Posts by Ted.Vitale

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    Is there a way to generate a custom Enscape asset, and add it to the custom asset library, from an in-scene asset? I'm struggling with how this is accomplished at the moment because I have all these already set up assets in a scene id like to add to my custom library but I cant seem to manage that.

    Any thoughts?

    Hello Demian,
    Here are the link with model.…520820210216164021/7bc793

    If you can do something i will be happy.I tried for 3 mounths and still nothing


    So I downloaded the model and started tinkering with it. Man, it's kludgy (I'm running a Titan RTX, 128GBs of ram, and Ryzen 3900x), so you may need to go in and turn some of the buildings into Enscape linked models to get it to behave. You also need to periodically purge out your model in SketchUp (I recommend purge-all I cleaned out 193 un-used components and 30 materials.

    All that said, you might also want to try and go through and just do a little housekeeping in the model before exporting to Enscape because this thing is massive. You might also consider just pulling the whole thing into a fresh scene as an Esnscape linked model.

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    Vlad Moldovan who is active on this forum has a very insightful tutorial on how to make an Enscape velvet material

    I know! This video is amazing, and his lighting techniques are great, but it would be nice to just be able to go to the dropdown menu and choose velvet as an option (and maybe car-paint while were at it ;))

    Can we get a specific velvet shader. It’s terribly difficult to fake it and unless you do some weird stuff with lighting.

    So, the new animated textures in the 2.9 preview are awesome! But I've notioced if I leave the machine idel for a while the textures stop animating, in the viewport or the export. I have too re-start the enscape scene completely. Close the enscape window and restart enscape.

    Not a terrible bug, but, thought I should make a comment.

    Woooo! Im tinkering around with the animated textures ans this is a pretty sweet add!

    Im going to request some added complexity here though. I'd liket to see animated textures supported in other locations, specifically the transparency texture slot.

    It would be really amazing to key out some of the elements in the video. So, essentially drop in a Green screen person/bird/tree, also have the exported alpha channel available (usually generated from like After effects) and combine the two elements so you have the object on screen moving and the background element keyed out using the transparency texture.

    Pretty impressive either way.

    Ted.Vitale you'll have a dedicated Displacement map option where you currently switch between Bump and Normal map. If you want to combine a normalmap with a displacement map you'll have to combine them into a single RGBA texture for now. Then Enscape will recognize it correctly and use the RGB channels for normal and the alpha channel for displacement.

    This limitation might be lifted in future versions down the road though, but will require some overhaul of the current Material Editor UI.

    Hope that helps! :)

    That’s great news, I mean it would be easier to have it as a separated element in the UI but the fact that out of the box I have that functionality with a little extra legwork is nice. Thanks for the update.

    I’ve said this before, and I’ll say it again, the Enscape Team is developing at an amazing rate. It’s the one subscription software I actually feel like is worth the yearly subscription. I with some of the host software would take note and start developing at a more regular pace!

    Demian Gutberlet is there any information on how to use Displacement? Im currently just adding it to the bump slot assumign thats where it lives and it seems like it works pretty well, but im wondering how it will be implimented in the final iteration. It would be nice to be a seperate slot so that we can have displacement and fine grain bump/normal map as well. Either way, its nice to play with so far!

    Woooooooo! I’m already thinking of ways to put this too work! Any chance it will support alpha channels with the animated textures?

    I just saw on linkedin a video of Lunas 3D Visualisation showcasing their L-Touch Real Estate Marketing Software.

    Looks like they are using a combination of google earth and unreal rendering engine and bim functionality.

    Is it possible for enscape to use 3d graphics from google earth in future versions?

    You might want to give this a try. Weve had some really good luck with it so far.

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    Once you get it in blender you can export it as a fbx and import it to sketchup

    But isnt that a SketchUp functionality rather than an Enscape feature? At least there seem to be other people that have the same challenge:…-export-possible/101528/5

    Yes, the texture its-self is in-sketchup but the linking to the Bump/Normal/Reflection/Transparency mapping is handled by Enscape so if I share a sketchup file with those assets, theyre not included in the file. Same for the custom linked models.

    Very interesting approach. This seems to work for custom animations at the moment but a lot of work seems to be involved. It would be great to see Enscape support fbx Animations at some point in the future. Now that we have animated trees maybe thats the direction were heading :) One can only hope.

    Great work!

    So the result would be an archive file with all the required SKP files in it, properly linked to each other?

    Yes, exactly! An archive file is a good way to describe it.

    I can always share the .exe with clients, that will have everything in it, but If I need to share the full scene with proxies and materials and bumpmap textures etc, with a team member, off network, we currently have to collect those resources manually, pack it up, send it over, and then re-link everything once on the new computer and hope we didnt miss anything! Its a painfull process at the moment, but one an archive system would help tremendously.

    It would also help when sharing filed with you and the support team so you get a full picture of the project when opening a scene.