Posts by Herbo

    Still no news on the stuff i've mentioned for all previous 3.x previews? Namely, the big issue of having to wait 10-15 minutes to do anything in the settings? I won't go into details, as I'm sure you have read all my previous posts (hopefully), and seen all the support from the rest of the community.

    again, without a solution to this, big firms like ours will have a very hard time justifying an upgrade, as our workflow will be worse than before, despite all the hard work that have gone into streamlining the UI.

    I think some great solutions were suggested already, especially this one from MatthiasL)

    Quote

    Wouldn't it be beneficial to everyone to make exporting in one or two steps an option in the preferences and just disable it by default? This way users that are accustomed with the current workflow can use it the way they're used to (one click for Opening Enscape & starting the export) while users with larger projects such as Herbo can use the two step method (two clicks - open Enscape, start Export).


    Please, take this seriously. when most of the users here agree that this is not optimal, it is probably right ;-)

    Wouldn't it be beneficial to everyone to make exporting in one or two steps an option in the preferences and just disable it by default? This way users that are accustomed with the current workflow can use it the way they're used to (one click for Opening Enscape & starting the export) while users with larger projects such as Herbo can use the two step method (two clicks - open Enscape, start Export).


    Just sayin' ;)

    This!! This would be a perfect solution, with almost no impact on the overall vision You have for how the software works... but it still allows advanced users and big offices to use the software in an effective manner.

    Thank you so much for your statement! We appreciate your insights, we really do.

    This answer might not be satisfying, but even if the solution seems "simple", it must be well considered, planned and executed. Especially with all the big changes going on.

    The RTX (and all other settings that has an effect on performance) still can be turned on and off on the cad-sided UI - general settings > performance.

    Thank you for your answer :-) and I agree completely. large changes must indeed be well considered, and thought through. And that is exactly why I'm pointing out that the current system is not working. It has to be looked at again for the software to be usable for serious work.


    It is simply not a workflow that can be used at a big office like ours, where time is money, and the projects are large an complex. i understand that this is probably not an issue when you demo new releases on small files (one family homes etc), that loads almost instantly. But this is not how big architectural firms work. We do hospitals, airports, conference centers and other large, complex scenes that can be a hassle to work with. we do a lot of model optimizations and we are constantly monitoring hardware resources to make sure we stay within bounds. this means closing Enscape when it is not in use, and it means constantly changing settings.


    and please note that i find all the other new UI features to be awesome! The new look of the software is amazing, and getting features streamlined into enscape itself is really great, especially for new users. none of the hard work is lost on me, and i really appreciate the direction this is going. So again, the only issue is, that i have to wait for ages for my model to load, before i can do anything ;-)

    simple or not, a solution for this must be implemented if we (and other large offices) are to adopt the new version. Right now it is just too time consuming and cumbersome to work with, for that simple reason that there is stuff you cant do without waiting 10-15 minutes every time.

    one solution (as mentioned), is to start the export itself seperatly of opening the enscape window... another is to have access to visual settings on the sketchup side as well.


    PS. I know that RTX is located in general settings, but it was my understanding that this was moving as well? And the most important settings regarding quality is still in the visual settings (namely render quality).

    great to see the process moving forward!


    any news on the one major issue with the new version 3? namely that you cant do anything without exporting the whole model first? This is something that makes the software almost useless for all serious demanding work. A heavy model can sometimes take up to 10-15 minutes to load (if it loads at all). And often it is very difficult to keep working in the 3d software while all resouces are being spend on the enscape window... this means closing enscape often! if we cant do any tweaking to settings without constantly having to load/reload enscape, it will take forever to get thins done? And what if the model keeps crashing, and we want to lower render settings, turn off RTX or something else that is causing a problem? this is now impossible, making the model useless...

    i've mentioned this a lot of times before, and MANY users have backed the points... but it seems that it is all being ignored? How come?

    Especially because the fix is SO simple! Just let us open Enscape WITHOUT exporting the model. instead have e big export/play button in the window, that starts the export process when the user is ready. now we can do all the tweaking we want without having to wait for ages everytime.

    Please, this is really something that has to be fixed. our whole office will not update to the new version until it is solved. it is simply going to cost us way to much time to use it....

