Posts by alexandrecollaco

    Forgot to say, the solution that seems to have the best quality is the D5Render. Haven't tested it a lot though. They seem to be able to reproduce better vegetation, specially far away, better lighting and glass. Also their soft shadows and detail lighting seems better. Unfortunately they don't have a luve sync with R

    Rhino.

    alexandrecollaco , nothing I can say about this yet when it comes to Enscape, but I've gladly forwarded it for you to our product management team. There are quite a few things planned when it comes to new Enscape features to improve graphical fidelity, I'll still make sure our developers see this as well.

    Thanks,

    I'm not sure all that it can do but it seem very interesting, specially to bring our libraries easily between aplications

    Hi,

    I learned yesterday about the Pixar USD (USD) and the MDL Nvidia Materials (MDL) and they seem very powerful to exchange assets and scenes between platforms.
    With MDL for example I can use my libraries from other engines and with the USD it seems even more powerful to manage and connect different applications.


    I would like to ask if Enscape is aware and planing to implement such technologies in the future.


    Thanks,

    Alexandre

    I have forwarded your feedback as well - the problem here is that our hands may be tied because Rhino does not feed the information we require into Enscape itself. Still, I'll discuss this once more with PM.

    Hi Demian, it seems Iray is also using IES in Rhino but their approach is using it as an MDL (nvidia) material.

    Take a look.



    I don't know if it is feasible for Enscape, I hope it can shed some ligh.


    Thanks

    Thanks a lot for all the feedback alexandrecollaco , I will gladly file those as feature requests if they do not exist already - in that case I would simply forward your upvote, alongside the feedback of course. :)

    Can you briefly send me a screenshot of that? It's a known behavior as far as I know but just to make sure it looks the same for you.

    With which software solution/tool did you export your .fbx files in the first place?

    Examples of differences between render and Asset editor. I could not simulate the tint making no effect in darker colors, maybe it was a problem in a specific file. Just that the asset editor seems washed out, probably because of lighting.



    I exported the FBX with Rhino 7

    Edit asset materials without the need to open the custom asset editor. I know it's kind of a different proposal from what you have now but it would also simplify our work.

    Maybe have a the ability to cycle thru some material already previously configured.


    For example:

    A Sofa with a couple of fabric and wood materials configured which you can , somehow cycle thru them, test options with clients,...


    That would be great

    They can add a lot more depth than normalmap, but it is good to have a proper heightmap to use. If are using a bump map and turning on displacement it makes no sense.


    It would be goo to mix the displacement to add height + normal small surface details. But Enscape is not there yet.

    What do you mean by parallax ?

    Architectonical Camera ?

    (2 point perspective to avoid distortion of vertical lines is there)

    I mean Parallax shading, it is a fake displacement using heightmaps. It will give you the illusion of depth with shadows and occlusion. See the example bellow between normal and parallax.



    Unreal is beautiful and has some amazing features but it is definitely not for my work. You need to build shaders from scratch or rely on third party ones. Last time I tried their RTX integration for refraction was lousy and documentation is also all over the place, sometime it takes hours of work digging in forums to figure out how to solve a simple problem.


    I agree that, with time, TM has a lot of potential if they integrate the unreal quality and improve their workflow.

    Here are my thoughts comparing both Enscape and Twinmotion 21 (I'm using it in Rhino 7):


    Render Quality:

    1. Reflections.
      • Enscape is better, Twinmotion is terrible here, they use some trick that doesn't work at all, but it is in their roadmap to implement better reflection.
      • Mirrors in Enscape aren't very good for certain angles though and, if you have two mirrors facing each other, the reflection of them will be gray. Glass objects are bad for both.
    2. Overall lighting,
      • Enscape is also better, although in Rhino, for artificial lights, it doesn't support IES. Also, area lights have some weird behavior and the inverse square attenuation doesn't work properly.

    Workflow:

    1. Integration
      • Enscape has the best integration. I really enjoy being able to do everything inside rhino, no need to export or manage link and materials in an outside application. Twinmotion uses a direct link but it is not a very seamless experience, specially if you do lots of modifications in the model.
    2. Interface
      • Twinmotion has a nice interface but it is very annoying to navigate thru. For example, to setup a material there is no way to setup everything in one place, you need to go back and forth in multiple levels of interface. It is time consuming and confusing.

    Assets and material:

    1. Assets
      • Enscape has a nice library and the custom asset library is very good (although there is a lot to improve - My suggestions here). Twinmotion is integrating with Quixel and they have a growing, good quality, library of scanned assets. Twinmotion also allows you to add your own asset to a custom library (I didn't test it a lot though). Lumion is by far the best one here.
    2. Materials
      • Twinmotion comes with an ok material library and is integrated with Quixel Megascans which is huge (I use their materials a lot). Enscape has no library. Twinmotion doesn't support parallax. Lumion has the best library and some amazing features like adding dirt, round edges, growing ivy.... (It would be nice to see some of those in Enscape).

