alt=""><figcaption></figcaption></figure></div>

The simplification is now much faster and updates in real-time as you move the slider.

Here is a comparison between Transmutr v1 and v2.

<div><figure><img src="/files/MeST9OONfwrEl7mX8FNf" alt="" width="375"><figcaption><p>Transmutr v1</p></figcaption></figure> <figure><img src="/files/jVGmF4LAUgxrgBj5YsCk" alt="" width="437"><figcaption><p>Transmutr v2</p></figcaption></figure></div>

### New preview modes

You can now preview the PBR materials in the new ***Render*** mode with 10 different environments and lighting conditions, or inspect the geometry with the Monochrome mode.

<figure><img src="/files/IKgBlQAOc34XsCJgBOFY" alt=""><figcaption></figcaption></figure>

### Convert materials without geometry

You can now drop a collection of textures into Transmutr, and it will create a material by automagically assigning the right texture to each slot, ready to be rendered in SketchUp, V-Ray, and Enscape.

<figure><img src="/files/PyEiq38pYKrOTc4TwD2N" alt="" width="563"><figcaption></figcaption></figure>

### New Blob proxy type

A ***Blob*** is a simple 3D volume (convex hull) that wraps the object, instead of a single box or a flat billboard.

You can assign different blobs to different parts of the model to fine-tune the overall shape of the proxy.

<div><figure><img src="/files/LnRBAqIOKJB0fEKo2H04" alt=""><figcaption></figcaption></figure> <figure><img src="/files/8rWgFDcTdyGL2qK6Ec10" alt=""><figcaption></figcaption></figure></div>

## Other new features

* **Much better performances**
* [New "Magic" simplification level](/simplification#magic-wand)
* [Simplify individual objects](/simplification#per-object-overrides)
* [Convert single materials without geometry](/importing/materials-only)
* [New *Render* and *Monochrome* preview modes](/viewport#preview-modes-geometry-models)
* [New PBR materials](/materials#material-properties)
* [Proxies: new *Blob* and automatic *Billboard* placeholder types](/exporting/proxies)
* [Export directly to the Enscape Asset Library](/exporting/proxies)
* [Edit and convert multiple files at once (Studio/Creator only)](/batch-conversion)
* [Import .gltf, .glb, .usd, or a whole .zip archive with many files](/importing/supported-formats)
* [New Outliner to explore the model's hierarchy](/outliner)
* [Flawless import from known creators (*Poliigon*, *Humano*, *PolyHeaven*...)](/importing/content-creators)
* [Create new materials, duplicate materials, assign them to objects](/materials)
* [Automatic connection to SketchUp even when launched as standalone](/exporting/send-to-sketchup)
* [New Dark mode](/options#user-interface)
* [And numerous other improvements and options…](/overview)


# FAQ

Frequently asked questions about Transmutr v2.

## Licensing

* [I have lost or didn't receive my license key](/faq/i-have-lost-or-didnt-receive-my-license-key)
* [How can I reset my license activations?](/faq/how-can-i-reset-my-license-activations)
* [On how many computers can I install my license?](/faq/on-how-many-computers-can-i-install-my-license)
* [I cannot activate my license due to a restrictive internet connection](/faq/i-cannot-activate-my-license-due-to-a-restrictive-internet-connection)
* [Can I sell the files generated by Transmutr?](/faq/can-i-sell-the-files-generated-by-transmutr)

## Compatibility

* [What versions of render engines does Transmutr support?](/faq/what-versions-of-render-engines-does-transmutr-support)

## SketchUp & app issues

* [SketchUp asks if I want to "fix" my file](/faq/sketchup-asks-if-i-want-to-fix-my-file)
* [Transmutr's window is blank](/faq/transmutrs-window-is-blank)
* [SketchUp cannot connect to Transmutr](/faq/sketchup-cannot-connect-to-transmutr)

## Feedback

* [Where can I report bugs or request features?](/faq/where-can-i-report-bugs-or-request-features)

For broader diagnostics, see [Troubleshooting](/faq/troubleshooting).


# I have lost or didn't receive my license key

You should receive your license key by email after purchase.

1. Check your **spam / junk** folder. If the message is there, mark it as not spam so future mail is delivered.
2. Create or sign in to your Lindalë account with the **same email** you used at checkout: [lindale.io/account](https://lindale.io/account/manage/licenses).
3. Open **Licenses** to view and copy your keys.

If you still cannot find the key, email <transmutr@lindale.io> with your purchase email and approximate order date.


# How can I reset my license activations?

If Transmutr reports that "*all license seats are currently in use***"** when you activate on a new computer, free a seat first.

## On the old computer

1. Open **Options** (gear icon).
2. Open **Manage License**.
3. Click **Deactivate License**.

You can then activate on the new machine.

## Online

Sign in at <https://lindale.io/account/products>, click on "Details" for your license, then "Manage activations".

{% hint style="info" %}
Studio and Creator **floating** licenses free a seat when Transmutr is closed. If an app crashed, deactivate that activation from the account page.
{% endhint %}


# On how many computers can I install my license?

<table><thead><tr><th width="294">License</th><th>Installations</th></tr></thead><tbody><tr><td><strong>Artist (fixed-seat / node-locked)</strong></td><td>Typically <strong>two computers</strong> (for example a desktop and a laptop). Activate on each machine; deactivate when retiring a computer.</td></tr><tr><td><strong>Studio or Creator (floating)</strong></td><td>Install on <strong>as many computers as you need</strong>. Concurrent use is limited to the number of <strong>seats</strong> you purchased. Close Transmutr (or deactivate) to release a seat.</td></tr></tbody></table>

To add seats, increase quantity at checkout or contact Lindalë sales / support.

Related: [Floating licenses](/licensing/floating-licenses) | [Reset activations](/faq/how-can-i-reset-my-license-activations)


# I cannot activate my license due to a restrictive internet connection

If activation fails with **Cannot connect to the Internet**, use **offline activation**.

## Activate offline

1. In Transmutr, open **Activate License** / **Manage License**
2. Try to activate your license. When it fails due to network issues, Transmutr will offer **Offline Activation**.
3. Copy the **Offline Activation Code** (activation request code).
4. On a computer with internet access, sign in at <https://lindale.io/account/products>
5. Open your license **Details** → **Manage activations** → **Offline Activation/Deactivation**.
6. Paste the request code and click **Activate**.
7. Download the **Activation File**.
8. Back in Transmutr, load that file (step 2 of the offline flow).

## Deactivate offline

If the network is blocked, **Deactivate** becomes **Deactivate offline** and produces a **Deactivation Request Code**.

{% hint style="danger" %}
You **must** submit the deactivation request code on the Lindalë licenses page. Otherwise the seat stays marked as in use.
{% endhint %}

Deactivation on the machine is immediate, completing the web step frees the seat on the server.


# Can I sell the files generated by Transmutr?

You need a **Transmutr Creator** license to sell files you generate with Transmutr on an online store. Artist and Studio licenses do not include that permission.

There are two exceptions in which case you are allowed to sell files generated with an Artist or Studio license:

* The files are created as a commission, and you sell them to the commissioner only, and said commissioner is not allowed to sell them on an online store.
* You sell them exclusively through the 3D Bazaar Marketplace

Why, you ask? Because we feel it's fair that if you are a content creator for whom Transmutr is an actual production tool, you pay extra compared to a 3D artist who uses Transmutr just to add a few objects to a render, for example. Separating these types of licenses allows us to offer an inexpensive Artist license.


# What versions of render engines does Transmutr support?

Transmutr v2 exports materials and optional proxies aimed at:

<table><thead><tr><th width="266">Renderer</th><th>Support</th></tr></thead><tbody><tr><td><strong>V-Ray for SketchUp</strong></td><td>Materials + V-Ray proxy (<code>.vrmesh</code>)</td></tr><tr><td><strong>Enscape</strong></td><td>Materials + Enscape Asset Library proxy</td></tr><tr><td><strong>SketchUp</strong> native materials</td><td>Always available as the base <code>.skp</code> materials</td></tr></tbody></table>

Exact minimum renderer versions can change with releases. If a specific version fails, email <transmutr@lindale.io> with your SketchUp and renderer versions.

{% hint style="warning" %}
**Thea** is not supported in Transmutr v2.
{% endhint %}

Related: [Proxies](/exporting/proxies)


# SketchUp asks if I want to "fix" my file

SketchUp may prompt you to **fix** a `.skp` produced by Transmutr when it detects geometry it considers invalid or problematic.

Transmutr does **not** auto-run SketchUp’s fix during export, so you can choose:

* **Fix**: let SketchUp repair the model (may remove or alter some faces)
* **Don't fix**: keep the file as exported when the issue is minor and you prefer not to lose data

This is normal for some dense or unusual source meshes. If a specific asset always triggers severe damage after Fix, simplify or clean the source and try again, or contact <transmutr@lindale.io> with a sample.


# Transmutr's window is blank

If the Transmutr window opens but stays empty or black, try the following.

## Windows

1. Install current **Microsoft Visual C++ Redistributables** (x64), including recent 2015–2022 packages from Microsoft’s download site.
2. Confirm the install folder is writable by your user account ( `%LOCALAPPDATA%\Transmutr\`).
3. Update your GPU drivers.
4. Restart the computer and launch Transmutr again.

## macOS

1. Confirm your Mac is Apple Silicon.
2. Grant any prompted privacy / accessibility permissions.
3. Move the app back to `/Applications` if you run it from Downloads only.

## Still blank?

1. Open **Options → Open log folder** if the UI is partially usable, or locate logs under the app’s data directory.
2. Email <transmutr@lindale.io> with your OS version, GPU, and logs.


# SketchUp cannot connect to Transmutr

If SketchUp shows "*SketchUp cannot connect to Transmutr"* or [Options](/options) lists no connected instances:

1. **Launch Transmutr once** so the extension is installed/updated into your SketchUp Plugins folder.
2. **Restart SketchUp** after installing or updating Transmutr.
3. Confirm you are using SketchUp **2024 or newer**.
4. Start Transmutr from **Extensions → Transmutr → Import model** instead of only as a standalone app.
5. Allow Transmutr and SketchUp through your **firewall** / security software for local connections.
6. Try the steps in [Transmutr's window is blank](/faq/transmutrs-window-is-blank) if the desktop app itself misbehaves.

If the issue persists, contact <transmutr@lindale.io> with your SketchUp version, OS, and whether standalone Transmutr works.


# Where can I report bugs or request features?

* **Help portal:** [lindale.io/support?product=transmutr](https://lindale.io/support?product=transmutr) (search existing answers first)
* **Forums:** [forums.lindale.io/c/transmutr](https://forums.lindale.io/c/transmutr)
* **Email:** <transmutr@lindale.io>

When reporting a bug, include:

* Transmutr version (see [Options](/options) footer)
* Operating system and SketchUp version
* Steps to reproduce
* Relevant log files (**Options → Open log folder**)
* Sample files


# Troubleshooting

Quick fixes for common Transmutr v2 problems.

## Import

<table><thead><tr><th width="244">Symptom</th><th>What to try</th></tr></thead><tbody><tr><td>Model fails to load</td><td>Confirm the format is supported; try re-exporting from the DCC app; check the import error dialog</td></tr><tr><td>Loaded with warnings</td><td>Open the import report; missing textures often need re-linking in the Materials tab</td></tr><tr><td>ZIP does nothing useful</td><td>Use <code>.zip</code> only; ensure models are not only in unsupported formats inside the archive</td></tr><tr><td>Creator pack looks wrong</td><td>Use the Creators menu instead of generic browse</td></tr></tbody></table>

## Export

<table><thead><tr><th width="271">Symptom</th><th>What to try</th></tr></thead><tbody><tr><td>V-Ray proxy fails</td><td>Set <strong>Path to V-Ray’s ply2vrmesh</strong> in <a href="/pages/2KUBZ1GJ4UG3Fj2pVLMB">Options</a></td></tr><tr><td>Enscape proxy fails</td><td>Set the Enscape converter path; complete the one-time <strong>Enscape Asset Library Configuration</strong> when prompted</td></tr><tr><td>Missing textures in SketchUp</td><td>Enable <strong>Copy material maps</strong> on export</td></tr></tbody></table>

## SketchUp connection

See [SketchUp cannot connect to Transmutr](/faq/sketchup-cannot-connect-to-transmutr) and [Send to SketchUp](/exporting/send-to-sketchup).

## Licensing

<table><thead><tr><th width="256">Symptom</th><th>What to try</th></tr></thead><tbody><tr><td>v1 key rejected</td><td>Use <strong>Upgrade Transmutr v1 license to v2</strong> or keep using v1 (download from <a href="https://lindale.io/transmutr?download">here</a>)</td></tr><tr><td>No seats available</td><td>Deactivate another machine or wait for a floating seat</td></tr><tr><td>Offline / corporate network</td><td><a href="/pages/sB7bkwadgYzADk8mH7dU">Offline activation</a></td></tr><tr><td>System time error</td><td>Correct your OS clock; licensing requires accurate time</td></tr></tbody></table>

## Performance

* Enable [proxies](/exporting/proxies) for heavy assets
* Increase [simplification](/simplification) or use the [magic wand](/simplification#magic-wand)
* Disable unused nodes in the [Outliner](/outliner)
* Prefer Studio / Creator [batch / CLI](/exporting/command-line-interface) overnight for huge libraries instead of keeping dozens of tabs interactive

## Logs and support

1. **Options → Open log folder**
2. Note the version string in [Options](/options)
3. Search the [help portal](https://lindale.io/support?product=transmutr) or [forums](https://forums.lindale.io/c/transmutr)
4. Email <transmutr@lindale.io> with logs and reproduction steps


# Supported formats

Transmutr accepts 3D models, texture images, ZIP archives, and folders.

## 3D models

<table><thead><tr><th width="326">Extension</th><th>Notes</th></tr></thead><tbody><tr><td><code>.skp</code></td><td>SketchUp models</td></tr><tr><td><code>.fbx</code></td><td>Autodesk FBX</td></tr><tr><td><code>.obj</code></td><td>Wavefront OBJ</td></tr><tr><td><code>.gltf</code> / <code>.glb</code></td><td>glTF 2.0</td></tr><tr><td><code>.usd</code> / <code>.usda</code> / <code>.usdc</code> / <code>.usdz</code></td><td>Universal Scene Description</td></tr><tr><td><code>.dae</code></td><td>Collada</td></tr><tr><td><code>.3ds</code></td><td>3D Studio</td></tr><tr><td><code>.stl</code></td><td>Stereolithography</td></tr></tbody></table>

## Images (materials)

Use these when converting **materials only** or when assigning maps in the Materials tab:

`.png`, `.jpg` / `.jpeg`, `.bmp`, `.gif`, `.tif` / `.tiff`, `.tga`, `.dds`, `.hdr`, `.exr`

## Archives and folders

<table><thead><tr><th width="153">Input</th><th>Behavior</th></tr></thead><tbody><tr><td><code>.zip</code></td><td>Transmutr extracts the archive and loads models (and textures) inside. Nested ZIPs are supported.</td></tr><tr><td>Folder</td><td>With <strong>Transmutr Studio/Creator</strong>, dropping a folder loads every nested model into separate tabs.</td></tr></tbody></table>

{% hint style="info" %}
Only ZIP archives are supported. RAR, 7z, and similar formats are not.
{% endhint %}

## Creator-specific packages

Some marketplaces ship assets in packs that need a special import path (for example ambientCG `.mtlx` materials). Prefer the **Content creators** menu so Transmutr applies the right import hints.

