Posts by amendoim

    Hi Demian Gutberlet , Thank you for your reply. I work with very large scenes which encompasses interiors + exteriors, lots of Furniture and environment assets. I try to author very light game assets from SpeedTree for vegetation/foliage. I more so want to get an understanding of the geometry loading process, and to know a target polygon count that would be ideal. So far, with experience, I've come to realize anything over 100,000 polygon/tri count will slow down the loading significantly. With experience, I sort of can guess how long the loading process might take. I have many cores in my CPU,. When it is loading texture, it is taking advantage of this, but I wish it was the case with the initial geometry loading as well. I understand DCC softwares are single core when it comes to processing geometry. Maybe this is the limitation, is there any possibility in the future that it can become multi-core?

    This happens in SketchUp + Enscape as well. Demian Gutberlet, is it a delicate balance getting the GI to pump into dark spaces, which is great to cut down the work on balancing lighting and camera exposure, interior spaces look great even without lights purely from GI coming from openings. But I guess there is an unintended side effect that small gaps between objects always have extra glow, perhaps from too many bounces of GI?

    Thanks Tim for your input. Yes, all translucent material is a struggle. See these noisy light diffusers: very very bad! More importantly, there is some weird threshold with Opacity around 60 when everything just turns black, and one has to play with the roughness to prevent that. But what if I wanted these glass to be smooth and glossy, which I had setout to do but that is not possible. I agree Enscape badly needs better material shader solution for sub-surface scattering, two sided material. The foliage material as it is, is not completely functional. I had looked at Enscape's roadmaps for future development, I am a little surprised that they have not prioritized advancing material shader development, especially now that they have combined with Chaos group and possibly have at their disposal for getting ahead in this aspect. Enscape, please develop advanced materials and expose more parameters for user control.

    Right. I've noticed seasoned Enscape users are masters of these work-arounds. I wonder, if it is more importantly a render quality issue.; Enscape not exposing any of render quality parameters for end user in favor of ease of use and for faster render times.

    Thank you Andy. I had been using a mid-gray texture @3840 pixels as cutout transparency which gave noisy linen like result. It was not my intention. I recall trying an actual texture as well in the past. I will give it a try again. Do you think the resolution of the texture matters?

    I wish Enscape will take further their development of material shaders for fabric, and other sub-scattering type materials.

    Hello, I am struggling with making sheer curtain with foliage material. It used to work really well in previous versions of Enscape. Now I get very dark results whenever the opacity dips below 70%. I have had to use a map to drive opacity instead but doing so manifests a very noisy texture. Anyone know a good setting for curtain?

    +1 for Fresnel Fall Off texture. In the mean while maybe add option for normal render element so we could fake it ourselves in post?

    +1, Limited by Sketch Up software and also hardware VRAM at the moment. But one day when hardware catches up, I would hope to return to 3DS Max. Sketch up is just not meant for visualization.

    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.

    In the main UI, is it possible to add a confirmation to the Export button.? I've accidentally pressed it on numerous occasions when the scene is already exported and thus wasting how ever many minutes sometimes up to 15~20min on an older machine for it to reload again. Maybe a cancel button? ;( whenever this happens it makes me want to pull my hair out!

    I was thinking simple horizontal rotation on the z-axis for just the HDRi to change the sun azimuth direction (not the elevation angle) as animating that would indeed tilt the HDRi map. In the slider of the skybox set up, there is a setting to rotate it, as it rotates, the sun direction also rotates. I was thinking maybe this setting could be part of the video editor for the key frames and the rotation could be tweened between keys?

    I see the ability to animate time of day, though if one is choosing HDRi with the brightest point as Sun Direction, is there no provision to animate its rotation? Maybe this is more of a feature request, but thought I would check in as a question in case there is a way to do this. Thank you!

    Hello Enscape developers,

    I know that 8k support is there. I am UV painting large terrains, a small cottage island to be exact and still 8k is just not sufficient. Substance Painter now supports UDIM and I understand it is also planned for Quixel Mixer. Just wondering if UDIM texture sets can be integrated back into Enscape in the future. I don’t really know what and if that can be made possible.

    Thank you!

    Thank you Demian. Very happy to hear that it is already in the agenda. :)

    I've read on another forum threads that 2D displacement (ie parallax type) will also be implemented. Wondering if you are able to tell me if both of these features: displacement and map enabled grass distribution will be in the next releases slated for the coming month of November 2020?

    I am also curious if not an immediate release, but for future development, more advanced material editing and GPU procedural textures will be added, such as AO, curvature, fall off, multi-sub-object etc and the ability to perform addition/overlay mix functions for complex materials. It feels like the quality and speed of the visualization is really competitive compared to Vary if only materials/texture editing ability is there.