    Special features:

    1. Sky simulator - Encape creates a sky with clouds, not great but for some projects it is perfect. Doesn't work for night shots. Don't know how Twinmotion handle this.
    2. Weather - Just like Lumion, Twinmotion simulates the passage of seasons affecting trees, rain, snow. It is not essential for me but it is a nice feature.
    3. Growing Trees - Twinmotion vegetation library allows you to set the age of the trees and it will affect shape and size.
    4. Scatering assets - Twinmotion has a great scattering tool that allows you to paint assets in the terrain surfaces (couldn't figure out how to do it with my custom library though) but it is a great feature.
    5. Animation, paths etc. - Twinmotion allows you to animate things, cars, people,... This is great.


    I am not able to talk about the VR, Collaboration, BIM tools and others because I do not use them.


    Overall I prefer Enscape because it is simpler/easier to use and has better final quality.

    But I believe Twinmotion has a huge potential, they use the Unreal platform that is powerful. They have some features that I don't know how Enscape team would implement.

    Hi everyone,


    Finally I got some time to use the custom asset. It is a great tool that makes the process simpler but also way too time consuming to set up each asset.


    Here are my thoughts and suggestions (I'm using Rhino 7, Enscape 3.01):


    1. Having folders to organize by type, it is crucial once the library starts to grow. Tags also would be great.
    2. Make it easy to export/import assets, right now it is time consuming. I have to setup every material, one by one:
      1. Have an exporter in Rhino, so, I just press a button and it exports the asset, material, proxy and generate the asset in the library automatically. Also when importing, being able to select everything, asset file, proxy file, materials,... and not one by one.
    3. Copy Asset, so it is easier to make variations of the same asset.
    4. Batch import/export material, sometimes setting up some assets with lots of materials (ex. some species of vegetation) I have to export each material one by one and then reapply one by one in the other similar asset. It takes a lot of time, so, export/import all materials would be great.
    5. Edit asset materials without the need to open the custom asset editor. I know it's kind of a different proposal from what you have now but it would also simplify our work.


    Some possible bugs and problems:

    1. The tint color in the asset editor preview window does not show darker colors. Everything also looks a bit washed out, maybe it is the lighting in the scene.
    2. When you import a new assets there is no prompt to choose units, it will get the size of the object and interpret as if it is in meters, so if you export a 100 x 100 x 100 cm box as an .fbx, it will be a 100 x 100 x 100 meter box in the asset editor.



    That is it,

    And congratulations for the great work .

    I have forwarded your feedback as well - the problem here is that our hands may be tied because Rhino does not feed the information we require into Enscape itself. Still, I'll discuss this once more with PM.

    Thank you,


    I know Vray for Rhino do support IES, don't know if their type of solution is feasible for Enscape though.

    Hi everyone,


    Rhino 7 comes with a correct inverse square light attenuation, Enscape does support it but the intensity slider needs some calibration.


    Right now the workable ranges of intensity seems to be around 0.001 and 0.015 which makes things difficult to work with.





    Another request would be to add a support for IES lights in Rhino. I know it was already asked before but I feel it is an important feature. (Rhino has no intention of supporting it according to their team, they focus on a wide range of applications, not just architecture).


    Thanks,

    Alexandre

    Hi!


    I have a problem and not sure what is causing this thing. In a lot of cases, whenever two or more surfaces intersect each other, In Enscape preview and then render, there are appearing small burnt areas along geometry. Did you happen to encounter this problem already?


    Attached screenshot:

    It usually happens when the thickness of the object is too small, with simple planes or when you have a bright light on the other side.


    Usually increasing the thickness or adding a black box outside, on top of your surface will solve it.

    Duplicate Custom Assets for sure
    Batch export/import materials in the custom asset editor


    Exporter from rhino to Enscape asset - an easy way to export a rhino asset + proxy directly into the asset editor. Right now I have to export to .fbx and reconfigure the materials all over again. It would be great to export directly with the already applied matertial. And better yet to auto generate a proxy with a reduced polycount.

    Hi, I've made a study trying to mimic the lighting and shader of an image from an online store (John & Lewis & Partners). Rhino


    Original:


    Rendered in Enscape 2.8 w/ post production:


    I feel the only shader that is missing a lot of improvement is the glass material. I couldn't find a way to make a good tinted glass and also it does not show in the wood reflex.

    But overall it's is a pretty impressive result for a realtime render.



    Best regards