## Export format

Transmutr always exports **SketchUp `.skp`** files. The SketchUp version of the output is chosen in **Options**. Optional sidecar files are created when you enable **proxies** (V-Ray `.vrmesh`, Enscape assets, copied texture maps).


# Loading files

## Browse or drag and drop

1. On the file selection screen, click **Browse file**, or drag files onto **Drop files here**.
2. Transmutr loads the asset and shows a progress bar (**Loading …**).
3. When loading finishes, you enter the edit stage with a live preview and settings panel.

You can also drop a **preset** `.json` file together with your assets so settings are applied as soon as the model opens. See Presets.

{% hint style="success" icon="rocket-launch" %}
**Transmutr Studio / Creator:** you can open several models at once. Each model appears in its own tab. Without Studio or Creator, only one model can be loaded at a time.
{% endhint %}

## Import warnings and failures

* If the model loads with issues, Transmutr shows "*Model loaded with N warnings"*. Open the import report to see details.
* If loading fails entirely, you see "*The model could not be loaded"* with an explanation when available.

## Multiple files, ZIPs, and folders

<table><thead><tr><th width="295">Action</th><th>Artist</th><th>Studio / Creator</th></tr></thead><tbody><tr><td>One model or one set of textures</td><td>✅</td><td>✅</td></tr><tr><td>Several models / tabs</td><td>❌</td><td>✅</td></tr><tr><td>ZIP with one model</td><td>✅</td><td>✅</td></tr><tr><td>ZIP with several models</td><td>First model only</td><td>One tab per model</td></tr><tr><td>Entire folder</td><td>❌</td><td>✅ (recursive discovery)</td></tr></tbody></table>

More details: [Batch conversion](/batch-conversion)

## From SketchUp

Use the [SketchUp extension](/sketchup-extension) to launch Transmutr and import into the open model, or to "*Edit in Transmutr"* an existing group/component.

## Related

* [Supported formats](/importing/supported-formats)
* [Content creators](/importing/content-creators)
* [Materials only](/importing/materials-only)


# Content creators

Many asset libraries ship packs with predictable layouts and naming. Transmutr’s **Creators** menu applies optimized import hints so materials, scale, and maps come in correctly.

## Open the Creators menu

1. On the file selection screen, open the dropdown next to "*Browse file*".
2. Pick a creator, then select the files that creator expects (see below).

<figure><img src="/files/IrlZFvvgflt6daWYSIfg" alt=""><figcaption></figcaption></figure>

## Supported creators

### 3D models

| Creator             | Typical input           |
| ------------------- | ----------------------- |
| Graswald / GScatter | FBX (DCC package)       |
| Humano              | FBX                     |
| Poliigon            | FBX                     |
| Poly Haven          | FBX                     |
| Textures.com        | FBX or OBJ              |
| Quixel Megascans    | Send from Quixel Bridge |

### Materials

| Creator      | Typical input                               |
| ------------ | ------------------------------------------- |
| ambientCG    | MTLX material                               |
| cgbookcase   | Image maps (metalness / roughness workflow) |
| Poliigon     | Image maps                                  |
| Poly Haven   | Texture ZIP                                 |
| Textures.com | Image maps                                  |

### Quixel Megascans

Transmutr can receive Megascans assets directly from **Quixel Bridge** over a local network socket.

#### One-time Bridge setup

1. Install and open [Quixel Bridge](https://quixel.com/bridge).
2. Select an asset and open **Export**.
3. Set the export target to **Custom Socket Export** (sometimes labeled Custom Export with socket / port options).
4. Set the **port** to the same value configured in Transmutr (default **24981**).
5. In Transmutr, open **Options → External tools** and confirm **Megascans Bridge network port** matches Bridge.

#### Import an asset

1. Leave Transmutr open on the file selection screen (or with models already loaded if you use Studio or Creator).
2. In Bridge, click **Export** on the asset.
3. Transmutr receives the asset automatically. A picker may appear so you can choose variants or LODs.
4. Confirm the import. Transmutr applies Megascans-friendly scale and material mappings.

<figure><img src="/files/9uCzoeO07mzeaQYb3Wiu" alt=""><figcaption></figcaption></figure>

{% hint style="success" icon="rocket-launch" %}
**Transmutr Studio / Creator:** import multiple Megascans assets and variants in one go. With a standard license, only the first asset/variant is imported.
{% endhint %}

## Tips

* Prefer the Creators menu over a generic browse when the pack comes from a listed library. Generic import may miss maps or scale.
* After import, check the **Materials** tab and the **viewport** in **Render** mode to verify PBR maps.
* Save a **preset** if you repeatedly use the same post-import adjustments for a given library.

{% hint style="info" %}
Creator support improves over time as libraries update their packages. If a new pack imports incorrectly, contact <transmutr@lindale.io> with a sample.
{% endhint %}


# Materials only

Transmutr can convert **materials without any geometry**. This is useful for building SketchUp / renderer material libraries from texture sets.

<figure><img src="/files/PyEiq38pYKrOTc4TwD2N" alt="" width="563"><figcaption></figcaption></figure>

## How it works

1. On the file selection screen, browse or drop **texture image files** (and optionally a ZIP of maps) instead of a 3D model.
2. Transmutr creates a new material and **matches maps to slots from file names** (diffuse, normal, roughness, metalness, and so on).
3. A **Material import** confirmation screen appears so you can fix any mismatched slots.
4. Confirm. You enter the edit stage with the **Materials** tab only (no Geometry tab or Outliner).
5. Preview the material on a **sphere** or **plane** in the viewport, adjust settings, then **Export**.

{% hint style="info" %}
Exporting a materials-only session writes a SketchUp file that contains the materials. You can also start from creator material packs via the Content creators menu.
{% endhint %}

## Tips for good map matching

* Keep standard suffixes in file names (`_Diffuse`, `_Normal`, `_Roughness`, `_Metalness`, `_AO`, and similar).
* Drop all maps for one material together so Transmutr groups them as a single material.
* After import, switch the viewport to **Render** mode to judge reflections and normals.
* Use **automations** (Studio / Creator) if you always need the same post-processing (for example force roughness to a value when the name contains `wood`).

## Related

* [Materials](/materials)
* [Supported formats](/importing/supported-formats)


# Interface

After a model loads, Transmutr shows a live preview on the left and settings on the right.

<figure><img src="/files/LTMtjZbQlrOdB9ZjxTRA" alt=""><figcaption></figcaption></figure>

## Toolbar

<table><thead><tr><th width="240">Control</th><th>Purpose</th></tr></thead><tbody><tr><td><strong>Model tabs</strong></td><td>Switch between open models (<a href="/pages/jpDh7RywihvL5d42xBAN">Studio / Creator only</a>). Click "<strong>Browse file</strong>" to open another.</td></tr><tr><td><strong>Options</strong></td><td>License, UI preferences, external tools, SketchUp connection. See <a href="/pages/2KUBZ1GJ4UG3Fj2pVLMB">Options</a></td></tr><tr><td><strong>Load preset</strong> / <strong>Save preset</strong></td><td>Reuse geometry, material, and automation settings. See <a href="/pages/esZ80M1UgqMUfnFZqi57">Presets</a></td></tr><tr><td><strong>Reset modifiers</strong></td><td>Clear geometry/material overrides back to defaults (as available in the UI).</td></tr><tr><td><strong>Export</strong></td><td>Open export settings and save a <code>.skp</code>. See <a href="/pages/HGaGBCsqtFo8lrNUoIIN">Export</a></td></tr></tbody></table>

## Viewport

The [3D view](/viewport) shows your model with SketchUp-like navigation plus fly controls. Preview modes, wireframe, scale figure, and the [Outliner](/outliner) live here.

## Side panel

Two tabs:

* [**Geometry**](/geometry): transformation, statistics, simplification, edges
* [**Materials**](/materials): PBR materials, maps, automations (Studio / Creator), assignment tools

[Materials-only](/importing/materials-only) imports hide the Geometry tab and Outliner.

## Shared settings (Studio / Creator)

When several models are open, most geometry settings apply to **all** tabs. Use the link / override control next to a setting to customize one model only. See [Batch conversion](/batch-conversion)


# Viewport

The viewport is the live preview of the loaded model or material.

<figure><img src="/files/n91DFdwLNnnEPj6zHkrS" alt=""><figcaption></figcaption></figure>

## Camera controls

<table><thead><tr><th width="194">Action</th><th>Control</th></tr></thead><tbody><tr><td>Orbit</td><td>Middle mouse (SketchUp-style)</td></tr><tr><td>Pan</td><td>Shift + middle mouse</td></tr><tr><td>Zoom</td><td>Scroll wheel</td></tr><tr><td>Zoom extents</td><td><strong>Zoom extents</strong> button</td></tr><tr><td>Free-look</td><td>Hold <strong>right mouse button</strong> and move the mouse</td></tr><tr><td>Fly</td><td><strong>W / A / S / D</strong> while navigating</td></tr><tr><td>Fly speed</td><td><strong>Up / Down</strong> arrow keys</td></tr></tbody></table>

## Preview modes (geometry models)

<table><thead><tr><th width="191">Mode</th><th>What you see</th></tr></thead><tbody><tr><td><strong>SketchUp</strong></td><td>SketchUp-like shaded view with edges when applicable</td></tr><tr><td><strong>Monochrome</strong></td><td>Clay-like look that hides materials so you can judge shape and volume</td></tr><tr><td><strong>Render</strong></td><td>Photorealistic PBR preview suitable for checking materials</td></tr></tbody></table>

### Environments (Render mode)

In **Render** mode, pick an environment to affect the lighting: Apartment, City, Dawn, Forest, Lobby, Night, Park, Studio, Sunset, Warehouse.

## Display toggles

<table><thead><tr><th width="257">Toggle</th><th>Purpose</th></tr></thead><tbody><tr><td><strong>Show the scale figure</strong></td><td>SketchUp-style figure for scale reference</td></tr><tr><td><strong>Show wireframe</strong></td><td>Overlay all mesh edges to check the topology</td></tr><tr><td><strong>Show blobs</strong></td><td>Visualize blob volumes used for the Blobs proxy type</td></tr></tbody></table>

## Materials-only preview

When you convert [textures without geometry](/importing/materials-only), the viewport offers **Sphere** and **Plane** previews instead of a mesh. Geometry-only toggles (wireframe, scale figure, blobs, Outliner) are hidden.

## Interaction with materials

* With the **Materials** tab active, click on an object to identify its materials.
* Use the paint-bucket **Assign material** tool, then click a mesh in the viewport to paint it. You can also assign from the Outliner.

<figure><img src="/files/YgtuQVGyfWACO9NqQv1r" alt=""><figcaption></figcaption></figure>


# Geometry

The **Geometry** tab controls how the mesh is transformed, simplified, and modified before export. [Proxy](/exporting/proxies) options live in the [**Export**](/exporting/export) dialog, not in this tab.

<figure><img src="/files/Ne2ZJHiNxc3HhFzn1Bb0" alt=""><figcaption></figcaption></figure>

## Transformation

<table><thead><tr><th width="211">Setting</th><th>Description</th></tr></thead><tbody><tr><td><strong>Scale multiplier</strong></td><td>Uniform scale factor applied to the model</td></tr><tr><td><strong>Source unit</strong></td><td>Unit of the input file (meters, centimeters, millimeters, feet, inches). Changing the unit will scale the model accordingly.</td></tr><tr><td><strong>Up axis</strong></td><td>Which axis is “up” in the source file (<code>+X</code> … <code>−Z</code>)</td></tr><tr><td><strong>Origin</strong></td><td>Axis origin for the exported model: <strong>Initial</strong>, <strong>Center</strong>, <strong>Bottom center</strong>, or <strong>Top center</strong></td></tr></tbody></table>

Use these when a model arrives tiny/huge, lying on its side, or far from the origin.

## Statistics

Read-only feedback:

* Face count (and simplified face count when simplification is active)
* Width (X), Depth (Y), Height (Z) in the current display unit (See [Measurement unit in Options](/options))

## Simplification

Use the "*Simplification*" slider, magic wand, and preserve options to reduce face count.

Full details: [Simplification](/simplification)

## Edges

SketchUp-style edge treatment for the exported model:

<table><thead><tr><th width="309">Setting</th><th>Description</th></tr></thead><tbody><tr><td><strong>Smooth</strong> / <strong>Unsmooth all the edges</strong></td><td>Icon shortcuts</td></tr><tr><td><strong>Overwrite input edges</strong></td><td>Apply Transmutr’s edge settings instead of keeping original edges</td></tr><tr><td><strong>Angle between normals</strong></td><td>Soften/smooth beyond this angle (0–180°)</td></tr><tr><td><strong>Soften coplanar edges</strong></td><td>Hide seams between coplanar faces</td></tr><tr><td><strong>Hide all edges</strong></td><td>Make all edges invisible in the exported SketchUp file</td></tr></tbody></table>

{% hint style="warning" %}
Some preview modes do not show SketchUp edges. Switch to a mode that displays edges if you need to verify softening visually.
{% endhint %}

## Batch conversion (Studio / Creator)

When multiple models are loaded, geometry modifiers are shared by default. Use the share / override control on individual settings to customize one tab. See [Batch conversion](/batch-conversion)


# Simplification

Simplification reduces the face count of a model so SketchUp stays responsive. It is especially useful for dense scanned assets, high-poly DCC exports, and large vegetation or furniture packs.

The controls live in the [**Geometry**](/geometry) tab. Proxy options that use a simplified placeholder are configured separately when you export.

<figure><img src="/files/m6oQcPKlEiJvaewG2gJw" alt=""><figcaption></figcaption></figure>

## Adjust the level

1. Drag the **Simplification** slider, or type a percentage.
2. Watch **Statistics** update: face count shows the original count and the simplified count when simplification is active.
3. Check the viewport (try **Monochrome** mode) to judge shape fidelity.

Higher simplification means fewer faces and a lighter SketchUp model. Lower values keep more detail.

## Magic wand

Click the magic wand next to the slider to let Transmutr choose a level that balances fidelity and performance. You can still fine-tune the slider afterward.

<figure><img src="/files/zJdA9aRZaKFQKJdEavBu" alt=""><figcaption></figcaption></figure>

## Linear vs non-linear slider

Toggle **Linear** / **Non-linear slider** when you need finer control near the low or high end of the range. Non-linear spacing makes small adjustments easier in the region you care about most.

## Preserve options

When simplification is active, you can enable:

<table><thead><tr><th width="196">Option</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Preserve texturing</strong></td><td>Avoids simplifying where texture coordinates would change too much</td></tr><tr><td><strong>Preserve normals</strong></td><td>Avoids simplifying where normals would change too much, to keep the original shape</td></tr><tr><td><strong>Preserve borders</strong></td><td>Avoids simplifying where mesh borders would change too much</td></tr></tbody></table>

## Per-object overrides

The global slider applies to the whole model. To simplify one object differently:

1. Open the [Outliner](/outliner).
2. Use the simplification control on that object.
3. Set a level for that object only (or reset to fall back to the global slider).

Per-object levels take priority over the global setting. Transmutr warns in the Geometry panel when some objects have overrides.

