Posts by VelvetElvis

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    First off, this tool is working beyond my initial expectations. This will solve so much of our BIM360 model linking issues with how that all works with Revit/Max. There are a few items that I noticed that I'm wondering if there is some direction on.

    1. Is there a way to preserve the name from Revit? Currently, everything comes in with no resemblance of naming structure. This makes it difficult to select objects by name to combine or filter, IE select all curtainwall mullions. I like to keep everything separated on import then combine objects as needed and being able to select by name helps with this. This also helps if you need to simplify a file after importing and deleting things such as coat hooks.
    2. Will there be combine by options in the future? I like the fact that it doesn't combine by material only as our Revit models are typically a jumble of generic gray materials and forcing a combine by material workflow would fracture our pipeline. But it would be nice to give users the option to keep everything separated or combine by material and maybe other options like family name or type.
    3. Could there be an option when exporting to automatically export out linked Revit files as separate exports? I absolutely LOVE this feature of D5 that it does this as it makes scene management so much easier.
    4. Quadrify or hide the triangulation on meshes when importing? This isn't a huge deal, but the OCD in me doesn't like to see heavily triangulated meshes on import.
    5. Optimize mesh on imports? Currently, when you import Revit via the import option in Max, there are some mesh optimizations that you can use that really help tone down some of the mesh-bombs that come in due to how Revit creates non-square geometry such as rounded columns.

    We have a Revit file that is throwing this error in the log before it crashes.

    I will say that despite us telling users to no longer store texture images to the network drives while they WFH, they still do. Which makes for long load times rather than having them store the textures local to a BIM360 folder. Is this a timeout error on Enscape's part for a too long to load texture? There is also a ray traced shadows log file in blue towards the bottom. It's not a error or warning, but are they maxing out on ray traced shadows?

    9-18 14:47:22.158 7ce0 [INFO] Downscaled texture: xxxxxxxx\Seamless stone texture.jpg - cat(2) from (1500,1500) to (1024,1024)

    9-18 14:49:08.015 370c [ERROR] Timeout when waiting for high priority tasks.

    9-18 14:49:08.015 370c [WARN] High priority meshlet unwrapping timed out.

    9-18 14:49:08.704 370c [INFO] Use a maximum of 648.51 MiB as scratch memory during BVH build (out of 3.17 GiB available).

    9-18 14:49:10.509 370c [ERROR] Querying compacted BVH sizes failed.

    9-18 14:49:10.509 370c [ERROR] Querying compacted BVH sizes returned zero for substructure 3787.

    9-18 14:49:10.509 370c [ERROR] Querying compacted BVH sizes returned zero for substructure 3788.

    9-18 14:49:10.509 370c [ERROR] Querying compacted BVH sizes returned zero for substructure 3789

    (then it does a bunch more of these returned zero for substructure xxxx)

    9-18 14:49:10.530 7c3c [INFO] Last seen Vulkan Checkpoints:

    9-18 14:49:10.530 7c3c [INFO] [GPUMEM] Vk Report for Context loss

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk MISC used 823.63 MiB (Max: 831.24 MiB): RenderWindow, AuxRenderablesManager, BlueNoiseSampler, CullingManager, Panorama, CudaHelper, MaterialDataManager, ProjectedSurfaceAreaEstimator, AutoExposure, SunShadowsBase, ViewDataManager, Font, BrdfLookupTable, AtmosphereRenderer, GIPathSpaceFiltering, CubemapManager, CubemapGenerator, RenderInstanceBase, AlphaPass, AuxRenderablesDrawer, FootprintImageRenderer, GPUSelection, DepthNormalCache, Dof, SunGlare, AlphaOcclusionGenerator, GiBvHAttributeBufferCreator, DrawCommandManagerBase, LightManagerBase, LightDataManager, EnscapeNoesisRenderDevice, TiledLightShading,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk TEXTURE_MANAGER used 386.44 MiB (Max: 386.49 MiB): TextureDataManager, SceneTextureManagementBase,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk FRAMEBUFFER used 188.87 MiB (Max: 208.99 MiB): FramebufferManager,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk GI used 324.72 MiB (Max: 406.72 MiB): GIBase, ShadowGeneratorDirectionalBase, AccelerationStructureUpdaterBase, Lightmaps_MapletRenderer, MeshletBoundingBoxBvh,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk LIGHTMAP used 256.00 MiB (Max: 256.00 MiB): Lightmap,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk GEOMETRY used 527.61 MiB (Max: 527.61 MiB): ModelRenderManager, GrassRenderer,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk EXECUTOR used 42.40 MiB (Max: 43.03 MiB): VulkanExecutor,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk RAY_TRACED_SUN_SHADOWS used 2.01 GiB (Max: 2.01 GiB): BVHArchitect, BVHAttributeBuilderSunShadows, VulkanTriangleBVHBuilder,

