Posts by mvollrath

    Not sure where to post this but I'm just genuinely curious;

    What method does Enscape use to generate its dynamic sky?:/


    It appears that Cirrus Amount is an opacity slider of a texture blended into the skysphere/box, as are the Contrails.


    Density and Variety appear to be manipulating the UV position of a Perlin type noise texture which is defining the shape and spacing and also causes the clouds to have "movement" at the edges as they transverse the sky. Lighting wise I can't tell if you are blending gradients for day/night coloration/lighting or if you are actually lighting the clouds from the directional source?

    Does Enscape utilize ray marching to achieve the clouds defined in the Density and Variety sliders?


    Are these clouds two-dimensional textures layered in the z dimension?


    I just noticed that increasing the density of the clouds makes the lighting temperature and intensity change dynamically which is a nice touch.


    However it is done it looks really great, especially for the performance!


    My nerdy interest is peaked, that is all, thank you for your response. :thumbsup:

    The existing asset library is very helpful.


    Workflow wise, I have been making heavy use of the custom proxy ability in SketchUp to add my own high quality trees, custom furniture pieces, accessories, etc.


    Here is my workflow outlined below:


    -Import high quality model via .fbx with UV maps

    -Use Enscape Material editor to setup materials on imported model

    -Save as dedicated SketchUp file in network location


    -Add HQ model/proxy via Enscape Objects > Proxy > Select file from network location

    -Place in design/viz model as needed

    -Produce RT-Viz Experience or high-res stills


    So far I have had great performance even with many proxies upwards of ~100-200 mb file size with 2k-4k textures.


    Bringing this back to the topic/poll: the ability to add these custom assets into the asset library with an Enscape rendered thumbnail and "rough" white LOD (existing feature for assets in library) for easy placement would be invaluable.


    Otherwise, I will continue to work from network drives and copy existing proxies from other models or master collection models.


    Please let me know your thoughts,


    Thank you!

    UP VOTE


    Though we often work towards photo-realism it is great to have the artistic freedom to increase outline width, particularly while explaining forms and massing.


    In my opinion, allowing the slider to increase the line work as thick as possible, maybe even inking out an entire mass, would be wonderful.

    We save most of our design files on network servers. Currently I have a model saved on the network with proxy files saved onto my Local hardrive and as I make changes the proxy automatically updates as intended (awesome!). However when having those proxy files on the network servers they do not automatically update.


    Any help is appreciated, thank you!


    EDIT: Using Enscape 2.4 with Sketchup 2017 and 2018

    Hello all,


    Has there been any request for fur material implementation?


    My idea is that similar to grass, fur would act as a rendered element at run-time and pick up on the colors of the diffuse map beneath.

    Unlike the crisp edge of grass the fur material would be softened/blurred at the edges.

    As an example if you had a sheep skin rug or even specific foliage you could achieve a softer effect.


    I suppose this could also occur as an expansion within the grass function itself.

    Maybe there is implementation of sliders to control grass height, softness/crispness, and wind/static and in using these sliders we could achieve a fur look.


    I apologize if this request has already been posted; I could not find it in the search function or while browsing.


    Please let me know your thoughts, Thank you!