I would guess you have a different material on the back side of the sphere faces
This is a request from one of our architecture focussed end users - they use the white mode a lot, but would like to be able to exclude materials/objects from becoming white (like the transparencies are)
For an example, they would like to be able to leave trees and landscape features as they are.
I struggle with the autoexposure in this too (some more metering options would be nice)
However , one way to work that might help you is to use openEXR and expose your image in photoshop rather than in Enscape.
This is what I do for shots that I’m going to be processing more.
You will need a really powerful windows PC for it to be useable; however
It should go something like this (from memory)
Download the Oculus software
it will jump through a few steps of installation and downloading
Once this is done, you need to connect via high speed USB 3.0 cable. Your PC will also need to support this : look for one labeled USB SS (super speed)
The Quest 2 charging cable can work, but might be too short to use. Test it , but Otherwise, jump on amazon and get a Quest link cable.
When using the Quest Headset, you go to settings: Quick settings: oculus link
The connected laptop should pick up your headset and the Oculus PC interface should load.
Start up your enscape file and click the VR button.
You might want to turn the visual settings down to draft or medium
You should see a view of what the headset is seeing on the PC screen and you should get a VR view in the headset.
It would be super great if the default material wasn't treated as pure white 255,255,255 - obviously this is a value we shouldn't be using anyway and I think it would be beneficial for those not aware of that.
Maybe something close to what the white mode uses would be more appropriate.
Or even better, being able to choose it in the settings somewhere
I've just been exploring a model with Quest 2 and the new Airlink features.
Works Flawlessly with Enscape.
It's amazing just how the sense of scale is changed when you are inside it and not just floating around it
I think that sounds like a nice solution, but It would still bet that it would require a different set of technologies to make it happen.
You'd also probably end up with different results to the realtime view and the "offline" render.
It's not that doing it "in Realtime" is impossible - videogames can do it, but those scenes are all designed around keeping rendering really fast and memory usage low. There are teams of 100 of artists optimising every single material and asset to squeeze every last drop of performance in a scene.
Nobody does that in Archviz, it's just not practical.
If Enscape were to release the same type of thing into the wild with enscape, they have to consider someone using it to create displaced geometry soil over a 5km square or using it to add wood grain onto a warehouse floor.
Which might be ok if you have a Dual QUADRO 8000 with 88GB of VRAM, but this is not the case and the primary users of Architecture visualisation are not concerned with optimisation of their models, so I can't imagine it would be a good use of resources to do it , when so few people can make use of it.
If you are using non pbr compliant white, it will be more obvious.
If you are trying to do white walls in an interior , try making sure your value or brightness for the colour (B) in the HSB mode for material colour in SketchUp is below 90
I tend to use 80 for a white painted wall( 204,204,204 in RGB) - it will look a little dimmer, but it will render better overall.
It's also super demanding, which perhaps makes it less suitable for real time rendering - imagine the amount of extra geometry that needs to be created for a load of pebbles.
I guess in future it may become more plausible as machines get more powerful and algorithms and software/hardware tech improve.
I've used skatter on projects with enscape, if you are using suitable assets enscape will do well with them. Obviously if you are planting a whole forest, then expect some major fan noise from your workstation.
You can use it with more detailed assets using transmutr to create enscape ready assets with placeholders for inside of sketchup (a must for plants!) so that SketchUp doesn't have a meltdown.
You can also use the custom assets function in enscape to achieve the same thing
Isn't there an ability to lock visual settings to the scene?
Yes, you can create a visual preset and link it to the enscape scene.
The enscape visual preset gives you full control over the exposure, so this problem is already solved.
If you are using one of the lower quality rendering presets then it may have fallen back to a screen space reflection.
Try turning it up to ultra and see if it still does the same.
For those interested
Resizeable BAR is something that is controlled by NVIDIA (not by developers), but you can now force the Nvidia drivers to engage it for non whitelists apps.
Obviously, you need GPU and a motherboard that is compatible/updated for it and this hasn't been tested ,so it could potentially cause weirdness.
This is one area that I find tricky compared to other keyframe-based editing/animation solutions.
It would be really great if I could apply some post-process colour correction using an loaded LUT. This would allow me to keep things looking the way I want in realtime.
Obviously easy to do in video editing and photo editing, but I'd like to see it there for VR etc.
It sounds like if you are getting close to your machine's memory limit, then this will be a key factor as to why things aren't behaving so well for you. Having a faster GPU will be faster, but you'll still be bumping up against your video memory limit , which means you can't use more materials or more geometry beyond what your current machine handles.
Thought I would report back that setting it to displacement give incorrect result whereby the normal is interpreted as displacement, but setting it to normal gives correct result, the normal is reading as normal bump showing up in the micro details and the parralax displacement adds another level of bump in the macro details.
Let's compare textures
Glad it works for you!
Should also work with other formats that support an explicit alpha channel (like png or tga).
Figured it out.
Perhaps a photoshop quirk? - I had to apply the displacement map as a layer mask to the RGB normal image - then save as a PNG
Adding in an alpha channel did not function as it did for the TIF.
Works great! Thanks
I'd love to see the displacement and normal intensity settings decoupled in future
I think that's a good idea too, the Desktop equivalents are always more powerful too.