Posts by Pieter

    Hey,


    I finished the new version of the unofficial Enscape Asset Creator! You can download it here .




    New features include:

    • Browse your library from the creator
    • The asset creator will now take care of the folder management and file naming for you. You no longer have to use windows explorer to create folders and subfolders.
    • Instant search
    • See thumbnails
    • Thumbnails are now automatically down-sampled to 256x256px (to keep your Enscape library fast).
    • Statistics are shown like outline polycount, gltf size and texture size. The statistics will color red if they are exceeding the recommended limits*.
    • Delete assets (careful, there's no undo)
    • Guids are now read-only and automatically created
    • Remembers the location of your last loaded library for quick loading.
    • Remembers the location of your last loaded asset (gltf, obj and thumbnail) for quick navigation
    • See the total number of assets in the library
    • Loading bar when opening large libraries
    • For advanced users: a details panel with the json code, guid and a button to open the asset location in windows explorer (for advanced users)
    • Better error handling with error messages (let me know if you still run into issues)

    Known issues (let me know which ones are deal breakers)

    • There's no way to set the units for the outline (for now you still have to use meters, but most of the code for unit support is done, it just has to be exposed in the UI)
    • The UI can be a bit glitchy in some cases, especially the library list. I'm looking into switching to a different UI framework.

    Special thanks

    • To the Enscape team for their continued support
    • Steven Campell for sharing UI mockups
    • For the people who helped betatest (Ariel Amador León and others)


    let me know in this topic if you like it and whether you run into any issues.


    *The suggested limits are 500 polygons for the placeholder, 5mb for gltf and 5mb for textures. I'm happy to adjust these based on the feedback from the Enscape team (or the user community). In the meantime, you can customize the recommended limits in the Asset Creator.exe.Config file.

    The method I was thinking of using would only allow to downsample images. Once downsampled you wouldn't be able to upsample again.


    My main concern is people using 50 mb worth of textures. If you have too many assets like that you might get in trouble. I was thinking having a simple and easy way to downsamples textures from the creator might help solve that a bit.

    I have created a new version of the Asset Creator (1.3). You can download the beta version here.


    The idea is to make it easier to manage your library, even if you have a large number of custom assets.



    The new features include:

    • Browse your library from the creator
    • The asset creator will now take care of the folder management and file naming for you. You no longer have to use windows explorer to create folders and subfolders as this was confusing for many people. (I actually recommend no longer messing with the folder structure and use the asset creator instead, unless you know what you're doing.)
    • You can now see thumbnails
    • Thumbnails will be automatically down-sampled (some people were using large images which slows the library down unnecessarily).
    • Relevant statistics are shown like outline polycount, gltf size and texture size. The statistics will color red if they are exceeding the recommended limits.
    • You can delete assets now (be careful, there's no undo)
    • Remembers the location of your last loaded library for quick loading.
    • Remembers the location of your last loaded asset (gltf, obj and thumbnail) for quick navigation
    • Shows the total number of assets in the library
    • Guids are now read-only after creation
    • Better error handling with error messages (let me know if you still run into issues)

    Known issues (let me know which ones are deal breakers)

    • It can take a while to load the entire library if you have hundreds of assets
    • There's no way to set the units for the outline (for now, you have to use meters)
    • There is no search

    I'm hoping some people will test this and get back to me with feedback. If it all works as expected and you don't experience significant issues, I will proceed with updating the tutorial instructions.

    The texture thing you are describing is easily solved in blender.


    I'm happy to look at your models if you can send a download link in a private message.


    A common mistake is having way too detailed models (.bin that is more than a few mb). At a certain point Enscape will stop loading it (I think around 100mb but you should stay well below that).

    Couldn't agree more with mattendler


    Good news is that the Enscape asset library supports .gltf , an open source format developed by Chronos, the same guys from Opengl.


    In my opinion Gltf is even better than .fbx because although everyone can use Autodesk's sdk to implement it, .fbx is still owned by autodesk and in essence it's still a closed format.


    We all win by having open ecosystems.

    Nice enhancement Herbo, and thanks for sharing! I too think this looks better and hope it will make it into the official version.

    and we'll be able to extend that in the future for a larger variety of customizable grass types! :)

    Please don't forget about us Revit users, who don't have access to the Enscape material editor. We're already more limited in terms of grass/water features, I hope this will not make the divide bigger.


    I'm not saying you should hold back for new features, but I hope you can think of a UX that also works on Revit and gives us the same functionality as the other platforms.

    1) What is your 'development' setting set to? Remote, Local or Mixed (I recommend using mixed)

    2) For scale, make sure the .obj is the right size. I opened your .obj and it's 178m long. Remember that in most 3d programs you need to apply scale transformations before exporting. In 3ds max you can do that with this: the reset Xform utility