No. It works exclusively on mobile devices, iPad/iPad Pro/iPhone.
And it's better this way because Procrete's guys were able to create the most optimised code, leveraging on Metal API of iOS instead of the poor OpenGL.
Just for test: a simple plan + hard normal map for give simulate forms to waves and you can see clouds under! ;)
You can save a Material PBR! (+ maps)
Right Click on the palett of a SU materiel "used in the Model" !!! Save as
That create an .skm matrerial file that you put on the PBR folder :)
Rename a .skm file in .zip, Unzip it and you will refind all images!
Another trick for refund all SketchUp Images texture of a model
Export 3D .kmz
rename .zip, unzip, you have all image textures in a folder (only default they are rename texture, texture_0 etc...
it's not so bad! :)
...but (for me) as long as I can..I think that the best and easiest way to create hard-surface things is with Moi.
Its Nurbs modelling tools are so powerful for that kind of stuff.
Anyway...As you said in one of your latest tutorial on your YouTube channel (that I'm following), Blender has a very bright future. Great product!
Thanks for sharing. The guy who created Hard Ops works with me on the Alamo project and has been trying to get me to use it for some time. It's quite powerful. I want to get the basics out of the way first.
Here's helped me with Blender and I've helped him with Moi3d.