Posts by Sean Farrell

    Hello EGIE, like in real life indoor scenes with little natural light can look quite dim.



    I you want to improve the lighting condition for certain glamour shoots, you can cheat a bit and take a hint form photography. Use large diffuse light sources to illuminate the scene, like so:




    If you don't want to set up each and every shot like this and have sensibly setup indoor lighting, you can try to adjust the "Artificial Light Brightness" under the Atmosphere tab in the Visual Settings. Maybe that works for you out of the box.

    tas_1985 It depends. Although Enscape and Nvidia have improved ALLOT since the release of 2.6.1, we still encounter issues with RTX. The technology is new and does not have the stability we wish it had. We are working really hard to make it work in all instances, but for the time being, if you have trouble, you can turn it off.

    The problem is that people are used to hitting CTRL+W in the normal version of Enscape. Although you can override most key input in the browser, certain key combinations are not overridable for security reasons. For example you can't override Esc or ALT+F4, which would stop the browser from exiting full-screen or closing. CTRL+W is the same thing and so we have little power on that. Only if we disable CTRL in all instance and fundamentally change the behavior it could work...

    This may be preliminary, since I have not tested it, but the Rift S and Quest controller are the same and should behave the same. I can see in @Santiago_Rivera 's video that Enscape selected the right controller model, so it should work out of the box. I would be quite interested so know how well it worked and if the controller label where placed properly.

    Enscape already implements metal/roughness physically based rendering (PBR) and can be accessed through the material editor and native material systems. What specific feature are you missing?

    Hello @demo3, welcome to the forums. This is quite unfortunate to hear.


    First, do you have any "nonstandard" peripherals plugged in? Like the Space Mouse, Joystick, game-pad or similar? If yes, please plug them out and see if the issue persists. If you have found out which device is causing the issue, ensure that it is calibrated correctly.


    Second, are the issues starting when you just moved the mouse out of the window or switched the window focus? We may have already fixed your issue for the 2.7. Once the first 2.7 preview version comes out, you should try it out and see if your issue is fixed.


    If the issue persists, please update us with details, so we can have a look.

    icarumba If you want Quest support, you should petition Oculus. The issue is less of a technical issue, but more of a legal and policy issue. There is not reason why the Oculus software can't soft tether with a PC, the Virtual Desktop implementation shows that it works.


    But so far, Oculus does not want the Quest to work with PC applications. For this to work you need to sideload Virtual Desktop, because the version in the Oculus app store can not forward VR, because Oculus forbids it through their terms of service. And using the sideloaded Virtual Desktop app is technically a terms of service violation and voids your warranty.

    I think I am starting to see what you mean. I am still mildly confused, because the teleport indicator existed beforehand and kinda sorta already checked if the teleport target location had enough space to place you, it just didn't try to place you on the ground.


    You can alleviate some of the issues that happen in small spaces, by reducing the spectator width and spectator height. I would be a bit careful with the height though, since that is the offset to the ground in seated mode, having a spectator height that does not roughly match the actual person, can give you a false sense of scale. The indicator figure is exactly as large as the configured spectator, so if it is "very large" something seems off.


    My advice to users of VR is to first slightly press the trigger button to get the teleport indicator, then to aim at a spot on the floor where they want to teleport. This best gives them the feeling of what will happen. Just squeezing the trigger will generally result in lots of confusion and disorientation.


    Alternatively, I have heard good reports with people using views to move people around in the model. Before the presentation, a number of key views are configured and during the course of the presentation, the spectator is guided through the views and effectively never modes on their own. This is, so I am told, the most novice friendly solution.


    Can you post or send me the types of geometry where you are having trouble moving around in VR? I will have a look and see if there are ways in making it less error prone.

    Is the light supposed to come out of the side or the front?


    The light emitter does not have to match perfectly the shape, for plausible results. If it is supposed to come out the side, you can use a few line lights along the edge. It's not a perfect solution, but should bring you close the the desired result.


    Also have you tried increasing the emissive power of the material? In some instance that is sufficient.