<figure><img src="/files/4RX62DxEWu0zkQa0H2J1" alt=""><figcaption></figcaption></figure>

## Tips

* Prefer the magic wand as a starting point, then nudge the slider.
* Use [proxies](/exporting/proxies) when you need full detail at render time but a light viewport in SketchUp. See Proxies (including the "*Simplified geometry*" placeholder type).
* In [Studio / Creator batch sessions](/batch-conversion), simplification is shared across tabs unless you override it per model.
* From the CLI, use `--simplificationLevel`, `--simplificationAuto`, and the preserve flags. See [Command-line interface](/exporting/command-line-interface).


# Materials

The **Materials** tab lists every material on the loaded model (or the materials created in a materials-only session). Expand a material card to edit PBR properties and maps.

<figure><img src="/files/AevoLuxxQt62wjareE1X" alt=""><figcaption></figcaption></figure>

## Material list

* Click a material name to expand or collapse its settings.
* **New material** creates an empty material you can fill and assign to an object.
* For SketchUp (`.skp`) inputs, **Overwrite SketchUp Materials** controls whether Transmutr replaces existing SketchUp materials on export.

### Per-material actions

<table><thead><tr><th width="327">Action</th><th>Purpose</th></tr></thead><tbody><tr><td><strong>Reset</strong></td><td>Restore the material to its imported state</td></tr><tr><td><strong>Include / Exclude from automations</strong></td><td>Opt in or out of Studio / Creator automations</td></tr><tr><td><strong>Assign material</strong> (paint bucket)</td><td>Paint this material onto meshes in the viewport or Outliner</td></tr><tr><td><strong>Duplicate</strong> / <strong>Delete</strong></td><td>Copy or remove the material</td></tr></tbody></table>

## Material properties

<table data-search="true"><thead><tr><th width="222">Property</th><th width="284">Description</th><th>Synonyms</th></tr></thead><tbody><tr><td><strong>Color/Diffuse</strong></td><td>Base color and optional map</td><td>Albedo, Color</td></tr><tr><td><strong>Bump</strong> / <strong>Normal</strong></td><td>Height or normal mapping</td><td>Normal: Tangent, Dot3<br>Bump: Height</td></tr><tr><td><strong>Metalness</strong></td><td>Metallic workflow value / map</td><td></td></tr><tr><td><strong>Roughness</strong> / <strong>Glossiness</strong></td><td>Reflection roughness</td><td></td></tr><tr><td><strong>Mask</strong></td><td>Cutout mask, like the contour of a leaf</td><td>Opacity, Cutout, Clipping area, Alpha</td></tr><tr><td><strong>Transparency</strong></td><td>Refractive transparency, like glass or water</td><td>Refraction, Transmittance, Transmission</td></tr><tr><td><strong>Translucency</strong></td><td>Thin-walled translucency, like paper or leaves</td><td>Translucent</td></tr><tr><td><strong>Emissive</strong> (Advanced)</td><td>Emissive color, intensity, and maps</td><td>Emitter, Self-illumination, Power, Luminance</td></tr><tr><td><strong>Clear coat</strong> (Advanced)</td><td>Clear-coat layer, like car paint</td><td></td></tr></tbody></table>

Materials-only imports also expose **Dimensions** (Width / Depth / Height) for the material.

## Maps

For each map slot you can:

* Click to **Browse image file**
* **Drag and drop** a texture from your file explorer onto the slot
* Inspect resolution, channels, and file size in the map tooltip

Missing files show as **Not found**. Embedded textures are marked accordingly.

## Automations (Studio / Creator)

Enable **Automations** and click **Configure** to build rules such as “if the name starts with …, set Roughness to …”.&#x20;

Full details: [Automations](/materials/material-automations)

## Assigning materials

1. Click **Assign material** on a material card (paint bucket).
2. Click a mesh in the [viewport](/viewport)

**or**&#x20;

* Use the [Outliner](/outliner)’s material menu (**Assign to node** / **Assign to mesh**).

<figure><img src="/files/YgtuQVGyfWACO9NqQv1r" alt=""><figcaption></figcaption></figure>


# Material automations

{% hint style="success" icon="rocket-launch" %}
**Studio / Creator** feature. Automations require a valid Studio or Creator license.
{% endhint %}

Automations apply rule-based transforms to materials. They are ideal when assets come from many sources and you want consistent exports.

## Enable and configure

1. Open the [**Materials**](/materials) tab.
2. Turn on **Automations**.
3. Click **Configure**.
4. Create rules with **conditions** and **actions**.

<figure><img src="/files/dCaxK6IGxTNDC6O27s9v" alt=""><figcaption></figcaption></figure>

## How rules work

Each automation is roughly:

**When these conditions are true… → … do this**

Examples of conditions (as exposed in the UI):

* Name **contains** / **does not contain** / **starts with** / **ends with**
* A property **is** / **is not** a value
* A map slot is **empty** / **not empty**, **is black** / **is white**, path **is absolute** / **is relative**

Examples of actions:

* Set **Roughness**, **Metalness**, or other numeric properties
* Assign maps or adjust related material fields available in the action list

## Per-material opt-out

On a material card, choose **Exclude from automations** so that material is skipped. Use **Include in automations** to opt back in.

## Presets

Save automations inside a [preset](/presets) so the same rules run in the GUI and via the [CLI](/exporting/command-line-interface) (`--preset`).

## Example workflow

1. Create a rule: if name **starts with** `wood`, set **Roughness** to `0.6`.
2. Create another: if name **contains** `metal`, set **Metalness** to `1`.
3. Save as your default preset.
4. Drop a folder of mixed assets (batch) or run `convert --preset …` on a library.


# Outliner

The **Outliner** shows the hierarchy of the loaded geometry model. Use it to select objects or parts of objects, disable geometry, override [simplification](/simplification), assign [materials](/materials), and define **blobs** for [proxy export](/exporting/proxies).

{% hint style="info" %}
The Outliner is available for geometry models only. Materials-only sessions hide it.
{% endhint %}

<figure><img src="/files/YBPQm07r7nL7Vy3s6thq" alt=""><figcaption></figcaption></figure>

## Basic navigation

* Expand and collapse nodes to explore groups and meshes.
* Click a row to select it (selection syncs with the viewport).
* Use **Delete** / **Restore** on a node to exclude objects from export or bring it back. Disabled subtrees appear dimmed.

## Per-object simplification

Click the simplification control on a object to open a slider for that object only. Reset clears the override so the global [Simplification](/simplification) slider applies again.

Per-object levels **override** the global simplification level. That is useful when you want to keep a hero part dense while simplifying the rest.

## Assign materials

Open the material menu on a node to:

* See materials **Assigned to node** / **Assigned to mesh**
* Pick from **Available materials**
* Clear an assignment

You can also paint from the Materials tab. See [Materials](/materials).

## Blobs

A **blob** is a volume that wraps selected objects. Blobs are used by the **Blobs** proxy placeholder type.

1. Select objects that should form a blob.
2. Click **Make blob** on the Outliner row.
3. Use **Remove blob** to clear the assignment.
4. Toggle **Show blobs** in the viewport to preview volumes.
5. When exporting, choose the **Blobs** proxy type.

<div><figure><img src="/files/0jiA3wweGl085dQ8jOBs" alt=""><figcaption><p>Blob placeholders</p></figcaption></figure> <figure><img src="/files/999wh8EBPZ2FRbS9iThW" alt=""><figcaption><p>Rendered proxies</p></figcaption></figure></div>


# Presets

Presets store your Transmutr settings in a `.json` file so you can reuse the same transformation, simplification, materials, and (with Studio or Creator) automations across sessions and machines.

## Save a preset

1. Configure the model the way you like (Geometry, Materials, export-related choices as applicable).
2. Click **Save preset** in the toolbar.
3. Choose a location and file name.

## Load a preset

* Click **Load preset** and select a `.json` preset file, **or**
* Drag a preset `.json` onto the file selection screen together with your assets so it applies on import.

## Default preset

Mark a preset as the **default** so Transmutr loads it automatically every time you launch the app. Use the default-preset control in the preset menu (star / default icon next to the preset actions).

{% hint style="info" %}
Default presets are especially useful with automations and Studio / Creator batch work: open a folder of models and start from the same baseline every time.
{% endhint %}

## Reset modifiers

Use **Reset modifiers** when you want to clear the current session’s overrides and return to clean defaults (or your default preset, depending on context).

## CLI

With Transmutr Studio or Creator, pass a preset to the command line:

```bash
transmutr.exe convert --preset C:/presets/my-settings.json C:/models/tree.fbx
```

See [Command-line interface](/exporting/command-line-interface)


# Batch conversion

{% hint style="success" icon="rocket-launch" %}
**Studio / Creator** feature. Without Studio or Creator, Transmutr opens one model at a time.
{% endhint %}

Batch conversion lets you load many assets, apply consistent settings, and export them in one session.

## Open multiple models

* Select several files in the browse dialog, **or**
* Drop multiple files, a **ZIP** that contains several models, or an entire **folder**

Each model opens in its own **tab**. Switch tabs from the toolbar, use previous/next controls when available.

## Shared settings and overrides

By default, geometry modifiers apply to **all** loaded models. A banner reminds you that modifiers are shared.

To customize one model:

1. Select its tab.
2. Click the **share / override** control next to the setting you want to change.
3. Adjust the value. That setting now applies only to the current model until you share it again.

{% hint style="info" %}
Save a preset once your shared baseline looks right, then override exceptions per asset.
{% endhint %}

## Exporting a batch

Export each tab (or export from the active model according to the current UI flow), then optionally [send results to SketchUp](/exporting/send-to-sketchup). For unattended bulk conversion of folders, prefer the [CLI](/exporting/command-line-interface).


# Export

When your preview and settings look right, click **Export** in the toolbar to generate a SketchUp file.

## Export settings

The **Export settings** overlay has two tabs:

### Proxy

Configure V-Ray and Enscape proxies and the SketchUp placeholder type. See [Proxies](/exporting/proxies).

<figure><img src="/files/YXBZHKsljpiUniOBzaIq" alt="" width="563"><figcaption></figcaption></figure>

### Files

| Setting                                        | Description                                         |
| ---------------------------------------------- | --------------------------------------------------- |
| **Copy material maps**                         | Copy texture files next to the exported `.skp`      |
| **Prefix the material names with the model's** | Material names become `Model name \| Material name` |

## Save the file

1. Confirm export settings.
2. Choose the destination path and file name in the save dialog.
3. Wait for **Transmuting…** to finish.

Transmutr writes a SketchUp `.skp` using the SketchUp version selected in [Options](/options).

## Export report

After export, Transmutr may show:

* Success, success with warnings, partial failure, or failure
* Lists of additional files (material maps, proxy sidecars)
* **Show in explorer** to reveal the output folder
* **Export details** for a full report

## After export

* If you launched Transmutr from the [SketchUp extension](/sketchup-extension), models are typically sent back automatically.
* If SketchUp is running and connected, Transmutr may ask whether to [**Send to SketchUp**](/exporting/send-to-sketchup).


# Proxies

Proxies keep SketchUp responsive by putting a **lightweight placeholder** in the `.skp` while your renderer loads a **high-resolution** sidecar file.

{% hint style="info" %}
When you export as a proxy, import the generated `.skp` **as a component** into another model. Avoid opening the proxy `.skp` as a standalone working file.
{% endhint %}

<div><figure><img src="/files/YTrYrkr8GHsgzmqXf6w5" alt=""><figcaption><p>Blob placeholders</p></figcaption></figure> <figure><img src="/files/Ple6Ju3g6c6BfDKgKi0H" alt=""><figcaption><p><em>Rendered proxies</em></p></figcaption></figure></div>

<div><figure><img src="/files/hmfhdNzYEfIPSEvfHp39" alt=""><figcaption><p>Billboard placeholders (Cross and Face-me)</p></figcaption></figure> <figure><img src="/files/eq12IvNlxSEjiPFrEMDU" alt=""><figcaption><p><em>Rendered proxies</em></p></figcaption></figure></div>

## Supported renderers

<table><thead><tr><th width="111">Renderer</th><th>What Transmutr writes</th><th>Requirement</th></tr></thead><tbody><tr><td><strong>V-Ray</strong></td><td><code>.vrmesh</code> next to the SketchUp file</td><td>Path to V-Ray’s <code>ply2vrmesh</code> in Options</td></tr><tr><td><strong>Enscape</strong></td><td>Asset for the Enscape Asset Library</td><td>Path to Enscape’s batch importer + one-time Asset Library configuration</td></tr></tbody></table>

You can enable V-Ray and Enscape proxies at the same time. In that case, a single `.skp` placeholder will link to both proxy files.

{% hint style="warning" %}
**Thea proxies are not available in Transmutr v2.**
{% endhint %}

## Placeholder types

The placeholder is what SketchUp displays in the viewport:

<table><thead><tr><th width="239">Type</th><th>Description</th></tr></thead><tbody><tr><td><strong>Billboard (cross)</strong></td><td>Two crossing textured planes with automatic renders of the model</td></tr><tr><td><strong>Billboard (face-me)</strong></td><td>Single textured plane that always faces the camera</td></tr><tr><td><strong>Blobs</strong></td><td>Convex shells around meshes you tagged as blobs in the Outliner</td></tr><tr><td><strong>Bounding box (wireframe)</strong></td><td>Lightest: edges only around the model bounds</td></tr><tr><td><strong>Bounding box (faces)</strong></td><td>Opaque box matching the model size</td></tr><tr><td><strong>Face skipping</strong></td><td>Keeps a fraction of faces (set <strong>Face ratio</strong>) while preserving materials</td></tr><tr><td><strong>Simplified geometry</strong></td><td>Uses the simplified mesh as the placeholder; renderers still use full resolution</td></tr></tbody></table>

### Blobs workflow

1. In the Outliner, use **Make blob** on the meshes that should define volumes.
2. Enable **Show blobs** in the viewport to preview.
3. In Export → Proxy, choose **Blobs**.

## Converter paths

If Transmutr cannot find the V-Ray or Enscape converter, open **Options → External tools** and browse to the executable. Enscape also requires a one-time Asset Library configuration the first time you export an Enscape proxy.


# Send to SketchUp

Transmutr can place exported models directly into an open SketchUp document when the [SketchUp extension](/sketchup-extension) is connected.

## When Transmutr was launched from SketchUp

1. In SketchUp, choose **Plugins → Transmutr → Import model** (or the toolbar button).
2. Convert and **Export** in Transmutr.
3. The `.skp` is sent back automatically. SketchUp activates the place tool so you can click to position the component(s).

## When Transmutr runs standalone

1. Keep SketchUp open with the Transmutr extension loaded.
2. Export from Transmutr.
3. If connected instances are detected, Transmutr asks: **Send the models to SketchUp?**
4. Pick a **SketchUp instance** if more than one is running, then click **Send** (or **Do not send** to skip).

You should see a confirmation that the models were sent and can be placed in the file.

## Connection status

Open **Options → SketchUp connection** to see connected instances, or confirm that SketchUp shows a notification that it is connected to Transmutr.


# Command-line interface

{% hint style="success" icon="rocket-launch" %}
**Studio / Creator** feature. The CLI requires a valid Studio or Creator license.
{% endhint %}

The CLI converts models without opening the graphical interface. It is ideal for libraries, CI-style scripts, and LOD pipelines.

## Locate the executable

Open a terminal and run the Transmutr executable with the `convert` subcommand.

