Knowledgebase Archive - Enscape https://learn.enscape3d.com/blog/knowledgebase/ Instant realtime Rendering plugin for Revit, SketchUp, Rhino, and ArchiCAD Wed, 26 Mar 2025 12:58:57 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.7 https://wordpress-community-media-prod.s3.eu-central-1.amazonaws.com/community/wp-content/uploads/2023/09/06142357/enscape-chaos-favicon-32x32.ico Knowledgebase Archive - Enscape https://learn.enscape3d.com/blog/knowledgebase/ 32 32 Enscape Error on Windows: Access Denied https://learn.enscape3d.com/blog/knowledgebase/documents-folder-access/ https://learn.enscape3d.com/blog/knowledgebase/documents-folder-access/#respond Wed, 19 Mar 2025 10:54:51 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64584 Enscape Error on Windows: Access Denied

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Overview

When starting Enscape, some users might see the Access Denied prompt with the following message:

Enscape cannot write to the Documents folder. You can continue, but some Enscape features will not work…

The complete message is reflected in the image below.

Access Denied Message

Access Denied Message

Impact on Your Enscape Experience

If Enscape can’t write to the Documents folder, you’ll experience limitations in functionality, specifically:

  • You cannot save or modify your custom user settings.
  • You cannot create or export panoramas.
  • Window positions and layout preferences won’t persist between sessions.

Recommended Actions:

Option 1: Contact your organization’s IT Administrator and request permissions to read/write to your Documents folder.

Option 2: Continue using Enscape with the limitations. You will be informed about these limitations each time Enscape starts unless you choose “Don’t show again.”

Notes for IT Administrators

To fully resolve this issue and provide users with optimal Enscape functionality, ensure that the user account running Enscape has full read/write permissions to the My Documents folder.

Additional Assistance

For further assistance, please contact our customer support team.

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Enscape Impact https://learn.enscape3d.com/blog/knowledgebase/impact/ https://learn.enscape3d.com/blog/knowledgebase/impact/#respond Fri, 31 Jan 2025 08:33:19 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64535 Building Performance Analysis directly inside Enscape.

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Enscape Impact

Enscape Impact is a building performance analysis component integrated into Enscape. It allows architects and designers to conduct real-time energy performance assessments during early stages of design, assisting in making informed decisions that enhance sustainability and efficiency. Enscape Impact integrates seamlessly with existing Enscape workflows, allowing users to conduct real-time energy performance assessments directly within the design environment. This integration ensures that sustainability considerations are embedded into the design process from the outset, enhancing both efficiency and environmental performance without disrupting established workflows.

Enscape Impact can be accessed from within the Enscape Viewport User Interface (UI) toolbar.

Impact button in the Enscape Toolbar

Impact button in the Enscape Toolbar

In case you don’t have a license available for Impact, you will be prompted to visit your Chaos Account and purchase a license.

 

Please make sure you have an active license before proceeding to use the feature.

Impact Error Message

Impact Error Message

The first time you click on the Impact button, the sidebar will open in order to start the analysis. You will have to fill in the necessary information there before the analysis starts.

Impact Sidebar

Impact Sidebar

Settings

Location

Location

The first field is Location. This is a mandatory field. If your CAD project is geolocated, that location will show up here automatically. However, if there is no information, you can simply type in the location in the search bar and select your desired location.

Building Type

Building Type

The second mandatory field is the Building Type. There are a few standard options to choose from depending on the category your building stands in.

Build Year

Build Year

The third mandatory field is the Build Year of the building. Here, you have to choose a date when the building was constructed.

 

The fourth field asks you for the last Renovation Year of the building. This field is optional.

Dashboard

Impact Analysis Dashboard

Impact Analysis Dashboard

The Impact Analysis Dashboard gives you the analysis based on your project design and input. It is important to make sure the project is set to its True North. The solar impact will be calculated based on the true orientation of the building and not the sun settings saved in Enscape. The following two images compare varying results of the same model where one is located in Boston and the other in Los Angeles.

Location: Boston

Location: Boston

Location: Los Angeles

Location: Los Angeles

Dashboard

Dashboard

Peak Loads refer to the highest levels of energy consumption in a building. Typically occurring during periods of maximum demand. It is essentially a sum of heating energy, cooling energy, internal gains and solar gains. It helps determine the capacity needed for systems like HVAC (Heating, Ventilation, and Air Conditioning) to ensure they can handle these peak demands efficiently.

Total Carbon Emission reflects the carbon dioxide emission resulting from various building activities, particularly related to energy consumption. High CO2 levels contribute to climate change and are a key focus in sustainability efforts. 

Energy Use Intensity quantifies a building’s energy consumption per unit area (e.g. per square meter). It helps assess a building’s efficiency and compare it to industry benchmarks. A lower EUI indicates better energy efficiency.

Energy End Use refers to the specific purposes or applications for which energy is consumed within a building. This information helps identify opportunities for energy savings through more efficient technologies or behaviors.

Visualization

Impact also provides you with the option to visualize your building analysis in your project model. To enable this, you simply have to go the Performance Map options at the bottom of the sidebar.  Under each map type, you can click on the map you want to apply on the visualization. This will transform your Enscape view mode to white and will apply colors to your model reflecting these performance maps. 

Performance Map

Performance Map

Heating Energy, Cooling Energy for Peak Loads and Annual Energy, as well as Solar Energy under Thermal Gains. The quick comparison represents these visual modes with their color scales. All closed spaces are calculated and complete rooms are visualized through use of transparency applied on your complete project model.

Impact runs on the IES Apache technology. The weather data used for building location is extracted from Ashrae Weather Data Center. If you want to learn more, check out the Enscape Impact Video Tutorial.

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Rendering Styles https://learn.enscape3d.com/blog/knowledgebase/rendering_styles/ https://learn.enscape3d.com/blog/knowledgebase/rendering_styles/#respond Wed, 29 Jan 2025 15:35:26 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64487 Rendering styles and artistic visual modes available in Enscape.

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Overview

In the Visual Enscape Settings window, located under the Main Tab, a section named Style provides options to allow  you to change the way that Enscape renders your projects. You will notice that the Style section contains, by default, a slider named Outlines and a drop-down menu that is named Mode. These ‘Modes’ allow a user to apply unique styles to their projects and produce a Maquette or Sciographic, Hatched Sketch, Watercolor rendered image style and lots more.

To access these options, make sure Enscape is running and then open the Visual Settings window using the associated button in the Enscape Viewport user interface, as shown highlighted to the right in the following screenshot.

Visual Settings window button

Visual Settings window button

These options can be found at the top of the Visual Settings window.

Style Settings

Style Settings

These options can be combined to create some interesting effects in your projects, as the modes change the way that your project is rendered in the Enscape window, and the outlines can help emphasize the geometric forms in a project. There are five Modes that can be chosen and be combined with the Outlines option.

White Mode

When White Mode is enabled all materials, apart from transparent ones, are then displayed in white color. It is a great way to emphasize forms and volumes in a project. This style of representation is commonly used for conceptual and schematic design and gives a great overview on the interaction of spatial elements.

White Mode

White Mode

A more illustrative look can be achieved using outlines to highlight individual forms. Thickness of the outlines can be controlled using the outline slider. Here is a quick comparison of outlines varying from 0 to 75 percent:

Outline set to 0%

Outline set to 0%

Outline to set 25%

Outline to set 25%

Outline set to 75%

Outline set to 75%

White Mode Overrides

Once the White Mode is selected, you will also be able to use the white mode overrides, also known as the Selective White Mode functionality. It allows users to exclude Enscape asset categories, or specific Enscape assets from White Mode. This feature enables users to highlight important geometry, materials, or scenery while keeping other elements in a simplified white state, focusing attention on defined aspects of the project.

You can choose from the following categories to exclude:

 

  • Vegetation
  • People
  • Vehicles
  • Furniture
White Mode Overrides

White Mode Overrides

No assets excluded

No assets excluded

Vegetation excluded

Vegetation excluded

Vegetation & People excluded

Vegetation & People excluded

You can choose to exclude all instances of an asset at once using the search bar.

Or you can manually pick assets to be excluded from the White Mode by using the Select in scene option.

Additionally, an Invert Appearance option allows selected assets to appear inverted, i.e. in white, while everything else retains its original colors and materials.

The Selective White Mode functionality applies only to Enscape assets and Custom assets under Enscape Asset Library.

NOTE
  • Custom assets cannot be selected via categories in the selective white mode.
  • Individual asset selection is not supported in Rhino 7.

Polystyrol Mode

Renders all surfaces like a real polystyrol material, whereby the sunlight is scattered through the thinned geometry.
When this mode is selected, an additional setting appears named Transmission that determines how much light is transmitted through geometry.

Polystyrol Mode and Transmission Slider

Polystyrol Mode and Transmission Slider

Polystyrol mode with Transmission set to 0%

Polystyrol mode with Transmission set to 0%

Polystyrol Mode with Transmission to set 50%

Polystyrol Mode with Transmission to set 50%

Polystyrol Mode with Transmission to set 100%

Polystyrol Mode with Transmission to set 100%

You can see the effect of  0% Transmission in the following screenshots with 25% and 75% outlines applied.

Polystyrol Mode with Transmission set at 0% and Outlines set to 25%

Polystyrol Mode with Transmission set at 0% and Outlines set to 25%

Polystyrol Mode with Transmission set at 0% and Outlines set to 75%

Polystyrol Mode with Transmission set at 0% and Outlines set to 75%

Bump Maps

It’s also worth noting that bump maps will continue to be displayed when using White/Polystyrol Mode.

Bump Map with no Mode enabled.

Bump Map with no Mode enabled.

Bump Map with White Mode enabled.

Bump Map with White Mode enabled.

Bump Map with Polystyrol Mode enabled.

Bump Map with Polystyrol Mode enabled.

Light View Mode

This mode informs you as to how much light is hitting a surface and this is displayed as a heat map. It is worth noting that the Enscape Light View is not a professional or fully accurate light analysis tool, and is provided as an estimation only.

Light View with Automatic Scale enabled

Light View with Automatic Scale enabled

There is also the Automatic Scale option which can be disabled. When disabled the minimum and maximum Lux scale can be set manually.

Light View Mode with Automatic Scale disabled showing the manual adjustment sliders.

Light View Mode with Automatic Scale disabled showing the manual adjustment sliders.

In the Enscape Viewport, when Light View Mode is activated, there will always be a temp range indicator located to refer to which is located at the top of the Enscape viewport window:

Light View Temperature Gauge

Light View Temperature Gauge

This gauge will only be viewable in the Enscape window, and is not included in rendered images.

Autoscale during daylight

Autoscale during daylight

Autoscale during night time

Autoscale during night time

You can also combine Light View mode with Outlines:

Light View with Outlines set to 25%

Light View with Outlines set to 25%

Light View with Outlines set to 75%

Light View with Outlines set to 75%

Sketch Mode

This artistic visual mode recreates the rendering as pen or pencil sketches. This mode can be adjusted as black and white outlines, grayscale or as colored rendering.

Sketch Mode Settings

Sketch Mode Settings

Outlines – adjust thickness of lines.

Jitter – modulate the distortion of lines within you sketch composition.

Extended Lines – control the length and prominence of extended lines in your drawing.

Transparent Glass – enable to render objects behind glass with lighter colors.

Hatched Shadows – enhance the drawing by creating depth and form through hatched shadows

Pen in Sketch Mode without Hatched Shadows

Pen in Sketch Mode without Hatched Shadows

Pen in Sketch Mode with Hatched Shadows

Pen in Sketch Mode with Hatched Shadows

Pen – default sketch style in black and white pen.

