Posts by Adam.Fairclough

    I'm running Revit through Parallels on a Macbook pro M1 & as has been well documented, Enscape is incompatible due to the limitations of Parallels Open GL support. Is there any chance that the upcoming Enscape for Mac release will somehow allow for mac-based virtual machine Revit users to workaround these issues?

    Assuming no because this is a less-common setup, but it would be great to know if at some point there will be a feasible solution to running Enscape/Revit on an M1 machine.

    Also - I assumed that I would be able to at least run an enscape .exe in the parallels environment (again, this on an M1 machine) however it appears that does not work either.

    That sounds like a question for parallels - it sounds like they need to improve their open GL support.

    Enscape is moving towards Vulkan too, which parallels also doesn’t support.

    While compatibility is being sorted out with M1, anyone know if a temporary solution like using a Black Magic eGPU would work?

    I'm not sure if you mean for the older machines or the new ones , but Apple don't support eGPUs on the M1 Macs currently - and it's uncertain if they will in future.

    Perhaps when / if they rejuvenate the Mac Pros with their own chips then we will see support.

    For regular scene textures (except displacement maps) only (the standard) 8bit precision per channel is used - going higher there (e.g. using EXR) doesn't make sense for regular renderings.

    That’s great thanks, good to see displacement maps use it.

    Also, is there an upper limit on the resolution that Enscape will use for textures?

    If you have a SketchUp subscription, you can have it installed in 3 places at any one time.

    Alternatively you could export from SketchUp in .IFC, which is something Revit can open easily.

    Very interesting, Adam. I have never made use of normal maps before 😬 but I like the way you have so clearly described how to do this. I will try it!

    Normal maps were the newer version of a bump map, so those are the ones that you should use most often - only when you need a deeper relief might you need to also use a displacement map

    I don't have relief either with my displacement map (for very rough concrete). It's a PBR texture from ShareTextures. Just the shadow, but flat, with no relief.

    Here is a quick guide as to how to get it to work - I'll use a sharetextures example : Brick Wall 5 in 1K (a sensible choice for real time)

    Also worth noting that Sharetextures seem to use 8bit Jpeg files - ideally we would like 16bit PNG files for this.

    I'm going to extract these into a folder and open the Normal Map and the displacement map in Photoshop

    When the normal map is open I'm going to open the channels and press the plus button

    This will create an alpha channel

    now go to the tab with the displacement map in and press ctrl-a (select all) and ctrl-c (copy) to copy this displacement map

    Go back to the normal map tab and paste the displacement map into the black alpha channel

    If you click the eyeball next to RGB in the bottom right , it will show all channels combined - in this example it looks a little more red than it did.

    Save the file as a tiff.

    Load this into Enscape's height slot and choose "displacement"

    This will load both the displacement AND the normal information in

    Notice that Enscape shows the alpha map we loaded in as the black details

    This will give you a nice result than using just normal/displacement, but as is always the case with Parralax occlusion maps (which is what the displaceme is) this does not change the silhouette of the object

    RTX 3080 Ti

    We specifically upgraded to this GPU hoping for better performance and quality using RTX but honestly, most of the time I end up disabling Hardware-accelerated Ray Tracing, NVIDIA Denoiser and NVIDIA DLSS because of crashes. When I say crashes, I mean like hard, SketchUp just closes crashes.

    Are you using the Proxy versions inside of SketchUp?

    It's not going to affect performance until you've used up that memory.

    My laptop workstation has 6GB and I've got some full masterplan sized projects that get close to that - with raytraced shadows enabled I will get messages telling me I'm running out of memory.

    It's going to depend on the complexity of your project and how well you optimise it to work within that memory budget.

    I don't know what the logic is for what is a duplicate , but if you try importing the same enscape texture into a model multiple times, then renaming each one, the plugin merges them.

    (I just gave it a go as I've never given it a thought about how it works)

    I guess even just merging duplicate RGB triplets means there are 16million+ possible combos, so the chances of erroneous merging must be small

    The plugin is super useful, one of my most used!

    I use these settings reguarly

    So there are a couple of things being talked about here

    I'm guessing the lumpy bumpiness is down to the density- which itself affects performance quite rapidly.

    Other renderers that aren't targeting realtime outputs, may increase the density and/or use geometry to improve the fidelity of it.

    Or just make it huge and keep the density low : here is an example from another renderer cited in this thread.

    Obviously this comes with it's own issues when you want to make a nice tidy lawn.

    Ultimately Enscape is a real time renderer with unique focus on real time output and of course this comes with other compromises vs renderers that are targeting other performance metrics or render outputs - I think it is important to understand the tool you are actually using and what it has been designed to do.

    So there are a couple of solutions : one is to use Skatter : which handles the placement of geometric asset grass with proxies really amazingly.

    You can use free plugins to try and do similar things, but experience tells me that SketchUp + 1000s of pieces of foliage will make your machine cry - even other realtime renders make my machine cry if I try to populate a large area with grass or trees.

    One thing you could try in areas that are particuarly close to camera where you need that extra density is to brute force it.

    Here I've just duplicated the face and lifted it a tiny amount above the original plane, there are now twice as many bunches of grass occuping the area. I've made the 2 layers white and green so you can see this more easily.

    This will fill in some of the gaps

    Other things to check to help the appearance : two sided faces

    This face is black on top, but "grass " material on the bottom : note how it respects the top colour but grows the grass from the rear side.

    Bug or Feature?

    Of course, you can use this to your advantage if you intentionally want the grass to look a bit more sparse or as if it's growing out of soil.

    Another way to do this is to reset the scale of your whole model and make it huge which effectively increases the density by reducing the size of the grass - obviously this is a little more destructive and not so useful if you want to set up permanent scenes. it may also have other effects in places where distance is taken into account.

    Hello everyone -

    I am very new to Enscape, and need to know a good laptop to get to support Enscape with Sketchup. I have a MS Surface Laptop, but the video card is less than 1 Gb so I can't really do anything in Enscape. I'm looking at Dell Alienware laptops now, but how critical is the video card/memory, and does anyone have a recommendation for a good device? It's not for gaming or anything...just interior design renderings.

    Looking for something around $3000 - $3500?


    We are just on the cusp of there being new machines featuring intels' 12th generation CPUs -I would make sure you are grabbing a new model with one of these - they are faster, cooler and more efficient.

    If you are working in 3D, especially something like Enscape, then you want to be paying attention to the GPU. a 3080 or a 3090 with the most VRAM available will serve you best.

    These new chips have also benchmarked better for single threaded performance, which is what you want for working with Sketchup (which doesn't really care for the GPU at all)

    I thought so too, however Enscape native materials use what looks like a Normal map for the displacement setting.

    Take for example the pebbles material... Pebbles 01,Brown. Notice the Heightmap type is set to Displacement.

    Enscape supports normal maps and height maps simultaneously- the height map is embedded in an alpha channel of what would look like the normal map.

    So in the preview it looks like they are using a standard normal map, but it’s actually a displacement map + a normal map.

    You can’t change the silhouette of an object using a displacement map in Enscape - it’s a hologram on the surface , an illusion.

    Most real time renderers avoid doing any geometry based displacement as it is too intensive - that sits in the domain of offline renderers such as v-ray , where performance is not so critical.

    I think it should be white to be having no effect - I think that white or that value of 1 is multiplied against the original value of the pixel, thus creating no change.

    It may be that the 3D package used to create those models is not matching the correct gamma output that Enscape uses for it's texture, a SRGB/Linear mismatch would cause textures to become too bright.

    Where is the model from?