Typical locations:

<table><thead><tr><th width="200">Platform</th><th>Typical path</th></tr></thead><tbody><tr><td>Windows (per-user)</td><td><code>%LOCALAPPDATA%\Transmutr\current\Transmutr.exe</code></td></tr><tr><td>macOS</td><td><code>/Applications/Transmutr.app/Contents/MacOS/Transmutr</code></td></tr></tbody></table>

{% hint style="info" %}
Add the install folder to your `PATH` so you can type a short command instead of the full path. Running the executable **without** `convert` opens the GUI.
{% endhint %}

## Basic usage

Convert a model next to the input (same name, `.skp`):

```bash
Transmutr.exe convert C:/models/tree.obj
```

Choose an output path:

```bash
Transmutr.exe convert --output C:/sketchup/mytree.skp C:/models/tree.fbx
```

List all flags:

```bash
Transmutr.exe convert --help
```

## Common options

| Option                                                                                                | Description                                                                                                                                       |
| ----------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| `-o, --output <path>`                                                                                 | Output file, or a directory when converting multiple models                                                                                       |
| `-p, --preset <path>`                                                                                 | Load a GUI preset `.json`                                                                                                                         |
| `--copyMaps`                                                                                          | Copy texture maps next to the output                                                                                                              |
| `--prefixMaterialsWithModelName`                                                                      | Prefix material names with the model name                                                                                                         |
| `--sketchupFileVersion <version>`                                                                     | Target SketchUp `.skp` version                                                                                                                    |
| `--scale <x>`                                                                                         | Scale multiplier                                                                                                                                  |
| `--sourceUnit <m\|cm\|mm\|f\|i>`                                                                      | Source unit                                                                                                                                       |
| `--up <x\|y\|z\|nx\|ny\|nz>`                                                                          | Up axis                                                                                                                                           |
| `--origin <initial\|center\|bottomCenter\|topCenter>`                                                 | Output origin                                                                                                                                     |
| `--simplificationLevel <0–1>`                                                                         | Simplification amount                                                                                                                             |
| `--simplificationAuto`                                                                                | Magic-wand automatic level                                                                                                                        |
| `--simplificationPreserveNormals` / `--simplificationPreserveUvs` / `--simplificationPreserveBorders` | Preservation flags                                                                                                                                |
| `--simplificationTarget <n>`                                                                          | Target face count (CLI-only)                                                                                                                      |
| `--overwriteInputEdges` / `--normalAngle` / `--softenCoplanar` / `--hideAllEdges`                     | Edge options                                                                                                                                      |
| `--smoothAllEdges` / `--unsmoothAllEdges`                                                             | CLI-only edge shortcuts                                                                                                                           |
| `--exportVrayProxy` / `--vrayConverterPath`                                                           | V-Ray proxy                                                                                                                                       |
| `--exportEnscapeProxy` / `--enscapeConverterPath`                                                     | Enscape proxy                                                                                                                                     |
| `--proxy <type>`                                                                                      | Placeholder type (`billboardCross`, `billboardFaceMe`, `blobs`, `boundingBoxWireframe`, `boundingBoxFaces`, `faceSkipping`, `simplifiedGeometry`) |
| `--proxyFaceSkippingRatio` / `--proxySimplificationLevel`                                             | Proxy-specific controls                                                                                                                           |
| `--skipRendererMaterials`                                                                             | Disable V-Ray/Enscape material data                                                                                                               |

Examples:

```bash
Transmutr.exe convert --simplificationLevel 0.25 statue.skp
Transmutr.exe convert --scale 5 --origin bottomCenter models/car.gltf
Transmutr.exe convert --preset C:/presets/studio.json --output C:/out C:/models/*.fbx
```

## Multiple models and globbing

Pass several paths:

```bash
Transmutr.exe convert C:/models/tree.fbx C:/models/sofa.obj
```

Use globs (`*`, `**`, ranges). Transmutr expands patterns itself so Windows terminals behave like Unix shells:

```bash
Transmutr.exe convert C:/models/trees/*.obj
Transmutr.exe convert C:/models/**/tree.fbx
Transmutr.exe convert C:/models/*.@(obj|fbx)
```

{% hint style="warning" %}
Paths and patterns are **case-sensitive**. `.fbx` will not match `.FBX`.
{% endhint %}

When converting multiple models, options apply to all of them, and `--output` must be a **directory**.


# SketchUp extension

Transmutr installs a SketchUp extension automatically when you launch the desktop app.

## Menu and toolbar

In SketchUp:

* **Extensions → Transmutr**
  * **Import model**: launch Transmutr to convert an external asset into this model
  * **Help portal**: open Lindalë support for Transmutr
* Toolbar button: **Import model**

## Import an external asset

1. Open your SketchUp model.
2. Click **Import model**.
3. Transmutr opens. [Load](/importing/loading-files), [edit](broken://pages/UuKUN2BkX0mYNkLzqZfU), and [**Export**](/exporting/export) the asset.
4. The result is sent into SketchUp. Use the place tool to position each component.

See [Send to SketchUp](/exporting/send-to-sketchup)

## Edit in Transmutr

Round-trip an existing group or component:

1. Right-click a **single** group or component.
2. Choose **Edit in Transmutr**.
3. If the component references an external definition path, SketchUp may ask whether to open the source file or a temporary `.skp`.
4. Edit in Transmutr, then export.
5. SketchUp replaces the definition with the result.

{% hint style="info" %}
Groups edited this way are converted to **components** when they come back into SketchUp.
{% endhint %}

While waiting, SketchUp shows **Waiting for Transmutr… Press ESC to cancel.**

## Connection

When the apps are linked, SketchUp notifies you that it is **connected to Transmutr**. [Options](/options) in the desktop app also list connected SketchUp instances.

If SketchUp reports that it cannot locate or start Transmutr, reinstall the desktop app and launch it once so the extension is refreshed.


# Options

Open **Options** from the toolbar gear. If you have no active trial or license, Options opens automatically on the license section.

## License

<table><thead><tr><th width="307">Action</th><th>When to use it</th></tr></thead><tbody><tr><td><strong>Start 7 Days Trial</strong></td><td>Try Transmutr before buying</td></tr><tr><td><strong>Activate License</strong></td><td>Enter a key or log in with your Lindalë account</td></tr><tr><td><strong>Purchase a license</strong></td><td>Buy inside the app (Paddle checkout)</td></tr><tr><td><strong>Manage License</strong></td><td>Activate / deactivate this computer, offline codes</td></tr><tr><td><strong>Manage Licenses Online</strong></td><td>Open <a href="https://lindale.io/account/manage/licenses">lindale.io/account</a></td></tr><tr><td><strong>Upgrade Transmutr v1 license to v2</strong></td><td>Shown when a v1 key is detected</td></tr><tr><td><strong>Upgrade to Transmutr Studio</strong></td><td>Unlock batch, CLI, automations, floating seats (same features as Creator)</td></tr></tbody></table>

Offline activation and deactivation are documented in Offline activation.

## User interface

<table><thead><tr><th width="316">Setting</th><th>Description</th></tr></thead><tbody><tr><td><strong>Dark mode</strong></td><td>Switch light / dark appearance</td></tr><tr><td><strong>Language</strong></td><td>English, Español, Français</td></tr><tr><td><strong>Measurement unit</strong></td><td>Display unit for <a href="/pages/UYzFBoIIgR6XQfbxsO6p#statistics">dimensions</a></td></tr><tr><td><strong>SketchUp version of output models</strong></td><td>Target <code>.skp</code> version (SketchUp 8 through 2021 and later)</td></tr></tbody></table>

## External tools

<table><thead><tr><th width="296">Setting</th><th>Description</th></tr></thead><tbody><tr><td><strong>Path to V-Ray’s ply2vrmesh</strong></td><td>Required for V-Ray proxy export</td></tr><tr><td><strong>Path to Enscape’s CustomAssetBatchImporter</strong></td><td>Required for Enscape proxy export</td></tr><tr><td><strong>Megascans Bridge network port</strong></td><td>Must match Quixel Bridge (default <code>24981</code>)</td></tr></tbody></table>

## SketchUp connection

Lists SketchUp instances currently connected to Transmutr, or **No SketchUp instances connected**.


# Transmutr Studio and Creator

**Transmutr Studio** and **Transmutr Creator** are the advanced license plans for teams, libraries, and pipelines. They unlock the **same features**.

**Transmutr Creator** also grants the right to sell files generated by Transmutr on online stores, marketplaces, and similar commercial channels. Studio is aimed at production workflows, Creator is the plan if you distribute or sell converted assets as part of your business.

{% hint style="success" icon="rocket-launch" %}
You need a **Studio** or **Creator** license for the features on this page and the linked articles. Upgrade from **Options → Upgrade to Transmutr Studio**, or purchase a Studio or Creator license when buying.
{% endhint %}

## What Studio and Creator unlock

<table><thead><tr><th width="245">Feature</th><th>Benefit</th></tr></thead><tbody><tr><td><a href="/pages/jpDh7RywihvL5d42xBAN"><strong>Batch conversion</strong></a></td><td>Open many models in tabs; drop folders and multi-model ZIPs</td></tr><tr><td><a href="/pages/imcQEmOZcp8KFcadBFa8"><strong>Material automations</strong></a></td><td>Rule-based material transforms</td></tr><tr><td><a href="/pages/OabIB25i1lqBKYfILNyd"><strong>Command-line interface</strong></a></td><td>Script conversions without the GUI</td></tr><tr><td><a href="/pages/sYsCuB65HygsKBrPdKnz"><strong>Floating licenses</strong></a></td><td>Share a pool of seats across a team</td></tr></tbody></table>

## Artist vs Studio vs Creator

<table><thead><tr><th width="290">Capability</th><th>Artist</th><th>Studio</th><th>Creator</th></tr></thead><tbody><tr><td>Import / edit / export single models</td><td>✅</td><td>✅</td><td>✅</td></tr><tr><td>Simplification, materials, proxies</td><td>✅</td><td>✅</td><td>✅</td></tr><tr><td>Multiple models / folder drop</td><td>❌</td><td>✅</td><td>✅</td></tr><tr><td>Material automations</td><td>❌</td><td>✅</td><td>✅</td></tr><tr><td>CLI</td><td>❌</td><td>✅</td><td>✅</td></tr><tr><td>Floating license</td><td>❌</td><td>✅</td><td>✅</td></tr><tr><td>Sell generated files on online stores / marketplaces</td><td>❌</td><td>❌</td><td>✅</td></tr></tbody></table>


# Floating licenses

{% hint style="success" icon="rocket-launch" %}
**Studio / Creator** feature. Floating seats are included with Transmutr Studio and Transmutr Creator.
{% endhint %}

A floating license lets **multiple users share a pool of seats**. Only the number of concurrent active sessions is limited, not the number of installed machines.

## How it works

1. Your organization owns a Studio or Creator license with a fixed number of **seats**.
2. When someone launches Transmutr and activates/uses the license, one seat is taken.
3. When they quit or deactivate, the seat returns to the pool for someone else.
4. If all seats are in use, Transmutr reports that **no seat is available**.

## Good fit for

* Teams that work across time zones
* Offices where not everyone uses Transmutr all day
* Shared workstations that should not each need a node-locked seat

## Managing seats

* Open **Options → Manage License** / **Manage Licenses Online** to review activations.
* If a machine crashed without releasing a seat, deactivate it from the Lindalë account page or use offline deactivation when needed.
* See How can I reset my license activations?

## Upgrade

If you already have an Artist license, use **Upgrade to Transmutr Studio** in [Options](/options) (or purchase Creator). New purchases can choose Studio or Creator directly from the [website](https://lindale.io/transmutr#buy).


# Welcome to Transmutr v1 (legacy)

{% hint style="warning" %}
This is the Transmutr v1 documentation. The latest version is v2. Click [here](https://help.transmutr.com/) for the v2 documentation.
{% endhint %}

Transmutr converts various 3D formats to SketchUp files, with powerful features such as **geometry simplification**, automated **render-ready materials** and **proxies**, as well as essential options like **scaling**, **unit conversion**, **axes**/**origin** transformations and much more.

* **First, make sure to read our** [**Getting Started article**](/v1/getting-started)
* **Then read the** [**Overview**](/v1/overview) **and check out** [**Tutorials**](/v1/tutorials)
* For general questions, please read the [FAQ](/v1/faq)
* For details about the latest changes, please read the [Release Notes](/v1/release-notes)
* For other questions to the community & the dev team, please visit the [Forums](https://forums.lindale.io/c/transmutr)


# Getting started

Three steps to quickly get you started with Transmutr:

1. **Download Transmutr here:** [**https://lindale.io/transmutr?download**](https://lindale.io/transmutr?download)
2. **Install it, then open it and start the 7 days trial.**\
   Once the trial is expired, you can purchase a license here: <https://lindale.io/transmutr#buy>
3. **Watch the Quick Start video tutorial below:**

{% embed url="<https://www.youtube.com/watch?v=I73SLyJQG60>" %}


# Overview

**Here is a brief overview of Transmutr features. Click on the link at the bottom of each section to learn more.**

## Loading a file

To load a file, simply **drag-and-drop** it into the Transmutr window, or click the ***Browse File*** button.

![](/files/-Lblib0-q_arbVEJZ7Rx)

Transmutr will immediately load the file. The duration of this step varies depending on the complexity of your model: from a split second for simple models, up to several minutes for the most complex ones.

Once the file is loaded, you will be presented with a two-part interface:

* On the left, a live preview shows your model. A SketchUp-like figure serves as a scale reference. You can orbit and pan, just like in SketchUp.
* On the right, various settings let you modify the model before converting it to SketchUp. Settings are split between two tabs: [***Geometry***](/v1/manual/geometry-tab) and [***Materials***](/v1/manual/materials-tab)

Alternatively, you can directly import Megascans assets from Quixel Bridge. [Learn more](/v1/manual/loading-a-file#quixel-megascans-bridge)

![](/files/-LcrQRKJyoWgqtsq7AGf)

Finally, you can edit an existing component or group directly from within SketchUp, for instance if you want to simplify its geometry. [Learn more](/v1/manual/loading-a-file#edit-a-component-from-within-sketchup)

<div align="center"><img src="/files/-M1zheD3fLG0980uDgCD" alt=""></div>

{% content-ref url="/pages/-LcqmK7aAh1S\_xkBXgTq" %}
[Loading a file](/v1/manual/loading-a-file)
{% endcontent-ref %}

## Geometry tab

### Transformation

***Scale Multiplier*** and ***Units Conversion*** help you resize the model in case it is not imported at the right scale.

***Up Axis*** is used to orient the model correctly. This is particularly useful if the modeling application that the model is coming from uses a different coordinate system.

***Origin*** moves the origin of the model (its pivot). This is especially useful when the geometry has been modeled far from the scene's origin.

***Soften Coplanar Edges*** and ***Smooth angle*** are the same functions as in SketchUp. They are used to smooth/soften edges to get continuous surfaces.

{% content-ref url="/pages/-LcpOn70wgcPl14zyYrC" %}
[Transformation](/v1/manual/geometry-tab/transformation)
{% endcontent-ref %}

### Mesh Simplification

This feature reduces the number of faces of the model. If a model has hundreds of thousands or even millions of faces, it will probably make SketchUp slow (unless you are using proxies). In this case, it is often a good idea to simplify the model, as it will make it much lighter while preserving the overall shape of the original object.

