Pieter, It was far more sinister than any of those... somebody had a space in the texture's file name!!!
Working now that I replaced the space with a hyphen- when will people learn?
Pieter, It was far more sinister than any of those... somebody had a space in the texture's file name!!!
Working now that I replaced the space with a hyphen- when will people learn?
Any chance on some more information on how to get alpha masking to work for us non-programmers? It is the last missing piece to start getting a decade long trail of 3D assets into Enscape.
I see mentions of opening the file and editing directly but I just can't seem to get it working.
I'll try to write up a short tutorial tomorrow on how to do plants with a cutout map.
You are a real asset, pun intended, to the community. Thank you for taking valuable time to help us other users.
As promised: a tutorial on how to make cutout maps work properly on Enscape assets: https://bimchapters.blogspot.c…s-how-to-make-leaves.html
Fantastic, thank you so much again Pieter!
Custom assets here I come.
As promised: a tutorial on how to make cutout maps work properly on Enscape assets: https://bimchapters.blogspot.c…s-how-to-make-leaves.html
Awesome. Great work!
It works great! These are a few blooming assets I've converted and imported this morning.
Hello, first sorry for my english. I have a problem importing transparencies on leaves. It works in Blender. Not in Sketchup. Does somebody has an idea?
In the Link u find the 3d Model.
https://www.dropbox.com/sh/b2p…IqXMEE8uf4pLlixe04Ka?dl=0
Thank you!
Take a look at the tutorial Pieter posted and follow the instructions closely.
It won't look right straight out of Blender. You need to open the .GLTF file directly for editing, I highly recommend the Visual Studio Code app.
Thank you. maybe you have a tutorial on this?
Check out the tutorial here https://bimchapters.blogspot.c…s-how-to-make-leaves.html
It explains how to modify gltf files so cutout or alpha maps work in enscape.
Thank you so much it works. Now I have the problem that some GLFT files are not displayed in enscape. but I used the exact same settings. Sorry for the many questions.
Nenntmichmo if you send me a link to your blender exports (gltf+bin+textures) I can take a look.
To the ENSCAPE programmers-
Is there a maximum asset size? I notice that assets do not load if the .bin file is over 100mb.
Is there any poly/file size limitations for assets?
Producing some amazing results with the customization of asset feature.
Pieter-
I can't thank you enough for sharing all of this information. Just in the last couple of weeks I have drastically increased the productivity of our small design studio and increased the quality of the output. It appears that Enscape can crank through some serious polys. A couple of the assets bust 1 million polys. It appears as long as the .bin file is under 100mb all is well. I had to split the ocotillo rendered in the sample page into two pieces because it was 144mb, which honestly, isn't bad, because it allows for more variation.
A request from the Enscape team would be to upload a couple of source gltf files so we can see some of the syntax behind the Enscape plugs.
Thanks again!!! Hope to post some renders to the gallery as projects are announced.
Pieter.
Thank you! What an incredible tool. I've had partial success converting a couple models from Poliigon to plug into my renders. Using the same process, one model works and the other doesn't. The one that isn't working is a complex plant model, so I thought size might be an issue. I've tried decimating it in Blender, but it still does not render despite now being the same size as the model I had success with. Wondering if you have any insights as to why one might display and the other not. zip archive of the decimated model is attached if you are willing to take a look.
Thanks again for your contributions!
Ben
benh The gltf looks a bit weird. There are two materials but they don't have any information for the PBR part.
I've seen this happen when you don't use nodes for your principled bsdf shader in Blender. I believe the gltf exporter only supports materials when they are in a node setup. Could you convert your material setup to using nodes and export again?