Posts by cornetjr

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    Jtubb,


    Looks like the issue is relegated to the

    Dichondra argentea_groundcover family of plants. All of the others appear to be working fine. There are some general issues like normal maps being assigned as bump maps. But this is a great addition to our library overall. If some of these minor mapping issues could get ironed out by Globe Plants the colleciton would be even better.


    FYI- i purchased another sketchup bundle (high-res) that was noted as being for Enscape, but it does not include asset packages and requires a bit of work. I reached out to them to see if they would swap for the Blender version as that is a better workflow for getting the content to Sketchup/Enscape.


    Thanks!

    Jtubb,


    I dropped the Bundle02 directory into the source path directory- not sure why it would be a pathing issue, The models show up in the custom asset folder when I load sketchup, just seems like the opacity maps are not linking.

    Has anyone tried their low poly enscape assets? I purchased their creepers & vines collection, but half the assets don't even load because it says there are no materials. Curious if anyone else has tried their (enscape optimized) libraries with any success.

    Looks like when i import packages using the new custom asset editor, it overrides any assets i drag and drop into the asset folder. Is there a way to bach import assetpckg files? It is taking forever to import one at a time.

    I upgraded to 3.4, and the improvements are amazing! But i noticed some of my older custom assets are not loading. These were custom assets created using the workaround (pre-custom asset editor).



    Also, how does enscape link the placeholders to the asset file? Is there a way to change the name of the placeholder to reference the asset package?


    Any help would be appreciated.




    Thanks!

    Never had an issue with assets over 20,000k, your graphics card should easily power through larger assets.


    I am running on a nvidia quadro rtx 8000.

    Most of my custom 3d people are 100k polys and using Max tree libraries. I have a few special models over 1 million. The only issues I used to experience was texture loading delays, but with the new texture threading update, I have seen huge improvements.

    Custom asset import error- high poly count. I was able to successfully create custom assets using Pieter's work around that were nearly a million polys, the enscape preview in the custom asset refuses to load. I realize you caution anything north of 20,000, but I did not have any performance issues and have busted that limit on every job.


    Thanks!

    A couple of features that would be incredible useful as I am halfway through importing my work-around custom assets ;)


    1. save as - this would be helpful when creating custom assets with color/tweaks/etc.

    2. when i import previously created gltf files per Pieter's workaround, i'm not able to import those because enscape calls were added to the source file, any chance this could be overriden?

    3. Changing scene settings (quality specifically) i've got a 16 gig graphics card and I've never heard the fan kick on- i have a scene with literally billions of polys and enscape plows through it- for some reason a single high-poly model in the preview module makes my computer sound like it's about to take off.

    Okay, did some digging and found some gltf files in install directory:


    extensions": {

    "ENS_material": {

    "specular": 0.0,

    "imageFade": 1.0,

    "indexOfRefraction": 1.0,

    "billboardType": 0,

    "materialType": 0,

    "isSolidGlass": false,

    "bumpMapType": 0,

    "albedoColor": [

    0.6000000238418579,

    0.6000000238418579,

    0.6000000238418579,

    1.0

    ],

    "tintColor": [

    1.0,

    1.0,

    1.0,

    1.0

    ],

    "waterParams": {

    "waterColor": [

    1.0,

    1.0,

    1.0,

    1.0

    ],

    "windDirection": [

    1.0,

    0.0

    ],

    "waveHeight": 0.10000000149011612,

    "waveScale": 1.0,

    "causticsIntensity": 1.0

    Pieter,


    I saw that, I guess I should clarify my question. If we want to code a value in the gltf for Enscape Transparency, what is the call? It would be helpful to know the others.


    I've tried "materialTransparency" and "materialOpacity" and several other wild guesses. Would be nice to have a developer guide for various calls.

    Pieter-


    I can't thank you enough for sharing all of this information. Just in the last couple of weeks I have drastically increased the productivity of our small design studio and increased the quality of the output. It appears that Enscape can crank through some serious polys. A couple of the assets bust 1 million polys. It appears as long as the .bin file is under 100mb all is well. I had to split the ocotillo rendered in the sample page into two pieces because it was 144mb, which honestly, isn't bad, because it allows for more variation.


    A request from the Enscape team would be to upload a couple of source gltf files so we can see some of the syntax behind the Enscape plugs.


    Thanks again!!! Hope to post some renders to the gallery as projects are announced.