Hey, great news!
Which version of visualarq and enscape is this?
Thanks!
Edit:
Enscape Version:3.5.0-preview. 11+95987
VisualARQ Version: 2.12.6.16419 - ( 2022/09/01)
From your post in the rhino forum.
Hey, great news!
Which version of visualarq and enscape is this?
Thanks!
Edit:
Enscape Version:3.5.0-preview. 11+95987
VisualARQ Version: 2.12.6.16419 - ( 2022/09/01)
From your post in the rhino forum.
I'm afraid we do generally not support VisualARQ
You might reconsider not supporting the one and only plugin that extends Rhino to be an architectural/BIM solution.
Isn't that the industry you chose to support?
For the VisualARQ you need to support UV mapping,
This is very much so! The most annoying shortcoming of Enscape in my book (and not only mine obviously) is: if you apply ANY mapping to a VisualArq object, it will be just ignored by Enscape. Finding workarounds is time consuming, and takes the parametric/automatic approach out of the workflow.
Exactly this is already working in VRay, by the way. I tested it recently just because of this.
Having world space mapping too, would be welcome, but if it's difficult, do it later, as long as the 'normal' mapping methods work! Planar, box, cylindrical, ...
The RDK is not sufficient for the functionality of Enscape. The API had shortcomings in the past as mentioned by Simon which is why we have not implemented the new one so far.
Did you approach the McNeel devs about this?
Like it or not, we will keep you hammering about this until you really take the initiative and do everything you can on your side to get this fixed!
Thank you!
Guys,
this is getting ridiculous.
How hard can in be to read those bloody UVs from a model (even if it's in a block) and translate it into your own mesh data structure?
This is not even happening in realtime, but when the scene gets translated up front.
Enscape basically supports UVs, right? Otherwise there wouldn't be any texture mapping at all. UVs exist since the dawn of 3d rendering.
So, what exactly is the 'technically challenging' problem of getting those UVs over from one mesh (Rhino's) into the other (Enscape's)?
Even if there's world space mapping involved - that's nothing more than taking the coords of a mesh vertex, doing some simple modulo calculation.
2,5 years! What's wrong with you?
Your top priority should be to make your users happy, all of them. VisualArq is THE ONE AND ONLY decent plugin that retrofits Rhino to standard architectural industry workflows. The outcome of that should be compatible with a renderer with a focus on architecture, right?
Somebody talk some sense into your product management, please.
Anybody actively working on this unbelievably hard-so-solve issue?
It's been 2 years and 4 months now since you have been made aware of that bug.
Well?
Hello again! We are still running into that problem.
Can we talk directly to your developers here? Ask what the status is? In the McNeel forum, this was always possible, like forever.
I always frown about this attitude that the 'devs' have to be shielded from lowly users by friendly moderators. Here and in other places.
Thank you!
Looks like you went into ignore mode here... that's pretty uncool, especially since the VisualArq and Rhino devs are happy to help with this issue.
Again: how come that an architectural renderer (Enscape) ignores the most important Rhino plugin for architecture?
but ANY asset is unuseful w/o materials editing.
Agreed!!
Something else: please separate the pot plants from their pots, so both can be used together or on their own!
Thank you!
Hello!
Would you please mind fixing this?
We will keep nagging you until you fix this.
Hello!
Please consider this: Rhino ootb is NOT a software specialized on architecture. It's a general purpose 3d program with the focus set on producibility.
What makes Rhino an architectural solution is the plugin VisualArq. It's the one and only plugin for this (regardless of all glorious things Grasshopper).
Enscape is a renderer for architects, right?
So, you might take VisualArq and it's compatibility with Enscape more seriously, since they have the same target group.
Whatever the problem is, please take the initiative and approach McNeel and/or Asuni to fix this problem that f*s up a otherwise fantastic workflow.
Thank you!
Hello!
Just struggling with this annoying bug again. Could you please give it a push at last?
Thank you!
I rebuked Enscape team's decision before on this matter, and I will do it again. Please let us have this useful and necessary features of Rhino. We users rather have it in the final version even if it doesn't show up in live view.
Enscape team, could you please elaborate on that problem again? So, it's either the live preview is correctly mapped, or the final rendering?
That's a super annoying contradiction, because of course both need to work.
I for my part practically always need the final renderings to be correct.
Thanks!
The issue was that VisualArq objects did not display their correct UV mapping in Enscape. Nasty, since VisualArq is a reeealy handy tool.
However, looking formward to displacement support - ideally from PBR materials, too.
Thank you!
...and another upvote!
Basically, the color and opacity of a Rhino PBR material already translate to Enscape. 'Metallic' is giving problems, however.
Thanks!
Hello!
It would be really helpful if these buttons gave visual feedback on their state. In other words, if the 'Synchronize cam' feature is active, the toolbar icon should look different.
Does the Rhino SDK allow for that?
Turned off:
Turned on:
You get the point.
Thanks!
Hello!
I'm encountering 2 problems with Visual Settings presets:
- When clicking on this
icon, the list pops up and disappears again after half a second. However, when I start 'EnscapeOpenSceneManagerCommand' directly via command like (by just pressing space or enter), the popup list stays open as it should.
- When trying to 'Link Visual Setting to this CAD view' (the chain link icon in the list), I sometimes get the error message 'no Visual Settings' when there are definitely some.
Thanks!
+1 for support of world space UVs! Thank you!