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk Current usage (tracked): 4.50 GiB (Reported: 5.18 GiB) of total 7.09 GiB

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Vk Max usage (tracked): 4.50 GiB Max usage (reported): 5.18 GiB

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Report by heap:

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Heap 0 with flags { DeviceLocal }: Tracked 3.88 GiB, reported 5.18 GiB of total 7.09 GiB.

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Tracked usage for memory type 1 with flags { DeviceLocal }: 3.88 GiB

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Heap 1 with flags {}: Tracked 634.72 MiB, reported 1.49 GiB of total 15.09 GiB.

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Tracked usage for memory type 2 with flags { HostVisible | HostCoherent }: 634.72 MiB

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Total Reported: 6.67 GiB. Baseline: 448.70 MiB

    9-18 14:49:10.531 7c3c [INFO] [GPUMEM] Total Reported - Tracked Difference: 2.17 GiB

    9-18 14:49:10.531 7c3c [ERROR] OpenGL/Vulkan context lost: Vulkan Error: vk::Queue::submit: ErrorDeviceLost at queue submit.

    9-18 14:49:10.531 7c3c [INFO] Error kind: RESTART

    9-18 14:50:10.519 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:50:51.141 a14 [ERROR] Event timed out!

    9-18 14:51:10.532 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:52:10.536 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:53:10.544 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:54:10.553 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:55:10.558 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:55:51.146 a14 [ERROR] Event timed out!

    9-18 14:56:10.570 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:57:10.575 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:58:10.589 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 14:59:10.601 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 15:00:10.613 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 15:01:10.623 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 15:02:10.628 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received.

    9-18 15:03:10.630 66dc [ERROR] Event timed out, timeout of 60000ms expired! Expected 1 wakeups, 0 received

    Is there a place where Enscape stores the presets for a project? For example, I had a preset on a previous project that I'd like to use as a base for my new project. Can I just browse to a folder somewhere to find that preset or do I generally always have to open up the previous project and manually save out that preset? For this example, it would be a Revit project.

    MatID and ObjID, as well as Multi-Matte ID and render object ID, work perfectly with glass/transparency in Vray. So now that you are combined with Chaos Group, can you see how they can get it to work. Glass in exteriors is probably the most selected thing object in any visualization. The individual objects behind the glass are easily the least important items to be able to select.

    Lumion can also do correct ID passes with glass. Fully functional render ID passes is the core of any arch viz rendering tool, so this is something that should be a priority. It seems like every feature you add, that's the version that is final and it's forgotten. You keep looking forward to new shiny things, but you are ending up with a software that is getting more and more half baked.

    I know comparing Enscape to other software is like playing "Keeping up with the neighbors" but the hard reality is that we constantly evaluate software against other competitors. If our team of visualizers have to manually select glass in post when using Enscape versus another software that provides an easily selectable ID for glass, it's a an easy decision as to which software to keep purchasing licenses for.

    Has this been added to Enscape or at least the roadmap? Ignoring glass for the ID channels is one of the biggest headscratchers I've encountered. Of all of the things you want to be able to quickly select in an exterior view, glass is probably number one. So why exclude it? At the very least can we get another ID pass of just the glass?

    It looks like this feature has been asked for a while now. I wouldn't mind if Enscape 3.4 was nothing but a large quality of software improvements update and no new features were added.

    I have a question about exporting assets created in 3ds Max. I've got a chair that is all set up with the standard Max material and exporting it using the FBX format. This imports extremely well into the Enscape asset editor, but it does not read the map in the "bump" slot of the standard max material. Is there a way to add this in so we don't have to manually select the normal map every time we import an asset?

