Enscape provides its own native Material Editor that can be used in conjunction with the native Vectorworks’ Object Info’s Render tab, as well as the Resource Manager, to create visually stunning images such as the ones our users usually achieve.
Enscape also provides a Material Library with pre-built PBR materials that can be imported into the Enscape Material Editor. This way you can bring in materials into the Material Editor without first creating the material inside Vectorworks.
Using some detailed Bump and Reflectivity maps
To open the Enscape material editor, make sure the Enscape Tool Set is available via Tools -> Third-Party -> Enscape -> Add Enscape to workspace and then click the Enscape Material Editor button in the Enscape Tool Set:
Enscape Material Editor
NOTE: If the Material Editor opens but is blocked with a notification informing the user that the license key has expired, or that there are no seats available on a floating license, then please refer to this article.
The Enscape Material Editor
Two other functions that are available in the Enscape Material Editor are the menu button at the top which allows you to either Batch Import *.mattpkg files, or import materials from the Enscape Material Library.
Import options
You can also set the location where materials will be stored (such as a network drive) via the ‘gear / cog’ symbol at the extreme bottom left of the Material Editor dialog and this is also covered in the Material Library article.
Materials' Location
The following shows how to import a PBR material from the Enscape Material Library into Vectorworks.
Material Types
The “Generic” material type is suited for any materials that aren’t supposed to be rendered as grass blades, water surface, or have translucency applied.
It gives you control over the color, reflectivity, transparency, and surface relief (height) of your material.
This is the default material type and can be used for the majority of all possible materials.
Generic Material Type
The Albedo area controls the basic color of the surface you’re designing. You can either select a color, or choose a texture by clicking the blue folder symbol. If choosing a texture, you’ll also receive a “Tint Color” menu, allowing you to easily change the color of the texture used. Control the amount of influence on your texture using the “Image Fade” slider. Of course, Enscape will use any UV information (texture placement) it gets from Vectorworks.
The Albedo area with no texture applied
Albedo area with texture applied
Albedo Texture on Sphere
It is also possible to add a video texture to the Albedo texture slot. The following formats are currently supported: .mp4, .mpg, .m2v, .3gp, .avi, .mov, and .mk.
When selecting a video file as the Albedo texture, transparency-related material settings are limited to Cutout-Transparency only where you can apply a mask texture. The adjustment or inversion of the brightness of the video texture in the Enscape Texture Editor becomes unavailable in this scenario.
The Transparency area lets you control the opacity of your model, or, in other words, the amount of light that can travel through the surface, allowing you to see what’s behind it.
Transparency Options
The Transparency area
Transition from transparent sphere to one with transparency texture applied
The Height option in the Enscape Material Editor allows you to utilize so called Bump, Normal, or Displacement maps in order to simulate bumps, wrinkles and dents and the lighting of these.
Bump maps can be any black and white 2D images. They tell Enscape to interpret a surface as protruding (bright parts of the texture) or recessed (dark parts of the texture).
Normal map are a type of Bump map that require an image with RGB values. These RGB components correspond to the X, Y, and Z coordinates, respectively.
Displacement maps are an enhancement of the bump mapping or normal mapping techniques applied to textures. Normally an Occlusion Map is the type of image you will use for Displacement maps. The actual technique employed in Enscape is called quadtree parallax displacement mapping for optimum performance. It’s worth noting that Displacement maps are incompatible with transparent materials so the entire “Transparency” section becomes unavailable where a displacement map has been applied (including mask textures). Furthermore, the brightness of Displacement maps cannot be further adjusted or inverted when editing the texture inside the Enscape Material Editor itself.
Height maps are incredibly valuable for realism in your images and this cannot be overstated enough!
Height maps can make for incredible surface detail and noise, without actually affecting or adding more geometry. You can use this feature for noise on concrete surfaces, wood, tiling, or even full reliefs! This can go a long way in convincing the viewer that they are looking at a realistic picture.
Textures that are available online, either paid for or free, will generally have a Normal, Bump / Height, Occlusion map included or available additionally to the basic Color texture.
It is also worth noting that normal based self-shadowing of material surfaces implemented. This feature further improves the depth perception of materials, especially with displacement maps. It’s active for sun light only when the Rendering Quality level is set to “High”. On Rendering Quality level “Ultra” artificial lights will also cast normal based shadows.
