Posts by TowerPower

    This is the latest problem with Enscape. When I try to load a large model, it churns for several minutes with nothing happening. I close the Enscape window and try to start it again, but this message comes up:



    The model is 222 mb, so quite large. I'm running the latest preview version and a 2080ti. I'm about to update my graphics drivers and see if that makes a difference.

    This looks like a wine tasting room. I'm assuming your Portland is Portland Oregon?

    Dang good guess - right on all points :) This is one of the early schematic options.

    That's totally fine! Nice rendering! :)

    Thanks! I was going for the clay model look. Some of the earlier variations included a physical sky, which was compelling, just a little too finished and realistic looking for this early stage of the design, when things should appear lose. In addition to going with a white background, I turned the clouds all the way up to make the shadows less pronounced and lose the orang-ish hue coming from the sun (though I suppose turning the saturation all the way down would have also worked).


    It wouldn't improve any of Enscape's shortcomings.

    1. Enscape is not used with zBrush-sculpted meshes that have billions of polygons. Enscape is well optimized to handle huge numbers of polygons, so this is very rarely a bottleneck even in ambitious SketchUp or BIM scenes.
    2. Enscape's path traced GI lighting system operates on a very high and scalable quality level + also runs on non RTX cards with a special compatibility path. Frankly, a gaming engine has to handle much more complicated cases (think of particles, breaking geometry etc) but for Enscape, path traced GI is the best way to go.

    Wouldn't you say the underlying hardware still has promise though? While it's true cad models rarely reach the complexity of z brush sculps, what if the Enscape asset library supported super high quality models with that level of detail? Imagine lifelike trees and plants and people. And while Lumen doesn't actually appear to rely on any RTX cores (similar to Enscape's GI implementation), harnessing them only stands to make things better in the future, as Enscape has started to do. Rumors are swirling that the next generation of nvidia cards (Ampere) will have something like 4x the raytracing power of Turing. Perhaps that will finally be enough samples to support full path tracing? One can dream ^^ ...

    Really impressive demo. Enscape already has global illumination (albeit with more room for improvement), but the mesh shader thing or whatever technique they're using for Nanite to be able to load/compress billions of polygons in real time certainly seems like it could have some benefits for heavy architectural models!

    On Ultra settings, Enscape already offers multi bounce for the indirect lighting. The Minecraft RTX thing is impressive but let me tell you that having a world that consists only of boxes makes it a bit easier ;)

    This video with the developers of Minecraft RTX is even more interesting if you haven't watched it yet:


    They go into quite a bit of detail about their path tracing implementation, and by and large it looks very similar to what Enscape does (https://gpuopen.com/deferred-path-tracing-enscape/), except you were two years ahead of them! (perhaps they studied up ;) )


    They mention a couple times in the video that the techniques used shouldn't be applicable to only blocky games like Minecraft however, and indeed they're using PBR materials as well as smaller more detailed elements, not just simple blocks. I'm guessing where performance probably becomes an issue is with reflections though? With diffuse global illumination being irradiance cached over multiple frames, and BVH's being adjusted dynamically based on scene complexity, GI performance is independant of the number of polygons, as you mention in your Enscape article. But reflections present a challenge because they're typically changing constantly per frame and have to represent objects that are off screen. The Minecraft developers mention how they load blocks of the environment that are off screen without knowing for sure what will and won't influence the visible scene. Doing so with detailed architectural models no doubt takes a lot more memory though, which explains why you dumb it down into simplified geometry for the purposes of reflections. Granted they've been improving steadily over the past couple years, with things like textures added now, but do you see any hardware specific things like RTX that if adopted have the potential to vastly improve them I wonder? Improvents to geometry streaming or LODs?


    Another interesting things they mention is that more horsepower is spent on denoising in Minecraft than raytracing itself. As they say, there's a law of diminshing returns the more samples you add (2x, 4x, 8x etc.). Like Enscape, they're not using any sort of AI denoising, just temporaral filtering. They use different denoisers each for diffuse GI, reflections, and shadows, with multiple rounds of each.


    Btw, maybe Digital Foundary would be interested in doing an interview with the Enscape team? I realize they focus primarily on gamers, but realtime path tracing is right up their alley.


    Here's something else new and exciting - Minecraft RTX!


    Watching this video is pretty fascinating - they're really doing full path tracing it seems, albeit with very blocky graphics, but still, very impressive


    Seems like a good challenge for Enscape to acheive ^^ (I bet you're already working on it ;)) There are a lot of similarities to the way things work now, but they take it a step further with the number of bounces (8), and support for caustics and other effects.

    It is hard to compare the gaming techniques with what is used at Enscape (at least without going into technical detail) because the goals and requirements are much different. We will most likely not use DLSS but improve our existing state of the art filtering and upscaling solution.

    Has the annoucement of DLSS 2.0 changed anything? It sounds like it's gotten a lot more reliable than before. Theoretically you could use it on top of your in house filtering and upscaling, and improve performance even further. It sounds like they've trained the network to be pretty universally applicable, so Enscape should theoretically work with it out of the box.


    If not though, perhaps there's still a way to take advantage of the tensor cores in RTX, which presumably are sitting dormat within Enscape currently, correct? Though that would require training your own networks. Neural networks are one of the hardware accelerated features alongside raytracing that are only going to become more common in future graphics cards (including from AMD).


    https://www.pcgamer.com/nvidia…speed-boost-from-dlss-20/

    Hello, I wanted to try your render software, but unfortunately my RTX2080Ti is buzzing while camera moves in scene and I found that's a known issue. So untill you will not make your software fully compatible with high end technology, I will prefer another render softwares.

    I've experienced this as well with my 2080ti and it's really annoying. As Demian notes though, the problem isn't Enscape, it's Nvidia. We went to the extent of swapping out the graphics card entirely, but the new one had the same problem. It seems to be something that's present in all 2080tis. The good news is the noise feels like it's gradually decreased the longer I've owned the card, perhaps from being broken in. It's definitely still noticeable though, but you get used to it. Hopefully the next series (3080ti) won't have the same problem (come on Nvidia!)

    We could use a lot more high quality plants in general. The ones from Evermotion are great, but there are only a select few to choose from. Also, currently they're primarily trees, but smaller plants are necessary as well. Really looking forward to seeing more quanitity/variety in the upcoming versions, not to mention blowing in the wind!


    The new vegetation from Twinmotion 2020 (from Megascans/xFrog) should be the quality standard to shoot for ;)

    Another thing that should help is to change the roughness value of the material to be either darker or lighter. Grey values produce the most noise because the scattering light can't resolve fully.

    Can someone teach me how to use Normail Map in Enscape????

    How many map I use??

    Where is the Normail Map Button??

    It's not advertised at all, but when you use a normal map in the bump map texture slot in Sketchup (through the Enscape material editor), it correctly identifies it as a normal map and you'll see the name change from bump map to normal map. For Revit, I believe it's the same process (inputting the normal into the bump map slot), though obviously Revit has it's own built in material editor.