Pencil – transform your sketch style to grayscale pencil.

Colored Pencil – customize the style of the sketch by applying colors.

Pen

Pen

Pencil

Pencil

Colored Pencil

Colored Pencil

It is recommended to use this style for still renders to achieve best results.

Exposure

Exposure

When you have Sketch Mode with hatching enabled, you can change the “Exposure” setting to affect the amount of shadows that are shown.

Saturation & Color Temperature

Saturation & Color Temperature

You can also change the saturation and color temperature to affect your results.

Watercolor Mode

The Watercolor mode transforms your viewport into a real-time watercolor painting, simulating watercolor effects to create soft, blended look for your visualization.

Watercolor settings

Watercolor settings

This mode comes with its own options to adjust the various color settings.

Color Gradient – affects the number of colors and hues.

Surface Detail – adjusts the level of texture detail on surfaces.

Bleeding Effect – controls color overlap between surfaces.

Transparent Glass – enable to render objects behind glass with lighter colors.

Default Settings

Default Settings

Increased Color Gradient

Increased Color Gradient

Increased Bleeding Effect

Increased Bleeding Effect

It is recommended to use this artistic visual mode for still renders to achieve best results.

Both Color Gradient and Bleeding Effect applied

Both Color Gradient and Bleeding Effect applied

Exposure

Exposure

When you have Watercolor Mode enabled, you can change the “Exposure” setting to affect the amount of shadows that are shown.

Saturation & Color Temperature

Saturation & Color Temperature

You can also change the saturation and color temperature to affect your results.

Glass Tints in the Watercolor Mode

Glass Tints in the Watercolor Mode

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Understanding Enscape Impact https://learn.enscape3d.com/blog/knowledgebase/how_impact_works/ https://learn.enscape3d.com/blog/knowledgebase/how_impact_works/#respond Thu, 02 Jan 2025 13:55:54 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64473 Building Performance Analysis directly inside Enscape.

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How Enscape Impact works?

Understanding Room Detection

Enscape Impact automatically detects and analyzes room data from your project’s geometry to provide energy performance insights. Here’s how the room detection process works and how you can ensure more accurate results:

1. What is Room Detection?

Room detection in Enscape Impact identifies enclosed spaces (rooms) from the geometry visible in your CAD model. It creates simplified room shells (essentially boxes) for each detected room and runs energy performance analysis based on that model. Different project views can yield different results because the analysis is performed on the visible geometry in the selected view.

2. Room Detection Limitations

Not all spaces in your project will be detected as rooms. For example, small spaces below 35 cm in any dimension (height, width, or depth) are ignored and merged with neighboring rooms. Additionally, shading elements are not detected as part of the analysis.

3. Voxel Accuracy and its Effect on Analysis

Enscape Impact uses voxels—3D “pixels”—to fill detected rooms and perform analysis. Each voxel is 35 cm in size. While this ensures efficient processing, it introduces a margin of error (up to 35 cm). This means that rooms might be slightly simplified, and the analysis may not reflect every small detail.

4. Improving Room Detection Accuracy

To improve the accuracy of your analysis:

  • Ground Modeling: Ensure that floors and ground planes are modeled correctly.
  • Simplify Geometry: Hide unnecessary objects like furniture, decorative elements, or assets that do not affect the analysis (Enscape assets are filtered by the algorithm, but hiding them can improve the performance).
  • Transparent Materials: Ensure windows have transparent materials since the algorithm detects windows based on material transparency.
  • Clean Geometry: Check that there are no large openings (>35-70 cm) in your rooms that might prevent them from being detected as enclosed spaces.

You can also analyze different buildings separately to improve performance, as each building will be treated independently in the analysis.

5. What is Considered a Room?

A room is any enclosed space that is fully surrounded by geometry. Rooms must have dimensions greater than 35 cm in height, width, and depth to be considered. Large openings (over 35-70 cm) in a room will prevent it from being detected as enclosed.

6. Room Detection and Simulation Errors

Room detection is triggered every time Enscape Impact runs an analysis. It is triggered if you make changes to the geometry in your CAD model or if you change the project settings in Enscape Impact. Simulation errors can occur if the geometry is too complex, incomplete, or if there are large gaps between room boundaries. If you suspect there is an issue with room detection, such as missing rooms or inaccurate results, check if the geometry fits the room definition criteria. If you notice any issues, review your geometry and/or send us the logs so we can assist you with analyzing the issues.

7. Detecting Windows and Roofs

  • Roofs: Roofs are automatically detected based on the upper boundaries of rooms with no geometry above them.
  • Windows: The algorithm identifies windows based on their transparency. Transparent materials will be detected as windows.

8. Tips for Faster and More Accurate Analysis

  • Use Separate Views: Set up different views in your CAD software for different buildings. Analyzing them individually improves performance and accuracy.
  • Hide Non-Essential Elements: Hide elements that don’t affect energy performance, such as decorative objects or Enscape assets, to reduce calculation time.

Data inputs effect on analysis

Location

If the project has a location set, Enscape Impact will use this location as default. Longitude, latitude and elevation are taken into consideration. Users can change the location in the Settings tab at any time. The selected location assigns the relevant Climate zone automatically and an appropriate weather file (more about the weather files: https://www.iesve.com/support/weatherfiles). The climate zones are defined using the ASHRAE Standard 169-2009. IES follows the standard utilizing the following climate zones. Similar zoning maps are defined for the whole world, so your project can have any location.

ASHRAE climate zone map

ASHRAE climate zone map

Building types

Building types in Enscape Impact are based on ASHRAE building types. The selected building type defines the relevant operational schedules, internal loads and space conditions assigned to the model.
The first version of Enscape Impact offers the following building types:

  • Single family
  • Multiple family
  • Office
  • School or University
  • Hospital
  • Dining

As only one type can be selected, select the main building type. This may change in future versions of Enscape Impact. Additional building types will also be included.
In case the model includes several independent buildings with different main building types, they can be analyzed one by one using different views with the rest of the model being hidden and the building type changed according to the main building function.
Analyzing parts of one building independently based on function (example first floor is dining, second floor is office) is not advisable as the building envelope will have different performance and you will receive inaccurate results.

Building and renovation years

The Building age ranges are defined based on the available ASHRAE Standards editions. The following are used:

ASHRAE building age ranges

ASHRAE building age ranges

The appropriate standard is applied based on the building type and standard revisions, as the standard is applicable to buildings built after its issue date. ASHRAE 90.1 applies to all buildings except low-rise residential buildings. ASHRAE 90.2 applies only to low-rise residential buildings.

Note on Pre-2004 Buildings
The accuracy of calculations for buildings constructed before 2004 may be lower due to the wide variety of building construction practices and installations during this period, as well as the lack of standardised benchmarking data. However, the tool remains a valuable resource for estimating potential improvements during renovation projects, helping you identify opportunities to enhance energy efficiency. Use these results as a guide to explore impactful design changes and upgrades.

Default Datasets

Based on the inputs described above, default datasets developed by IES are assigned. The model is layered up with thermal properties and systems information suitable for the location, age, and building type. This includes relevant building fabric details, operational schedules, internal space conditions, typical internal loads, heating, ventilation, and air conditioning system types. IES derives the datasets to configure the buildings from the following ASHRAE Standards & User Manuals:

  • Energy Standard for Buildings Except Low-Rise Residential Buildings, Versions: ASHRAE 90.1:2019, ASHRAE 90.1:2016, ASHRAE 90.1:2013, ASHRAE 90.1:2010, ASHRAE 90.1:2007, ASHRAE 90.1:2004
  • Energy Standard for Buildings Low-Rise Residential Buildings, ASHRAE 90.2:2018
  • Ventilation for Acceptable Indoor Air Quality, ASHRAE 62.1:2016
  • Climatic Data for Building Design Standards, ASHRAE Standard 169-2013

Default Datasets content

 

System types Characteristic Definition Example Dependant on
Heating system
Heating Operation Profile Defines the operational schedule for heating availability within a building. “On continuously” indicates the heating system is always operational, regardless of external conditions or time of day. Suitable for hospitals or data centers.
Building type, Building year
Heating Setpoint Defines the target indoor temperature that the heating system aims to maintain during occupied hours. In an office building, a setpoint of 21.1°C ensures a comfortable working environment for occupants while balancing energy efficiency and operational requirements.
Heating Plant Profile Defines the schedule and operational pattern of the heating system, including auxiliary energy consumption, based on time variations. In an office building, the system operates during working hours and reduces energy use during unoccupied periods.
Heating Plant Radiant Fraction Defines the proportion of heat emitted as radiant energy by the heating system. Forced warm air heaters have a radiant fraction of 0.0, while high-temperature radiant heaters may have a fraction of 0.9, reflecting their focus on radiant heat output.
Cooling system
Cooling Operation Profile Defines the operational schedule for cooling availability within a building. “On-Continuously” indicates the cooling system is always available, regardless of external conditions or time of day. Suitable for data centers or high-occupancy offices.
Building type, Building year, Location
Cooling Setpoint Defines the target indoor temperature that the cooling system aims to maintain during occupied hours. In an office building, a setpoint of 23.9°C ensures a comfortable working environment for occupants while balancing energy efficiency and operational requirements.
Cooling Plant Profile Defines the schedule and operational pattern of the cooling system, including auxiliary energy consumption, based on time variations. In an office building, it aligns with a building’s occupancy schedule, ensuring the system operates efficiently during working hours and reduces energy use during unoccupied periods.
Cooling Plant Radiant Fraction Defines the proportion of cooling delivered as radiant energy by the cooling system. A fraction of 0.00 is typical for air-based systems where all cooling is delivered via convective airflow, as opposed to systems like chilled beams, which may have a higher radiant fraction.
Auxiliary Ventilation System Auxiliary Ventilation System Defines the auxiliary ventilation system associated with the Apache System methodology. It specifies the type of system used to condition and supply additional ventilation to a room. A system supplying 8 liters per second per person of fresh air ensures adequate indoor air quality in a densely occupied office. Building type, Building year
Domestic Hot Water System (DWH)
Hot Water Consumption Defines the rate of hot water usage in a building, measured in liters per hour per person (l/h.p), based on the Pattern of Use. This value represents the estimated demand for domestic hot water and is critical for calculating energy requirements for water heating systems. In an office, the rate is 0.170 l/(h.p) for handwashing and occasional cleaning. In residential buildings, it might be higher, such as 0.350 l/(h.p) due to showers and cooking.
Building type, Building year
Hot Water Consumption Pattern Defines the schedule of hot water consumption based on building occupancy patterns.This pattern helps model water heating demands during different periods of the day, reflecting real-world usage scenarios. IIn an office building, the pattern shows increased demand from 8 AM to 6 PM. In residential settings, it peaks in the morning and evening when occupants use water for showers or cooking.
Lighting
Sensible Gain Defines the energy added to a space due to lighting, expressed as heat gain per square meter of floor area. This value represents the amount of heat generated by lighting systems, which contributes to the internal heat load of a building. It is used in calculating the Internal Gains for energy performance analysis. A value of 12.0 W/m² indicates a high lighting intensity, typical for retail stores. In residential spaces, the value may be lower, such as 5.0 W/m².
Building type, Building year
Variation Profile Defines how lighting usage varies over time, influencing the heat gains attributed to lighting within a building. This profile accounts for lighting intensity changes during different periods, such as occupied and unoccupied hours, and is applied to calculate the Internal Gains. In an office, lights are fully operational from 8 AM to 6 PM with no reductions for lunch breaks. In a residential setting, lighting may be used more in the evening, from 5 PM to 11 PM.
Occupancy
Occupancy Density Defines the number of occupants per unit area, affecting internal gains and energy loads from human activity. This value helps calculate internal gains and energy loads due to human activity. In an office building, occupancy density, example: 9 – 12 m2/p
Building type, Building year
Sensible Gain Defines the heat generated by occupants through conduction, convection, and radiation, contributing to the internal heat gains of a building. Each office occupant generates 73W of sensible heat during working hours, affecting cooling needs. In a gym, this may increase to 120 W/person.
Latent Gain Defines the energy introduced into a space due to moisture emitted by occupants via respiration and perspiration, affecting humidity and cooling. Each office occupant generates 58W of latent heat, impacting the humidity levels and cooling load. In a gym, it might increase to 120 W/person.
Variation Profile Defines the schedule for changes in occupancy levels throughout the day. In an office, the profile is 8 AM to 6 PM with no reduction for lunch breaks. For residential settings, the profile may show increased occupancy in the evening.
Equipment Loads
Sensible Gain Defines the energy added to a space in the form of heat transferred by conduction, convection, or radiation from equipment operations. Sensible gains are a key factor in internal gains calculations, directly impacting temperature control and HVAC system sizing. In an office building, equipment such as computers, printers, and lighting may contribute around 10.8 W/m² to the total sensible gain.
Building type, Building year
Latent Gain Defines the energy added to a space in the form of moisture introduced by equipment or processes. This moisture may come from vapor released by equipment operations, specific industrial processes, or air infiltration from external or adjacent spaces. Latent gains are a component of internal gains calculations, helping to account for humidity control and HVAC system performance. In an office building, latent gains are minimal, around 0.000 W/m², but in industrial settings, they could be significant.
Variation Profile Defines the time-dependent variation in equipment energy use throughout the day, reflecting operational schedules or usage patterns. In an office, equipment operates continuously from 8 AM to 6 PM, aligning with typical office hours. In residential or industrial settings, equipment use may vary more.
Infiltration
Max Flow Defines the maximum air infiltration rate, measured in air changes per hour (ACH), indicating the air volume replaced per hour due to gaps or cracks. A well-sealed office building may have a max flow of 0.167 ACH, while a poorly insulated building might have a max flow of 1.0 ACH.
Building type, Building year
Variation Profile Defines the time-based pattern of air infiltration, impacting ventilation calculations. “On continuously” indicates infiltration occurs at a constant rate throughout the day, typical of older buildings or those without controlled ventilation.
Components Thermal Transmittance (External Wall, Ground floor, Roof, Windows/Glazing, Rooflights, Door) U-value Defines the rate of heat transfer through building envelope components, such as walls, floors, and windows, indicating insulation quality. A U-value of 0.1 W/m²K indicates excellent insulation, while a value of 1.0 W/m²K indicates poor insulation. (This example is for Opaque constructions) Building type, Location, Building year