    Wow amazing job! :thumbup:

    I have a simple question, how do I cut the ''terrain'' at 1:01of your video when its in Sketchup? What plugin do I use to cut that part out.:)


    Thank you so much for this Herbo. I am just going through the process now. I wondered, how did you manage to cut the site area out of your model in sketchup @1.01 in your video?


    I have a residential site area I would like to cut and replace certain buildings with but not sure how to do it!

    Thank you very much! I'm glad you like the method.


    The cutting of the terrain is actually very basic. I simply make a plane in the shape of my site (in 2d), extrude it to a tall "box" form, and then group it. now, simply place it over the imported context model in the exact location, and make sure it intercepts with the geometry. Now, choose "intercept with model", and the box should draw lines in the context model in the shape of the site. This should make it easy to delete anything on the site itself, leaving a precise cut-out in the context model. now you can replace it with whatever you want.

    In the case of my video, i already had a 3d model of my site, with gradings and everything.


    I hope that helps!

    Hi all


    I just wanted to share some of the latest work i've done in Enscape. These are images that are part of a prospect ment to lure in a new tennant in this existing building.

    this time only the main building itself is rendered, and the surroundings are photoshopped in. The is not that common for me anymore, but sometimes time is limited, and the end result is good enough to get the job done :-)
    To make compositing a bit easier, and to make the images blend together better, i've captured 360 images from the site itself (from the same time as the images used as backgrounds), that is used as hdri's. this gives correct reflections and color cast. without much tweaking :-)





    i found lenovo all in one pc with Nvidia GetForce MX330 graphics and other option was AMD radeon 625

    It is still a quite slow card (the mx330). I would not recommend anything below a gtx 1650 ti mobile for enscape use, if you are planning on doing anything serious.

    Without a dedicated graphics card with some moderate power, your experience in Enscape is probably going to be quite limited (and bad).

    And although the AMD integrated graphics is a tad more powerful than the intel offering, it is still a very slow option, not suited for more serious tasks :-)

    This thread should probably be moved to the "Feature requests" section :-)
    But, Laubwerk support has been talked about alot before. I made this thread 3 years ago, but nothing has happened since:

    Laubwerk support?


    But, at that time we did not have the asset library, and for the most part i think the plan is, that the library should eliminate the need for Laubwerk.
    right now the number of available plant models are still too limited though, but hopefully this could be changed in the future :-)

    Great tutorial! Your youtube videos are a huge inspiration for many of us, and i really appreciate the thorough explanation of all the nerdy details :-) I've been using a studio setup based on your ideas (that you shared here on the forum long ago) for a long time, for many different purposes :-) Thanks!

    4. Getting the .obj into sketchup

    Software used: Transmutr



    This one is simple. Use Transmutr to open the OBJ and save it as a sketchup file. If you havent used Transmutr before, you have been missing out on an awesome program. It is basically a sketchup plugin, that allows you to import various 3d formats, and convert them to .skp’s with a lot of options, including automatic enscape material setup, enscape proxy generator, advanced poly reduction system and much more.


    During this phase there is one more thing we can do to optimize our model (and its size!).... namely, the packed textures. These were probably saved as heavy PNG’s, and they take up a lot of video memory in Enscape. I therefore tend to edit my textures in photoshop, and save them as .jpg’s with a medium quality of around 7-8. This drastically reduced file sizes, and it is baraly noticably in the final model. Another trick is to add an “unsharpen mask” sharpener to the image. This inreases the crispness when viewed in enscape later on.


    The good thing about changing the textures in Transmutr’s material editor instead of in sketchup, is simply that transmutr handles the heavy model much better, and it is therefore quicker and easier.


    And now it is just a question of pressing “Transmute” and your brand new sketchup site model is complete J


    5. Working with the model in Sketchup
    Software used: Sketchup and Enscape



    The generated model can be extremely heavy (above 1 GB is not uncommen for larger sets), and it is therefore almost impossible to work directly in the model. What I do to combat this, is utilize the “proxy” functionality of enscape, that allows you to place a linked model in sketchup. That way our heavy site model is only represented by a wire box, and it wont hamper performance.


    To achieve this I open the heavy site model, I make a box in the shape of the plot my new building is located on. I then intercept that shape with the sitemodel, thereby generating lines that allow me to select the plot itself. I then make the plot a group, and the rest of the site model a component. It has to be a component, as this allows us to right click it, and select “save as external model for enscape”. This converts the component to a wireframe proxy, placed in the EXCACT location of the original model, thereby aligning perfectly with our plot.