Move the slider to the right to simplify the geometry of the model.

![](/files/-LblihnaQA_7E4TI8pcj)

{% content-ref url="/pages/-LcpOqEzg2FBNBYjdeE1" %}
[Mesh Simplification](/v1/manual/geometry-tab/mesh-simplification)
{% endcontent-ref %}

### Proxies

Transmutr can export the model as a ***V-Ray Proxy***, a ***Thea Proxy*** and an ***Enscape Proxy***. In this way, SketchUp will only show a lightweight placeholder of the model and maintain good performance while the render engine will use the high-quality original model.

***Placeholder*** is the geometry displayed in SketchUp, there are several options to choose from:

![](/files/-Lblie4qTL8f_4J0l350)

{% hint style="info" %}
When you export as proxy, the generated \*.skp file is supposed to be imported as a component into another model, you should not open it directly.
{% endhint %}

{% content-ref url="/pages/-LcpOvSwwprRGjvfq-XH" %}
[Proxies](/v1/manual/geometry-tab/proxies)
{% endcontent-ref %}

## Materials tab

This tab displays all the materials loaded from the input file. You can click on a material name to expand its panel and see and edit all of its [settings](/v1/manual/materials-tab/material-settings).

Alternatively, if you hover on the preview on the left, you will see the cursor turn into an eyedropper. Click on a material in the preview to automatically expand its card on the right. This is especially useful if the materials were not named correctly in the original model, and you have trouble deciding which is which.

![](/files/-Lbli_WWpoyzgMvx-Wiw)

Transmutr tries to automatically retrieve as much information as possible from the input file. So if the input file has information about material reflection, bump or opacity, Transmutr will automatically preserve these settings. You can then edit any setting for any material.\
[Click here](/v1/manual/materials-tab/material-settings) to learn more about material settings.

Materials will automatically be exported as regular SketchUp materials (simple color/texture and opacity), V-Ray materials, Thea materials and Enscape materials. It is transparent to you, there's nothing you need to do.

{% content-ref url="/pages/-LcpOyCbwcgzW8l8jDxM" %}
[Material settings](/v1/manual/materials-tab/material-settings)
{% endcontent-ref %}


# Tutorials

{% content-ref url="/pages/-LcpOc1xIfKeNdeslVK4" %}
[Quick start](/v1/tutorials/quick-start-tutorial)
{% endcontent-ref %}

{% content-ref url="/pages/-LoKxeppj3KQRilUzCWV" %}
[Convert hundreds of files at once with Automations and Command-Line Interface](/v1/tutorials/convert-hundreds-of-files-at-once-with-automations-and-command-line-interface)
{% endcontent-ref %}

{% content-ref url="/pages/-LctvdYRle1dT2dDARR7" %}
[V-Ray 3dsmax to V-Ray SketchUp with materials](/v1/tutorials/v-ray-3dsmax-to-v-ray-sketchup)
{% endcontent-ref %}

{% content-ref url="/pages/-Lf45sLK0d\_kRuveQzBp" %}
[Revit to SketchUp](/v1/tutorials/revit-to-sketchup)
{% endcontent-ref %}

{% content-ref url="/pages/szgyPbhUQybKfHH8efM6" %}
[Vectorworks to SketchUp](/v1/tutorials/vectorworks-to-sketchup)
{% endcontent-ref %}


# Quick start

{% embed url="<https://www.youtube.com/watch?v=I73SLyJQG60>" %}


# Convert hundreds of files at once with Automations and Command-Line Interface

{% hint style="success" %}
You need a **Studio** license to use these features.
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=kBVzmg8eNnc>" %}


# V-Ray 3dsmax to V-Ray SketchUp with materials

Converting from V-Ray 3dsmax to V-Ray SketchUp with complete materials

By following these steps, you will convert a model from 3dsmax with V-Ray materials, to SketchUp while keeping the exact same V-Ray materials.

{% hint style="warning" %}
Due to limitations in V-Ray for SketchUp, some maps may not be converted properly. This is not something Transmutr can control. Transmutr simply writes the \*.vrmat data to the right place, V-Ray does the rest.
{% endhint %}

1. &#x20;Open file in 3dsmax.<br>
2. Disable Gamma correction, as V-Ray for SketchUp handles it differently (otherwise you'll get very dark materials).<br>
3. Export it as FBX.<br>
4. Split meshes by materials using the script "Detach by Material ID"\
   [Click here](http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id) to download it, then *Scripting > Run Script*\
   ([Here](http://webcache.googleusercontent.com/search?q=cache:xh2fZaKaUcUJ:www.scriptspot.com/3ds-max/scripts/detach-by-material-id) is a cached version of the download page if it doesn't work)\
   \
   You need to do this to export materials as individual \*.vrmat files, instead as one big file.<br>
5. Go to "Tools > V-Ray vrmat converter", then "Convert Scene Materials to .vrmat" and choose the folder of the FBX file. This will create one sub-folder per material, with the same name as the materials.<br>
6. Optionally, copy bitmap files to the same folder as the FBX file, to help Transmutr find them.<br>
7. Load the FBX in Transmutr. It should automatically find all the .vrmat files exported earlier, and match them with the materials.<br>
8. Transmute, open your file in SketchUp, open V-Ray so that it can convert the .vrmat data to actual V-Ray materials.<br>
9. Done!


# Revit to SketchUp

Revit exports FBX files in a very weird way, the materials seem to be in a non-standard format. Third-party software are not able to read the materials (even unity or unreal engine). Only 3dsmax is able to. It's probably a move from Autodesk to force the use of 3dsmax.

**To workaround that limitation, you can use the free Twinmotion FBX exporter:** [**https://www.unrealengine.com/en-US/twinmotion/plugins?lang=en-US**](https://www.unrealengine.com/en-US/twinmotion/plugins?lang=en-US)

You don't need to use Twinmotion at all. Just install the exporter, and it will give you an FBX that Transmutr can read properly with all materials and textures.


# Vectorworks to SketchUp

The focus of this video tutorial is how to render Vectorworks models in Enscape on Mac. But at 5:28, it explains how and why Transmutr is the best option to import your Vectorworks projects into SketchUp.

{% embed url="<https://youtu.be/yoB04TvKH9k?t=328>" %}


# FAQ

{% content-ref url="/pages/CxOcNgbvjpCRUxgCVVOG" %}
[I have lost or didn't receive my license key](/v1/faq/i-have-lost-or-didnt-receive-my-license-key)
{% endcontent-ref %}

{% content-ref url="/pages/BNGOupYKxmsCIylulLMW" %}
[How can I reset my license activations?](/v1/faq/how-can-i-reset-my-license-activations)
{% endcontent-ref %}

{% content-ref url="/pages/DcjA9V3R5rNBkzbsrIBU" %}
[Can I sell the files generated by Transmutr Artist?](/v1/faq/can-i-sell-the-files-generated-by-transmutr-artist)
{% endcontent-ref %}

{% content-ref url="/pages/dFGK3DAxOFUZWdWMDUuP" %}
[What versions of Render Engines does Transmutr support?](/v1/faq/what-versions-of-render-engines-does-transmutr-support)
{% endcontent-ref %}

{% content-ref url="/pages/4bBfRyx3XNmY3FJWorxh" %}
[On how many computers can I install my license?](/v1/faq/on-how-many-computers-can-i-install-my-license)
{% endcontent-ref %}

{% content-ref url="/pages/hTU8jufWUcQCFebaYbOx" %}
[I cannot activate my license due to a restrictive internet connection](/v1/faq/i-cannot-activate-my-license-due-to-a-restrictive-internet-connection)
{% endcontent-ref %}

{% content-ref url="/pages/GuJ8ukLsy6V8E7j2e27u" %}
[Where can I report bugs or request features?](/v1/faq/where-can-i-report-bugs-or-request-features)
{% endcontent-ref %}

{% content-ref url="/pages/cUFLYUrz8OKpNM69udN5" %}
[SketchUp asks if I want to "fix" my file](/v1/faq/sketchup-asks-if-i-want-to-fix-my-file)
{% endcontent-ref %}

{% content-ref url="/pages/MQ9pbk4veoVZrPQ9eLOz" %}
[Transmutr's window is blank](/v1/faq/transmutrs-window-is-blank)
{% endcontent-ref %}

{% content-ref url="/pages/afPnwaYAwTbEFTv618Mg" %}
[SketchUp cannot connect to Transmutr](/v1/faq/sketchup-cannot-connect-to-transmutr)
{% endcontent-ref %}


# I have lost or didn't receive my license key

You should have received your license key via email.\
\
**Please check your spam folder** and remove the email from there, so that your Email Provider knows this is not spam.\
This is important so that other people don't get the same issue.

You can also **find and manage your licenses by creating an account** on our website using the email address you used when you purchased: <https://lindale.io/account/register>

If you still cannot find it, send us an email at `transmutr@lindale.io`


# How can I reset my license activations?

If you are getting the error *"All the license seats are currently in use"* when trying to activate your license on a new computer, you first need to deactivate it on the other computers.

* On the old computers, Open Transmutr's options ("gear" icon on the top right)
* Click "Deactivate license"

You should now be able to activate your licenses on new computers.

You can also **manage your license activations by creating an account** on our website: <https://lindale.io/account/register>


# Can I sell the files generated by Transmutr Artist?

**No, you need a Transmutr Studio license to be allowed to sell the files** generated by Transmutr. Including but not limited to: \*.skp files, \*.vrmesh files and \*.mesh.thea files.\
\
There are two exceptions in which case you are allowed to sell the files generated by Transmutr Artist:\
\- The files are created as a commission, and you sell them to the commissioner only. But the commissioner cannot sell them.\
\- You sell them through the 3D Bazaar marketplace\
\
**Why**, you ask?\
Because we feel it's fair that if you are a content creator for whom Transmutr is an actual production tool, you pay extra compared to a 3D artist who uses Transmutr just to add a few objects to a render, for example. \
Separating these two types of licenses allows us to offer an inexpensive Artist License.

{% hint style="info" %}
Please note that the files generated by Transmutr are tagged with unique identifiers.
{% endhint %}


# What versions of Render Engines does Transmutr support?

Transmutr creates files for:

* V-Ray 3.60.03 and above
* Thea 2.0 and above
* Enscape 2.4 and above


# On how many computers can I install my license?

\- An **Artist** license can be installed on **two computers**. For example, a laptop and a desktop workstation.

\
\- A **Studio** license is floating. It can be installed on as many computers as you want, but can only be used simultaneously on the number of seats you purchase.\
If it has one seat, it can be used on only one computer at a time. The application must be closed before someone else can use it.\
If it has 5 seats, it can be used on 5 computers at a time, etc.\
To purchase more than one seat, change the 'quantity' field during the checkout process.


# I cannot activate my license due to a restrictive internet connection

If you are unable to activate your license due to restrictive network settings (eg. corporate environment), you might encounter a "`Cannot connect to the internet`" error. In that case, the **Activate** button will transform into an **Activate Offline** button, giving you access to offline activation.

![](/files/-MR4qdza_Ln5QiN0TiJk)

1. First, click the **Activate Offline** button to generate an *Offline Activation Request Code* that is tied to your license key.
2. Login to access <https://lindale.io/account/manage/licenses> (you may need to register if you have never created an account before)
3. Then click on your license > "Manage activations" > "Offline Activation/Deactivation"
4. Paste the *Offline Activation Request Code* that you got from Transmutr, and click "Activate"
5. Download the *Activation File* an load it in Transmutr. Your license should now be activated.

![](/files/-MR4trOdzKZmEiIMxVDs)

A similar process is available to **deactivate** your license: the **Deactivate** button will transform into a **Deactivate offline** if you encounter network issues. This button will generate a *Offline Deactivation Request Code*.

{% hint style="danger" %}
**Using this deactivation request is mandatory** or your license will still be considered in use.
{% endhint %}

Contrarily to the activation procedure, deactivation is effective immediately and there is no need to validate it in a second step with an *Activation File*. Although you do need to add the *Offline Deactivation Request Code* in the license dashboard to free the activation slot on the serve&#x72;*.*


# Where can I report bugs or request features?

For now, please do so in the Transmutr category on the Skatter forums: <https://forums.lindale.io/c/transmutr>


# SketchUp asks if I want to "fix" my file

This error can pop up when you import in SketchUp a file generated by Transmutr. It appears when you import a model with some weird geometry that SketchUp doesn’t like. We could trigger the "Fix" in Transmutr using the SketchUp API, but we decided not to, and let the user decide. Because sometimes, you might prefer not to fix it (it’s not a big deal) to avoid losing faces or things like that.


# Transmutr's window is blank

Try to install these Windows packages:

* 2022 redistributable: <https://aka.ms/vs/17/release/vc_redist.x64.exe>
* 2019 redistributable: <https://aka.ms/vs/16/release/vc_redist.x64.exe>
* 2010 redistributable: <https://www.microsoft.com/en-us/download/details.aspx?id=26999>[  ](https://www.microsoft.com/fr-fr/download/details.aspx?id=14632)
* 2005 redistributable: <https://www.microsoft.com/en-us/download/details.aspx?id=26347>

I that doesn't work, try this:\
The Transmutr folder and all child files within should have administrative permission. This is achieved by going to `C:\Users\USERNAME\AppData\Roaming`. Right-click on the `Transmutr` folder, then `Properties > Security > Advanced`, assign *Full Control* to you and administrators, and make sure to tick the option box for "*Replace all child objects…*".

If the issue persists, please send an email to <transmutr@lindale.io>


# SketchUp cannot connect to Transmutr

You can try several things:

* Changing the Port in Extensions > Transmutr > Settings
* Doing the instructions in the "[Transmutr's window is blank](/v1/faq#transmutrs-window-is-blank)" page
* Authorize SketchUp and Transmutr in your firewall

If the issue persists, please send an email to <transmutr@lindale.io>


# Loading a file

## Supported file formats

* **\*.3ds**
* **\*.dae**
* **\*.fbx**
* **\*.obj**
* **\*.skp**
* **\*.stl**

## Drag & Drop or Browse

To load a file, simply **drag-and-drop** it into the Transmutr window, or click the ***Browse File*** button.

![](/files/-Lblib0-q_arbVEJZ7Rx)

Transmutr will immediately load the file. The duration of this step varies depending on the complexity of your model: from a split second for simple models, up to several minutes for the most complex ones.

## Quixel Megascans Bridge

![](/files/-LcrQRKJyoWgqtsq7AGf)

You can import [**Megascans**](https://quixel.com/megascans) 3D assets from [**Quixel Bridge**](https://quixel.com/bridge).

In Bridge, click on an asset's ***Export*** button, then choose ***Custom Export***, and check ***Use Socket Port***. Make sure to set the same port in Transmutr, so that both applications can talk to each other.

Then once you click ***EXPORT***, Transmutr will open the asset and automatically set the right scale and all material parameters.

![](/files/-Lpn-dw6p50JQo37l2wC)

## Edit a component from within SketchUp

You can edit an existing component or group directly from within SketchUp, for instance if you want to simplify its geometry.

Right-click on the component or group, then "Edit in Transmutr".\
Once you save it on disk, the component/group will be replaced with the saved .skp file.

![](/files/-M1zheD3fLG0980uDgCD)


# Preview

The preview displays the model almost exactly how it will look like in SketchUp, with textures and opacity. \
It doesn't display the complex material features like reflection, refraction, etc, as this is handled slightly different by each rendering engine.