 

In upcoming Enscape Impact versions there will be advanced options to change the default datasets.

Model calculations

Based on all inputs for the energy model, calculations are performed with IES’s APACHE engine. Widely regarded as the best whole-building energy simulation engine in the world, the powerful APACHE engine is used in this integration. The engine benefits from the dynamic thermal simulation with a time step output, that sits at the heart of any simulation that considers the energy efficiency or sustainability of a building from an energy or carbon usage viewpoint. Fully adherent with international standards APACHE helps designers worldwide effectively decarbonize their buildings. APACHE engine considers a complete virtual representation of the real building using first-principles models of heat transfer processes and are driven by recorded or future prediction weather data. Calculations consider the exact location of solar penetration and the associated solar gain throughout the building, and pressure network calculations assess both natural ventilation and forced air movement. Calculating size and select air- and waterside HVAC systems, APACHE provides a complete understanding of energy and carbon usage prediction for both the building and its equipment.

* More information on the used methodologies can be found here.

Benchmarking data

Benchmarking data is added so calculation results can be presented in a more user friendly way. Benchmarks for each building type have been generated based on the CBECS & RECS databases for North America as defined and shared by the U.S. Energy Information Administration (EIA), relevant for the building type and its location.
Benchmarking source for the United Kingdom and Republic of Ireland based buildings has been derived by IES to provide location specific benchmark assessment.
IES utilized the following databases:

  • DECC measured data 2017
  • CIBSE magazine measured data case studies 2017
  • UK Public Authority published measured data 2017

IES created quartile ranges for the benchmarking. Quartiles are cut points that divide the range of a probability distribution into continuous intervals with four equal probabilities (as in one-fourth) of the
spectrum, as shown in the picture.

Quartile ranges

Quartile ranges

Benchmarking quartiles are climate reactive and aligning ASHRAE building types with CBECS & RECS databases for North America, and DECC, CIBSE and UK Public Authority data for United Kingdom and Ireland. The mapping of building types for each set is specified below:

  • Single family – RECS Single Families Detached
  • Multiple family – RECS Multi Family Large
  • Office – CBECS Office
  • School or University – CBECS Education
  • Hospital – CBECS Inpatient Healthcare
  • Dining – CBECS Food Service

Enscape Impact does not gather data from user projects for benchmarking.

Results

The accuracy of the results is based on how closely the default datasets match the actual design (see 1.4). Below are the key insights provided by Enscape Impact:

1. Peak Loads

Definition: Peak load refers to the energy consumption of the building during the most severe weather conditions, whether extreme heat or cold. This load is used to determine the size and capacity required for the HVAC systems.

  • What’s Included: Peak load calculations consist of the highest demand for heating or cooling throughout the year. It does not include energy consumption for electricity, hot water, or internal gains like lighting and appliances.
  • How Calculated: Peak loads are determined based on weather conditions from the selected location’s weather file and standards specified by ASHRAE. Only extreme or “design conditions” are considered, so it doesn’t simulate the entire year.
  • Purpose: Peak loads help establish the size of systems like HVAC to ensure that they can meet the building’s maximum energy demands.
  • Exclusions: The peak loads do not include internal gains, solar gains, electricity, or hot water energy.

2. Carbon Emissions

Definition: Carbon emissions represent the total annual carbon output from building operations. This includes emissions from gas, oil, and electricity used to operate the building.

  • What’s Included: The sum of emissions generated from the building’s operational needs, specifically heating, cooling, lighting, and electricity.
  • How Calculated: Based on the energy end-use data, the results reflect the annual emissions caused by operational energy demand. This includes emissions from fossil fuel sources and electricity, depending on the energy source mix.

3. Energy Use Intensity (EUI)

Definition: EUI is a measure of the building’s total energy consumption per year divided by its floor area, representing its overall energy efficiency.

  • What’s Included: EUI includes all forms of energy used during the building’s operation (gas, oil, electricity).
  • How Calculated: The total energy consumed for heating, cooling, lighting, and other operational needs is divided by the building’s total floor area. This is then expressed as energy per square meter or square foot.

4. Energy End Use

Definition: Energy end use breaks down the total energy consumption by category, helping users understand how much energy is used for cooling, heating, hot water, lighting, and other electricity needs.

  • What’s Included: Energy distribution is shown between key categories, including heating, cooling, hot water, lighting, and other electrical demands.
  • How Calculated: The energy end use results are derived based on default datasets and the selected building and weather conditions, allowing users to see how energy is allocated among different systems.

How to read the Enscape Impact outputs to improve the building design?

Peak loads

Reducing the peak load of a building during the early design stage can significantly enhance its energy efficiency, reduce operational costs, and improve occupant comfort. The lower the value, the better. Here are some strategies and design considerations to help achieve this in early design stages:

Optimize Building Orientation and Layout

  • Orientation: Orient the building to maximize natural daylight and reduce solar heat gain, especially in hot climates. South-facing windows (in the Northern Hemisphere) can provide beneficial winter solar gain.
  • Zoning: Design internal spaces to create thermal zones based on their usage patterns, allowing for more efficient heating and cooling control.

Enhance Daylighting and Shading

  • Daylighting: Use skylights, light shelves, and clerestory windows to enhance natural light distribution, reducing the need for artificial lighting.
  • Shading Devices: Incorporate external shading devices (e.g., overhangs, louvers) and internal shading (e.g., blinds, curtains) to control solar heat gain and glare.

Renewable Energy Integration (not included in this version of Enscape Impact)

  • Solar Panels: Incorporate solar photovoltaic (PV) panels to generate on-site renewable energy, reducing dependency on external power sources.
  • Solar Thermal: Use solar thermal systems for water heating to reduce the load on conventional water heaters.

Landscaping and Site Design

  • Vegetation: Use landscaping to provide natural shading and windbreaks, which can reduce heating and cooling loads.
  • Green Roofs: Install green roofs to provide additional insulation and reduce the urban heat island effect.

Carbon emissions

Reducing operational carbon emissions is a key goal in sustainable building design, and one of the most effective ways to achieve this is by targeting areas where energy consumption is highest.

Reducing Carbon Emissions through Peak Load and Energy End Use Improvements:

  • Peak Loads: Reducing the building’s peak heating and cooling loads can significantly cut down the overall energy consumption during periods of maximum demand. By minimizing these peaks, the systems in place, like HVAC, can operate more efficiently, leading to lower carbon emissions.
    • See the Peak Loads section to explore ways to manage heating and cooling requirements during extreme weather conditions.
  • Energy End Use: Understanding the breakdown of energy usage (heating, cooling, lighting, hot water, etc.) enables targeted efficiency measures, helping reduce energy demand in specific areas. Lowering overall energy consumption directly correlates with a reduction in carbon emissions.
    • Refer to the Energy End Use section to discover how analyzing energy distribution can help you identify areas for improvement.

By reducing both peak loads and energy end use, designers can take strategic actions to lower the building’s operational carbon emissions, leading to a more sustainable and efficient design.

Energy Use Intensity

The Energy Use Intensity (EUI) is benchmarked against data from similar buildings in terms of building type, size, age, and climate zone (see Benchmarking data). The EUI measures the total energy consumption per square meter or foot of building space, and the result is displayed on a color-coded dial for easy interpretation.

Color codes

Color codes

Red Dial: The building’s EUI is among the 71-100% of the benchmarked buildings, indicating a high energy use compared to similar buildings.

 

Yellow Dial: The building’s EUI is among the 31-70% of the benchmarked buildings, reflecting average energy use.

 

Green Dial: The building’s EUI is among the 0-30% of the benchmarked buildings, showcasing high energy efficiency.

Strategies to Improve EUI:

1. Optimize Building Orientation and Massing

  • Orientation: Position the building to maximize natural daylight and passive solar heating, while minimizing excessive solar gain to reduce cooling demands.
  • Shape and Massing: Design compact building shapes to minimize the surface area exposed to external temperature variations, helping to reduce heat transfer.

2. Improve Daylighting Efficiency

  • Daylighting: Incorporate large windows, skylights, and light wells to maximize natural light penetration, thereby reducing the need for artificial lighting and lowering overall energy consumption.

Improving the EUI during the early design stages can significantly enhance a building’s energy performance, reduce operational costs, and increase sustainability.

Energy end use

The Energy End Use breakdown helps users understand how energy is distributed among various systems such as cooling, heating, hot water, lighting, and electricity annually. Knowing the breakdown early in the design stage offers valuable insights, allowing you to target specific areas for improvement and optimize overall energy performance.

By analyzing the energy end-use data, users can identify which systems are the major energy consumers and prioritize efficiency measures where they will have the most impact. For example, if cooling is a significant energy user, you might consider adjusting the building’s orientation, shape, or glazing to reduce the cooling demand.

