Posts by Micha

    I'm impressed that lost his patient after 34 post only - this is record. ;) Enscape is definitely not the right software for you. ;)

    But I'm not sure which software would be the right for an impatient perfectionist. My impression is that the complexity of modern software coding is to high, issues grows faster than features. On the other side my impression is that programmers doesn't share the view of the users and fundamental issues are not fixed, because the developers doesn't see how critical the issues are. So, the best for the user is to have a handful of tools to solve different projects. Enscape is quite limited, but within in this limits the results are impressive. But as user don't expect that the limits are fast moving away. It's a very slow process. You don't get what you want, but you can be surprised what you get.

    After a hot time of Enscape using I decide me to go back to my classical render engine. If a project should match the limits of Enscape than I will use it again. For the moment I'm observing the Enscape evolution process only and hope my personal Enscape limits are solved some day. For me it would be great to be able to use a kind of news letter function where I get a note when my critical issues are solved. ;) (For example my client doesn't accept metal reflection noise and incomplete mirror reflections.)

    Thank you for info about WCS. So, it's like the V-Ray triplanar mapping without soft blend, but real time preview at the viewport. Maybe Enscape could get this at material level too at least.

    +1 for WCS from me too ;)

    Sean Farrell I'm not sure my personal assets are from the same resource like the Enscape assets, but during my last project per V-Ray and models from Renderpeople I found, that the peoples texture looks better if I set the gamma of the texture 0.6 instead 0.45 (1/2,2). Could it be that the textures are created at the old Mac standard gamma 1.8?

    Here an example - left standard gamma correction for 2.2 (blacks are very dark and skin tone to dark/colorful) and left for 1.8 (softer colors).

    I run in this issue in the past too. My impression was that the gamma correction of the asset textures is to strong, so that colors and contrast are quite strong. But maybe it's a question of the users taste too. I would prefer a more fresh and light look. wait say 5 or 10 minutes (instead of seconds) to get ultra high quality still images.

    Buy two 2080ti and use V-Ray instead Maxwell. ;) I hope Enscape in premium quality mode will only need 50s instead 5s. ;)

    This kind of reflection quality let me stop using Enscape and now I'm waiting for improvements before I try it again. My final clients are not interested to know the technical reason why a still image doesn't look good. Can you imagine a design presentation or design competition, where people talk about the pixel errors and not the design or there are notes on the image, why something is looking wrong? If an image can't be used than an explanation doesn't help. I would be glad if the real time argument could be forgotten for still images. Good luck. ;)

    ... unacceptably high "realtime" losses again

    I'm not sure I understand you. Do you mean the workaround will cause a slow down by the calculation? I don't know that render times are increased, but so far I have seen renderings are needed here only, so this should no problem.

    is there a possibility of reducing this problem of reflection with specific setting ...

    In your case you could work around if you mirror the scene behind the mirror and you remove the mirror. So, "real" objects are seen and not reflections only. ;)

    ... looks like the environment is switched off in the orthographic mode (?), this means we do not get the sky reflections in the glass. Is it possible to maintain the environment settings so the orthographic has the same quality as the perspective?

    Maybe anything works right. Orthographic means that you are looking from infinite distance with a nearly 0° view angle. This could cause that you see a very small portion of the BG only and it looks like a constant color. The same happens for the reflections - every coparallel surface shows the same little part of the environment. If you look at your ortho shot than you see that some windows have a white reflection on it and windows in an other direction shows a dark part of the environment and it looks like no reflection. I afraid what you ask for isn't possible. Or I'm wrong? I'm curious. ;)

    Interesting, looks like heavy usage of RTX raytracing. For example shadows looks like raytraced and not done per shadow map.

    At the youtube videos there is an interior rendered - 4k in 86s (2060). This sounds like what I missed at Enscape - a high quality output based on RTX, not optimized for real time only, but for final stills. The big question for me would be - how much of a scene can be seen at mirrors? Are objects skipped like at Enscape?