dfersh you're using a png with transparency. By default Enscape is using the transparency channel for the mask texture - this allows you to work with combined albedo and mask textures. If you remove the transparent channel it should behave the exact same way as Revit.
Posts by Clemens Musterle
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Thanks for your reports! This has been fixed already and will be released with the upcoming Enscape 3.0.2 service pack release.
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That cut-off you're seeing is where the so called screen space reflection ends, the darker regions are the off screen reflections that are using a more simplified lighting model. This becomes especially apparent if you don't have any lighting setup in your scene and there's also no sun light coming through. You can probably reduce the difference in brightness somewhat by increasing the "Ambient Brightness" slider in your Visual Settings.
You can find more info on the topic of reflections also in here:
Why are some of my objects/parts of my project not displayed in reflections?
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You can do that directly via Enscape's Feedback button as described here, it automatically sends your log files (if you don't opt out):
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Please send us log files after rendering an image in such a project. Rendering times ranging from 5 to 10 minutes are definitely not expected.
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Hey Pieter
for clarification: Enscape is *not* simplifying geometry. The poorly tessellated geometry get's exported from Revit this way due to various reasons, some of them explained here:
Curved geometry rendering faceted
Hope that helps!
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Hi junphuc17945
thanks for your report. We've been already made aware of the issue here: Enscape 3.0 - SKP Can no longer read large textures ?
As stated there, a fix for the issue will be released soon. In the meantime you can workaround the issue limiting your texture's resolution to a maximum of 16384 pixels in either dimension.
Hope that helps!
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As Pieter stated correctly shadows of semi-transparent materials are not yet supported. (Small correction here: The direct shadows are not yet ray traced, that's part of the reason this limitation still exists).
There's a workaround for the problem other users have utilized for materials like curtains: Instead of setting an opacity value < 100% you instead use a cut-out/mask texture with "microdetail" to simulate the semi-transparency instead:
Making curtains or seetrough fabric that looks good in Revit Enscape?
This will also result in shadows closer to what you'd expect.
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From a highly textured terrain model.
The image on the bottom is how the map texture is curretnlyg being shown.
As alot of stripes. i've reloaded the texture, tried the file in skp.17 w enscape aswell as skp.21
Anyone have any ideas what could cause this ? Maximum texture size or something ? the texture that is used as the g
Thanks for your report. We've received a similar customer project that showed this behavior for inspection and are currently looking into the issue.
Edit: We've found the culprit and will release a fix with an upcoming hotfix. In the meantime you can workaround the issue making sure that your textures don't exceed 16384 pixels in any dimension.
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Which video player are you using? 4k and 120fps is quite demanding, you might want to reduce that to 60fps, which still requires quite some bandwidth. Players like the windows video player can't really cope with that (alternative could be the VLC player).
Stuttering in videos is almost always a playback issue (player and or hardware).
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I just discovered that the Stuttttttering of the moving of the camera only happens in Walk mode. There is no stuttering in fly mode... if anyone was wondering...
Thanks for your report! Could you please send us Feedback with log files? Our Customer Support will then get in contact with you soon. We might need to have a look at the project file though, as we cannot reproduce that behavior on our end yet. Thanks in advance!
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Glad it works for you!
Should also work with other formats that support an explicit alpha channel (like png or tga).
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Would the monochrome displacement be copied into the Alpha channel?
Exactly like that.
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I'd be very interested in the log files comparing loading between 2.9 and 3.0 version. Loading times should be reduced signficantly with this version due to the multi-threaded texture loading (unless your system is I/O bound). We also did thorough performance benchmarks and have not measured any slowdowns compared to 2.9. If you have a project file that runs particularly slower with 3.0 we're of course also interested in that.
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Hi SMT and welcome to our forums!
You might want to try and reduce the ambient brightness (Atmosphere settings). Also please make sure you're not using 100% white as your wall color. Such bright colors don't exist in the real-world and therefore look off in physically based renderer as Enscape.
PBR color reference charts like this one might help adjusting your materials:
https://community.acescentral.…a753aa5b36859cd11464.jpeg -
Did you disable the so called 'Restmode' in the settings? Usually, with Restmode enabled, Enscape will stop updating as long as you don't move the camera around, also once the window loses focus the same should apply (you can see if Enscape is in restmode when the water waves or video textures stop moving). When Enscape is in Restmode the gpu should draw a lot less power than usual - if this still consumes 50W depends on the GPU I guess, difficult to say in general.
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Hi Grasinko
please send Feedback with log files, so that we have all the needed information regarding which Enscape version you're on, and what kind of hardware it's running on.
There are limitations for the skybox resolution, but it should still look a lot crisper than on your rendering. Here's what I get with the file you've provided:
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Enscape does use physical lighting units and calculates the rendering in high dynamic range. I'm not sure what the complete video is about, but hope that answers the question here. To translate that "raw" lighting information into an image suitable for display on your screen the rendering is tone mapped in one of the last stages based on your exposure and also your shadow/highlight settings. As DeKoetsier mentioned you can do some minor tweaks to the result with these settings.
If you want to have really fine tuned control over the tone mapping you can simply export your rendering as an HDR image and do the tone mapping e.g. in Light room or similar software to fine tune everything to your liking.
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Which CAD software are you currently using? When using a CAD that supports the Enscape material editor, e.g. Sketchup you can overwrite the wind settings for each water material individually. That should solve the mentioned issue already.