Benefits:

  • Identify Major Energy Consumers: Determine which systems consume the most energy, helping you focus on efficiency improvements for HVAC, lighting, or other energy-intensive systems.
  • Targeted Design Adjustments: For example, lowering cooling energy requirements can be achieved by rethinking building orientation, window placement, and glazing to minimize heat gain.

This information helps you optimize the design to reduce energy use, increase sustainability, and potentially lower operational costs.

Performance Map Visualizations

The Performance Map visualization feature allows users to visually analyze the performance of each room in terms of peak loads, heating, cooling, and solar gains. Performance is calculated individually for every room, and the rooms with the lowest and highest values form the scale. This means that rooms with very close performance values can still appear dramatically different in color (e.g., blue vs. red), as they set the boundaries for the color range. It’s important to check the scale values for precise interpretation.

This feature helps designers easily spot rooms that may require design improvements by highlighting performance disparities across the building. By identifying problematic rooms, users can implement targeted measures to improve the building’s overall performance.

Performance Map

Performance Map

Examples of solar gains:

  • Which rooms receive the most solar gains? These rooms might benefit from less glazing or the addition of shading elements to prevent overheating.
  • Which rooms receive the least solar gains? These may need more glazing or other design changes to ensure they meet lighting and energy needs effectively.

The Performance Map visualization tool is a quick and intuitive way to analyze and optimize the building’s design for better performance.

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Chaos AI Enhancer https://learn.enscape3d.com/blog/knowledgebase/ai-enhancer/ https://learn.enscape3d.com/blog/knowledgebase/ai-enhancer/#respond Wed, 27 Nov 2024 12:58:40 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64346 Achieve higher realism with the AI Enhancer.

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Overview

The Chaos AI Enhancer allows you to elevate the quality of your visualizations, specifically Enscape people and vegetation assets. The AI Enhancer tool can be accessed from within the Enscape Viewport User Interface (UI) toolbar. To access the AI Enhancer, you must be logged in to your Chaos account with a non-trial license.

AI Enhancer button in Enscape

AI Enhancer button in Enscape

Note: If the button is grayed out, you simply need to log into your account. A tooltip will remind you of this step.

Using the AI Enhancer

To start using the AI Enhancer, simply go to a named view or navigate inside your Enscape viewport to set up a view you want to export. The AI Enhancer works similar to the Screenshot button. However, the screenshot is exported to your Chaos Cloud account for enhancement. Simply click on the AI Enhancer button and a status window will pop up confirming that your screenshot is being rendered.

Rendering Image

Rendering Image

Once the image is rendered, the Chaos Cloud window will open up, asking you to define the name and location of the image in your Cloud account. You can either choose an existing project folder location, or create a new folder.

Chaos Cloud Window

Chaos Cloud Window

When you click Upload and enhance, you will be able to view the status bar for your upload. When the image has been successfully uploaded, you will be notified in that window, and a button ‘View in Cloud‘ will show up. When you click this button, it will open the exported screenshot in your Chaos Cloud account.

Upload Status Bar

Upload Status Bar

View in Cloud Button

View in Cloud Button

By opening up the exported screenshot in your Cloud Account, you will be able to view the Enhancing… status at the bottom.

Enhancing your image

Enhancing your image

Once your image is enhanced, the enhanced version of the image will automatically open up, and a notification will pop up, confirming that your image was enhanced successfully.

Image enhanced successfully

Image enhanced successfully

You can use the compare versions feature in your Chaos Cloud account to compare the original and the enhanced version of your image as shown below.

You can keep on uploading additional renders through the AI Enhancer button in Enscape. This will not stop you from using Enscape. The enhancement takes place directly in your Chaos Cloud account.

To learn more about the AI Enhancer, check out the video tutorial.

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Comparing Enscape Impact and IES VE https://learn.enscape3d.com/blog/knowledgebase/impact-ies/ https://learn.enscape3d.com/blog/knowledgebase/impact-ies/#respond Tue, 19 Nov 2024 08:44:31 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64396 Enscape Impact and IES VE

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Enscape Impact & IES VE

To further understand the accuracy of results generated with Enscape Impact, IES conducted a test, comparing project results from Impact 4.1 and IES VE. This article will give us a quick overview of those results. A seven storey office building in London, UK was used as a base model for the comparison.

Baseline and Variation

Baseline and Variation

The Variations with respect to glazing changes of 10% and 25% show a very similar improvement between both software applications.

Glazing changes comparison

Glazing changes comparison

Further testing is currently being carried out, across more model archetypes and locations and also design changes.  These test results will be turned into a white paper and published with the release.

Overall, there is a variance of 12% between Enscape Impact & IES VE results. 

Overall Results

Overall Results

Baseline is within a good tolerance between Impact and the IES VE; this is attributed to known factors such as how the geometry is modeled in Impact and differences in the default datasets applied to the model, both of which will be improved over time.

Geometry Comparison

Geometry Comparison

While there are discrepancies in the results, the results clearly show that the impact of the change is in the right direction. As such, the user will have enough information to know if the change they are making has a positive or negative impact and by approximately how much of an impact, e.g. 10%, 15%, 20% etc. 

Impact 4.1 and 4.2 Comparisons

Results Comparison

Results Comparison

Impact runs on the IES Apache technology. If you want to learn more, check out the Enscape Impact Video Tutorial.

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How to get started with Enscape 4.1 and Chaos licensing https://learn.enscape3d.com/blog/knowledgebase/chaos-licensing/ https://learn.enscape3d.com/blog/knowledgebase/chaos-licensing/#respond Mon, 18 Nov 2024 12:54:42 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64385 Activating and deactivating Enscape License

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Overview

Enscape 4.1 comes with licensing changes in an effort to provide a unified experience for all Chaos customers across its different products and integrations. For those wishing to upgrade to Enscape 4.1 and the new Chaos licensing now, here are the steps to get you started depending on the type of user you are and the license you are using:

Chaos Accounts

Everyone who owns an Enscape license now has a unified Chaos account. You can log in using your existing Enscape account credentials.

Fixed Licenses

A fixed license can be used by one person on one device. 

Single user: Install the new Enscape 4.1 using the default installation options. Sign in with your account and start using the product. 

Small teams with multiple users: Small teams who used to assign fixed licenses to their users can continue to use the licenses in the same way. This setup is straightforward and offers great flexibility. You can refer to the documentation on adding users to an organization and assigning license seats in the Enscape Knowledge Base.

Cloud-based Floating Licenses

Cloud-based Floating Licensing allows you and your team to use a shared pool of Floating licenses entirely through the Cloud. This allows users to use licenses from any location without the need to be on the same local network or connect to an office network through a VPN.

To use this setup, both the Administrator (who owns the Floating licenses) and users (who use the licenses) need to complete a short list of steps.

Administrators need to:

Users need to:

  • Be part of an Organization
  • Perform a default installation of the Chaos product(s) and sign in to the product with their Chaos Account

Users can follow the steps in the email they receive for being added to an Organization by the Administrator. If the user does not have an account, the email will lead them through the steps of creating one. For more detailed instructions, visit this page.

NOTE
Any Chaos Account is, by default, an Organization, and the account owner is an Administrator. Administrators can add other users to their Organization and share floating licenses with them.

Why is the licensing change needed?

Unifying the licensing experience will ensure our customers have a unified way to manage and use products across the Chaos portfolio and allow them to smoothly move through the Chaos ecosystem.

What else changes?

  • The Chaos Self-Service Portal, which has been the go-to portal for all other Chaos products, now replaces my.enscape3d.com, allowing Enscape users to use the same Chaos sign-in and licensing system.
  • New portal for subscription and license management: When visiting my.enscape3d.com, you will be redirected to my.chaos.com, where you can manage your Enscape licenses and more. My Chaos serves as the self-service portal for all Chaos products. You can now use My Chaos for subscription, license, and user management. The Administrator Guide will help you get started.
  • Upload Management (Panoramas and web standalones) remains in My Enscape.

You decided to switch to 4.1 but are still unable to set up things correctly?

Please contact us for further support.

Video Guides

My Chaos Portal

Enscape 4.1- Activation for single license users

Enscape 4.1- Cloud-based Floating License

More Information

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Enscape License Activation https://learn.enscape3d.com/blog/knowledgebase/activate_license/ https://learn.enscape3d.com/blog/knowledgebase/activate_license/#respond Mon, 18 Nov 2024 12:50:47 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64389 Activating and deactivating Enscape License

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Overview

Enscape version 4.1 uses a new licensing system that requires authentication with a Chaos account. If you are a single license holder, you will be prompted to login during installation, or you can log in directly from within Enscape. If you are sharing licenses, you can enable the Cloud-based Floating License feature in your Chaos Account Portal.

Click here to learn more about managing your user account.

Chaos License Server

All Enscape versions from 4.1 onwards need to be connected to a Chaos License to function on your machine. Chaos License Server provides licensing without the need for any physical devices. The Chaos License Server’s interface is accessible in a web browser. There are a few convenient ways to open the interface. When the Chaos License Server is installed and running on the same machine, from which you’re trying to access the interface, you can do one of the following:

  • Open your browser and type http://127.0.0.1:30304
  • Alternatively, on Windows only, you can open the Manage Chaos License Server link from:
    Start Menu > All Apps > Chaos Manage Chaos License Server.

When the Chaos License Server is installed and running on another machine in your local network, open a browser and type the IP address of the machine where it’s running, followed by the 30304 port number. For example: http://10.0.0.100:30304/

Chaos License Server

Chaos License Server

Within the Chaos License Server, you can browse and sort through all of your Chaos licenses and check their availability. To do so, click on the product you have a license for, and expand the menu to see more details.

Selected Product Menu

Selected Product Menu

You can filter through Online and Offline licenses that are Available or In Use for the selected product, using the dedicated buttons at the top of the expandable menu.

The licensing system allows you to use seats associated with your Chaos account easily from anywhere you can log into over the Internet, and the filters will distinguish the status as online or offline. However, offline licenses also reflect borrowed licenses that are available or in use offline. 

License Setup

The Unified Login Application (ULA) is integrated into the License Server installation. The ULA allows Single Sign On for all ULA-integrated Chaos desktop apps. Signing in to any of the Chaos applications will automatically log the user in all other Chaos applications installed on the machine.

  • Local – Single license holders of fixed licenses can use the default installation option, which installs a local License Server on their device. For the Local installation type, an installation and activation is required.

Activation for single license users

  • Cloud-based Floating License – Enabling the Cloud-based Floating Licensing allows you and your team to use a shared pool of Floating licenses entirely through the Cloud. This allows users to use licenses from any location without the need to be on the same local network or connect to an office network through a VPN.

Cloud-based Floating License

Enscape versions 4.0 and older

Enscape versions prior to 4.1 will continue being used for as long as your subscription is active. Existing versions of Enscape do not require a login. Your Enscape Account window may show limited information in the licensing tab though. 

Once you have purchased a subscription, you will then receive a License Key that you will need to input to activate Enscape. There are no License Keys required to run Enscape in Trial Mode. To activate an Enscape License Key, whether Fixed Seat or Floating, open the Enscape Account window via the Enscape ribbon in the CAD you’ve installed Enscape for. Then, click the Licenses button.

Licenses button

Licenses button

This will then open the window which shows the License Details. The following shows the details available in the license window and the button to enter a license key.

Click on the Enter License Key button which will open the window where your License Key can be entered. When copying your License Key, make sure to copy the full License Key and make sure that there are no additional spaces or letters copied. We recommend you paste using the Paste from Clipboard option.

