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  • I know "the user is never wrong" but I think the mental model does not quite match. Your changes are always immediately persisted in the preset so after tweaking it you already end up with your perfect preset.

    But most experiments lead to nothing, so in your example, more often than not, I will have messed up my preset with no way to undo :)


    I know you can "right click>duplicate a setting and use that for testing, than when you are satisfied relink the setting and delete the old one" but that's very unintuitive and cumbersome.


    I was hoping that changing the default behavior of the "new preset" button would take away at least some of the pain of the workflow above.


    But since you brought it up: I also struggle a LOT with the auto-save :) . The 2.9 version had a superior workflow in that regard (and 3.0 a better UI). It discourages experimentation. It also increases the chances of someone on the team (we share a model with many designers) will accidentally mess up someone's settings.


    Rather than auto-save, why not have a save button, and perhaps a warning when you are about to switch to another preset (or close the settings panel) whether you want to save/discard any unsaved settings. You would achieve the same thing as auto-save (not accidentally losing any settings) while giving users an options to experiment/make mistakes without irreversible damage.


    I did a small training yesterday on the Enscape settings and polled people on whether they preferred the 3.0 or 2.9 handling of presets. Although the UI of 3.0 was preferred, all 5 people preferred the explicit save of 2.9.


    It's also important to note that Enscape doesn't exist in a vacuum. People have gotten used to certain software paradigms because they exist in so many other programs. Many programs that we use has the concept of 'presets', but almost all of them have the option to save/cancel changes to them.

  • Christian Radowski

    v3.1

    If I have the Manage Uploads window open when rendering panoramas then they don't appear in the MU window.

    Either closing and reopening it or not having it open whilst rendering will ensure the rendered panos are visible.

    This was not the case with 2.9, if the MU window was open they would appear when each rendering was complete.

  • Our current Revit material library is all 4K, PBR Revit materials. It seems like the Material Library and Editor both add zero benefit to us.


    1. The material library only seems to download 1024x1024 textures. Is there a setting I'm missing to download high-quality versions? 1K resolution is not usable for us as our current library is 4K and the difference will be noticeable if seen side-by-side.


    2. The material editor does not list Revit PBR materials. From the announcement, we were expecting to be able to apply displacement maps to our library, which seems like it will be impossible without converting our entire library back to non-PBR Revit materials. This is something I can automate with Dynamo, but it's a huge disappointment.


    Are there any plans to address these issues? Thank you

  • Quote

    1. The material library only seems to download 1024x1024 textures. Is there a setting I'm missing to download high-quality versions? 1K resolution is not usable for us as our current library is 4K and the difference will be noticeable if seen side-by-side.

    Hi steinah6

    I can answer your first question already. It's technically not the resolution of a texture itself that matters. It's the texel density in combination with a smooth repetition. In case your 4k textures cover 4x4 meters our materials have the same quality level then yours.

    Some of our materials have a 2k texture too. That shouldn't be mistaken as a increasment of quality. It just means that we cover a bigger space with more variations on it while remaining in 1k/m.


    For now there is no function to download any other files then the ones that you can already see.

  • I fully agree with Pieter; my Users are endlessly confused about how the new presets work

    Auto-magic is not always the better solution. Give us a sense of control

    If we can't work it out easily and it's not apparent what is happening it is not a good UI

  • The 2.9 version had a superior workflow in that regard (and 3.0 a better UI). It discourages experimentation. It also increases the chances of someone on the team (we share a model with many designers) will accidentally mess up someone's settings.

    Well said Pieter. This is also my message to the Enscape UX team. Thank you.

    • Official Post

    3.1 is way too visually glitchy for me. Going back to 3.

    Couldn't even run with DLSS turned on because of the ghosting (already reported), and very odd effects on my PNG background edges (especially trees) whenever I'd start moving.


    No matter what the settings combo, there's massive flickering that occurs on glass reflections from light fixture sources when inside a space. For instance, rows of linear light lenses within an office space (white with some self illumination) flicker madly on the exterior glass when moving around the space.

    My NVIDIA driver is current.

    Did you have auto-exposure deactivated when the ghosting was visible? We've fixed an issue in that regard and released it with a silent hotfix today. You can re-download your installer from the website to get the updated version.


    We've also addressed the flickering glass/water reflection issue. It will be part of an upcoming Service Pack release. Glass/water reflections with RTX ray tracing (with/without DLSS) will be greatly improved, whereas other configurations will retain the 3.0 quality level again.


    Thanks again for raising the issue! :thumbup:

  • I am very disappointed no one even answered my question

    Hi Madiyorbek
    Sorry for the delay. Missing/incomplete reflections issue is present due to the fact that Enscape renders in real time and has to keep balance between quality and staying real-time. We constantly work on improvements, especially since hardware ray tracing became available. Please have a look at this FAQ post about reflections in Enscape for more details: Why are some of my objects/parts of my project not displayed in reflections?

  • dear friend, thanks for your reply. I understand realtime rendering. I downloaded the latest version of Enscape 3d 3.2 + 1 from your site. I often use glass in the interior and noticed that when rendering 4096x2160 video at 120 frames per second, the image rendering on the mirror is not the best quality. I also tried 5 different programs, they also did not give a good result and I was disappointed, I think in the future you will find a solution for this

  • I can answer your first question already. It's technically not the resolution of a texture itself that matters. It's the texel density in combination with a smooth repetition. In case your 4k textures cover 4x4 meters our materials have the same quality level then yours.

    Some of our materials have a 2k texture too. That shouldn't be mistaken as a increasment of quality. It just means that we cover a bigger space with more variations on it while remaining in 1k/m.


    For now there is no function to download any other files then the ones that you can already see.

    I understand you can change scale of a lower-resolution texture image, but the scale of a material some arbitrary thing that can be changed. If we use one of our 4k wood textures at 1x1m next to your 1k brick texture at 1x1m it's going to look bad. Making the brick 4x smaller is obviously not an option.

  • Our company has adapted to the auto save approach to presets no sweat, and given the way designers seem to work (seat of their pants, especially in a large firm with insane deadlines), it suits them well. I don't know how many times I've had one of our architects/interior designers come to me asking how to get the images looking the same again... I suspect this is the idea behind the change - it suits the "everyman" rather than the clued up visualizer who actually takes their time to get a proper workflow locked in.