![](/files/-Lcu1WVpqUvxWyIypqdZ)

***Show edges*** displays the edges of the model.

{% hint style="warning" %}
**Know issue**: for now the model is always triangulated in the preview. But the exported model will not be triangulated, so you may see more edges in the preview than what will be actually created in the SketchUp file.
{% endhint %}

The ***Zoom Extents*** button centers the model in the view and adjusts the zoom model so that it fits the window.


# Geometry tab


# Transformation

## Scale Multiplier

Adjust the size of the model. A value of 100% corresponds to its original size.

{% hint style="info" %}
Some FBX files are loaded with a scale multiplier different than 100%. This is because the file contains information that it should be scaled up or down.
{% endhint %}

## Units Conversion

Select the measurement unit used in the modeling application that the model is coming from. In this way, the exact model's scale will be preserved in SketchUp.

SketchUp uses inches internally (this cannot be changed). So if you choose "cm", for instance, the conversion will be from inches to cm, hence the model will be scaled down by a factor of 0.3937 (1/2.54).

## Up Axis

Select an axis to be used as the up direction of the model, so that it is correctly oriented in SketchUp.

This is particularly useful if the modeling application that the model is coming from uses a different coordinate system.

## Origin

This moves the origin of the model (its pivot point). This is especially useful when the geometry has been modeled far from the scene's origin.

{% hint style="success" %}
***Bottom Center*** is very useful when converting plants or pieces of furniture.
{% endhint %}

## Soften Coplanar Edges

This softens edges between coplanar faces, [just like in SketchUp](https://help.sketchup.com/en/sketchup/softening-smoothing-and-hiding-geometry#soft-smooth). This setting is enabled by default.

## Smooth angle

When set to a value higher than 0, edges connecting faces with an angle higher than this will be smoothed. This is identical to the same function in SketchUp.

{% hint style="warning" %}
**Known issue:** the preview currently displays all the model's edges, even smoothed one. However, they will be correctly exported to the SketchUp file.
{% endhint %}


# Mesh Simplification

## Simplification level

Move the slider to the right to simplify the geometry of the model. This will reduce the number of faces while preserving the shape of the original object.‌

![](/files/-LblihnaQA_7E4TI8pcj)

By default, the slider is not linear. The middle of the slider is 75%. This is useful because we often need high simplification value, so this helps by giving more control when setting the slider close to 100%.\
You can make it linear by clicking on the curve icon on the left of the slider. This won't change the simplification level itself, but only how the slider is displayed.

Alternatively, you can enter a precise value in the input field on the right.

{% hint style="info" %}
Mesh Simplification works best on closed/manifold objects. The algorithm works on groups of faces touching each other. It may not yield good results on models made of many small parts. For instance, a tree leaf made of two triangles will only be simplified as one triangle at best, or disappear completely.
{% endhint %}

## Preserve UV seams

Enabling this will avoid simplifying faces that are near UV seams.‌ Use this if you see texture artefacts or extreme deformation.

## Preserve Normals

This applies additional constraints so that the shape of the simplified model is as close as possible to the original one. However, the simplification will not be as efficient.‌


# Stats

In this section are displayed statistics about the model: its number of triangles, and its physical dimensions.

You can manually edit the dimensions, which will affect the ***Scale Multiplier***.


# Proxies

Transmutr can export the model as a ***V-Ray Proxy***, a ***Thea Proxy*** and an ***Enscape Proxy***. In this way, SketchUp will only show a lightweight placeholder of the model and maintain good performance while the render engine will use the high-quality original model.

* For **V-Ray**, the full-geometry model is exported as a \*.vrmesh file.
* For **Thea**, it is exported as a \*.xml file along with one or several \*.mesh.thea files in a subfolder. When launched from SketchUp with Thea v2.1 (and above) active, Transmutr will export Thea proxies as **\*.mod.thea** files instead of \*.xml files.
* For **Enscape**, the full-geometry model is exported as an additional \*.skp file.

You can export V-Ray, Thea and Enscape proxies at the same time, and they will be linked to the same SketchUp file.

{% hint style="info" %}
When you export as proxy, the generated \*.skp file is supposed to be imported as a component into another model, you should not open it directly.
{% endhint %}

## Placeholder

***Placeholder*** is the geometry displayed in SketchUp:

![](/files/-Lblie4qTL8f_4J0l350)

### ***Bounding Box***

This is a simple box with the same size as the model. This is the lightest placeholder. The ***(wireframe)*** variant only generates edges, while the ***(faces)*** has opaque faces.

### ***Face Skipping***

This only keeps a few faces, to get an idea of the model's shape, while keeping the model lightweight. Change the ***Face count*** to set the number of faces kept in the placeholder representation.

### ***Simplified Geometry***

This uses the model simplified by the ***Mesh Simplification*** slider as the proxy. This is great if you want to display a rough approximation of the model, while keeping it much lighter than the original high-poly model.

### ***Full Geometry***

This directly uses the original model in the SketchUp file. The *.vrmesh and the* .skp will then have exactly the same geometry.

### ***Billboard***

This shows the model as a texture on a plane. This is a very lightweight display, while giving a great impression of what the proxy will actually look like at render-time. The ***(cross)*** variant will create two vertical planes, at 90° of each other. The ***(face-me)*** variant will generate a single plane that is always facing the camera (similar to the scale figures in SketchUp). **\*\***&#x46;or now, you need to provide the image, but we plan to generate it automatically in the future.

### ***SketchUp File***

This lets you select a custom SketchUp file that will be used as geometry in the exported SketchUp file. This is useful if you need a specific placeholder model that you made manually.

{% hint style="danger" %}
**Always face camera:** when using the ***SketchUp File*** type, do not use a model with the "Always face camera" option set in SketchUp. Instead, use the option in Transmutr. Otherwise you will get unpredictable results with proxies (you might want to see a billboard in SketchUp following the camera, but you don't want the actual proxy mesh to always face the camera at render-time)
{% endhint %}


# Materials tab

This tab displays all the materials loaded from the input file. You can click on a material name to expand its panel and see and edit all of its [settings](/v1/manual/materials-tab/material-settings).

Alternatively, if you hover on the preview on the left, you will see the cursor turn into an eyedropper. Click on a material in the preview to automatically expand its card on the right. This is especially useful if the materials were not named correctly in the original model, and you have trouble deciding which is which.

![](/files/-Lbli_WWpoyzgMvx-Wiw)

Transmutr tries to automatically retrieve as much information as possible from the input file. So if the input file has information about material reflection, bump or opacity, Transmutr will automatically preserve these settings. You can then edit any setting for any material.

Materials will automatically be exported as regular SketchUp materials (simple color/texture and opacity), V-Ray materials, Thea materials and Enscape materials. It is transparent to you, there's nothing you need to do.

{% hint style="info" %}
Please note that Transmutr is not intended as a full-featured material editor. Rather, it's here to simplify the process of converting materials when importing assets to SketchUp. If you need more control than what Transmutr has to offer, you should use the material editor of your preferred rendering engine.
{% endhint %}

{% content-ref url="/pages/-LcpOyCbwcgzW8l8jDxM" %}
[Material settings](/v1/manual/materials-tab/material-settings)
{% endcontent-ref %}

{% content-ref url="/pages/-LcqdM8Bs8ZVvEyZAq16" %}
[Automations](/v1/manual/materials-tab/automations)
{% endcontent-ref %}


# Material settings

{% hint style="success" %}
Many settings accept a map. Simply click the checkerboard icon on the right to select a bitmap file.
{% endhint %}

## Type

***Type*** will determine how a material is converted to V-Ray, Thea and Enscape. Depending on the chosen material type, different settings are available.

* ***Generic*** is a standard material, with the most common settings.
* ***Metal*** will create a fully reflective material.
* ***Translucent*** is well suited for foliage, paper, etc. In V-Ray, it will create a 2sided material. Doing this in V-Ray for SketchUp after import is quite a hassle, so Transmutr simplifies the whole process by doing it directly for you.
* ***Emissive*** will create a material emitting light.

{% hint style="success" %}
Transmutr will try to assign the right type based on the material's name. For example, if the name contains "leaf", the type will be Translucent.
{% endhint %}

## VRMat

***VRMat*** is V-Ray specific. It allows you to link a *.vrmat* file whose content will define the V-Ray material. If Transmutr finds in the input file folder a *.vrmat* file matching the name of a material, this material will automatically use this \*.vrmat file. Transmutr will look for `inputFolder/materialName.vrmat` and `inputFolder/materialName/materialName.vrmat` Note that due to limitations in V-Ray, the materials may not look exactly the same between applications.


# Map name variants

Depending on the content creator/provider, maps can have different names for the same intended function.\
Here are possible name variants for Transmutr's material maps:

* **Diffuse**: Diffuse, Albedo, Color
* **Bump**: Bump, Height\*
* **Normal**: Normal, Tangent, Dot3
* **Opacity**: Opacity, Alpha, Clipping, Transparency\*
* **Reflection**: Reflection, Reflectance, Specular
* **Reflection Glossiness**: Glossiness, Roughness (inverted), Gloss. *Coming soon, for now only supported when importing from Quixel Bridge*
* **Refraction**: Refraction, Transmittance, Transparency\*
* **Displacement**: Displacement, Elevation, Height\*
* **Translucency**: Translucency, Translucent
* **Emissive**: Emissive, Emitter, Self-Illumination
* **Emissive Intensity**: Intensity, Power, Luminance

\*Some names can be used for different maps, unfortunately. It is the choice of the content creator. You should contact them if you have a doubt.

If you have a map that doesn't fit any description, send us an email and we'll do our best to help you: <transmutr@lindale.io>


# Automations

{% hint style="success" %}
You need a **Studio** license to use this feature. It is included in v1.1.0 and higher.
{% endhint %}

Automations are user-defined rules that allow you to automatically and instantly edit multiple materials at once.

* Very powerful when combined with [presets](/v1/manual/presets) and the [Command-Line Interface](/v1/manual/command-line-interface).
* Useful for single models with a large number of materials.

## General usage

1. To use Automations, you first need to activate them by clicking the *Automations* switch:<img src="/files/-LnD8sklpqLk2oHDusvT" alt="" data-size="original">&#x20;
2. Then open the Automations interface by clicking on *Edit Automations*: \ <img src="/files/-LnD9CgjZRN1tr9_Nxva" alt="" data-size="original">
3. Finally, create a first automation by clicking on *"Create an Automation"*.

The interface is split into two columns, **Conditions** and **Actions**.\
When the **conditions** on the left are met, the **actions** on the right are applied.

![](/files/-LnDpl5jMBQVqYBi5JkA)

Conditions are grouped via two operators: **AND** and **OR**.

All the conditions in an **AND** group must be true for that group to be considered true.\
Several groups can be separated by the **OR** operator. In that case, at least one group must be true for the actions to be applied.

In the following example, we set the Diffuse Color to black in either of the two following cases:

1. If the material type is *Metal*
2. If the material type is *Generic* and the refraction is exactly 1 (like glass):

![](/files/-LnDsjBSZkNRG6D3U_3Q)

{% hint style="success" %}
You can add as many automations, conditions and actions as you wish.
{% endhint %}

### Excluding materials from automations

When you activate automations, you'll notice that all the materials in the list become grayed out and that you cannot edit them anymore. That's because their settings are now controlled by the automations.

If needed, you can exclude some of the materials from being affected by the automations and edit them manually. To do so, simply click on the <img src="/files/-LnHeD7IwGITZnPtPNo5" alt="" data-size="original"> icon next to the material name.

### Variables

You can use variables in text fields (eg. material name and paths) in the form of predefined keywords wrapped in curly braces:

* **`{ModelName}`** is the name of the input file. For instance, if you load a file named *"tree01.fbx"*, the actual value of `{ModelName}` is *"tree01"*. It changes for each model, but is the same for every material.
* **`{MaterialName}`** is the name of the material. It is different for each material.
* **`{SourceFolder}`** is the path of the folder that contains the imported file. For instance, if you load *"C:/library/assets/tree01.fbx"*, the value of `{SourceFolder}` is *"C:/library/assets"*.
* **`{SourceFolderName}`** is the name of the folder that contains the imported file. For instance, if you load *"C:/library/assets/tree01.fbx"*, the value of `{SourceFolderName}` is *"assets"*.
* **`{SourceFolderParent}`** is the path of the parent of the folder that contains the imported file. For instance, if you load *"C:/library/assets/tree01.fbx"*, the value of `{SourceFolderParent}` is *"C:/library"*.
* **`{SourceFolderParentName}`** is the name of the parent of the folder that contains the imported file. For instance, if you load "*C:/library/assets/tree01.fbx"*, the value of `{SourceFolderParentName}` is *"library"*.
* **`{DiffuseMapPath}`** is the path of the diffuse map file.
* **`{DiffuseMapName}`** is the name of the diffuse map file.
* **`{DiffuseMapExt}`** is the extension of the diffuse map file.
* **`{BumpMapPath}`** is the path of the diffuse/normal map file.
* **`{BumpMapName}`** is the name of the bump/normal map file.
* **`{OpacityMapPath}`** is the path of the opacity map file.
* **`{OpacityMapName}`** is the name of the opacity map file.
* **`{ReflectionMapPath}`** is the path of the reflection map file.
* **`{ReflectionMapName}`** is the name of the reflection map file.
* **`{ReflectionGlossinessMapPath}`** is the path of the reflection glossiness map file.
* **`{ReflectionGlossinessMapName}`** is the name of the reflection glossiness map file.
* **`{RefractionMapPath}`** is the path of the refraction map file.
* **`{RefractionMapName}`** is the name of the refraction map file.
* **`{DisplacementMapPath}`** is the path of the displacement map file.
* **`{DisplacementMapName}`** is the name of the displacement map file.
* **`{TranslucencyMapPath}`** is the path of the translucency map file.
* **`{TranslucencyMapName}`** is the name of the translucency map file.
* **`{EmissiveColorMapPath}`** is the path of the emissive color map file.
* **`{EmissiveColorMapName}`** is the name of the emissive color map file.
* **`{EmissiveIntensityMapPath}`** is the path of the emissive intensity map file.
* **`{EmissiveIntensityMapName}`** is the name of the emissive intensity map file.

{% hint style="info" %}

#### **Example: adding a suffix to the material names**

Let's say that you want to add a suffix *"\_palmtree"* to all the materials:

1. Add the condition *"Name* → *not empty"* (which means that the automation will be applied to all the materials)
2. Add the action *"Name* → *{MaterialName}\_palmtree"*

With this automation, all the material names will be modified to end with "\_palmtree". For instance, a material named *"trunk"* will be renamed to *"trunk\_palmtree"*.

Note: by default, Transmutr prefixes all the materials with the model name. You can disable this behavior in the [Options](/v1/manual/options).
{% endhint %}

{% hint style="success" %}
If you want to achieve a specific result, but don't know how to, don't hesitate to contact us at <transmutr@lindale.io>\
We'll be glad to help you!
{% endhint %}

## Applying Automations to multiple files

If you have multiple files that need similar material processing, you can automate the process by combining Automations with [Presets](/v1/manual/presets) and the [Command-Line Interface](/v1/manual/command-line-interface). This is very powerful if you have a large library of files that were created the same way.