Enter Enscape License Key window

Enter Enscape License Key window

Then click on Apply License to activate the license.

Apply License button

Apply License button

If the activation is successful, the notification will state: Thank you for using Enscape! You can then click on the OK button to close that window.

Confirmation that the Enscape License Activation was successful. You can now use the full version of Enscape!

Confirmation that the Enscape License Activation was successful. You can now use the full version of Enscape!

The User Account (Sign in) button, as highlighted in the following screenshot, is only for use with the User Management feature that you will find documented here.

User Account (Sign in) button

User Account (Sign in) button

If you are using a Floating License and receive a message stating you have exceeded the number of seats, this can be caused either by there being no seat available (Enscape is open on another machine on your network) or because you are unable to connect to our Licensing server to confirm the License Key. If you have problems connecting to the Enscape Licensing server, then you may need to add proxy server information or add exceptions to your Firewall. To do that, please refer to this article.

Please note that when there is no seat available on a Floating License, all core features of Enscape are blocked and a notification is displayed, as is also the case when a License Key or a Trial License expires. Core features of Enscape include: the rendering engine itself (Enscape Viewport), Material Library, Material Editor, Asset Library (including the Custom Asset Library), and lastly, Enscape Objects (SketchUp only). In such a case, you will need to wait for a seat to become free, or contact your license administrator if the seat count on a License Key requires increasing.

All Seats Occupied notification

All Seats Occupied notification

Remove a License Key

To remove or deactivate an Enscape License Key, for example when you need to move the license to another machine, open the Enscape Account window via the Enscape ribbon in CAD and click the Licenses button. Then, click the Remove License Key button, which will unbind the license key from that machine whereby, if the license key is a Floating License Key, activation of the license / seat on another machine will then be possible. If it’s a Fixed Seat License Key, there will be two buttons available: clicking the Remove License Key button will simply remove the license key on that machine, as is with the Floating License Key. The other button that will be available is a toggle displaying your license state as License Active. You can click the toggle to change the state to License Inactive and it will simply deactivate the license key but will not remove it. This means you’ll be able to reactivate the license key on the same machine at a later date by clicking this toggle and you won’t have to paste the license key in again.

Remove an Enscape License Key

Remove an Enscape License Key

If you have reinstalled the operating system without removing the License Key beforehand, or if you have uninstalled the CAD and therefore can no longer access the Enscape Account  button to deactivate the license, even though Enscape is still installed on the machine, or if you have problems with activating / deactivating your Enscape License Key in general, even after checking your proxy settings and firewall exceptions, then please contact support through the Help Center.

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System Requirements – macOS https://learn.enscape3d.com/blog/knowledgebase/system-requirements-macos/ https://learn.enscape3d.com/blog/knowledgebase/system-requirements-macos/#respond Tue, 29 Oct 2024 14:58:09 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64228 Find out what Hardware and Software you need.

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Overview

Enscape and its rendering engine strongly relies on the performance of the graphics processing unit (GPU) of the Apple Silicon chipset and Unified Memory of the Mac. To optimize this, your computer must at least meet the minimum recommended system requirements set out below.

Furthermore, we do recommend that you use Enscape in a multi-monitor setup to be able to fully facilitate the workflow between the CAD application and Enscape.

Required CAD/BIM Software

The Enscape for Mac plug-in is provided for the following host applications:

  • SketchUp 2022, 2023, 2024 and 2025*
  • Archicad 26, 27 and 28
  • Vectorworks 2023 (Service Pack 6), 2024 and 2025
  • Rhino 7.0 and 8.3 (or later)

On macOS, the Enscape plugin will be installed for all of the above listed host applications by default unless otherwise specified by the user during the installation process. This means you do not require a dedicated installer specific to each individual host application, and you can specify which CAD or CADs you want to install Enscape for during the installation procedure.

We recommend updating your CAD application listed above to the latest software release/update version available from the manufacturer to have all fixes and improvements available.

* Be advised that SketchUp versions prior to 2024 do not officially support macOS 14 Sonoma at this time. Technical issues might ensue from using SketchUp and Enscape. Please use at your own discretion.

System Requirements

Enscape performs its renders using your graphics card (GPU).
A good CPU can speed up Enscape’s loading times.

It is also recommended that your internet connection is fast and stable, and that you should use a direct cable connection and avoid using a Wi-Fi connection where possible, as this can slow down the Asset Library loading times.

Note: Real-time rendering performance is affected by the project size, and therefore the following table provides the minimum GPU specifications that we recommend where large CAD/BIM projects are regularly being worked on.

MacBook Pro (M4 Pro/Max, 2024, 48 GB of Unified Memory)

macOS Minimum Requirements Recommended Requirements VR Requirements
Operating System Monterey 12.6 and higher
Not currently supported
Supported Hardware:
Apple M1 MacBook Air (2020)
MacBook Pro (2021)
iMac (2021)
Mac mini (2020)
MacBook Pro (M1 Pro/Max, 2021, 32 GB of Unified Memory)
Mac Studio (M1 Max/Ultra, 2022, 32 GB of Unified Memory)
N/A
Apple M2 MacBook Air (2022/2023)
MacBook Pro (2022)
Mac mini (2022)
MacBook Pro (M2 Pro/Max, 2023, 32 GB of Unified Memory)
Mac Pro (M2 Ultra, 2023, 64 GB of Unified Memory)
Mac Studio (M2 Max/Ultra, 2023, 32 GB of Unified Memory)
Mac mini (M2 Pro, 2022, 32 GB of Unified Memory)
N/A
Apple M3 MacBook Air (2024)
MacBook Pro (2023)
iMac (2023)
Mac Studio (2025)
MacBook Pro (M3 Pro/Max, 2023, 36 GB of Unified Memory)
iMac (M3, 2023, 24 GB of Unified Memory)
Mac Studio (M3 Ultra, 2025, 96 GB of Unified Memory)
N/A
Apple M4 MacBook Air (2025)
Mac mini
(2024)
iMac (2024)
MacBook Pro (2024)
Mac Studio (2025)
Mac mini (M4 Pro, 2024, 48 GB of Unified Memory)
iMac (M4, 2024, 24 GB of Unified Memory)
MacBook Pro (M4 Pro/Max, 2024, 48 GB of Unified Memory)
Mac Studio (M4 Max, 2025, 64 GB of Unified Memory)
Unsupported Hardware:
Macs with Intel CPU and Intel or AMD GPU

For the minimum recommended GPUs listed above, some performance gains are possible if you experience poor performance.

Apple Silicon M1, M2, M3 & M4

Apple Silicon M1, M2, M3 & M4

Recommended Graphics Drivers

Driver updates are supplied by Apple exclusively via updates to the operating system macOS itself. We therefore encourage you to update macOS to the latest version your software situation allows.

System Support

If you run into trouble, let us know by using Enscape’s Feedback function or contact us here. There are plenty of different system configurations and we are working every day to support more of them.

[contact-form-7]

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System Requirements – Windows https://learn.enscape3d.com/blog/knowledgebase/system-requirements/ https://learn.enscape3d.com/blog/knowledgebase/system-requirements/#respond Tue, 29 Oct 2024 14:56:36 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64226 Find out what Hardware and Software you need.

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Overview

Enscape uses ray tracing for its real-time rendering, and almost all the calculations that Enscape performs are being handled on the graphics card (GPU). For this reason, your computer must at least meet the minimum recommended system requirements set out below.

Furthermore, although not a requirement, we do recommend that you use Enscape with dual monitors, as Enscape is optimized to work on a dual monitor setup.

Required CAD/BIM Software

The Enscape for Windows plug-in is provided for the following host applications:

  • Revit 2022, 2023, 2024, and 2025
  • SketchUp 2022, 2023, 2024 and 2025
  • Rhino 7.0 and 8.3 (or later)
  • Archicad 26, 27 and 28
  • Vectorworks 2023 (Service Pack 1 or later), 2024 and 2025

Enscape is not provided as a plugin for Revit LT  because Revit only allows the addition of third-party plugins in the the full version of the software. This is a limitation set by Autodesk.

On Windows, the Enscape plugin will be installed for all of the above listed host applications by default unless otherwise specified by the user during the installation process. This means you do not require a dedicated installer specific to each individual host application, and you can specify which CAD or CAD’s you want to install Enscape for during the installation procedure.

We recommend updating your CAD application listed above to the latest software release/update version available from the manufacturer to have all fixes and improvements available.

Note: There are conflicts with two other Revit plugins: Colorizer and Techviz. To avoid incompatibilities, please uninstall them before using Enscape.

System Requirements

Enscape performs its renders using your graphics card (GPU), but the GPU has to have dedicated VRAM, and not shared VRAM as found with Intel Integrated Graphics chips. If your systems CPU and RAM are capable of handling Revit, for instance, and you have a capable GPU, Enscape should work. A good CPU can speed up Enscape’s loading times. The system requirements to run Enscape, as well as the Standalone Executable files that can be exported from Enscape, are identical.

It is also recommended that your internet connection is fast and stable, and that you should use a direct cable connection and avoid using a Wi-fi connection where possible, as this can slow down the Asset Library loading times.

Note: Real-time rendering performance is affected by the project size, and therefore the following table provides the minimum GPU specifications that we recommend where large CAD/BIM projects are regularly being worked on. Where VR is listed, the GPU’s clock speed (processor) has more relevance than the amount of VRAM, although you should always try to use a GPU with as much VRAM as possible.

Windows OS Minimum Requirements Recommended Requirements VR Requirements
Operating System Windows 10 or higher Windows 10 or higher Windows 10 or higher
Graphics Card Intel Arc A310, NVIDIA or AMD dedicated GPU with 4GB VRAM that supports Vulkan 1.1
NVIDIA GeForce GTX 900 series / Quadro M series and newer
AMD Radeon RX 400 series / equivalent Radeon Pro series and newer
The latest available drivers or at least our recommended drivers
NVIDIA GeForce RTX 3070 Ti or AMD RX 6800
The latest available drivers or at least our recommended drivers
NVIDIA GeForce RTX 4070 Ti or AMD RX7900 XT
The latest available drivers or at least our recommended drivers
VRAM 4GB VRAM 8GB VRAM 12GB VRAM
VR Headsets Meta Quest 3
HTC Vive Pro 2
Refer to the hardware requirements in our Virtual Reality Headset guide
Additional  Software Requirements The Enscape installer will check for the presence of additional software required to run Enscape. If that software is not present the installer will prompt you to download and install whatever is missing from your system.
For deploying Enscape via Command Line, here’s a list of that required software:

Machines Without Dedicated GPUs
  • Intel : Laptops: 13th Gen with UHD Graphics 64EU iGPU and above  |  Desktops: 13th Gen with UHD 730 iGPU and above
  • AMD : Ryzen 6000 series with Radeon 660M and above  |   Ryzen 7000 series with Radeon 740M and above
  • VR functionality and Hardware Ray Tracing is not supported for machines without dedicated GPUs.
Unsupported Hardware Radeon 6000 mobile GPU’s
SLI
Note: you may still experience a performance boost by using SLI AFR mode, which is a setting that can be selected in your NVIDIA driver properties.

In cases where you have multiple GPU’s, Enscape will only utilize one of those GPU’s.
Only docking stations that support accelerated graphics will work with Enscape.
Known Issues:

If using Revit, there are known conflicts with two other Revit plugins: Colorizer and Techviz. To avoid incompatibilities, please uninstall them before using Enscape.

