Posts by eliotbnz

    Legend - really appreciate this.

    Hi, I'm using Enscape with SketchUp 2021 and have a building which needs to be faced with a texture such as this. I've tried a number of times but can't get anything close to this.


    Does anyone know how you would go about rendering a surface to look like this?

    What are you struggling with?

    Here's a quick test I did - while the general texture colour is wrong, I'm guessing you can't quite get the depth of the formwork to come across?


    I used a megascans surface for this, and as is the case with almost all my megascans materials, I overlay the AO pass on the albedo pass in photoshop in multiply mode. I adjust opacity to suit, just enough to get the micro shadow detail that Enscape can't manage to achieve. This is especially important when using displacement, as I am here, because the current method in Enscape is problematic for getting surface details (usually achieved with normal/bump map in offline renderers). This will be crucial in getting that woodgrain to come across, though it won't be quite as good.

    Other option - model it!

    Hopefully this makes sense to you

    Fun software so far. Went ahead and purchased a license before the trial ended. So much to learn, but here's my first scene, using only built-in Scatter and Enscape proxy assets.


    Used Artisan (trial) for sandbox terrain modeling. I'm still struggling with producing natural edge transitions- i.e. the pathway/grass.

    Are you using the Skatter presets for your grass? They have one for edges and for large areas. You'll see that the built in Skatter grass for each of these presets have a patch of grass to suit - a small one for the edges, and a larger one for the general area preset.

    I use these presets, but then replace the Skatter grass with my own, and I have created two versions of my own grass to match the dimensions of the Skatter grass. Works great.

    Just a bump for this - our VR machine is quite capable (RTX2080Ti, updated drivers, 8 core CPU, 64gb RAM).

    Running SKP2021 and Enscape 3.0.1, with an HP Reverb G2.

    I have noticed that the headset runs the scene on medium quality, at 90hz, all settings default absolutely beautifully, but as soon as the controllers become active in the scene, the frame rate drops massively, making the experience unusable. I have dropped the resolution to 35%, and it becomes slightly usable, but renders the G2 slightly irrelevant.

    Any ideas appreciated, currently we are not able to use VR in a meaningful manner.

    You're right - it is a little strange, and different to the old workflow. Once it clicks for you, hopefully it's quite nice to use.

    When you create a preset from scratch, it will set everything to default. You will see the "Custom Preset" option in there however, and this is the key. This is where your changes you are making are being saved when you are starting from scratch with presets.

    So, two workflows.


    Either, at the very start, click "Create Preset", name it accordingly (scene/camera for example) and make your changes and it will save on the fly.


    Or, just open the presets, start adjusting away (it will default to the Custom Preset at the beginning of a project) and then duplicate the "Custom Preset" and rename it (eg; to the name of the view/camera).

    In either case, you can then link the preset to the scene in View management, making the loading of presets automated.

    Enscape 3.0 automatically saves changes to presets as you work - this can be a little dangerous, but makes sense when you consider how a lot of architects and designers work - aka frenetically and with little care for file management.

    Looks like he maybe downloaded the specular workflow option - looking at that shader on the website, the specular workflow albedo is very dark, so would need to be inverted to get a close result. Guessing he just used the AO instead as it would be very white and would suit Enscape's shader. Better off downloading the metalness workflow option download though.

    This has also meant instead of the roughness option, he's using the gloss map (which is why the finish is so matte rather than the preview's finish). Again, this could be inverted, but better off using the proper roughness map in the metalness workflow. This shows how Enscape is so adaptable - doesn't matter what you have, just as long as you know how it can be arranged to get a good result.

    Skatter is indispensable, I signed up to the earliest possible preview years ago and still use it all the time. It won't be as fast as Twinmotion, or even Forest pack, but it does exactly what it says it does, is quite flexible and is very reliable.

    I should add, I am running a dual xeon/RTX3090/256gb RAM 2 x TB SSD machine (though I suspect the advantage of such a machine is limited with SketchUp), so can't say what the results will be on something more consumer-grade.

    Wait and monitor this thread.... a policy for many companies is, or should be, to wait on deployment of new software version for production until a few minor revisions are release... for some companies, a wait period of one year is required after a major X.0 release... your mileage and situation may vary...

    So true. I'm part of the viz team, so we usually get going with it immediately, however I know I will have staff hankering to have a go when they see the marketing vids. Suspect we will hold off to first patch at least.

    Keen to get some user's views on stability, whether it is worth updating at the moment. We have hundreds of staff using Enscape, it is stable and working great, so I'm hesitant to go ahead. The preview wasn't great for us.

    I took the preview for a spin and found some concerns. First I do want to say it looks very nice. The issue I'm seeing is some instability around editing materials. When I changed material paths, adjusted color, etc the material went "dark" in the model and stopped reacting to GI lighting. The other thing I notice is that the test model I was working on is a dark interior, and when I made material adjustments, the refresh of the Enscape view goes very bright with the first refresh passes. I checked against 2.9, and that one seems to do better job keeping the lighting levels similar when the scene is recalculated. I'm using a GTX 1070 card in Sketchup.

    I had the same issue regarding lack of GI on shaders. Running an RTX3090.

    Generally found it far too unstable to use at this stage - which makes sense given it is a preview build. Loving the new look however.

    We use planting from them, as well as other high poly providers. Unless you want to sit for hours looking at a blanks screen while you wait for it to render, you need to optimize with the likes of Transmutr, which also creates proxies. Still possible to get excellent results, far better than inbuilt Enscape library.

    Not bad at all, though as a New Zealander, it doesn't feel quiiiite right.

    Perhaps try an autumn style of lighting, long shadows, warm orange sunlight. I would consider some snow on the ridgeline too. The grass is probably too green as well - it's an alpine setting, so some drier tussock style would be good! Also, that lake is more blue rather than the pale greeny-blue like its neighbours.


    I like the low level fog - how did you achieve that?

    Hi all,

    Same issue here - have submitted via feedback button. Have noticed it is only when the sync button is on - thus why batch render seems to work just fine.

    Of course there are workarounds (create view in Enscape viewport and create an SKP scene via Enscape toolbar is one) but for our entire company, this is a little tricky to make happen.

    Really nicely done! I'm part of a viz team in a large architectural firm, and we have started to pick up a lot of Enscape work in a similar fashion to this. It's interesting to see how two firms a world apart can end up with very similar workflows!

    With regard to your issue with SketchUp slowing down; we have adopted a similar workflow to the typical Max + xref pipeline. We split our Revit models off into various worksets, import those into SketchUp to particular layers/tags, then xref these sub-files (per building babsis usually) into a master file. It means we can have multiple artists working on the various sub-files, while the head artist works within the master setting up cameras, getting the lighting right... all the good stuff. It relies on careful layer/tag management in the files, but we are pretty good with that now. The one issue we have had was Enscape's questionable proxy appearance, but we are going to trial using Transmutr to get around this... not a huge deal as we compose everything within Enscape anyway.

    Lastly - how are you importing your Revit files? We found the texture scaling issue was only present with FBX, whereas if we brought in DWG, while it didn't have material information, the mesh quality was much better and instancing was present. We used an FBX import to "grab" the materials and save them to our library, then apply them to our DWG import using Thomthom material replacer. Most Revit textures and UVs, as you pointed out, are hopeless anyway!

    Great work, has got me inspired for our next job with Enscape.