Posts by Gadget

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    Not quite - if you press [space] to enter the "walk" mode and have nothing to stand on, you will drop approx 6m below the lowest bit of geometry. (So it doesn't really matter what height "Ground" is - you will always drop to that vantage point)

    Thanks for the response :) I appreciate that some things are 'long term goals' and others are little adjustments that are relativity simple to implement. Of course complexity of implementation means little to an end user like me - I just want everything now ;)

    Offset - I'm only really looking to use this on textures other than the Albedo (I can move that within SU). If their is an Albedo set then I don't see the need to offset the other textures. For a simple UI I was thinking that you could drag/place/set the origin within the image tab; on top of the actual image.

    Texture size - The main reason this came to mind is that when you load in new textures the initial image size is... inconsistent. Perhaps if there is no Albedo to reference you could force a dialogue to ask what size the new image should be? Otherwise take the same settings from the Albedo texture.

    Texture size reset - I see where the problem might lie with "resetting"... perhaps there could be a global factor in a setting somewhere? ie 1px = 1mm

    Settings on tabs - 90% of the time I'm in the bump tab to change/set the scale of the image; tweaking settings for optimal results, the same thing as I do when adjusting the amount of bump. The other option would be to take a "Scale" setting from the bump image tab and put it on the main tab. (BTW Doesn't changing the brightness from this tab produce the same effect as changing the amount of bump?)

    Colour selection pipette - Just needs a little button beside the drop-down button; no need to change the existing pallet plugin ;)

    Floating material window - I understand that it could be annoying (I get annoyed with the settings one), but I work 90% of the time on a laptop without a multiple monitor setup; flicking between the two every time I change the depth of a bump or tweak the colour or change a material to see it's effect really has an effect on workflow. (If I am doing it a lot I split screen between them, but it's a thing that could be avoided and save a lot of jumping about.)
    Even better if the window could be docked or rolled up (perhaps with an auto-hide function? - wait x length of time or move the camera and it hides.)

    Selecting another texture - I would only want to change the currently selected texture to the one clicked on in the Enscape window. Without having to switch back to the native application. (This makes more sense with the floating material window notes above).

    Window title - Cool; You currently have no idea what the texture name is without referencing the native application. (Again this ties in with the floating window)

    Type - I like the idea that the key-word displays on un-edited materials to vanish if it's changed.
    Type Presets - If it could automatically pick up from key-words in the name like it currently does that would be cool: I could call things "Brick", "Tile", "Lamimate"... and have it pull my defaults for that texture. The wrinkle is how you then edit these key-words.

    Self Illumination - I understand that every layer to a texture adds complexity/run-time lag. However a self-illuminated texture cannot have a bump or a reflection layer, so really you have two less layers in that texture. And you can already apply a transparency - it just needs to recognize greyscale.

    Transparency - I do appreciate the complexity of this request, but I also think it would be an amazing feature; one of the "long term goals" perhaps?

    Not yet - it's in the "wish-list"

    What you can do is scale everything up around the grass; it's just over 100mm tall (120mm to cover the very tips) so if you want it to appear 10mm, scale everything up by 10)

    {Note: I can only comment on the SU version of Enscape ; it might be different in other programs}

    - As a shortcut to save time and file size I often use a flat colour as a base and apply a bump map to it - (floor tiles, coping stones, smooth cement render, ridge tiles, ...etc)

    It would be really handy if you could apply an off-set to any of the material textures (Texture, transparency, bump & reflections) so that they can be aligned properly without having to use the albedo texture or assign a texture to that material.

    - When assigning any texture it would be nice if the program actually looked at the image it's importing and pulled in a width/height from it (and had a button to re-set, and another to lock proportions so that changing one size automatically scaled the other). It would also be useful to see the width/height of the texture without having to tic the "explicit texture transformation" box.

    - The other settings for enscape materials would be good to replicate within the relevant tab for the image (eg bump amount slider within the tab where you see the bump image)

    - The Colour selection (seen on the Albedo and Illumination sections): Could a pipette to 'select colour from screen' be added? (As per the one in the SU materials editor)

    - If the material window could float above the enscape render window like the settings window does, it would be easier to change materials and see the effects of these changes "live".

    If this is possible, putting a pipette button on the same window to select a material from the render window would be really useful... as would be a way to roll it up/down and hide it. (Same with the settings window: a way to hide it other than closing it or dragging it off-screen would be handy)

    Specific to the sections -

    Window title - could the title be populated with the name of the current material? (eg "Enscape material: Chris_Hair")

    Type - Would be nice if it highlighted that a keyword was selected (eg "General - metal") and/or be able to select these keyword presets.

    - (requested elsewhere) If you could add your own presets to this list it would be great; perhaps a "save current material settings as preset" option somewhere?

    Self Illumination - (requested elsewhere) Since there are textures for the other settings, it would be nice to apply an illumination texture with white = 100% bright, grey = 50% black = 0%

    - It would also be nice to be able to type in a value for the Luminance instead of relying on a slider.

