Missing/Planned Features

  • I don't understand the part with "kind of ambient color". I think reflectivity should be used as reflection intensity multiplier. Glossiness is something like Roughness. Could be nice if the IOR parameter could be used.

    Reflectivity in Rhino is more than a slider, it has a separate color too. If i change the color to red and increase the slider, the object appears completely red in Rhino. This is not the behaviour we expected from this slider and therefore decided not to use it at all.


    The index of refraction should be used. Can you send us an example where you have set it and don't see any effect.

  • We could see the reflective color as way to tint the reflection like known from metals. I rendered a product shot but the black plastic is much to reflective. The slider is very missed. If you don't like the color, why not ignore the color and use the brightness only?


    Rhino IOR for reflections - did you try high values like 8 or 20 for getting metal effects? I can set the IOR 0/1/8/20 and the look doesn't change.

  • Since the 2.0.2.832 preview we increased the maximum light intensity. We have thought about mapping 100% in Rhino to the new maximum to support the full range, but we didn't want scenes that are not optimized for Enscape to look overly bright - so we decided against it. A global or per-project multiplier might be a solution, thank you for the suggestions. We will evaluate what to do and are open for more feedback in the meanwhile.

    Are we talking about lights or emitters? For lights I found at Rhino 6 that the intensity can be set at values higher than 100. Simon, are you in contact with the McNeel team? Maybe we could unlimited multiplier for other parameters too, for bump. And you could ask for an emissive multiplier. Rhino 5 is closed, but for Rhino 6 more advanced options could be possible.


    (Also we need a texture slot for reflectivity and glossiness. Without textured reflectivity we can not use tile textures with non reflective gaps. I hope the reflectivity slider will be working too, since it's an important tool for material setups. I wonder that it is a question. ;) )

  • Is there RPC support in Rhino? Someone in the office tried adding them and the object renders Grey.


    Also When I installed the latest preview , Rhino did not load Enscape automatically. I wen tin and loaded the dll and that seemed to work. Is that the intended workflow for loading?

  • Micha At the moment the intensity of emissive materials can not be set explicitly - but you can reduce the intensity by using a darker color. Lights are using the 0-100 slider with 100 being 65000 cd. We have started to implement Rhino 6 support and brighter lights should work out of the box once released because the sliders are not capped.


    For reflectivity and glossiness textures we would have to implement our own material editor, which will be a lot of work. Regarding the reflectivity parameter: The slider is not the problem, but we don't know how to use the reflectivity color in the best way.

  • Regarding the reflectivity parameter: The slider is not the problem, but we don't know how to use the reflectivity color in the best way.

    You could ignore the refl color and support the slider only. More isn't needed at the moment, since the reflection color of Enscape metal materials is using the diffuse color. Later, if we should get a Rhino texture slot for the reflective color I would prefer the way like at Vray. But I want to bring confusion now, so, please only enable the reflective slider. It's a hugh step forward for material creation.


    What do you think about to use the IOR as emissive multiplier? Or do you think we get a multiplier for Rhino 6?

  • Enscape 2.0.2.2128 now supports more if the native Rhino material parameters:

    • Reflection slider (although the visual effect is very subtle)
    • Transparency color for tinted transparent materials
    • Keyword "frosted" for frosted glass
    • Keyword "glossyenvironment" will interpret the otherwise unused environment texture slot as a glossiness texture
  • Keyword "glossyenvironment" will interpret the otherwise unused environment texture slot as a glossiness texture

    Simon Weinberger Bad news, there is a bug. But I'm glad to find it, since I wasn't able to work on my project anymore. I know, it's a risk to use a beta.

    https://discourse.mcneel.com/t…-viewport-craziness/49496

  • Micha could you at least describe what exactly made you believe there is a bug?