Posts by Adam.Fairclough

    Adam.Fairclough

    Interesting. Thanks for the info.

    Architectural renderings tend to not be on the same level as gaming, probably due to time limits. (And since it's not most architects' main skillset, including me.) But that doesn't mean I shouldn't understand it and try to do better. :P

    For sure! It’s just another challenge we have to design around and good to know you aren’t doing anything wrong, it’s just how it is with the technology we are using.

    There are lots of things that environment and lighting artists would love to have access to that we have with enscape!

    Also, if you are using a 100% white material , that can create weirdness as it’s not a material that can really exist in the real world - certainly not int be case of a generic material.


    Try taking it down to something closer to 80-90%


    Also, if you disable auto exposure, you will get a better sense of how lit your model is.

    You will need light, this is unavoidable, Enscape’s ‘camera’ relies on light , just like a real camera does- and just like a real camera, if you try to take a picture in a pitch black room without a source of light, it will look bad.


    I’d check you have the rendering quality set to “ultra” - I’m not sure if this affects reflections, but certainly worth checking.


    But as a rule , The reflections looking different are a product of how Enscape’s real time rendering works - if you work with stills then you may want to do something in post processing or consider passing it across into V-Ray to handle the reflections, where you can have as many bounces or light as you need to solve this.

    It's a paralax occlusion effect being used to create the illusion of depth - being like a hologram is kinda a good description of what it is doing.

    Tessellating the geometry is typically too demanding for real-time, which is why it tends to not be something you see very often.


    Over in game world where this a super common thing, physical geometry of bricks is sometimes used on the edges to maintain a required sillouette, but it's probably not practical with the tools you are using,

    I've had a few users having issues with SketchUp on Mac who are using Google Drive - I have similar issues sometimes with OneDrive as my computer automatically tries to sync some of the folders that Enscape places assets and things in.


    I suggest you disable any cloud storage/network syncing you may have running and try again.

    Hi guys,

    I was wondering if I can build my own assets? And if theres a good place to learn how.
    I work for a landscape architects in Canada, there are some great tree assets but not a great deal of Alberta type ones.

    I wonder if I can make my own and how?
    Id be happy to share them once Im done
    I really love this program, keep it real guys.

    Jo

    :thumbsup:

    There is the Enscape Asset editor - this allows you to import in external files, set them up with enscape materials and then save them for later use

    ^yeah, I suspect it isn't the texture itself, rather a problem with the extra data that SketchUp has with that in an xml file.

    Programs can write information about PBR materials for example into this - Enscape stores whether a material is rough or smooth for example and it means that info is saved inside the material rather than by enscape itself.


    Because this sketchup file can also hold lots of software specific data and some programs will try to read each other's information, I wonder if this might cause some confusion if there is a conflict


    I have a library of materials that I use where I've preset various enscape parameters to them, so no matter where I open them, they look right.

    I think this is because in rep time applications Global illumination and Direct light are separated out to be more efficient.

    When you turn off a direct light source then you aren’t actually casting and shadows. Which means that the leaves are all the same colour.


    Try turning down the sun intensity to a very low value (1%!) , and making shadow sharpness lower.

    I spent my afteroon trying to solve this issue with Kalli as we are the Enscape distribution partner.


    Enscape team - I managed to narrow it down to just a single texture contained within a model

    If it is present we both got this Vulkan Error on both of our machines



    2.09.05 17:51:22.931 +01:00 [RenderWindowHostThread] | INFO | Starting Enscape

    2022.09.05 17:51:26.279 +01:00 [RenderWindowHostThread] | INFO | Enscape started - elapsed: 3347ms

    2022.09.05 17:51:28.088 +01:00 [1] | WARN | API Error: BeginUpdateWorld: Invalid operation (No error)

    2022.09.05 17:51:28.537 +01:00 [1] | WARN | API Error: EndUpdateWorld: Invalid operation (No error)

    2022.09.05 17:51:28.901 +01:00 [16] | ERROR | Rendering error (CONTEXT_LOST): 'Vulkan Error: vk::Queue::submit: ErrorDeviceLost at queue submit.' occured while at: '-29.90974, 3.819451, 18.58546'

    2022.09.05 17:51:28.909 +01:00 [16] | INFO | Enscape exited with return code: 1


    The solution is to delete it from SketchUp, but it might be good to know what caused it or if there is a way to identify a similar issue



    I've attached a piece of offending geometry with the texture in the file - (a log is contained within) if you want to try and replicate the error.

    Files

    • corrupt.zip

      (531.77 kB, downloaded 59 times, last: )