Posts by Clemens Musterle

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    Render results are different every time you render. We tried to render same view, with the same settings, 7 times, a we got 7 different results in terms of shadows and reflections. We tried another one where, the first render was the best result in terms of reflections, we rendered 4 more times which were similar, but worse in terms of glass reflection, sadly. This was not a problem with 3.4.4, and it is a bit "scary" when you think about postproduction and updating renders. (Workaround: none known yet - a risk we have to live with).


    Hey HNY , could you share examples of these differences (privately) with us? Ideally, if possible, with the project to reproduce it ourselves.
    A few questions to clarify:

    • Are all renderings created on the same machine? Or are you comparing renderings of different machines? Does it also happen if you render the same image twice directly after each other, or did you e.g. load a different project in the meantime in between?
    • Did this problem already occur with 3.5 or is it only happening with 4.0 and later for you?


    Generally speaking image rendering results should be deterministic, except for time based effects, such as clouds or animated vegetation.
    However we did introduce a flexible geometry limit for hardware ray-tracing with Enscape 4.0. This allows users to fully utilize their available VRAM of their graphics card to maximize the quality of reflections and global illumination, which was an often received request. This can mean that the same scene looks slightly different on a system with a different GPU or even if you have a significantly different VRAM usage on the same system.


    IES Profiles are supported with the ray traced artificial lights. I think in this example it's less visible, because the light sources is placed so far into the can itself, that it with the ray traced shadows it now casts a shadow in the upper area. I'd suggest moving the origin of the actual light source directly on the bottom of the can instead to mitigate that. This shadow was previously not visible with the shadow mapped based lighting. Also, if you want to have similar softer shadows as before you can increase the size of the light source - this will now directly correlate to the shadow sharpness, while before it was the same for all light sizes.

    Emissive materials are not handled as direct light sources in Enscape and therefore there's no difference with the setting enabled. However the algorithm implemented for the ray traced artificial lights will indeed allow us to do that in the future, while this will not be possible with the shadow mapping based approach.

    I have 24gb vram and 128gb system ram, yet on a scene that is around a mile long and wide with only Enscape vegetation, wind off it consumes way too much ram, and then eventually it gets stuck and I need to end task in the taskmaster.


    I cannot share the model as it's part of an upcoming TV show.


    Thanks for the explanation, I'm surprised to see such a high RAM consumption, albeit it's difficult to judge where this could be coming from. A 1 by 1 mile area with tightly placed vegetation assets can of course result in possibly multiple millions of assets, which also will have to be represented in your CAD (Sketchup I believe).

    The improvements I mentioned mostly refer only to VRAM consumption, it seems to be different problem on your end, as the Taskmanager suggests very low VRAM usage at this point.

    I have just watched the show reel for this release, at 25 seconds it shows an animated gate, is animated objects a new feature? (I no longer have Enscape due to crashing issues on large scale scenes and terrible animation controls) has the stability improved especially heavy scenes and large scale models?

    There's no object animations except for vegetation (wind). I believe what looks like a moving gate in the video is just the camera rotation and parallax effect due to the gate being close to the camera.


    I'm not sure what caused the stability issues in larger scenes for you, but we did test the release with quite large & complex scenes. For instance the Ray traced sun shadows setting can consume a large amount of VRAM (especially with a lot of vegetation) and this can cause instability. We implemented several optimizations in that regard and memory consumption for vegetation is much reduced now, when you disable wind in your Atmosphere settings.



    This machine is a desktop running a GTX 1650 graphics card, and until recently we have had success in using Enscaope. We are using "High" and "Ultra" rendering quality.


    On only this machine, Enscape may render basic materials but struggles with the lighting. The image on the left was the desktop rig giving us trouble, and the image on the right was rendered using a laptop with a mobile graphics card from the same file.


    Thanks for the update, this was important information. Now it's pretty clear why the hardware ray tracing settings are not enabled: The GTX 1650 does not support hardware ray-tracing.
    So there's nothing to "restore" on this machine as it cannot run these features in the first place. You will therefore not get identical results on both machines, unless you disable hardware ray-tracing on the other. But as you've observed the lighting accuracy is much better with it.


    What you can do to get more similar results is look for the "Ambient Brightness" setting (Atmosphere tab -> Illumination) and reduce that significantly and set the Quality Level to "Ultra". While with hardware ray-tracing we can calculate many light bounces correctly, without we have to fallback to simpler calculations utilizing the "Ambient Brightness" so enclosed rooms don't look too dark. Also make sure to check the exposure settings.

    Hope that helps!

    Is there a performance improvement to be had by changing wind speed to 0? Or is the very presence of the animated assets themselves (regardless of them moving) going to cause an issue?

    There are also a performance gains when you set the wind speed to 0, yes. How noticeable they are depends on the number of animated assets and settings like ray-traced sun shadows/artificial lights. For ray-tracing a so called acceleration structure is needed for each animated asset and if the geometry changes the acceleration structure of each individual asset has to be continuously updated, which causes noticeable overhead.


    The only noticable difference between the two are the following General Settings, which are grayed-out on the trouble computer (but enabled on the functioning machines):

    • Hardware-accelerated Ray-Tracing
      • NVIDIA Shadow Denoiser
    • NVIDIA DLSS

    In addtion to Demian's comment:
    If these options were available before on the same hardware this points to a potential driver installation issue. You might want to completely remove and re-install your graphics drivers.

    Can you please double-check if hardware ray-tracing is enabled (if you have a graphics card that supports it)? Could it be that the setting was enabled for the first rendering (or made on a different machine)?


    This has currently the biggest impact here, as without hardware ray-tracing indirect lighting relies much more on screen-space information and since the panorama is rendered in slices this information is not consistent for all directions.

    Bonnettc please also make sure to reset your settings. If things are looking too dark it's often the Exposure setting. Make sure Auto-Exposure is enabled and exposure brightness at 50%. If that doesn't help could you try different quality levels? At draft quality it should definitely look much brighter even indoors without any light sources.

    If you don't see the hardware ray tracing options then it's a clear indicator that the Vulkan driver installation is broken on your machine.
    I believe this is what Demian Gutberlet also already mentioned in another post. This is unfortunately a known issue with certain laptops in the recent past due to an automatic software update.

    Hi Povics


    thanks for your report. This is currently expected behavior. If you have hardware ray-tracing enabled you will generally see glass in reflections (on Quality Level "Ultra"), but the diffusion of the frosted glass effect is currently not possible in reflections.

    Ok that explains it :) The 2060 is unfortunately the slowest of Nvidia's desktop RTX line-up and is probably also struggling to fit everything into the 6GB of VRAM with ray traced sun shadows, especially with animated wind (which costs a lot of memory in fact).

    As mentioned, in that case I would just recommend to keep the setting off.

    An upgrade to the latest RTX4000 series will eventually give you a nice performance boost though :)

    What kind of graphics card do you have? Also do you have DLSS enabled? This would help a lot with such a low framerate.

    Ray-traced sun shadows (& artificial lights) are relatively expensive when there are a lot of moving trees/vegetation in the scene. You can also try to set the Wind strength (Atmosphere settings) to 0, which should improve performance as well.
    But ultimately if that doesn't help, I'd suggest to keep the setting off, if you don't encounter any visual quality issues. You could still enable it for your image or video captures if needed though.

    Hey markitect2025 ,


    have you checked the latest 3.5.6 version or our 4.0 preview (Enscape 4.0 Preview 4) yet?
    In those versions we've updated our denoising solution for captures (make sure the option Nvidia Global Illumination Denoiser is enabled in the Renderer Settings), which should reduce noise in such situations notably.