Posts by Kevin's design studio
We use a fixed license for our rendering. This pc has been reset due to malware and various reasons, and thus connection to the ‘original’ pc is lost. We have no way of ‘disconnecting’ it and thus no option to reconnect.
Quick fix pls
The site seems to be down once clicking past the main site page.
I've had this problem before but didn't think too much about it.
The LIGHT LINE's enscape provides tend to stop emmiting light in their midpoint.
I tried replacing them by just an emmisive material but that wasn't strong enough.
I'd like to adress some things that might be very handy to use in post-production.
Enscape has become of the better Rendering Engines out there, even for final renderening purposeses.
Though editing pictures in Post can be quite a tease, as the info provided by encape pictures is somewhat limited.
We used to work with V-ray here, but it was a little too complicated and took forever to render (plus we didn't need the high-end pictures anyway).
What was awsome is there were options to enable certain Material ID's and info layers that can be used in Post.
The more important (to me) were:
Mat color (allready in enscape)
Extra texture map (for ambient purposes)
Most of these are self explanatory, so i wont go into detail why these might be handy.
What I can elaborate is the reflection/refraction map:
First of all: yes, Enscape has an option to get a material color map, usefull in POST.
But: this map ignores the transparant materials. This can be annoying if you want to select the glass surfaces to give them a boost in post.
I found a way to get the info by temporarily removing the transparancy from the glass, rerender and than use the Mat-col Image of said render.
With a reflection/refraction map, this will be A LOT easier to select in post, without the work-around AND will give the needed boost to your glass instead of having to fake it in post.
I understand that it might not be ideal to activate all these options with the push of one button, but naturally, this could be an extra tab within the output tab of the render settings.
Keep on rendering
Yeah, it's a huge step up from what we had.
What I'd like to see in future is perhaps a more expensive render mode for stills, where maybe Enscape can render some extra bounces for reflections or GI, I think D5 Render does around 5 if you export a still image.
However all of these packages likely have entirely different technical underpinnings and some things might not be possible in one. Rendering tech is complicated
An extra "i'd like an actual high quality render"-mode instead of just the plain upgraded still image real-time version would be HUGE.
Maybe they could develop a second vieuwport or renderframe where you can just open still images and enscape just renders vieuws (like v-ray used to) and the quality is better.
I understand this might be a workaround or a bit to complicated for what they are going for, still, i'd like it
What i wanted for a while is more options like:
- Export info images like: reflections, lights, refraction,diffuse,... etc
- The option to make certain parts of a texture metalic/glowing ... using some alpha or map.
I suspect that this won't be possible in real time for a while yet (although things are getting better all the time!), a skybox is so large you would need to be casting an insane amount of rays out to create contact shadows purely from an HDRI skybox.
I was under the impression that most rendering packages separate out diffuse and direct light into atmosphere/skybox and a point light for the sun for this reason, even offline renders like V-ray by default (although they may let you change the sample count if you want to wait even longer for a ground truth render)
I've just popped this scene together here, with a 32bit HDRI split 50/50 into 100% red and 100% green. You can see that the sphere is being illuminated by a differing colour on each side of it , which illustrates so there is true directional Diffuse light being provided by the HDRI.
You can also see where the second light bounce is coming from the sphere and hitting the ground plane again, making it appear more saturated. You can also see the lower side of the sphere where the bounced light is coming from the ground plane and going onto the sphere, causing the same effect.
(sphere and ground is 80% white material)
I'm only using 1% sun brightness here (I typically use single digit values for the sun light)
When using HDRI or skybox in my renders, i also prefer to lower the sun brightness from 80 to 5-13 instead of sliding the overall HDRI brightness in Enscape. This lower the problem with harsh shadows en burned out images.
Though i must agree, something feels a little off with the quality compared to V-ray and such.
Nevertheless, it's allready a big step in how much progress Enscape is making and how we can have some kind of ray-tracing with the images.
I know this might be a stupid question:
Isn't there an option to add a skybox and use it as a lightsource?
What's the difference with what you are requesting?
Not a ignorant question, i'm genuinly interessted.
Does it help if you lower the shadow sharpness? Visual settings-Illumination-shadow sharpness
The reason why this is a problem, because we make about 80 pictures from the building with batch render, replace it with an alternative version and render again. (Up to 4 times)
When placing the four (same) pictures next to each other, the lighting is off and the actual differences between buildings dissipate.
This is the same image, taken several minutes apart.
When switching to another view and then returning (for example with a batch render), the clouds are positioned differently.
This sometimes causes major differences for the overal lighting, reflections,... Sometimes even untill there's no direct sunlight.
I work with view management. Every enscape scene has its own visual setting, so normally these clouds shouldn't move when returning to the scene, since their location is determened with the Sky: Clouds setting.
Why is this happening?
Yes, latest version of enscape
Yes, latest driver update
Yes, latest sketchup version.
When rendering an image, you can opt to also render the material-id and object-id. When you do this, glas and other transparant materials are not calculated in these images
(they are in the actual picture, just not in the object and material-id's)
Would there be an update where there's an option to either include or exlude transparent materials in the object/material id? This problem can be solved by temporarily turning of the transparancy of your material, but that's rather annoying when you need to redo the settings for your glas.
Also, are we looking at improvements for the extra output images? More layers of information like transparancy, lights, texture, bump materials, metalic, ... would be VERY handy. Kinda like Vray, but in a better coat. Probably also under an option do enable or disable.
For enscape to be able to run Laubwork would be a huge deal for our company. We now work with V-ray and enscape. We would like to switch to enscape for all users, though the limited (though allready impressive) library of vegitation stops us from changing.
We now only use enscape for real-time presentations, while it could be used for rendering, if it accepted the Laubwork-plugin.