DLSS and Hardware Accelerated Ray Tracing is not supported on the NVIDIA GTX 1660 product line and although the GTX 1660 cards can run RTX features, you will likely experience many performance issues. Therefore, it will be disabled in version 4.0 and above. Users with previous versions of Enscape can still use it (performance issues may occur). The same applies to NVIDIA T1000 and T2000 graphics cards. In this scenario we highly recommend disabling RTX for these GPU’s.

NOTE for Windows 11
Windows 11 is supported by Enscape. Please let us know if you experience any issues when running Enscape under this operating system by submitting feedback via the Enscape Feedback Form.

For the minimum recommended GPU’s listed above, some performance gains are possible if you experience poor performance.

NVIDIA

NVIDIA

AMD

AMD

Recommended Graphics Drivers

Enscape should work if your GPU is capable of running the minimum recommended drivers listed below. Although we always advise that you should be running the latest available drivers for your GPU, sometimes the latest available GPU drivers can cause unforeseen issues and in such a case we strongly advise that you roll back to the drivers listed here:

NVIDIA

Enscape v4.3:

Enscape v4.2:

Enscape v4.1:

Enscape v4.0:

Enscape v3.5:

Enscape v3.4:

Enscape v3.3:

Enscape v3.2:

Enscape v3.1:

AMD

Enscape v4.3:

Enscape v4.2:

Enscape v4.1:

Enscape v4.0:

Enscape v3.5:

Enscape v3.4:

Enscape v3.3:

Enscape v3.2:

Enscape v3.1:

System Support

If you run into trouble, let us know by using Enscape’s Feedback function or contact us here. There are plenty of different system configurations and we are working every day to support more of them.

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Performance Considerations https://learn.enscape3d.com/blog/knowledgebase/performance-considerations-macos/ https://learn.enscape3d.com/blog/knowledgebase/performance-considerations-macos/#respond Tue, 29 Oct 2024 14:24:26 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64254 Increase the performance of your system when using Enscape.

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Why do I have a low frame rate?

There are several reasons why your frame rate (fps) might be low, resulting in single frames being strongly noticeable when moving in Enscape.

Your computer’s system specifications are too low

  • Enscape renders use only a dedicated GPU. A GPU such as an AMD Radeon Pro 5300m with 4GB or a M1 with dedicated GPU cores is recommended and the more VRAM/RAM there is on the GPU, the better Enscape will generally perform. It’s worth checking our System Requirements from time to time and on each release as these are subject to change.

Your project is too large

  • Project size can be, but is not always, an issue. Projects containing a lot of fine tessellated geometry, such as pipes, cables, and furniture, or lots of high-res textures might overwhelm your computer. Hiding small but detailed elements in your project can help.

Performance issues can generally be improved by adjusting the Rendering Quality, under the Visual Settings window – Main tab, to a lower value. We recommend setting this to High if you find performance sub-optimal. This will boost performance by turning off some of the more expensive rendering features.

Setting the Rendering Quality to Draft will give you the best performance, but at the expense of losing reflections.

This will boost performance by turning off some of the more expensive rendering features.

Rendering Quality slider within the General settings tab

Rendering Quality slider within the General settings tab

Your screen resolution is too high

  • You can increase your real-time performance by simply adjusting the size of the Enscape window. However, when you are wanting to render an image out, make sure that the Resolution is set to the desired resolution for the final render, and not set to Window. Here you can see that the Capture Resolution is set to FullHD, which is the equivalent of ‘1080p’.
Resolution settings

Resolution settings

Further Performance Settings

Under the General SettingsRendering tab, Enscape provides further options to enhance performance:

Ray-Traced Sun Shadows – Enabling this will enable ray-tracing for sun shadows instead of using shadow maps and will provide a higher level of shadow detail. Semi-transparent geometry will cast shadows with the opacity and tint color, or base color and texture of a glass material, contributing to the appearance of the shadows.

NOTE: this feature may result in a significant increase of the GPU’s VRAM. It’s recommended to disable this feature to resolve issues rendering super high resolution / panoramas / video.

NVIDIA Shadow Denoiser – Reduces the noise in soft shadows along the edges, particularly during camera movement, at the expense of rendering time. To reduce the rendering times during captures the NVIDIA shadow denoiser will always be enabled when Ray-Traced Sun Shadows are active. 

Auto Resolution – Dynamically reduces the resolution to ensure a smooth navigation and frame rate. If deactivated, the native window resolution will be used. This has no effect on rendered export.

Auto Upsampling – Upsampling is automatically activated in case the graphics card runs out of memory during capturing. Disable in case of quality degradation.

Grass/Carpet Rendering – When disabled, a slight performance increase can be had, but carpet and grass will geometry will not be rendered.

Restmode – When enabled, animations will stop a few seconds after you cease movement in the Enscape viewport.

Further Perfomance Options

Further Perfomance Options

Monitor your GPU's Performance

Although Enscape does not offer a way to natively monitor your GPU performance, it is possible via other methods to get some idea about the GPU performance whilst Enscape is running. The following suggestions may not give you totally accurate statistics but do go some way to monitor GPU performance in the first instance.

The first option is to open the Activity Monitor application which is included by default in all macOS installations. Just search for ‘Activity Monitor’ in your Launchpad.

The Activity Monitor displays all currently running processes on your system, including Rhino and EnscapeApplication. You can set up the Activity Monitor in many different ways. We recommend switching to GPU Processes in the View menu and enabling columns like %CPU, %GPU, Real Mem to get an idea of what the GPU is using and if you are overloading your system.

Activity Monitor showing GPU and memory usage

Activity Monitor showing GPU and memory usage

How can I decrease the loading time?

For some projects, Enscape’s initial loading time can take a few minutes whilst it loads all the information required.

Loading time is also determined by how quickly the CAD software can communicate the content of the project. The more complex your project is in the CAD software, the longer it may take for Enscape to load. To shorten loading times, try the following:


  1. Download the newest version of Enscape as we’re continuously working on improving the loading time.

  2. Hide small yet detailed objects, such as cables, triggers, pipes, etc.

  3. Use a dedicated SSD for your CAD installation and project files.

  4. Upgrade your computer. Exporting time is limited by your CPU, RAM and hard disk speed.
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Performance Considerations https://learn.enscape3d.com/blog/knowledgebase/performance-considerations/ https://learn.enscape3d.com/blog/knowledgebase/performance-considerations/#respond Tue, 29 Oct 2024 14:20:13 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64260 Increase the performance of your system when using Enscape.

The post Performance Considerations appeared first on Enscape.

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Why do I have a low frame rate?

There are several reasons why your frame rate (fps) might be low, resulting in single frames being strongly noticeable when moving in Enscape.

Your computer’s system specifications are too low

  • Enscape renders using only a dedicated GPU. A GPU such as an NVIDIA GeForce GTX 900 series card or higher is recommended and the more VRAM there is on the GPU, the better Enscape will generally perform (although when using VR, the clock speed of the GPU processor is the more limiting factor on the higher end GPU’s required for VR). It’s worth checking our System Requirements from time to time and on each release as these are subject to change.

Your project is too large

  • Project size can be, but is not always, an issue. Projects containing a lot of fine tessellated geometry, such as pipes, cables, and furniture, or lots of high-res textures might overwhelm your computer. Hiding small but detailed elements in your project can help.

Performance issues can generally be improved by adjusting the Rendering Quality, under the Visual Settings window – Main tab, to a lower value. We recommend setting this to High if you find performance sub-optimal. This will boost performance by turning off some of the more expensive rendering features.

Setting the Rendering Quality to Draft will give you the best performance, but at the expense of losing reflections.

This will boost performance by turning off some of the more expensive rendering features.

Rendering Quality slider within the Main settings tab

Rendering Quality slider within the Main settings tab

Your screen resolution is too high

  • You can increase your real-time performance by simply adjusting the size of the Enscape window. However, when you are wanting to render an image out, make sure that the Resolution is set to the desired resolution for the final render, and not set to Window. Here you can see that the Capture Resolution is set to FullHD, which is the equivalent of ‘1080p’.
Resolution settings within the Output tab

Resolution settings within the Output tab

Further Performance Settings

Under the General SettingsRendering tab, Enscape provides further options to enhance performance:

Image Quality Options

Ray-Traced Sun Shadows – Enabling this will enable ray-tracing for sun shadows instead of using shadow maps and will provide a higher level of shadow detail. Semi-transparent geometry will cast shadows with the opacity and tint color, or base color and texture of a glass material, contributing to the appearance of the shadows.

NOTE:
this feature may result in a significant increase of the GPU’s VRAM. It’s recommended to disable this feature to resolve issues rendering super high resolution / panoramas / video.

NVIDIA Shadow Denoiser – Reduces the noise in soft shadows along the edges, particularly during camera movement, at the expense of rendering time. The denoiser will not be used in rest mode and for captures. Activate both Ray-Traced Sun Shadows and the NVIDIA Shadow Denoiser for optimal rendering outcomes.

Grass/Carpet Rendering – When disabled, a slight performance increase can be had, but carpet and grass will geometry will not be rendered.

 

Hardware Features

Hardware-accelerated Ray-Tracing – In cases where RTX is causing memory issues. RTX is enabled by default and a restart of Enscape will be required when toggling this feature.

Ray-Traced Artificial Light (Beta) – Enabling this Beta feature will apply Ray-Tracing to Artificial Light sources instead of using shadow maps and will provide a higher level of shadow detail. At High Rendering Quality or above, the effects of semi-transparent geometry are also visible.

NOTE:
this feature may result in a significant increase of the GPU’s VRAM. It’s recommended to disable this feature to resolve issues rendering super high resolution / panoramas / video.

NVIDIA DLSS – Deep Learning Super Sampling is an RTX technology that uses AI to boost frame rates, meaning high resolutions can be used whilst maintaining a solid frame rate.

NOTE:
Auto Exposure needs to be enabled in the Visual Settings when DLSS is activated.

 

Restmode – When enabled, animations will stop a few seconds after you cease movement in the Enscape viewport.

Further Perfomance Options

Further Perfomance Options

NOTE regarding DLSS
If DLSS appears not to be functioning for you, please make sure you are running the very latest GPU drivers, as recommended here, and also make sure that Auto Exposure in the Visual Settings is enabled.

If you have a machine that has an NVIDIA RTX 30XX GPU as the dedicted GPU, but also has an iGPU (CPU) from the AMD Ryzen 7 5800H and AMD Ryzen 9 5900 range and DLSS is causing issues, then you will also need to additionally install the AMD Q21.6.2 driver to resolve the issue.

DLSS and Hardware Accelerated Ray Tracing is not supported on the NVIDIA GTX 1660 product line and although the GTX 1660 cards can run RTX features, you will likely experience many performance issues. Therefore, it will be disabled in version 4.0 and above. Users with previous versions of Enscape can still use it (performance issues may occur). The same applies to NVIDIA T1000 and T2000 graphics cards. In this scenario we highly recommend disabling RTX for these GPU’s.

Monitor your GPU's Performance

Although Enscape does not offer a way to natively monitor your GPU performance, it is possible via other methods to get some idea about the GPU performance whilst Enscape is running. The following suggestions may not give you totally accurate statistics but do go some way to monitor GPU performance in the first instance.

The first option is to open the Windows Task Manager application which is included by default in all Windows installations. Just search for ‘Task Manager’ in the Windows search function.

Shown here is the Process tab, which is the default tab on opening the Windows Task Manager, and you can see this machine is running SketchUp. Enscape is a treated as a slave to the CAD and is therefore not listed. Always look for the CAD you are running to get an idea of what is using the GPU.

