Previous Release / Preview Threads Merged

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  • Thnaks so much for your effor to devloppement
    i hope to add this simple feature in Enscape Archicad:
    Copy/Past texture map from material to another with a hint window if i click with the right mouse

  • Please, let us to edit the Asset Library model... It could cut out a lot of time re-using an already model, just changing the textures...

    Thank you


    L.

    Yep, came across this earlier, wanted to delete a few arms off a cactus to make it look more like the fake cactus I intended to use for a project and realized that even though I could "delete" it in the placeholder the render was still the full model. Would be great to have the ability to make minor tweaks to these models.

  • Tested both the camera adjustment and the custom asset categories. Everything seems to be working well. The new release is of to a good start it seems :)

    Important: We also fixed a long running issue that the positioning of orthographic views was not respected with regards to distance to the model. To fully capitalize on this change it is recommended to link a preset to the view in question that has its projection mode set to orthographic. This allows you to be fully independent of the active presets selected projection mode.

    I wonder if it wouldn't be a lot more intuitive to have the projection mode inside the view itself and not in the settings. I have never ever wanted to change the projection mode in batch. And even if you did you'd need to go to each view anyway to adjust the camera.

    • Official Post

    Hi to the Enscape team! Thanks for your hard work!

    I have to report that the "save as external model for enscape" feature seems to crash SU at the moment.

    Thanks for the feedback - If you haven't, please definitley make sure to also send in a feedback report so that we can further identify the cause behind this. Much appreciated as always.

  • About Light View rendering style mode.. The scale is logarithmic I guess.. It makes a bit hard to guess any values in between (blue 0.1, red 100, so is yellow 50 or more like 10 or 1). Adding some 4 or 5 marked positions on a scale would be nice.. I know many people do not really care if the exact values are accurate (especially with auto-exposure it doesn't matter much) but I am trying to make actually use of it.. And for night time when artificial lights only are on, the maximum of 100 lx is a bit much.. Automatic scale sort of fixes it. You can have max as low as it goes.. but clipping min and max very closely is a good way to find exact value in some spots and when the garden is 20-30 lux.. unusable..

  • Dear Forum Community,


    We've just released the latest Enscape v3.4 Preview Version 3.


    This version contains the following new additions and improvements:


    UPDATE

    • Asset Library Performance Improvements

      The performance of the offline asset library has been massively improved.

    NEW

    • Camera Update in View Management (WIP now also for Rhino)

      We have extended the functionality to update the camera position and orientation of views in Rhino.

      Known Issues: Note that some issues persist at the moment, sometimes the button allowing you to reset the camera to the original state will be enabled because we cannot quite distinguish between the original and change state. If the projection mode (perspective, two-point, ortho) that was used to create the view and the projection mode currently shown in Enscape differ then the view is always considered to be in a "dirty" state because saving changes will change the native projection mode.


    • Custom Asset Editor Category Management (WIP)

      You can now delete projects and assign custom assets to categories via drag and drop inside the new browsing area of the Custom Asset Editor.

      Caution: The asset projects will be removed permanently and cannot be recovered but they will not yet disappear from the output directory.


    Please refer to this article for instructions on how to download the Preview version.


    Please note: Preview versions are not production-proven, so be aware that there can be issues, and please report any of them back to us either on this thread or via the normal support channels. Doing so will help us with providing an even more stable and reliable product in the future.

  • So far it's working great. I found one small bug: the "check all" checkbox in the asset editor browser only selects the visible assets. For example I searched for "lounge chair" and found 80 items that I all wanted to drag and drop to the lounge chair category, but it only seems to drag&drop the assets that are visible in the window (not the ones that will appear when I scroll down).

    • Official Post

    Dear Forum Community,


    We've just released the latest Enscape v3.4 Preview - Version 4.


    UPDATE:


    Asset Library Performance Improvements

    The performance of downloading asset (renderer) data during the export of a project has been improved.


    NEW:


    Time of Day Update in View Management

    We have improved the camera updates in the view management and added the ability to also adjust the time of day, setting it to an explicit Azimuth and Altitude value.


    Custom Asset Editor Category Management (WIP)

    You can now import asset projects created previously inside the browsing area, adding them to your project (source) directory.


    Improved Reflections & Global Illumination

    A long-standing issue many users have experienced with Enscape, is that not all geometry is visible in reflections. The reason for that is, that Enscape manages a strict budget of polygons that gets considered for ray-traced reflections and global illumination in order to provide real-time framerates in arbitrarily complex scenes.


    For Enscape 3.4 we've improved this system significantly:

    • We've introduced performance optimizations for hardware-accelerated ray tracing that allow us to increase the polygon budget - so more (& more detailed) geometry can be considered for ray-traced reflections and GI in general.
    • In addition to that, we've started introducing a concept we call "meshlet ray queries", which allows us to select parts of geometry (aka "meshlets") in a more guided way than before. Meshlet ray queries will determine exactly which geometry *should* be visible in a mirror, even if it's further away and we can specifically select this geometry over other (non-visible) geometry, as long as it fits into our polygon budget.
    • Depending on the scene this can improve the visual quality of reflections significantly compared to before (see images below)

    In addition to the above-mentioned improvements about geometry improvements, we've also increased the texture quality of materials in reflection. All reflected materials will benefit from full-resolution texture maps starting with quality level 'High'


    (Mirror reflection without meshlet ray queries)


    (Mirror reflection - same polygon budget but with meshlet ray queries)


    Limitations:

    • The above improvements are currently only available for GPUs with hardware ray tracing (currently only Nvidia RTX, support for AMD 6xxx series will follow soon)
    • Some of the improvements (meshlet ray queries) are currently only active during real-time walkthrough and still image captures (not for video captures)
    • Make sure to use the latest Nvidia driver (512.95) if you want to test the Preview 4 with hardware ray tracing enabled

    Please refer to this article for instructions on how to download the Preview version.


    Please note: Preview versions are not production-proven, so be aware that there can be issues, and please report any of them back to us either on this thread or via the normal support channels. Doing so will help us with providing an even more stable and reliable product in the future.

  • Something odd going on with time of day. First model I opened, the lighting shows middle of the night even though the scene is set to middle of the day. (I checked geolocation and nothing changed from when I last opened my model in 3.4 preview *2*)


    *edit* - looks like it might be taking the time from longitude 0.000 instead of local time...


    *edit 2* - the last working preview was 3.4 preview 2, it was also off in preview #3


    For example - this scene is set to 9 am, but I need to shift the time to 4pm to get the same render as before.