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?
Posts by amendoim
-
-
Thanks Demian Gutberlet when i have some time, I will revisit some scenes where this was problematic and try to decrease ambient brightness to 0%. Will report back.
-
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?
-
Hi, I was wondering if geometry loading is currently multi-threaded on the CPU? I assume meshlet unwrap might already be multi-threaded.
-
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?
-
Wow, in my wild imagination I often dream of marrying Vray features with Enscape features. I can't wait to see potential future cross bleed of technology. I am excited.
-
-
+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.
-
Exactly like that.
Thank you Clemens,
I will give it a go again. Seems like it worked for others. And yes, I too am looking forward to the re-worked material shader where displacement is a seperate channel with parametric controls.
-
Ted.Vitale you'll have a dedicated Displacement map option where you currently switch between Bump and Normal map. If you want to combine a normalmap with a displacement map you'll have to combine them into a single RGBA texture for now. Then Enscape will recognize it correctly and use the RGB channels for normal and the alpha channel for displacement.
This limitation might be lifted in future versions down the road though, but will require some overhaul of the current Material Editor UI.
Hope that helps!
Hello Clemens,
Can you elaborate more on combining normal with displacement into a single RGBA? Would the monochrome displacement be copied into the Alpha channel? Or is it a matter of overlaying two images with displacement as multiply and saving as .tiff. I tried both and the displacement isn’t picking up.
Thank you! -
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!
-
If multithreaded loading of texture is possible, can geometry loading be multithreaded as well? If one were to move from a CPU based renderer and have a high core count CPU, it would be ideal to use parallel central processing power for loading scenes.
I know all CAD 3d Modelling is linear/single threaded tasks, but wondering if handling/loading can be multithreaded like texture loading. For my workflow, sketchup scene needs to be loaded into the real-time render buffer in order for any tweak of visual settings. I cannot work blindly without this feedback, so I am not sure how the two step process suggested here would actually work.
-
+1, a respectable fully parametric Fur/grass material /geometry would give me one more reason to full migrate from VRay to Enscape.
-
Perfect! Thank you Demian.
-
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!