1. Open any one of the files with Transmutr and setup your automations
2. Save the current settings (including automations) as a preset file by clicking on <img src="/files/-LnHgNscfQ5p_wAp8rdG" alt="" data-size="original">&#x20;
3. Use the [Command-Line Interface](/v1/manual/command-line-interface) to convert all your files while applying the preset settings that include the automations you created earlier.

For example, this command converts all OBJ files in *C:/models/* and applies *preset.json* which can contain some automations:\
`transmutr.exe convert --preset C:/models/preset.json C:/models/*.obj`


# Presets

You can save the current settings in a *preset file* to reuse them later. This is especially useful if you wish to apply the same settings to several models.

![](/files/-LbligfR7_XF5OOY6liF)

To save your current settings, click the ***"Save Preset"*** button, at the top right of the window.

To load settings, click the ***"Load Preset"*** button. It will overwrite the options in the current session.

{% hint style="info" %}
Preset files are human-readable JSON files. You can open them with any text editor and tweak the values yourself.
{% endhint %}


# Options

![](/files/-LblirPYddvcrbERnHdD)

Click on the Gear icon to open the Options dialog.

* ***Copy material maps in destination folder*** copies the texture to the output folder where the final \*.skp file will be generated. This helps keep everything together and prevents broken links.
* ***Use absolute paths*** writes assets' paths (material maps, proxies) as absolute.&#x20;

  V-Ray, Thea and Enscape do not yet fully support relative paths in every situation, so we recommend to leave this option enabled.&#x20;

  It is always enabled when ***Copy material maps in destination folder*** is disabled.
* ***Prefix material names with the model name*** adds the model name to the material names. This is useful to avoid overwriting materials when importing the model in an existing SketchUp file.
* ***'ply2vrmesh.exe' path*** - Exporting V-Ray proxies requires *ply2vrmesh.exe*. It is installed with every version of V-Ray. Transmutr automatically tries to locate it on the machine, but if it doesn't, you need to manually browse for it.

{% hint style="info" %}
You can get ply2vrmesh even if you don't have a V-Ray license, you can simply install the demo of V-Ray.
{% endhint %}

* ***Megascans Bridge Socket Port*** - Make sure to use the same port in Transmutr and in Bridge, so that they can communicate with each other.


# Command-Line Interface

{% hint style="success" %}
You need a **Studio** license to use this feature. It is included in Transmutr v1.1.0 and higher.
{% endhint %}

{% hint style="warning" %}
This feature is currently under development. Please report any issue to <transmutr@lindale.io>
{% endhint %}

## General usage

The CLI (short for *Command-Line Interface*) is a very powerful tool that allows users to easily process large sets of models. To use the CLI, first open a terminal and type the path to the location where Transmutr.exe is stored.

{% hint style="info" %}
If you installed Transmutr *per user* (the "Only for me" option in the installer) then it should be located at:

**`C:/Users/YourUsername/AppData/Local/Programs/Transmutr/`**

If you installed Transmutr *per machine* (the "Anyone who uses this computer" option in the installer) then it should be located at:

**`C:/Program Files/Transmutr/`**
{% endhint %}

To simply convert a model, add the **`convert`** command followed by the path to the model. This will convert your model to a Sketchup file with the same name, right in the current directory. Please note that the path to transmutr.exe will slightly differ on your system.

**`C:/Users/Frodo/AppData/Local/Programs/Transmutr/transmutr.exe convert C:/models/tree.obj`**

![](/files/-LmtWRiff1kKRHljIiqw)

{% hint style="info" %}
Typing the complete path to Transmutr's location is quite verbose. If you prefer to avoid this, you can add the Transmutr's folder to your environment's **`PATH`** variable, like in [this guide](https://www.computerhope.com/issues/ch000549.htm).

In this way, your computer knows where to look for when you only type **transmutr.exe** instead of the whole path. We use this method in the rest of this documentation to keep things short.
{% endhint %}

You can specify additional options by adding parameters right betwee&#x6E;**`convert`** and the model's path. For instance, add the **`--output`** parameters to specify the destination and the name of the converted model:

**`transmutr.exe convert --output C:/sketchup/my_converted_tree.skp C:/models/tree.obj`**

You have control over the same set of settings as in Transmutr's graphical interface. For example, to generate a Sketchup model scaled down by half, with 95% of its geometry simplified, you could type:

**`transmutr.exe convert --scale 0.5 --simplification 0.95 C:/models/tree.obj`**

To list all the available parameters, type **`transmutr.exe convert --help`**. Please note that some parameters have a shorthand version that you can use to avoid typing long keywords, such as **`-o`** instead of **`--output`**.

```
> Transmutr.exe convert --help

Transmutr's Command-Line Interface

Positionals:
  input  Paths to the models to convert, can contain globbing patterns  [array] [required] [default: []]

Options:
  --version                                           Show version number  [boolean]
  --output, -o                                        Output path, must be a directory when converting multiple models  [string]
  --preset, -p                                        Path to a preset configuration to load  [string]
  --copyMaps, --cpm                                   Copy texture maps to the output folder  [boolean]
  --absolutePaths, --absp                             Writes asset paths (material maps, proxies) as absolute  [boolean]
  --relativePathsPrefix, --relpfx                     Adds a custom prefix to relative paths  [string]
  --prefixMaterials, --pfxmtl                         Adds the model name to the material names  [boolean]
  --maxMeshScaleCorrection, --maxsc                   Maximum scale factor when scaling meshes to avoid the tiny faces issue  [number]
  --meshScaleCorrectionMultiplier, --scmult           Multiplier for the scale factor, in case it is too strong or not enough  [number]
  --ply2vrmeshPath, --ply2vr                          Writes asset paths (material maps, proxies) as absolute  [string]
  --scale                                             Scale multiplier  [number]
  --sourceUnit, --su                                  Unit of the input model  [choices: "m", "cm", "mm", "f", "i"]
  --up                                                Up-axis of the input model  [choices: "x", "y", "z", "nx", "ny", "nz"]
  --origin                                            New origin of the output model  [choices: "default", "center", "bottomCenter", "topCenter"]
  --simplification, -s                                Simplification level of the output model, in the [0,1] range  [number]
  --simplificationPreserveNormals, --snorm            Simplification will try to preserve the face normals  [boolean]
  --simplificationPreserveUV, --suv                   Simplification will try to preserve the texture coordinates  [boolean]
  --smoothCoplanar, --smc                             Smooth the coplanar faces  [boolean]
  --proxyEnscape, --pxen                              Create an Enscape proxy, the high-resolution skp model will be generated alongside the output model  [boolean]
  --proxyThea, --pxth                                 Create a Thea proxy, the high-resolution mesh.thea model will be generated alongside the output model  [boolean]
  --proxyVray, --pxvr                                 Create a V-Ray proxy, the high-resolution vrmesh model will be generated alongside the output model  [boolean]
  --proxyPlaceholder, --pxplhdr                       Type of proxy placeholder  [choices: "billboardcross", "billboardfaceme", "boundingboxfaces", "boundingboxwireframe", "simplifiedgeometry", "skpfile"]
  --proxyPlaceholderBillboardFilePath, --pxplhdrbill  Path to the image file to use as a billboard  [string]
  --proxyPlaceholderSkpFilePath, --pxplhdrskp         Path to the SketchUp file to use as a proxy preview  [string]
  --proxyPlaceholderSkpFileFaceMe, --pxplhdrfaceme    Makes the proxy preview SketchUp file always faces the camera (billboard)  [boolean]
  --help                                              Show help  [boolean]

Examples:
  transmutr.exe convert house.dae
  transmutr.exe convert --simplification 0.25 statue.fbx
  transmutr.exe convert --output C:/sketchup/mytree.skp tree.fbx
  transmutr.exe convert --scale 5 --origin bottomCenter models/cornell.obj

Copyright Lindalë 2019

```

{% hint style="info" %}
You'll notice that executing **`transmutr.exe`** without command actually opens the classical Transmutr graphical interface, which can also be useful.
{% endhint %}

## Convert multiple models

To convert several models in one go, you can type their names one after another:

**`transmutr.exe convert C:/models/tree.fbx C:/models/sofa.obj C:/models/lamp.3ds`**

{% hint style="info" %}
When converting multiple models, the options that you specify apply to all the models.

Please note that options must still be placed right after the **`convert`** command and before the paths to the models.
{% endhint %}

The CLI accepts globbing patterns to provide more flexibility when selecting models. For instance, **`*`** is useful to select several files without writing their complete names. Thus, the following command converts all the models in `C:/models/trees/` that end with `.obj`:

**`transmutr.exe convert C:/models/trees/*.obj`**

Likewise, **`**`** can help you search for models in several directories. For example, the following command converts all the models named `tree.fbx` located in any directory under `C:/models/`:

**`transmutr.exe convert C:/models/**/tree.fbx`**

Range operators are also useful to select names with some variations in them. The following command converts any model which name matches `tree1.obj`, `tree2.obj`, up to `tree9.obj`:

**`transmutr.exe convert C:/models/tree[1-9].obj`**

Similarly, we can select a range of letters. In this example, we convert any file with a name that matches `furniture_a.obj`, `furniture_b.obj`, ..., up to `furniture_z.obj`:

**`transmutr.exe convert C:/models/furniture_[a-z].obj`**

You can also combine different patterns by wrapping them in parentheses, separated by `|`, following one of the `@`, `+`, `*`, `+`, or `!` operators:

* &#x20;`@` matches **exactly one** occurrence of the patterns
* &#x20;`?` matches **zero or one** occurrence
* &#x20;`*` matches **zero or more** occurrences
* &#x20;`+` matches **one or more** occurrences
* &#x20;`!` matches **anything that does not match** the patterns

For example, the following command converts any file that ends either with the `.obj` or .`fbx` extensions:

**`transmutr.exe convert C:/models/*.@(obj|fbx)`**

In this other example, we convert any model which name matches `treeX.obj` where `X` can be any number with one or more digits:

**`transmutr.exe convert C:/models/tree+([1-9]).obj`**

Finally, it's possible to combine different patterns to carry out very specific searches:

**`transmutr.exe convert C:/models/**/tree_collection_[1-5]/*_highpoly.@(fbx|obj)`**

{% hint style="warning" %}
Note that the paths and patterns are case-sensitive. So a pattern containing `.fbx` will not match a filename ending with `.FBX` .
{% endhint %}

## Using the CLI for scripting

One way in which the CLI can be even more powerful is by including it in a scripting pipeline that automates tasks that would be tedious and time-consuming to perform manually.

This section contains examples that show how such tasks can be handled by combining Transmutr with your own scripts.

### Ruby example: generating a library of LODs

In some contexts, it is useful to have several LODs (*Level Of Detail*) of the same model: for instance a high-resolution model for close-up shots, a medium-resolution model for mid-range shots and a very low-resolution model for distant shots. In this way, we can save performance without degrading visual quality.

In this example, we use a script written in the [Ruby programming language](https://www.ruby-lang.org) to convert hundreds of models to three different LODs each and to sort them in appropriate output folders, all in a few lines of code.

Doing this manually would be a grueling and time-consuming job that would take several hours. Thanks to the CLI, it is now a matter of minutes.

```ruby
# Each model will be exported with 3 levels of detail
#   - Original quality
#   - Slight simplification (75% triangles)
#   - Heavy simplification (1% triangles)
qualities = [1, 0.75, 0.01]

# Convert the models

for quality in qualities

  # We group models in different folders depending on their simplification level
  # -> Root folder
  #    |-> output
  #      |-> quality_100
  #      |-> quality_75
  #      |-> quality_1

  outputPath = "output/quality_#{(quality * 100).round}/"

  # Generate the command for this specific level of details
  command = "Transmutr.exe convert --simplification #{quality} --output #{outputPath} models/*.obj"

  # Run the command
  process_id = Process.spawn(command)

  # Wait for the command to be finished and check if an error occurred (exit code != 0)
  process_status = Process.wait2 process_id
  if process_status[1] != 0
    print "Something wrong happened!"
  end

end


```

{% hint style="info" %}
Sketchup actually [supports Ruby scripting](https://developer.sketchup.com/en/content/welcome), which means that you can run such scripts directly from Sketchup if you wish to. To do so, check out the [Ruby console documentation](https://developer.sketchup.com/en/content/ruby-sketchup).&#x20;
{% endhint %}

### .bat example: generating watermarked billboard proxies

{% hint style="warning" %}
Coming soon!
{% endhint %}


# Known issues

Here are a list of known issues that we are currently working on.

* The preview displays all edges, smoothed or not

  → However, the model is correctly exported to SketchUp

* For now the model is always triangulated in the preview. But the exported model will not be triangulated, so you may see more edges in the preview than what will be actually created in the SketchUp file.


# Release Notes

## Version 1.2.13 (2025-04-03)

* Added **support for SketchUp 2025**.
* Added support for V-Ray 7 when exporting V-Ray proxies
* Transmutr now generates files in the format of SketchUp 2021+, to preserve new data like PBR materials from SketchUp 2025

## Version 1.2.12 (2024-04-11)

* Added **support for SketchUp 2024**.

## Version 1.2.11 (2023-04-25)

Bug fixes

* Fixed the installer not working on older Mac computers.
* Fixed V-Ray proxies not working with V-Ray 6.

## Version 1.2.10 (2023-04-18)

Features

* Added **support for SketchUp 2023**.
* Added **support for ARM-based Mac chipsets** (M1, M2).

Bug fixes

* Fixed translucency maps sometimes not being found.
* Fixed V-Ray proxies not working with V-Ray 6.

## Version 1.2.9 (2022-04-26)

Bug fixes

* Fixed exporting Quixel Megascans assets with variants not working.
* Fixed Transmutr not notifying users about new versions available for download.
* Fixed the “Release Notes” button in the options not opening the correct URL.

{% hint style="danger" %}
**Known issue:** Transmutr does not work in SketchUp 2022 on Mac computers with M1 chips. We're working on M1 support for a future version.
{% endhint %}

## Version 1.2.8 (2022-02-21)

Features

* Added **support for SketchUp 2022**.

Changes

* Improved support for the “Reflection Glossiness” and “Reflection Roughness” material attributes.
* Added a warning message when importing unsupported assets from Megascans, such as standalone materials.
* Added a button in Transmutr and a menu entry in SketchUp to open Transmutr’s manual.

Bug fixes

* Fixed the export step that copies textures sometimes failing silently.
* Fixed some models with n-gons showing artifacts when exported.
* Fixed normal maps not being detected for some models using unconventional attribute names.
* Fixed textures not being properly applied on models loaded without texture coordinates.
* Fixed the Megascans connection not working immediately after changing the port.
* Fixed several crashes that could happen when exporting a model.
* Fixed the “See release notes” button in the options opening the wrong webpage.
* **\[Studio version]** Fixed floating licenses not getting released when closing Transmutr.

## Version 1.2.7 (2021-06-16)

Features

* Added Reflection Glossiness/Roughness.
* Added support for SketchUp 2021.1.

Changes

* Improved the bump/normal setting automatic detection.
* Generate generic UV coordinates if they are missing.

Bug fixes

* Fixed an error that sometimes occurred when copying textures to the destination folder.
* **\[Studio version]** Fix proxy placeholder when using the CLI.
* **\[Studio version]** Fix VRMat path in automations.