Windows Task Manager Process Tab

Windows Task Manager Process Tab

Click on the Performance tab will give you a view on the hardware performance. For Enscape, the GPU is the main resource used, and are the areas you may want to observe.

Windows Task Manager Performance Tab

Windows Task Manager Performance Tab

Of course, the Task Manager does not provide any kind of on-screen overlay, so will take up valuable screen space. Therefore, a better solution could be the native GPU software that AMD and NVIDIA make available to its users.

For NVIDIA its either the NVIDIA GeForce Experience package, or the Quadro Experience package (depending on which NVIDIA model you have installed).

For AMD either the Pro or Radeon software is available.

All of the above provide a Performance area that should also be available as an on-screen overlay that can help you monitor your GPU’s performance whilst Enscape is running and may assist you in troubleshooting issues yourself in the first instance.

Example of Overlay (NVIDIA shown here)

Example of Overlay (NVIDIA shown here)

How can I decrease the loading time?

For some projects, Enscape’s initial loading time can take a few minutes whilst it loads all the information required.

Loading time is also determined by how quickly the CAD software can communicate the content of the project. The more complex your project is in the CAD software, the longer it may take for Enscape to load. To shorten loading times, try the following:


  1. In Revit use the Section Box function which will reduce the amount of information being communicated.

  2. Hide small yet detailed objects, such as cables, triggers, pipes, etc.

  3. Use a dedicated SSD for your CAD installation and project files.

  4. Upgrade your computer. Exporting time is limited by your CPU, RAM and hard disk speed.

  5. Download the newest version of Enscape as we’re continuously working on improving the loading time.
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Materials https://learn.enscape3d.com/blog/knowledgebase/materials-mac-rhino/ https://learn.enscape3d.com/blog/knowledgebase/materials-mac-rhino/#respond Tue, 29 Oct 2024 14:09:26 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64235 Rhino Material Editor and Enscape.

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Overview

Enscape provides its own native Material Editor that can be used in conjunction with the native Rhino material editor to create visually stunning images such as the ones our users usually achieve.

 

This is why we came up with our very own material editor to make sure all of our users can enjoy powerful tools such as Bump and Reflectivity maps.

Using some detailed Bump and Reflectivity maps

Using some detailed Bump and Reflectivity maps

Accessing the Material Editor

To open the Enscape material editor, click the Enscape Material Editor button in the Enscape toolbar.

Enscape Material Editor

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

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

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

Materials' Location

IMPORTANT
Before importing any materials, you should decide whether the project will be shared with another user for collaborative purposes. If this is the case, a storage location where all users working on a project will have access to. Therefore, you should pay attention to the ‘gear’ icon that can be found at the bottom left corner of the dialog in both the Material Library, and the Material Editor. If you do not adjust the storage location then when a project file is opened by another user, that user will not be able to access the materials assigned in the project due to the default storage location being assigned locally by default. This means that the materials assigned in the project will need to be manually reimported from the Material Library and reassigned.

The following shows how to import a PBR material from the Enscape Material Library into Rhino.

Material Types

  • The Enscape Material Editor can set each material to be set to a certain Type. Each Type has a set of pre-built qualities.These following Type of materials are available to choose from:
    • Generic – Suited for any materials that aren’t supposed to be rendered as grass blades, water surface, or have translucency applied.
    • Carpet – Contains pre-built sprites that act like carpet fibers which can be adjusted.
    • Clearcoat – Imitates the type of paint that you find on car bodies.
    • Foliage – If the Sun (not artificial lighting) is located behind said surface, it will be illuminated on both sides, common in nature.
    • Glass – Transparent material with reflective properties, simulating the appearance of real glass surfaces.
    • Grass– Contains sprites that represent grass material which animate when not at rest.
    • Self-illuminated – Makes a material appear as if glowing, and emitting actual light.
    • Water – Acts as a liquid and animates when not at rest.
Material Types

Material Types

Generic

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

Generic Material Type

Albedo

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 Rhino.

The Albedo area with no texture applied

The Albedo area with no texture applied

Albedo area with texture applied

Albedo area with texture applied

Albedo Texture on Sphere

Albedo Texture on Sphere

Video Textures

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 .mkv.

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.

Transparency

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

Transparency Options

The Transparency area

The Transparency area

  • Texture
    The Texture parameter allows you to control the transparency using a 2D image, a map. It refers to the Opacity value, so a black area (which equals zero) on the image used will result in a perfectly transparent portion of the surface, while a white area will appear perfectly opaque. Grey areas will appear partially transparent, such as glass. If you load a colored image, Enscape will automatically convert it to black and white, so you don’t have to worry about that.
  • Opacity
    The Opacity slider controls the overall transparency of the surface. If you’re using it combined with a transparency map, it will define the maximum opacity, so white areas on said map will appear as opaque as you’ve set using this slider.
  • Tint Color
    This menu allows you to choose a color that should be added to any semi-transparent areas of your material. Very much like colored glass.
  • Refractive Index
    The Refractive Index slider determines by which factor light is being bent when traveling through a transparent surface. You know this effect from looking at a glass of water, or very thick glass.
    Air has a refractive index of 1.0 – so light rays travel through it in a straight line -, water has an index of 1.33, window glass 1.52, and, for example diamonds have an index of 2.42 – they bend light quite heavily.
    For further information on this topic, feel free to have a look at the Wikipedia article.
  • Frosted Glass
    If the Frosted Glass checkbox is enabled, Enscape will blur what’s visible through the transparent surface. The amount by which it’s blurred is being determined by the Roughness value in the Reflections area.
Transition from transparent sphere to one with transparency texture applied

Transition from transparent sphere to one with transparency texture applied

Rhino Texture Coordinate System

This value summarizes the texture coordinate systems currently in use by the textures of this material. Changing this value will update all textures at the same time.

Object (default)
– Rhino’s standard UV texture mapping.

World Plane – Textures are projected downwards onto each object from a horizontal plane.

World Box – Textures are projected into each object from a six-sided box surrounding the scene.

NOTE
Rhino Texture Coordinate System is not supported on Carpet, Grass or Water Material types.

Height Maps

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 Bump map

Applying a Normal map

Applying a Normal map

Applying a Displacement 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

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!

Reflections

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

The Reflection settings area

  • Roughness
    The smoother the material (Roughness -> 0%), the more it will reflect it’s environment. The rougher the material is, the more it will diffuse incoming light.
  • Texture
    Again, you can also use 2D Images as a ‘Roughness Map’ to control the roughness value per location on your surface.
  • Metallic
    The Metallic-slider tells Enscape to treat the surface either as a non-metallic (e.g. plastic, ceramic..) reflective surface, or as a metallic one.
    Let’s say metallic surfaces behave more like a mirror, reflecting a clear image of their surrounding, while non-metallic surfaces show more of their actual surface, reflecting the environment rather vaguely.
  • Specular
    This value controls the amount by which light is being reflected when hitting a non-metallic surface at a steep angle, as opposed to light that’s hitting it rather from the side.
    If you’re not too familiar with this setting, it’s best to leave it around 50% for realistic results.
Sphere with texture applied as a Roughness Map

Sphere with texture applied as a Roughness Map

Carpet

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.

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 selected as the Type in the Enscape Material Editor

Carpet Material Settings in the Material Editor

Carpet Material Settings in the Material Editor

Clearcoat

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 settings

Clearcoat material

Clearcoat material

Foliage

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

Foliage material leaves

Glass

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 Settings

Glass Material with Base Texture

Glass Material with Base Texture

Grass

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 Settings

'Grass' selected as material type

'Grass' selected as material type

  • Height
    The Height slider will stretch the sprites being used as grass blades, making them appear larger, making for higher grass.
Changing the grass height

Changing the grass height

  • Height Variation
    The Height Variation slider adds a random factor to the grass height. This makes for a wilder looking, ragged grass.
Randomizing the grass blades

Randomizing the grass blades

  • Wind Settings
    The Grass material is now also affected by the global Wind setting found in the in the Visual Settings -> Atmosphere tab. You can adjust both the wind Intensity and Direction Angle, and this affect can be seen working when adjusting the Intensity slider, as well as when moving around in the Enscape Viewport and will be included in Video exports.
Wind Settings in the Visual Settings window

Wind Settings in the Visual Settings window

TOP TIP
Grass will only animate whilst you are moving around the Enscape viewport, as well as for about a further 2 seconds once entering a rest state. You can have grass animate constantly, even when at rest, via the General Settings dialog. There you will find a Performance option that contains a checkbox named Restmode. Uncheck Restmode to have animations on, even when at rest.

Self-illuminated

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-illuminated Type

Self Illumination Material Type

Self Illumination Material Type

Water

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.

Setting the Water Type for a material will tell Enscape to treat any surface it’s applied to as physical water, including waves & caustics.

  • Water Color
    Choose a color your water should be tinted in. No textures to be used this time – water color is set globally.
Separate faces and materials have been used in this image

Separate faces and materials have been used in this image

Wind Settings

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.

  • Intensity
    Control the speed in which the water is flowing.
  • Direction Angle
    Control the overall direction water is moving in.
Override Wind Settings option

Override Wind Settings option

TOP TIP
Don’t be surprised, water in Enscape will stop moving as soon as you stand still and stop moving the camera. This is intentional, and will not happen in video exports or VR. You can have the water animate all the time by unchecking the Restmode option in the General Settings dialog under the Rendering option.

Wave Settings

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

The Wave Settings sliders

Height: The Height slider controls the height – or intensity – of waves in water materials.

Height: The Height slider controls the height – or intensity – of waves in water materials.

Detail Settings

  • Caustics Intensity
    Under Detail Settings, Caustics Intensity controls the amount of light that is being refracted through waves in water. Control this beautiful effect using this slider. Keep in mind you will only see this effect as long as there’s a surface beneath the water for the light to reflect off of.
Caustics Intensity

Caustics Intensity

No caustics to 100% caustics visibility

No caustics to 100% caustics visibility

Texture Editor

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

  • Choose the image file for your texture
  • Change the brightness
  • Invert the colors of your image
  • Apply explicit texture transformations

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

All texture slots used

The Texture Editor

The Texture Editor

Importing and Exporting Materials

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

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

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

Batch Import *.matpkg options

Replace existing materials

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

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

Replace an existing material

The process is illustrated in the video below.

Naming Keywords

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

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

Keywords and their effects

Those keywords change the material parameters without changing their color. The color is still defined by the SketchUp texture. The SketchUp 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
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Materials https://learn.enscape3d.com/blog/knowledgebase/materials-in-rhino/ https://learn.enscape3d.com/blog/knowledgebase/materials-in-rhino/#respond Tue, 29 Oct 2024 14:03:44 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64234 Rhino Material Editor and Enscape.

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Overview

Enscape provides its own native Material Editor that can be used in conjunction with the native Rhino material editor 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 Rhino.

Using some detailed Bump and Reflectivity maps

Using some detailed Bump and Reflectivity maps

Accessing the Material Editor

To open the Enscape material editor, click the Enscape Material Editor button in the Enscape toolbar.

Enscape Material Editor

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

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

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

Materials' Location

IMPORTANT
Before importing any materials, you should decide whether the project will be shared with another user for collaborative purposes. If this is the case, a storage location where all users working on a project will have access to. Therefore, you should pay attention to the ‘gear’ icon that can be found at the bottom left corner of the dialog in both the Material Library, and the Material Editor. If you do not adjust the storage location then when a project file is opened by another user, that user will not be able to access the materials assigned in the project due to the default storage location being assigned locally by default. This means that the materials assigned in the project will need to be manually reimported from the Material Library and reassigned.