    We now have a light and nimble model to sketch in, and when we launch Enscape, our awesome new google maps surroundings are rendered beautifully.


    And you can even (as i have done in the original movie) redo the whole proces for a way more zoomed out model that can surround the first detailed model, thereby extending the “draw distance”. This model can be lighter and simpler in geometry and textures, as it will never be seen up close.



    I know this was a lot, but i really hope some of it makes sense. The whole process requires a lot of trial and error, but it can produce some truly awesome results. Let me know if you get stuck at any of the steps J maybe i’ve encountered the same issues, and have a work around, hehe.


    And if you come up with further tips, please share as many as you can! I’m looking forward to seing some great site models, hehe.

    Thank you so much for all the feedback! I'm sorry for the late reply, but i've been busy writing this massive post, hehe... so here we go:


    Okay, here is a step by step guide on how to achieve this. It is long and a bit complicated, but bear with me. When you have done it a couple of times, it makes sense. There are basically 5 steps in achieving this:

    • Capturing the data
    • Getting it into Blender (free powerful 3d software)
    • Combining and optimizing the captures in Blender.
    • Getting the OBJ into sketchup:
    • Working with the model in sketchup


    The first two steps are largely covered in this great video that helped me alot in the beginning! I still urge you to read my description as well though, as some problems and tips are not covered in detail. But its a great starting point!:


    https://www.youtube.com/watch?v=F_XsmoZJmG8



    1. Capturing the data

    Software used: RenderDoc, modified chrome browser


    The first step is to capture the 3d data. This is done through a new software called RenderDoc, developed at MIT. The way it works is (very simplified) is by reading the actual data stream through the graphics card in a certain application. In this case, the browser.


    This requires a modified shortcut to chrome, that allows you to intercept the data stream from the graphics card. We then inject this data stream into RenderDoc, so we can capture it. How all of this is done, is described in detail in the video linked above!

    You then navigate to “earth.google.com” and use RenderDoc to capture the desired area(s). Google earth works with a number of different LOD’s (level of details), meaning that the further you zoom out, the more simplified the 3d mesh becomes, and the lower the texture resolution is.


    With that in mind, it can be benefitial to do a number of captures with the view zoomed in, and then combining them later in blender. That way you can cover a larger area in higher fidelity.


    Be aware that i’ve run into several problems with the actual captures and their readability in the next step. In my experience capture sizes of more than 120 mb will be hard to handle. If it is larger, try to zoom in a tad more, and the size should go down J. It is also very important that you really move the camera around during the actual seconds the capture happens! I use the “capture with delay” function set to 3 seconds, as this makes this much easier.

    2. Getting it into Blender

    Software used: Blender, blender plugin “Mapsmodelimporter”.


    The next step is to get the captures into Blender. Blender is an extremely powerful 3d software, that is completely free. It has a number of very specific plugins that allows us to read and work with the captured data we just made. And the first of these is a plugin called “Mapsmodelimporter”. This allows us to read the .rdc files that RenderDoc created.


    When you import the capture you will notize that it has alot of overlapping geometry, and that the capture probably looks a lot larger than you imagined. This is because it has saved all the LOD’s in the view, and you simply select all of the large planes containing the rough geometry you dont need, until you a left with just the detailed area you actually wanted to capture. It looks something like this:




    3. Combining and optimizing the captures in Blender

    Software used: Blender, Lily capture merger, Lily texture packer. Both can be bought cheaply here:

    https://gumroad.com/eliemichel


    In this step we will try to combine all our captures into a single, seamless model, and then clean it up and optimize it for exporting.


    It is important to keep each capture in its own “collection” folder in blender, as this will make the merging much easier. we import one capture at a time and align it to the previous one, before moving on to the next.

    We will use the plugin called Lily capture merger to align the two collections together. This video shows how it works:


    https://www.youtube.com/watch?v=BcGM76dwF_s


    when you are all done, you should have a number of collections in blender, and all the models should be perfectly aligned. something like this:




    Notice all the 10 collections on the top right, each containing a single capture, representing a part of the complete model.


    It is now time to erase overlapping geometry between the collections. This will remove flickering in enscape later on, and it will greatly reduce file sizes as well.