Applying a Bump map
Applying a Normal map
Applying a Displacement map
As powerful as this feature is, it’s very easy to setup. Just select an image file using the blue folder button. A Bump map doesn’t even have to be black & white, as Enscape will take care of that for you.
Normal Maps must have an RGB value in them.
As already mentioned, Displacement maps would be best served with an occlusion map if available.
You can switch between using a Bump, Normal, and Displacement map via the Type drop down option.
Select the Intensity (Bump and Displacement) or Amount (Normal) of the effect, using the respectively named slider. Negative values for bump maps. will invert the effect, causing dark areas to stick out and bright areas to be pushed in.
Displacement Maps will only adjust the amount, whether negative or positive values, in the same single direction from the minimum height value.
The Bump Map Settings options
PRO Tip
When using a Bump map, if there’s already an Albedo texture applied to your material, you can just click “Use Albedo“. Enscape will then assign the color texture to the bump value. This offers a uniquely streamlined way to set up existing projects for Enscape: If you want to apply a bump effect to, e.g. an existing wood material, simply select the material in Enscape Material Editor. Click “Use Albedo” in the Bump area (and, if desired, in the Reflections area as well), select the right intensity with the “Amount” slider – Done!
This area is all about the microscopic roughness of your material, determining how much of the environment you’ll see reflected in its surface.
The Reflection settings area
Sphere with texture applied as a Roughness Map
The Carpet material acts in the same way as the Grass Material, in that it can be applied to a horizontal surface only, and the Height and Height Variation are controlled in the Enscape Material Editor.
NOTE: The minimum surface area for the sprites of the Grass material to show in Enscape is 10cm x 12.5cm. Any surface that has this Material Type applied and is smaller than these dimensions will result in the sprites not being visible in Enscape.
Carpet material applied in the Albedo slot.
The Height and Height Variation Settings title is amended with Carpet when Carpet is selected as the Type in the Material Editor.
Carpet selected as the Type in the Enscape Material Editor
Carpet Material Settings in the Material Editor
When selecting “Clearcoat” as material type, the Enscape Material Editor interface removes the transparency option altogether.
The Clearcoat material imitates the type of paint that you find on car bodies. So, essentially the Clearcoat is a transparent resin material, and the color is defined via the Albedo option in the Material Editor window.
This material, therefore, is shiny and reflective by default, although you do have the option to dial back the reflective properties, as well as add a bump map.
Clearcoat settings
Clearcoat material
When selecting “Foliage” as material type, the Enscape Material Editor interface will look identical to when selecting “Generic” as type. The difference this material type will cause is only visible on single-face objects. Please make sure the object you apply this material to doesn’t have any depth, and also that the material is applied to both sides of the face.
If these conditions are met, Enscape will apply Translucency to objects this material type is applied to. This means that, if the Sun (yes, this doesn’t work combined with artificial lighting) is located behind said surface, it will be illuminated on both sides. This is common in nature for example with leaves, which is why this is the most common use case for this type of material.
Foliage material leaves
When selecting “Glass” as material type, the material becomes transparent with reflective properties. The Glass material simulates the appearance of real glass surfaces.
There is an option to add a Base Texture to the material. For example if you want create stained glass, you can add that texture and bump/normal map to it, adjust the opacity and control reflections. You can also enable the Frosted Glass option to blur the background based on the material roughness.
Glass Settings
Glass Material with Base Texture
The Grass type material, as seen in the material editor, looks almost the same as the Generic type. While it’s lacking the Transparency part, it instead features a Grass Settings area. Apart from the Albedo area, which you can use to color your grass (also using a texture), the Height– and Reflections parts are only useful if you plan to toggle the Grass Rendering setting on and off (this can be found in theEnscape General Settings -> Performance -> Grass/Carpet Rendering option).
NOTE: The minimum surface area for the sprites of the Grass material to show in Enscape is 12.2cm x 12.3cm. Any surface that has this Material Type applied and is smaller than these dimensions will result in the sprites not being visible in Enscape.
Grass Settings
'Grass' selected as material type
Changing the grass height
Randomizing the grass blades
Wind Settings in the Visual Settings window
The Self-illuminated type material, when selected, tells Enscape to literally handle your material as if glowing, and emitting actual light. You can choose a brightness between 1 and 100000 candela per square meter (cd/m²), as well as the color of the light.
