Posts by Pieter

    Hey Nuge,

    I added some more information and also added a example asset (see Step 5).

    The folder structure and naming needs to be exact. So for example, it needs to be 'Output' not 'output'

    The example asset has the folder structure set up right. If you unzip that straight into your library it should be fine.

    Your issues are always stored within your project. You can currently not delete an issue, use the "removed" state instead.

    If this is stored within the .rvt, .skp, ... file, there should be an easy option to delete (not just hide) that data from the project. Otherwise we might up with bloat in our files that we can't get rid of.

    Revit for example doesn't have a native way of removing dataschemas added by plugins (it counts on the plugins to provide that functionality).

    I want to share a workaround we’ve developed to set up a custom Enscape asset library. We’ve been using this workflow for 8 months and it has worked well for us. That said, use this at your own risk because it’s not officially supported by Enscape.

    A screenshot of our custom library with 347 assets

    To create an Enscape asset you will need:

    • A 3d model (.gltf file + .bin + textures )
    • Optional: a simplified placeholder (.obj)
    • Optional: a thumbnail (256x256 jpg)
    • Our in-house Asset Generator tool

    Enscape uses the open source .gltf format for its assets. We’ve build most of our custom assets in 3ds Max, exporting them to Gltf with the free Babylon Exporter.

    However, for this tutorial we will be using the powerful new Blender 2.82, as it’s free, open source and has a built in .gltf exporter.

    In this tutorial, we will be using Blender to convert the ‘Kai Lounge Chair’ model into an Enscape asset.

    Kai Lounge Chair model

    Step 1: Exporting the rendering asset

    1. Download and install the new Blender 2.82
    2. Download the blender example file and its textures here.
    3. Open the blender file and select all the chair parts
    4. Go the File > Export > Gltf 2.0
    5. Set the export settings as shown in the screenshot below. Be sure to select “Gltf Separate (+gltf + .bin + textures)”

    Gltf export settings

    Step 2: exporting the placeholder geometry

    The placeholder geometry needs to be exported as a triangulated obj file.

    1. In the Blender file, turn the Enscape Asset collection off and turn the Enscape Placeholder collection on (layers are called 'collections' in Blender).
    2. Select the simplified geometry
    3. Go to File > Export > Wavefront (.obj).
    4. Set the export settings as shown in the screenshot below. Be sure to turn triangulation on.

    Obj export settings

    Step 3: Thumbnail

    The thumbnail should be a .jpg of 256x256 pixels.

    You can use Blender to render out a preview (the backdrop, lighting and camera are on the ‘rendering setup’ collection). Or you can render it later in Enscape and update the thumbnail. If you don’t add a thumbnail the asset creator will use a black square instead.

    You can download the thumbnail for the Kai chair here.

    Step 4: Creating the Enscape asset

    Download our ‘Asset Creator’ tool here. Unzip it and run Asset Creator.exe. You should see this:

    asset creator tool (developed in-house by A+I)

    Fill in the form and add all files created in the previous steps.

    asset information for the Kai Chair

    Click save as.

    Step 5: Setting up a custom library

    The following steps are to enable a custom library and only need to be done once.

    1. Navigate to %USERPROFILE%\AppData\Local\Enscape
    2. Open Encape.config with Notepad
    3. Set the developer line to true: <IsDeveloper>true</IsDeveloper> (if you can’t see this line, add it)

    This will enable an extra panel in the Enscape general settings dialog that allows you to add a custom library

    On this panel, there are 3 options

    • Remote: Enscape will render standard assets only, the asset library panel will show the standard library
    • Local: Enscape will render custom assets only, the asset library panel will show the custom library
    • Mixed: Enscape will render both standard assets and custom assets, the asset library panel will show the custom library (this is what we use as our default)

    Set the panel to mixed and point it to a folder location that is accessible for your entire team (for example: D:\Asset Library ).

    Now, copy the files generated in step 4 (both the .json file and the data folder) into your library, using a subfolder ( D:\Asset Library\assetname\Output\ ). Note that the 'Output' part is not optional and it's capital sensitive (so not 'output').

    We're done! Check the library panel in Enscape. You should see your asset there! If you had trouble following the tutorial, you can download an example of the files here.