    You do this by simply turning on one collection at a time, and deleting the squares that is present in another collection already. This is quite straight forward. When you are done, no part of any collection should overlap with a different one. you will notice that the captures are made up of smaller squares, and this makes it very easy to delete parts of it you dont need.


    Now it is time to optimize the textures. When you make a capture from RenderDoc, all the textures are individual, resulting in more than a hundred different images for a single capture. We would like to reduce that to just one for each collection! For this, we use the plugin “Lily texture packer”

    We create and save textures for one collection at a time, turning off all the collections we are not working with.


    This video is a good introduction:


    https://www.youtube.com/watch?v=OyaCfshX3zo&t=1s


    remember to save the generated textures (go to the UV editor, find the newly packed image in the dropdown, and save it to a location).


    Now it is time to link the new texture to the geometry. To do this, simply go back to the 3d viewport, select all the geometry in the collection, click “ctrl-L” and select “materials”.


    Repeat this until all collections have ONE texture, all textures are saved, and all collections have linked the new textures to them.


    Now we have to join all the individual sqares in each collection into one single mesh.

    To do this, simply select all the geometry in each collection, and click “ctrl-J” (join). Now each collection should be selectable as one single mesh pr collection.


    It is now time for some cleaning! RenderDoc creates a lot of overlapping geometry, and that makes the models very heavy, and hard to work with. It is fortunately very easy to fix in Blender.

    Simply select each of the joined collections, click “Tab” (to go into edit mode), right click the mesh and select “merge verticies – By distance”. This merges all overlapping faces. In the bottom of the screen you should see blender tell you how many verticies it has removed. It is alot! But, for some reason it does not alway work in one go, so you have to repeat the command. If it says “0 verticies removed” next time, you are all good. If it still reports a number, continue to repeat until it says zero.


    When this has been done for all collections you are done with blender. At this point you should have a number of collections (perfectly merged together), each containing one capture with one packed texture and cleaned geometry.


    Now, simply select “file – export – obj” and save the file as an .obj 3d file.

    Hi all


    I just wanted to share my newest technique/tool :-) I've managed to get real 3d data from google earth (or maps if you will...) into sketchup, and thereby into Enscape. This is extremely usefull for site models and birds eye renders, as it allows us to get correct, detailed 3d models of the surroundings MUCH quicker than building it all yourself.


    It has taken a LOT of trial and error to get to work, but when it does, it looks awesome :-)


    The process is quite complicated, and requires a bunch of different software, but once you have learned the process it can be done quite quickly.

    Here is a short screen capture video showing the different stages it goes through (without details on how to actually do it):


    https://youtu.be/2TNOrwGkMuI


    Let me know if you want the details on how to achieve this :-)

    Great to see the progress :-)


    Any news on this topic yet? It is still the one major issue with the new version, and as you have been hearing from me and many other users, it has to be dealt with somehow, before version 3 is usable for anything professional :-)


    Unless something has changed in resent releases, it should be placed in this folder (as mentioned in an earlier post), regardless of the modelling software you use:

    C:\Program Files\Enscape\Renderer\SystemData\Textures\Enscape\Common

    (its called "grass.png")


    But, i also want to mention that enscape has improved the standard texture since my original post, so the difference might not be that big anymore :-)

    This look wonderfull! Really impressiv.


    one question, the street you made quixel, did you ONE big texture (wiht the "stop" and the stripes etc.) for the whole street or did divide it by many single textures? I hope you know what i mean.

    Thank you very much! I'm glad you liked it.


    The street is made of 3 modular textures, each containing all the detail directly on the map itself. This is the strenght of Quixel mixer; being able to add all the details you want, and then merge it all into one simple texture with all corresponding maps :-) Here is the 3 street segments as seen in Mixer:



    Thank you so much! well, the reason you cant get it to work, is because the image i shared here on the forum is a jpg, with a black background. This was done so you could actually see the effect (the png's with no background would have shown up as all white, almost invisible). But here is the real png's you can try out instead (they are there, but almost invisible, hehe). I hope this helps!


    The images are just above from here ;-)


    the road is very amazing so real;( want to know if there is a tutorial


    Thank you very much! it is pretty straight forward. I've done all the textures in quixel mixer. This will give you a complete set of maps (diffuse, normal, reflection), that you can simply drop into the enscape material editor :-) There are plenty of great tutorials for quixel mixer on youtube :-)