Self-illuminated Type
Self Illumination Material Type
Here are the available settings for Water in the Enscape Material Editor.
Setting the Water Type for a material will tell Enscape to treat any surface it’s applied to as physical water, including waves & caustics.
Separate faces and materials have been used in this image
Control the water movement. Change the speed and the direction your water is flowing to simulate e.g. a river.
This can be set using the global Wind Settings to be found in the Visual Setting-> Atmosphere tab, the same as for the Grass material. These global settings can be overridden for Water however, and this override is available in the Material Editor when Water is selected as material Type.
Override Wind Settings option
Fine tune the look of your waves, whether it’s the overall scale to match the proportions of your model, or just the height to control whether your water looks rather wild or calm.
The Wave Settings sliders
Height: The Height slider controls the height – or intensity – of waves in water materials.
Caustics Intensity
No caustics to 100% caustics visibility
You can use up to four textures at a time per Enscape material. Textures are being used to control Color, Visibility, Surface Detail and Roughness of a material.
By clicking any of the texture symbols at the top of the material editor, or any of the blue and underlined image file names next to “Texture”, you’ll enter the actual texture editor interface.
Here you can
The Texture Editor interface is the same for any texture type. It’s meant to allow for simple image editing operations without having to leave the material editor.
All texture slots used
The Texture Editor
In order to be able to utilize existent materials, you can import multiple materials simultaneously via the Batch Import feature, or by importing a single material. You can also export single materials as a *.matpkg file.
To import a single material hover the mouse over any material listed on the left hand side of the Material Editor dialog and the material Type symbol will change to 3 dots.
Clicking on the 3 dots will reveal the menu options Export Material Package and Import Material Package. In order to import an existing material, click on Import Material Package which will allow you to navigate to the location of the *.matpkg file you wish to import.
Material Import and Export options
To export a material package file (*.matpkg), click Export Material Package and this will allow you to choose the location you would like to save the file to.
Export Package Materials options
Finally, to Batch Import .matpkg files you need to click on the three horizontal lines menu next to the Materials title at the top left of the Material Editor dialog and choose the Batch Import *.matpkg… option. This will open a dialog window to allow you to navigate to the “.matpkg” files you would like to import. When Batch Importing the *.matpkg files you want to import must be in the same location.
Batch Import *.matpkg options
Replacing current materials in the current project with materials from the Enscape Material Library is now possible from within the Enscape Material Editor.
To replace a material hover the mouse over any material listed on the left hand side of the Material Editor dialog and the material Type symbol will change to a meatball menu (3 horizontal dots).
Clicking on the meatball menu will reveal 3 menu options, one being Replace with Enscape Material.
Material Import and Export options
Once you click on Replace with Enscape Material the Enscape Material Library will open. The selected material will be previewed on the surface that has material to be replaced. With a material selected the Replace button will be available.
To confirm and replace the existing material with the newly selected material, click the Replace button and the material will be imported and updated.
Replace an existing material
The process is illustrated in the video below.
Before introducing the Material Editor, Enscape would let you decide material properties using keywords you simply had to include in the material name. This framework is still included in the Enscape feature set, and can be used freely alongside the material editor for greater comfort.
These are the keywords to include in the Material name to tell Enscape how to display it more realistically.
Keywords and their effects
KEYWORD | EXPLANATION |
---|---|
Water, Ocean, River | Draws the material as a water surface. |
Vegetation, Foliage, Leaf | Adds translucency to thin surfaces (single face). |
Emissive | Emissive material based on the material color. |
Grass, Tall Grass, Short Grass, Wild Grass | Realistic grass material based on the underlying surface color. |
Long Carpet, Short Carpet | Carpet like material, either long or short, that take on the underlying color or texture file. |
Keywords and their effects
Those keywords change the material parameters without changing their color. The color is still defined by the texture. The default roughness is 1.0.
KEYWORD | EXPLANATION | SPECULAR HIGHLIGHT |
---|---|---|
Glass, Glazing | 0,0 | – |
Chrome, Mirror | 0,0 | Metal |
Steel, Copper, Metal, Aluminium | 0,3 | Metal |
Carpaint, Polished, Acryl | 0,02 | – |
Ceramic | 0,1 | – |
Marble | 0,2 | – |
Plastic | 0,5 | – |
Fabric, Cloth | 0,8 | – |