    Transparency - Tint only affects the objects seen through the glass; it does not apply any colour to the light as it travels through the glass (eg a stained glass window would not show coloured patches on the floor/wall)

    - Glass does not cast a shadow (this is related to the above) and the opacity does not affect the transmittance of light through it.

    Hey, that's what "wish list's" are for ;)

    If the end-goal is to have automatic weathering, then there may be 100 little steps that lead to that end goal - I agree that layered materials could be one of the steps towards it (that would also be cool) but personally I don't mind what steps are taken to get there.

    (I have an ongoing list of 100 more features that could be implemented... but I don't want to spam the forum any more than I already do :saint:)

    So I assume that the vingette would act as an overlay in front of the camera lens?
    So you could basically load up any mask for various effects; logos, HUD, Vingette, title box ...
    If this layer/filter could be dynamic then you could put other information on it (eg the mini-map, the name of a specific view, coordinate location of camera, perhaps file or model information?)
    Actually, if it was dynamic based on the "white" of an overlay mask having the same view settings as 'white mode', then you could do some really cool effects (as attached.

    The liquid filter is cool and I really like how it moves when you move, however there are a few adjustments that I think would improve it greatly:

    • Add colour - Occasionally I want to show wine in a glass rather than water, or coffee in a mug, or have a darker tint to show deep water.
    • Edge refraction - slider for the amount of convex/concave bend at the edge of a water texture; in a glass bend one way, puddle spill bend the other.
    • Slider for density - How close the 'waves' are; small and it looks rougher with wind, large and it is smooth on a windless day.
    • Slider for wave height - Ocean waves or storm in a tea-cup
    • Animation - Set a direction, speed and have the ripples move constantly in that direction; ocean waves to flowing river to mill-pond calm.
    • Special animation: Rain - Set size and density for random concentric rings on the surface of water.

    Would be better if these were set per texture rather than a global

    Currently there is no greyscale mask - only a b&w one: the image above used a greyscale gradient, then converted it to B&W (in a paint program), then used this as an emissive mask. Since the gradient is formed by using less and less "pixels" as it gets darker, but each pixel still gives out 100% light. This is a work around that will always have noise because of the way it works. (I made the mesh big so that I could shrink it within enscape to lessen the noise)

    However if there was a greyscale mask then the brightest 'white' would emit 100% of the light, a 50% grey would emit 50% of the light and a black would emit 0% light. This would produce a seamless, no-noise fade and allow for some cool effects... but it would still be a work-around solution.

    I don't know - I can only go from my own market place experience; I've been in the home improvement industry for over 20 years - presenting client's dreams in an attempt to get them to pay for what they want (rather than settle for what they can afford): It used to be plans and a nice 3D image were all the sales tools you needed. Now I think that 2D plans are beginning to become meaningless - I can walk customers around their house, seeing their garden and show them exactly what the proposals will look like. I can flip between two or three options instantly at the click of button; change flooring, colours, lighting.... The 2D image is a becoming a memento you collect from the gift shop on the way out the door.

    i'm even considering 3D printing some models for a take-away memento instead of a paper image.

    I've gone waaay off topic, but the point is that I'm not sure that time/effort spent in post production features is time well spent - it might be nice to add some different animation effects when jumping between saved scenes and as a side effect they could be used as post-production effects... but personally I think if you are doing any post production then you are going to be using paint software and in all of them it's one or two clicks to add a vignette.

    Unfortunately that works on the following formula:

    - transparent 50-100% (Black) = off

    - solid 0-49% (White) = on

    Which can produce some cool effects like the above and I have used it in the image below to get an OK representation*, but it's grainy and not as smooth as it would be using a grey-scale to control the intensity. (...Or if I could get the emissive material to give the same effects.)

    * (Created a gradient at a large scale, converted it to B&W and shrinking it for use as a transparency image on an emissive surface)

    Yea; I would do that for finger-grips in a kitchen and I do similar for the under-unit lighting in a kitchen... however this is a picture-rail at 2.2m in a 2.8m tall room; I suppose I could make bands of progressively less emissive texture going up the wall, but that seems a bit excessive.

    Just a thought: if I could apply a transparency mask that made 0% luminosity at black and 100% at white I could just make a simple wall mask. (<- wishlist request)

    Default settings - I just clicked the buttons for start and stop points, then export.

    What puzzles me is that it's only a few frames in the middle of the video; the rest are OK. And that it didn't happen when I did it for other paths where there is a lot more reflection.

    This is my first exploration into the video function of Enscape; for some reason the middle few frames of my first animation are pixelated. Others generated after it seem to be decent quality from start to finish. Is there something or a setting I've missed somewhere?

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    I am trying to show 'channel' lighting that is hidden behind a picture rail - technically it's a strip of LEDs at about 12mm spacing, but I don't want to fill my model with hundreds of lights.

    My 'standard' trick of just making a hidden surface emissive doesn't seem to work in Enscape (And if it's turned up too high the light bleeds through the model surfaces.)

    Is there any trick to produce a consistent light over a length? Could a custom IES profile spot be shone horizontally? Any ideas?