## Version 1.2.6 (2021-04-07)

Features

* &#x20;Added offline activation/deactivation for users with a restricted internet connection. Documentation: <https://help.transmutr.com/faq#i-cannot-activate-my-license-due-to-a-restrictive-internet-connection>

Bug fixes

* Fixed V-Ray proxy export failing due to a recent V-Ray updates.
* Fixed the `ply2vrmesh.bin` executable being referred to as `ply2vrmesh.exe` on OSX.

## Version 1.2.5 (2020-12-07)

Features

* Added support for SketchUp 2021.

## Version 1.2.4 (2020-10-21)

Changes

* **\[Studio version]** Adding more automation patterns: DiffuseMapName, DiffuseMapExt, SourceFolderName, SourceFolderParent, SourceFolderParentName.
* **\[Studio version]** Allow overriding options with the CLI.

Bug fixes

* Fixed crash with V-Ray 5.
* Fixed V-Ray TwoSided materials.
* Fixed texture paths in Enscape materials.
* Fixed BottomCenter and TopCenter preview.
* Lookup in nested folders when searching for map paths in VRMats.
* **\[Studio version]** Fixed paths lookup when using the CLI.
* **\[Studio version]** Fixed translucency map path missing in automations.

## Version 1.2.3 (2020-04-24)

Bug fixes

* Fixed BottomCenter and TopCenter not being applied in the preview.
* **\[Studio version]** Fixed automations not being applied when using the CLI.
* **\[Studio version]** Fixed automations being applied twice in some cases.

## Version 1.2.2 (2020-04-06)

Bug fixes

* Fixed Megascans files with variants not exporting.
* Fixed the Download button that shows up when a new version of Transmutr is available.

## Version 1.2.1 (2020-03-31)

Changes

* The "Smooth Angle" setting is now applied to proxies as well.
* Added options to mitigate the artifacts generated by SketchUp when scaling a mesh with small faces (see `Maximum mesh scale correction` and `Mesh scale correction multiplier`).
* **\[Studio version]** Reflection Glossiness and Refraction Glossiness can now be set using automations.

Bug fixes

* Fixed instances not being exported as components.
* Fixed the extension toolbar showing up even after being previously closed by the user.
* Fixed presets not being saved.
* Fixed some colors not being formatted correctly in Enscape materials, which resulted in all parameters being ignored by Enscape.
* Fixed a crash occurring when objects had no materials applied to them.
* Fixed a crash occurring when scanning unauthorized directories.
* Fixed V-Ray proxy export failing in rare cases.
* **\[Studio version]** Fixed automations not being loaded from presets.

## Version 1.2.0 (2020-03-09)

New features

* 🍎 **MacOS support.**
* Transmutr can now **import SKP files**.
* Transmutr can now **edit individual components** directly from an opened SketchUp document.

Changes

* Transmutr now installs for SketchUp 2020.
* Texture maps embedded in FBX files are now extracted.
* Duplicate material names are now renamed automatically.
* It is now possible to choose for which rendering engines materials are exported.

Bug fixes

* Fixed tiny faces not being created in some cases.
* Fixed the generation of VRMesh proxies not reporting errors in case of failure.
* Fixed missing textures not being reported to the user.
* Command-Line Interface: fixed simplified meshes being sometimes assigned the wrong materials.
* Fixed materials with "<" or ">" in their name not loading.
* Fixed a crash that occurred when running several instances of Transmutr simultaneously.
* Fixed the connection to Megascans failing silently when the communication port is already in use.

## Version 1.1.2 (2019-10-24)

New features

* Added an option to add a custom prefix to relative paths

Bug fixes

* Fixed the connection with Megascans Bridge not working for some users
* Fix proxy export with non-ascii paths
* Fixed small issues when smoothing edges

## Version 1.1.1 (2019-09-27)

Changes

* Objects that occur only once are now exported as groups, whereas objects occurring multiple times are exported as component instances.
* Transmutr now produces slightly cleaner hierarchy: the top-most group (root node) is now omitted and its children are added to the model itself.

Bug fixes

* Fixed Megascans assets with variants not being exported.
* Fixed Transmutr producing errors when exporting over existing files.
* Fixed crashes occurring on systems with non-ASCII paths.

## Version 1.1.0 (2019-09-09)

New features

* \[Studio version] Added a **Command-Line Interface** to use Transmutr from a terminal or with your own custom scripts in order to easily process large sets of models. Read the documentation [here](https://help.transmutr.com/manual/command-line-interface).
* \[Studio version] Added **Material Automations** to let you apply your own automatic transformations to materials with a brand new visual scripting interface. Read the documentation [here](https://help.transmutr.com/manual/materials-tab/automations).
* You can now open files in Transmutr from the Windows explorer with `Right-click > Open with`. You can also associate some 3D formats to be automatically opened with Transmutr by clicking the `Always use this app to open .obj/.fbx/.3ds/... files` checkbox.

Bug fixes

* Fixed mesh simplification not being applied in the preview when loading preset settings.
* The scale is now correctly affected when changing the model dimensions in Stats
* Fixed some OBJ files generating parsing errors during loading (this error especially occurred for files exported from Rhino).
* Fixed remote trial extensions not working.

## Version 1.0.6 (2019-08-08)

Bug fixes

* Fixed SketchUp not automatically opening converted files.

## Version 1.0.5 (2019-06-11)

Bug fixes

* Fixed blank screen when windows username contains special chars.

## Version 1.0.4 (2019-06-10)

New features

* Transmutr can now **import STL files**.
* When launched from SketchUp with Thea v2.1 (and above) active, Transmutr will export Thea proxies as **\*.mod.thea** files instead of \*.xml files.

Changes

* Transmutr now reads the "Up Axis" attribute that is sometimes stored in FBX files so that models are automatically rotated as intended.

Bug fixes

* Fixed missing material in V-Ray proxy when placeholder is "Simplified Geometry" or "Full Geometry"
* Fixed texture paths discarded when the drive letter is assigned but disconnected
* Fixed camera clipping plane not being updated when changing modifiers (scale, origin, etc)

## Version 1.0.3 (2019-05-04)

Bug fixes

* Fixed Transmutr files crashing SketchUp 2017 (and below) when saving
* Fixed a bug introduced in v1.0.2 that made some textures black in the preview

## Version 1.0.2 (2019-05-03)

New features

* Added **floating licensing** to dynamically share license seats between employees of the same company, up to a predefined number of concurrent users. Please contact us if you are interested in this type of licensing (Studio licenses only).

Changes

* Transmutr now **scans the directory of the model to search for missing textures**. This is helpful in some cases when the model contains absolute paths that are no longer valid.
* Geometry **simplification should feel faster** on the first simplification, since heavy initialization work is now done as a background process.

Bug fixes

* Fixed the general options being reset to default values when loading a new model after the first one.
* Fixed license keys being considered invalid when manually typed with some variations (eg. lowercase, spaces).
* Fixed a crash that occurred when loading a model with TIFF textures.
* Fixed the preview appearing empty for a few seconds after loading large models.
* Fixed V-Ray issues that occurred when some materials had names containing characters not supported by V-Ray.
* Fixed a rare crash that occurred when loading a FBX model with invalid per-face material data.

## Version 1.0.1 (2019-03-25)

Changes

* The trial is now 7 days long
* Reset the camera position when loading a new model

Bug fixes

* Fix some billboard placeholders having the wrong width depending on the model's orientation
* Fix badly constructed faces from corrupting whole objects

## Version 1.0.0 - Public release (2019-03-21)

Changes

* The 3 days trial is now available
* "Open File" dialogs are now always on top of the main window
* The SketchUp extension is now signed

## Version 0.4.3 (2019-03-20)

Bug fixes

* Fix the simplification damaging UV seams
* Fix loaded presets not being applied immediately

## Version 0.4.2 (2019-03-16)

Changes

* Adding base materials to complement V-Ray 2Sided materials, as a workaround to the issue of texture scale discrepancy in V-Ray Next
* Adding a dummy colorized texture when a material doesn't have a diffuse map but has other maps, to preserver UV mapping
* Enable materials "Normal" setting if the bump map's name contains "norm"

Bug fixes

* Fix FaceSkipping's face count not working
* Fix geometry simplification producing holes in some cases
* Fix emissive color

## Version 0.4.1 (2019-03-14)

Bug fixes

* Fixed power-of-2 textures (512, 1024px...) being flipped in the preview

## Version 0.4.0 (2019-03-13)

New features

* **Brand new simplification engine: much faster, and more reliable**
* Old FBX files (FBX version <2011) can now be opened

Changes

* Renamed "Proxy Preview" to "Placeholder"

Bug fixes

* Fixed textures being flipped vertically in the preview
* Fixed textures being flipped vertically in Thea proxies
* Fixed geometry disappearing in models with tiny faces
* Fixed some textures appearing stretched in the preview
* Fixed Transmutr crashing when opening ill-formed models with invalid texture paths

## Version 0.3.4 (2019-03-04)

New features

* All Proxy Preview types are now available for Artist licenses (adding 'Billboard', 'Simplified Geometry', and 'SketchUp File').
* We can now edit the target face count when using 'Face skipping' proxy preview.
* The model's dimensions are now displayed in the 'Stats' section, and are editable (this will update the Scale multiplier).
* Transmutr now exports Megascans assets with multiple variants.

Changes

* Sped up the import of large models with many objects.
* It is now possible to drag and drop maps between slots.
* Added a security certificate so that Transmutr is less likely to be flagged as malware by antivirus softwares.
* Transmutr will now use the scale factor of FBX files.
* The 'Cancel' button has been renamed to 'New' and asks for confirmation.
* Added an input field next to the Simplification slider.
* The Simplification slider is now non-linear by default, as we usually need high simplification levels. This behavior can be disabled.
* Improved the look of the icon on Windows.

Bug fixes

* Fixed simplification producing many holes in the mesh. Holes can still happen, but they should be much less frequent.
* Fixed some TIFF textures crashing the app because of an unsupported internal compression mode.
* The camera clipping plane now depends on the size of the model. This avoids huge models from disappearing.
* Fixed some faces not being created when triangulated.
* Fixed some groups/components not being created when containing tiny faces.
* Fixed a crash that could occur when creating Thea materials.
* Fixed the UI being slow when having many materials in the Materials tab

## Version 0.3.3 (2019-02-08)

Bug fixes

* Fixed geometry disappearing in models with tiny faces

## Version 0.3.2 (2019-02-07)

Changes

* Transmutr is now smarter when looking for missing maps, it will look in all potential folders. When the user adds a map, Transmutr will look into this folder for all missing maps.
* VRMat is now a material property instead of a material type
* Spaces are trimmed from license key to avoid copy/pasting issues

Bug fixes

* Fixed exploded object when using scale/unit conversion
* Potential fix for SketchUp not being able to connect to Transmutr, when opening it from SketchUp
* Fixed 'Communication Port' option not being saved between sessions
* Fixed wrong material name when created from VRMat
* Fixed several issues with map paths in VRMats

## Version 0.3.1 (2019-01-24)

Changes

* The preview viewport now supports TIFF textures
* V-Ray Materials: “Diffuse Texture Alpha” is enabled if there is no opacity map

Bug fixes

* Fixed SketchUp zoom bug when importing models with tiny faces
* Fixed maps not being copied to the destination folder when exporting Thea proxies
* Fixed opacity maps not being picked up from FBX files
* Fixed TGA textures appearing black in the preview
* Non-planar faces are now triangulated

## Version 0.3.0 (2019-01-17)

New features

* Added Thea proxies
* Transmutr can now be opened directly from SketchUp, the transmuted asset will be automatically added to the model
* Added smoothing edges by angle
* Transmutr now reads basic properties of V-Ray and Corona material in FBX files exported from 3dsmax
* Renaming materials is now possible

Changes

* Binding is now turned off in V-Ray materials created from a VRMat file
* Transmutr no longer automatically triangulates the model. It will be triangulated only when using Geometry Simplification.

## Version 0.2.1 (2019-01-08)

New features

* Added a "Face Skipping" proxy type that only keeps a few faces to get an idea of the model's overall shape
* Added a "Zoom extents" button to make the model fit the viewport

Changes

* Transmutr now adds a dummy colorized texture when the *Diffuse* slot is empty but other textures are in use (bump, opacity, reflection, etc) in order to preserve UV mapping in SketchUp
* Texture files can be drag-and-dropped from the file explorer to the slots of the material panels
* Improved Megascans assets materials
* Added a notification when a new version of Transmutr is available so that users can easily download it
* Added a button in the Options panel to open those Release Notes from the application
* Converting units now sets the appropriate drawing unit in the SketchUp model

Bug fixes

* Fixed missing geometry when importing models with faces that are smaller than SketchUp allows
* Fixed texture mapping when vertices of a same face have identical UV coordinates
* Fixed some edges not being smoothed
* Fixed the unwanted rotation animation that sometimes started when clicking the "Show edges" button
* Fixed Megascans asset imported as white when format is OBJ

## Version 0.2.0 — Beta stage (2018-12-19)

New features

* Added Quixel Megascans integration
* Added "Top Center" origin option

Changes

* Added default filename when saving .skp
* Significantly sped up mesh simplification for high-poly models
* Added an option to prefix material names with the model name
* Added warning when using TIFF bitmaps
* Options: added a button to open the folder that contains log files
* Options: added a button to display GPU info for debugging purposes

Bug fixes

* Fixed the mesh simplification slider
* Fixed the "Cannot load options" error that occurred if the options were not modified by the user
* Fixed normal maps color space in V-Ray
* Fixed browsing for .vrmat files

## Version 0.1.4 (2018-12-10)

New features

* Added Metal material type

Changes

* Added thumbnails to the material panels
* Added an Options dialog
* Added notifications (errors, warnings, etc)
* Tweaked materials

Bug fixes

* Added better support for paths with special characters

## Version 0.1.3 (2018-11-23)

New features

* The material type is automatically assigned based on the material's name (e.g. "...leaf..." ⇒ Translucent)

Changes

* When exporting a \*.vrmesh proxy, the black console window that briefly popped up does not appear anymore
* Copying maps to the destination folder is now optional
* Preset saving and loading buttons have been moved to the header
* It is now possible to unfold multiple materials

Bug fixes

* Fallback to lower-quality graphics when webGL is not available (Work in progress)
* Fixed wrong *up axis* and *origin* transformations for models that already have a transformed root node
* Fixed the \*.vrmesh proxy generation sometimes locking up the export
* Fixed automatically finding \*.vrmat files matching material names
* Fixed faces not being exported for some files
* Fixed material names encoding issues

## Version 0.1.2 (2018-11-16)

New features

* Added Enscape materials

Changes

* Added better feedback when exporting
* Transmutr now also looks for resources with invalid absolute paths in the model's folder
* For Emissive materials, the Diffuse color is now the same as the Emissive color
* Refraction now affects opacity in SketchUp (the lowest value between Refraction and Opacity sets the opacity in SketchUp and Enscape)
* Profile edges are now disabled in generated \*.skp files

Bug fixes

* Fixed most materials in OBJ files having Refraction set to 1

## Version 0.1.1 (2018-11-14)

New features

* Added Thea materials

Changes

* Added the possibility to pan the viewport's camera
* Added a checkbox to show/hide the model's edges in the viewport
* Improved the visibility of the material-picking eyedropper

Bug fixes

* Fixed Transmutr only working with administrator privileges when installed "For all users"

## Version 0.1.0 — Alpha stage (2018-11-08)

Initial preview release to a small number of testers.


