Rectangle light render issue

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  • Hello,


    I got an issue with lights rendering. See the capture video below:

    https://www.dropbox.com/s/pzwm…nCaptureProject1.mkv?dl=0


    Enscape is running, when I'm moving closely to the light the light diffusion seems to work well.

    As soon as I'm moving back the camera the light effect disappear.

    Then I'm capturing a shot, and just a second before it runs there is like a screenshot preview of the rendering that I would like, but at the end it does not look like how I expected.


    Final render:


    Render I expect:



    Hope it makes sens !

    Thanks for your help !

  • Hello Ren,


    you may want to use an actual light ("Enscape Objects" -> Line [Light]) and place it behind the bench / sofa. Although emissive surfaces contribute to the global illumination, the results may vary of the surface is not visible. You may also want to increase the emissive power of the material, that should make it contribute more in the screenshot.

  • Hey Sean,


    Thanks for your feedback, but I don't think light settings are the issue there.

    As shown on the video and my screenshot, the render preview shown just before capture process is exactly what I'm looking for. The question is why

    the final capture is not as per the render preview ?


    Thanks

  • So here what is happening, Enscape has a global illumination that works in real time. The reason why it works is because it reuses lighting samples from one frame to the next. This can lead so some light bleading. For example if you walk up and back as in the video, then look fully away and you will see the lighting being reset.


    For the screenshot Enscape resets the global illumination as to not have erroneous samples from the real time rendering. Part of the reason why the screen shot takes this long is because Enscape recreates high quality global illumination. The conditions at the beginning of the screenshot is the result from the reset and is mostly junk data, you will occasionally see black sections and has no meaning for the resulting image.


    To achieve the desired result, you need to increase either the emission of the surface or add a line light.

  • welll... i was about to make a thread for some area lights too... this LED stripe kind of light situation is very common nowadays and its not easy to set up in enscape... the dedicated line light and area light tools are useless in my opinion, and the emissive materials work well for tvs or fires, but for light with proper homogenous lightning its not good...


    so ?! how to set up uproper?


    use multiple sphere, spot, area linelights? all gives problems for larger scenes...

    win 10 | 3080ti | intel 12900k | 64 gig ram | asus mainboard | ssd 980 pro | valve index | dual asus proart 4k monitor

    drawing stuff with vectorworks, modelling stuff with sketchup, rendering inside blender/cinema4d with corona render

    & ofc using enscape and lately d5 and also a little ue5 :)

    best of all > experiencing stuff in VR with enscape !!

  • If you have an LED light strip, then simply use a rectangle light to emit light:




    With Enscape, you model the world (mostly) as it is and it will produce reasonable results.

  • Is the light supposed to come out of the side or the front?


    The light emitter does not have to match perfectly the shape, for plausible results. If it is supposed to come out the side, you can use a few line lights along the edge. It's not a perfect solution, but should bring you close the the desired result.


    Also have you tried increasing the emissive power of the material? In some instance that is sufficient.

  • Same issue here, I tried to find the problem, I may have some clues after some tests, yes, there is a problem with rectangular and line light as far as i tested... it happens when you create the first light, then you duplicate in sketchup from the first light to another light rather then creating a new light... which every sketchup user does, we are trained to work faster by duplicating and moving components...... problem is, even if you make the new component (the light) "unique" so that you think you can change its properties without altering the first one's properties, at that moment, if you diminish the length of the new one, you notice in the 3d preview, the two lights adopt the latter option, and from there on, its like a bug, whatever you do, the smaller size will stay, whatever you do.......... my advice, always make new light so that you can avoid this bug.

  • Same issue here!!

    If I put the Rect light on and mark the light up, the beam is reduced. If I mark the slanted light, the beam is complete.

    I have exactly the same problem. Enscape 3.5 with RTX 3060 12GB.


    When creating a rectangular Light, and adjusting the width, it apparently covers the entire area in the model, but when viewing it in the Enscape viewer the length is reduced for no apparent reason.


    I tried double-clicking the rectangular light to see the area it should cover on the model, and it appears to be fine, pointing in the right direction and so on, but it doesn't work in the viewfinder. Please fix this bug soon.


    Same issue here!!

    If I put the Rect light on and mark the light up, the beam is reduced. If I mark the slanted light, the beam is complete.



    • Official Post

    Please check out my previous reply regarding this rectangular light behavior here:


    This is not due to a bug or similar but caused by natural limitations given that Enscape is real-time renderer. Kindly check out the linked post for more information though with some tips provided at the end:


    "An alternative, depending on the scene, may then be placing more rect/line lights to give the impression of one single long light, and/or making use of self-emissive materials which can also simulate different lights rather well depending on the context. Make sure to not only use self-emissive surfaces to light your scene though as that can lead to visible lighting artifacts. (Mainly due to the complexity of calculating those emissive surfaces in real-time)"

  • Please check out my previous reply regarding this rectangular light behavior here:


    This is not due to a bug or similar but caused by natural limitations given that Enscape is real-time renderer. Kindly check out the linked post for more information though with some tips provided at the end:


    "An alternative, depending on the scene, may then be placing more rect/line lights to give the impression of one single long light, and/or making use of self-emissive materials which can also simulate different lights rather well depending on the context. Make sure to not only use self-emissive surfaces to light your scene though as that can lead to visible lighting artifacts. (Mainly due to the complexity of calculating those emissive surfaces in real-time)"

    Not all problems can be solved by a linear light.


    If Enscape is not able to offer rectangular lights over 1 meter long, then limit that feature to just 1 meter long or simply eliminate this type of lighting. since to say that they "use linear light", it means that the rectangular light has no apparent use other than for a rectangular LED panel on the ceiling.


    On the other hand, they talk about real-time rendering, but one thing is the preview that we see and another thing is when rendering the final scene. The light calculation can easily be placed at the time of the final render in these specific cases.


    With a ray tracing card there are no excuses for limitations on the part of the light calculation. From my perspective, Enscape should detect whether or not it has a graphics card with ray tracing in order to offer other types of solutions that are not for the common user. Solutions focused not only on materials but also on lighting.


    There are other real-time graphics engines that have this rectangular light feature and they are making no excuses. I don't see why Enscape decides to do it.