    Sorry for the delay, but we haven't come up with a full solution just yet. If the user opens up the Revit template scene and opens up a view in there, it temporarily resets something and they are able to use Enscape in their actual Revit model. However, it appears that the issue keeps coming back and they have to use the temp solution.

    I'll work with them to submit feedback to you all with the feedback button.


    We have a user when they click on either the visual settings or general settings, they get the attached error. If they try to click on the visual settings again, it opens but they cannot adjust anything nor can they activate the Presets menu to attempt to reset the settings. This is only happening in a particular Revit file, I had them open up the basic Revit home template and this error didn't show up.

    Does Enscape save a per project preset somewhere and is there a way to manually reset that? Outside of this issue, Enscape does actually run on the project without issues. They just can't adjust anything, so I'm leaning towards the problem is somewhere in Enscape and not in Revit. I went through the logs and there wasn't anything out of order in there either. A few high res images for textures, but that shouldn't affect clicking on the visual settings button.

    We're commonly running into this look when users are exporting from Enscape, either video or images. It has been hard to replicate on my machine as it only seems to happen after a certain period of time or is completely random. In testing, I can confirm that we are not running on of RAM or VRAM and there is plenty of hard drive space. Temps are not overheating or anything like that and no warnings show up about missing assets. However, in my own testing I cannot replicate the file as I'm opening that file for the very first time on my computer.

    I have been able to narrow it down to it is generally on complex models and the model itself does have materials/textures applied. Though the error will happen in white model view as well. While going through the logs, this warning does seem to appear on the times the image has been corrupted.


    [warning] Job 'checkShadowmapsReady' has been in the queue for 30004ms, has been repeated now 4739 times and is probably stuck, it is removed from the queue.

    Interestingly enough, the main render image is the only one corrupted. The renderID, materialID, depth, are all rendering correctly. If it is related to shadowmaps, it does make sense as to why we get the disco effect. It almost looks like a bloom/glare is going nuclear. Which, if there are no shadowmaps, would probably be possible.

    Can anyone shed any light on this?

    The current fix is to have them close Revit, open up a simple scene and render out a white model view @ draft quality. Whatever this does, seems to reset Enscape for the actual file that is causing the issue.

    This may have been answered before, so apologies in advance. When exporting to a video in Enscape, where does it store the information before compiling the final video? Is it in the same path as the saved video?

    In general how does Enscape process video? Does it store images somewhere else, then compile into a video? Does it create the video incrementally? I'm curious as we have a few users experiencing odd errors, but I'm wondering if it is related to a size of the hard drive issue.

    Is there any reason why Enscape can't work over remote desktop? Vray GPU works. Twinmotion works. Lumion Works. Unreal 4 works. Vray Lavina works. Max works. Photoshop works. Enscape is the lone software holdout in our entire firm wide software set that can't work over RDP. So it seems to be less of a Windows/RDP issue and more directly related to Enscape.

    Even checking my GPU it shows that Revit itself is using the GPU hooked up to the RDP machine, but Enscape for is failing to see it. Since it seems like working from home is going to be a while, this should rocket to the top of your list.

    My current test environment is my desktop and laptop hooked into my local network, I'm not even trying to access another computer outside of my home office.

    While it would be beneficial to have Enscape in Max, there is a slight problem. That is until Enscape fully supports Vray/Corona materials or can read/translate them, it would be fairly unused in Max. We might as well just stick to the native app and Enscape such as Revit, SketchUp etc.

    A possible other reason for lack of Revit showcase projects is the material editor in Revit is on the far side of terrible. 99% of our revit+enscape use in the firm is simple gray/white model visuals.

    Thanks for forwarding this on! As a side note, it would be nice to have a hotkey or button to send you back to the start of the view. Let's face it, most of the older project managers that end up showing this to a client are not gamers and are not familiar with any keyboard navigation. While it is funny to watch them get stuck in a corner somewhere, it's not funny during a meeting.

    Is there a way to have multiple views in an Enscape exported program? We have a large model and would like to see if we can create multiple starting points. For example, if we're on the first floor we can select another view on the 8th floor without having to travel all the way up the building in walk through mode.