Posts by v-cube

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    actually this is not 100% tied to the development of a native enscape material editor ( while I do agree we need one ASAP... ).

    If you pick on a material, the editor with the selected material would pop up , whether it is the rhino editor or even better the yet to come new editor.

    Hi Micha, No it is much much better, you use the pipette function like this:

    once your render window opens, you can select from different tools, which your mouse cursor can fulfill e.g. pick a whitepoint as a reference grey (handy) , pick a focus point (very handy) or pick a material (superhandy!) .

    So if you would choose the material picker, the function is sticky, meaning you can simply click in your rendered viewport , and you have select a material (obviously the one where you clicked on...) now you can directly edit the material, the viewport will update on the fly... when you are finished you click on the next material you want to tune... it works very fluently and saves dozens of mouse clicks ...

    normally I work with the octane render engine. One of octanes most underrated features IMHO, which is speeding up my workflow tremendously, is the ability to use a pipette on the rendered viewport to select a material. This is incredibly helpful, I use it all the time, it is a really a great companion feature for RT based render engines, since you can tune your materials in seconds without having to click on any items to find out what material they use, then select these in the material editor... you get the idea...

    When I switch to enscape, I somehow feel like my arms are brocken concerning this aspect, so I would really like to see it here too!

    It is a little hard to describe, but once you used it you dont want to go back...



    Hello enscape Team,

    one of the things I really like about enscape is the ability to create 3d grass only by naming your material "grass".

    Although it might seem like a small detail it can sometimes be, depending on the software you use, a major pain to produce it, so thanks for that!

    But, I think with a little more love it might develop from a kind of OK looking 3d grass to a really nice 3d grass...

    please take a look at this tread:

    Pibuz's tests

    pibuz  describes how you can break the monotony by randomly placing groups of more defined / hr grass leaves ... I think just by adding 2 more grass types similar to the one pibuz used and sliders to control dimensions and density you could make this a very strong feature!

    you might also want to take a look at lumion 8 which has some decent functionality in this regard.

    best regards



    I have to admit that I am quite amazed by the results I get out of enscape, which are not on par (yet...?) compared to my current engine (octane ) but given the very limited options the outcome is impressive.

    However, I have not been able to use enscape for a real comercial project up to now, there is just too much missing (objects not being reflected, splochiness in the renderings, etc....) the main problem however IMHO is the limited control over Material properties we have at the moment. In my understanding it is limited to the rhino materials options (which are a joke IMHO...)

    I think the best solution would be an enscape material editor, which should at least support the following features:

    - possibility to assign maps for each slot (diffuse, reflectance, glossiness, bump, opacity, if possible normalmaps)

    - multipliers for the influence of the maps, controls for brightness, hue and saturation, ideally also gamma

    - support for fresnel reflections, IOR for reflections

    - support for something to simulate sss e.g. frosted glas

    - if possible optional refraction

    - later maybe displacement, mix materials, procedural noises, anisotropy etc.

    I know that you will probably tell me this is not possible because of the performance hit, but why not widen the quality slider to one more settings "ultra realistic" or whatever... this won't be for RT but right now a 8k rendering takes about 30 seconds on my machine, I would not mind 5-10 minutes, that would still bevery fast for a 8k rendering IMHO... or is this a general shortcoming of the kernel?

    That would be a shame...

    Don't get me wrong , for RT it is really nice but I alway think something like this:

    "This is like 65% the quality get from a 4 hour octane rendering in 30 seconds! I really would like to invest 5 more minutes rendering time to get to 80 % or even 20 minutes to get to 85%..."



    Hi, I just came back from the US and bought the samsung HMD Odyssey.... i am dying to try it out ( I am using enscape for Rhino...)

    If you tell me how you got it to work I cam give it a try here, we have a pretty strong machine here so maybe it will work better...



    I am also very curious about the Samsung Odyssey!

    Right now we use octane orbx player to display stereoscopic 360 deg. panos on the gear VR, and the client response is just great. Enscape in combination with the odyssey might be the perfect match for interactive realtime environments for us...