    • You might need to turn off your firewall in order to run the Asset Creator tool
    • It’s important that none of the texture maps have spaces in their names. Remove the spaces before exporting to gltf
    • When creating assets in 3ds max or blender, make sure to apply all transformations and place them at the origin
    • If you are using Blender to export to Gltf, make sure to check ‘strip mimetype’ in the Asset Creator
    • If you are using 3ds Max: more information on how to install the Babylon plugin can be found here.
    • Keep placeholder geometry low poly, especially if you are working in Revit. The asset generator will warn you when you load in an .obj with more than 500 poligons.
    • Previously created assets can be opened and modified with the Asset Creator tool (for example to update a thumbnail).
    • We might post a tutorial later on how to optimize the Gltf materials for Enscape rendering (Enscape does a good job at rendering the default Gltf materials so for most assets it's not strictly necessary)


    Special thanks to:

    - Anton Cromas for helping to come up with this workaround

    - Christian Radowski from Enscape who helped us with advice and tips when we got stuck

    - Thomas Willberger from Enscape for encouraging us and allowing us to post this workaround here

    I'm sure the Enscape team will release their official custom asset functionality soon, but we hope that this workaround might be helpful to some of you in the mean time.

    Let us know if you found this interesting, or whether you're interested in sharing assets.

    In the latest version (2.7.1) Enscape will cause Revit to freeze when we do a synchronize to central while Enscape is running.

    We have multiple teams reporting this. They all report having to restart Revit, sometimes with data loss so obviously critical issue for us. We are considering rolling back until a hotfix becomes available.

    Yes the batch rendering now exports the model per view to support batch rendering views with different geometry in them, we cannot know if the geometry is the same without exporting it though. Revit does not provide functionality to discern if two views contain the same geometry.

    The ability to have different design options in batch rendering is great, but with heavy models this is indeed going to slow things down very significantly.

    What if we for each favorite view could select to use the "active view" (the one in the enscape dropdown in the ribbon) or to get the geometry from 3d view? This behavior could then also apply to the favorite views in the Enscape render window.

    Most of the time when we do a batch rendering, the geometry doesn't need to change.

    I think that asking to approve their work before even pushing out a preview is not showing very much faith in their abilities or the Enscape team for selecting them.

    That's not my intent at all. Also don't agree with that statement. My clients usually like to see the designs before we start construction :) I've never taken it as an insult to my abilities as a designer.

    Also, most software we work with gather client feedback using mockups before features are programmed. Revit, Autocad, 3ds Max and Blender all do this. We shouldn't look at feedback as a negative thing.


    It's their job to produce an end result that meets the requirements:

    Yes, and gathering feedback based on mockups is one of the ways to make sure it meets requirements.

    The thing with the preview releases is that features are often very far along before they appear in a preview release. Minor tweaking is possible but major changes are more painful of course at that point.

    Case in point: We had high hopes for the settings refactoring, but unfortunately it doesn't meet our requirements. We communicated that as soon as it appeared in the previews, but it was said that it was too late now to do big changes.

    Also, be aware that it's currently a stretch goal, which means that we're trying our best to implement it with 2.8, but it may be delayed and released with an upcoming preview afterward for example.

    I was afraid of that. I really hoped custom assets were going to be the main target of 2.8

    When you guys get to it, please consider sharing design mockups before fully coding it ;)

    Demian Gutberlet (gentle reminder :) )

    Most of our users run Enscape on a laptop, but you need to spec the laptops with using Enscape (or similar software) in mind. For example: our olders ones have a geforce 1070ti and the new ones a gforce 2070ti.

    Demian Gutberlet

    The new roadmap mentiones: "Custom Asset Library Import and tweak your own assets to be displayed and usable locally within Enscape Asset Library."

    Could you elaborate a bit what you understand under "tweak"? Is this related to changing materials? Does this mean we will be able to

    - change the material on custom assets when importing?

    - change the material on custom assets of previously imported assets? (e.g. objects that somebody else imported in the library)

    - override custom assets (changing materials) in the project without having to add a new asset to the library?

    - override enscape library assets (changing materials) in the project?

    Regarding changing materials on assets (custom and Enscape default ones): one critical suggestion I have is that ideally it would be possible to override asset materials within a project using materials already defined in the project.

    It would be a huge burden on our design workflow if we had to create/add a new asset to our library every time we want to play around with its finishes. It would also very quickly pollute our library with hundreds of variations because we 'just wanted to see how it looked with a slightly different fabric'. Also, people could accidentally mess up an asset that is being used in another project. It would be much safer if the overrides happen on the project level.

    The ability to reuse materials already created inside the project as overrides on an asset is also a big plus: it would safe time and help to bind the elements in the scene better together (for example: assign custom fabric that we used on wall panels as upholstery to a chair).

    For Revit, none of these formats are going to work (you will loose smoothing groups and texture mapping).

    The only way this will work is when enscape supports adding custom assets to their asset library.

    Of you could use rpc 's from arch vision, but I feel they often look outdated (and rpc technology is outdated at this point).

    I know, I use it all the time but a lot of people don't seem to know or are not shortcut users I guess.

    I know most people here clicked the button rather than learning the shortcut. Most of them use a whole host of different programs so it's understandable that they don't want to learn the shortcuts for each program.

    Also, the shortcut often gets overriden by other programs (it's been reported multiple times I believe).