The following shows how to import a PBR material from the Enscape Material Library into Rhino.

Material Types

  • The Enscape Material Editor can set each material to be set to a certain Type. Each Type has a set of pre-built qualities.These following Type of materials are available to choose from:
    • Generic – Suited for any materials that aren’t supposed to be rendered as grass blades, water surface, or have translucency applied.
    • Carpet – Contains pre-built sprites that act like carpet fibers which can be adjusted.
    • Clearcoat – Imitates the type of paint that you find on car bodies.
    • Foliage – If the Sun (not artificial lighting) is located behind said surface, it will be illuminated on both sides, common in nature.
    • Glass – Transparent material with reflective properties, simulating the appearance of real glass surfaces.
    • Grass– Contains sprites that represent grass material which animate when not at rest.
    • Self-illuminated – Makes a material appear as if glowing, and emitting actual light.
    • Water – Acts as a liquid and animates when not at rest.
Material Types

Material Types

Generic

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

Generic Material Type

Albedo

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 Rhino.

The Albedo area with no texture applied

The Albedo area with no texture applied

Albedo area with texture applied

Albedo area with texture applied

Albedo Texture on Sphere

Albedo Texture on Sphere

Video Textures

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 .mkv.

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.

Transparency

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

Transparency Options

The Transparency area

The Transparency area

  • Texture
    The Texture parameter allows you to control the transparency using a 2D image, a map. It refers to the Opacity value, so a black area (which equals zero) on the image used will result in a perfectly transparent portion of the surface, while a white area will appear perfectly opaque. Grey areas will appear partially transparent, such as glass. If you load a colored image, Enscape will automatically convert it to black and white, so you don’t have to worry about that.
  • Opacity
    The Opacity slider controls the overall transparency of the surface. If you’re using it combined with a transparency map, it will define the maximum opacity, so white areas on said map will appear as opaque as you’ve set using this slider.
  • Tint Color
    This menu allows you to choose a color that should be added to any semi-transparent areas of your material. Very much like colored glass.
  • Refractive Index
    The Refractive Index slider determines by which factor light is being bent when traveling through a transparent surface. You know this effect from looking at a glass of water, or very thick glass.
    Air has a refractive index of 1.0 – so light rays travel through it in a straight line -, water has an index of 1.33, window glass 1.52, and, for example diamonds have an index of 2.42 – they bend light quite heavily.
    For further information on this topic, feel free to have a look at the Wikipedia article.
  • Frosted Glass
    If the Frosted Glass checkbox is enabled, Enscape will blur what’s visible through the transparent surface. The amount by which it’s blurred is being determined by the Roughness value in the Reflections area.
Transition from transparent sphere to one with transparency texture applied

Transition from transparent sphere to one with transparency texture applied

Rhino Texture Coordinate System

This value summarizes the texture coordinate systems currently in use by the textures of this material. Changing this value will update all textures at the same time.

Object (default)
– Rhino’s standard UV texture mapping.

World Plane – Textures are projected downwards onto each object from a horizontal plane.

World Box – Textures are projected into each object from a six-sided box surrounding the scene.

NOTE
Rhino Texture Coordinate System is not supported on Carpet, Grass or Water Material types.

Height Maps

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 Bump map

Applying a Normal map

Applying a Normal map

Applying a Displacement 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

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!

Reflections

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

The Reflection settings area

  • Roughness
    The smoother the material (Roughness -> 0%), the more it will reflect it’s environment. The rougher the material is, the more it will diffuse incoming light.
  • Texture
    Again, you can also use 2D Images as a ‘Roughness Map’ to control the roughness value per location on your surface.
  • Metallic
    The Metallic-slider tells Enscape to treat the surface either as a non-metallic (e.g. plastic, ceramic..) reflective surface, or as a metallic one.
    Let’s say metallic surfaces behave more like a mirror, reflecting a clear image of their surrounding, while non-metallic surfaces show more of their actual surface, reflecting the environment rather vaguely.
  • Specular
    This value controls the amount by which light is being reflected when hitting a non-metallic surface at a steep angle, as opposed to light that’s hitting it rather from the side.
    If you’re not too familiar with this setting, it’s best to leave it around 50% for realistic results.
Sphere with texture applied as a Roughness Map

Sphere with texture applied as a Roughness Map

Carpet

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.

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 selected as the Type in the Enscape Material Editor

Carpet Material Settings in the Material Editor

Carpet Material Settings in the Material Editor

Clearcoat

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 settings

Clearcoat material

Clearcoat material

Foliage

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

Foliage material leaves

Glass

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 Settings

Glass Material with Base Texture

Glass Material with Base Texture

Grass

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 Settings

'Grass' selected as material type

'Grass' selected as material type

  • Height
    The Height slider will stretch the sprites being used as grass blades, making them appear larger, making for higher grass.
Changing the grass height

Changing the grass height

  • Height Variation
    The Height Variation slider adds a random factor to the grass height. This makes for a wilder looking, ragged grass.
Randomizing the grass blades

Randomizing the grass blades

  • Wind Settings
    The Grass material is now also affected by the global Wind setting found in the in the Visual Settings -> Atmosphere tab. You can adjust both the wind Intensity and Direction Angle, and this affect can be seen working when adjusting the Intensity slider, as well as when moving around in the Enscape Viewport and will be included in Video exports.
Wind Settings in the Visual Settings window

Wind Settings in the Visual Settings window

TOP TIP
Grass will only animate whilst you are moving around the Enscape viewport, as well as for about a further 2 seconds once entering a rest state. You can have grass animate constantly, even when at rest, via the General Settings dialog. There you will find a Performance option that contains a checkbox named Restmode. Uncheck Restmode to have animations on, even when at rest.

Self-illuminated

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-illuminated Type

Self Illumination Material Type

Self Illumination Material Type

Water

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.

Setting the Water Type for a material will tell Enscape to treat any surface it’s applied to as physical water, including waves & caustics.

  • Water Color
    Choose a color your water should be tinted in. No textures to be used this time – water color is set globally.
Separate faces and materials have been used in this image

Separate faces and materials have been used in this image

Wind Settings

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.

  • Intensity
    Control the speed in which the water is flowing.
  • Direction Angle
    Control the overall direction water is moving in.
Override Wind Settings option

Override Wind Settings option

TOP TIP
Don’t be surprised, water in Enscape will stop moving as soon as you stand still and stop moving the camera. This is intentional, and will not happen in video exports or VR. You can have the water animate all the time by unchecking the Restmode option in the General Settings dialog under the Rendering option.

Wave Settings

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

The Wave Settings sliders

Height: The Height slider controls the height – or intensity – of waves in water materials.

Height: The Height slider controls the height – or intensity – of waves in water materials.

Detail Settings

  • Caustics Intensity
    Under Detail Settings, Caustics Intensity controls the amount of light that is being refracted through waves in water. Control this beautiful effect using this slider. Keep in mind you will only see this effect as long as there’s a surface beneath the water for the light to reflect off of.
Caustics Intensity

Caustics Intensity

No caustics to 100% caustics visibility

No caustics to 100% caustics visibility

Texture Editor

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

  • Choose the image file for your texture
  • Change the brightness
  • Invert the colors of your image
  • Apply explicit texture transformations

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

All texture slots used

The Texture Editor

The Texture Editor

Importing and Exporting Materials

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

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

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

Batch Import *.matpkg options

Replace existing materials

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

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

Replace an existing material

The process is illustrated in the video below.

Naming Keywords

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

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

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
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Materials https://learn.enscape3d.com/blog/knowledgebase/revit-material-parameters/ https://learn.enscape3d.com/blog/knowledgebase/revit-material-parameters/#respond Tue, 29 Oct 2024 13:59:49 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64244 Revit Material Editor and Enscape.

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Overview

Enscape provides its own native Material Editor that can be used in conjunction with the already powerful native Revit Materials 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 Revit.

Using some detailed Bump and Reflectivity maps

Using some detailed Bump and Reflectivity maps

Accessing the Material Editor

To open the Enscape material editor, go to the Enscape menu on top and click on the Enscape Material Editor button.

Enscape Material Editor

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

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

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

Materials' Location

IMPORTANT
Before importing any materials, you should decide whether the project will be shared with another user for collaborative purposes. If this is the case, a storage location where all users working on a project will have access to. Therefore, you should pay attention to the ‘gear’ icon that can be found at the bottom left corner of the dialog in both the Material Library, and the Material Editor. If you do not adjust the storage location then when a project file is opened by another user, that user will not be able to access the materials assigned in the project due to the default storage location being assigned locally by default. This means that the materials assigned in the project will need to be manually reimported from the Material Library and reassigned.

Additional Render Appearance Paths

Additionally, and specific to Revit, please make sure that you add your textures folder as a path in the “Additional render appearance paths” in Revit itself. Open the Revit File tab and select Options > Rendering . Under Additional render appearance paths , use the green plus button to add a path.

Additional render appearance paths

Additional render appearance paths

If you are not able to see the expected appearance of materials inside Enscape, it can be the case that your material selection is set to Graphics. This can be changed easily. Go to Enscape General Settings window in the Enscape menu inside Revit. Click on the Revit tab, and choose Appearance under the Material Selection dropdown menu.

Material Selection as Appearance

Material Selection as Appearance

Display Revit Graphics Overrides in Enscape

Graphics Overrides in Revit, allow you to apply filters and define how objects should display visually. For example, you would like to display all North facing walls in green and South facing walls in Red. Or you might want to display MEP drawings where drainage lines should be displayed in different colors, or HVAC drawings where entry and exit systems are represented in specific colors or display styles. The display properties of different objects can be controlled in such a way that overrides are set to display custom settings. There are multiple ways to set these override rules. Refer to the documentation on the official Autodesk Website to go into more detail on setting this up inside Revit. 

With Enscape 4.2 onwards, it is now possible to view these overrides in the Enscape visualization as well. Let’s go through the steps to enable the display of these overrides inside Enscape. 

Revit Graphics Overrides in the Enscape Visualization

Revit Graphics Overrides in the Enscape Visualization

Go to the General Settings window in the Enscape menu inside Revit.

General Settings Button

General Settings Button

Click on the Revit tab, and select Display Revit Objects, Filters and Elements.

Display Revit Objects, Filters and Elements

Display Revit Objects, Filters and Elements

Once you check this box, you will be able to see your overrides in the Enscape visualization as shown below

NOTE

The Overrides display feature in Enscape is supported for Revit 2021 onwards.

When you change the graphic display of layers in a linked file, you can specify whether Revit preserves or discards the graphic overrides.

Import a PBR material from the Enscape into Revit

The following shows how to import a PBR material from the Enscape Material Library into Revit.

Material Types

  • The Enscape Material Editor can set each material to be set to a certain Type. Each Type has a set of pre-built qualities.These following Type of materials are available to choose from:
    • Generic – Suited for any materials that aren’t supposed to be rendered as grass blades, water surface, or have translucency applied.
    • Carpet – Contains pre-built sprites that act like carpet fibers which can be adjusted.
    • Clearcoat – Imitates the type of paint that you find on car bodies.
    • Foliage – If the Sun (not artificial lighting) is located behind said surface, it will be illuminated on both sides, common in nature.
    • Glass – Transparent material with reflective properties, simulating the appearance of real glass surfaces.
    • Grass – Contains sprites that represent grass material which animate when not at rest.
    • Self-illuminated – Makes a material appear as if glowing, and emitting actual light.
    • Water – Acts as a liquid and animates when not at rest.
Material Types

Material Types

Generic

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

Generic Material Type

Albedo

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 Revit.

The Albedo area with no texture applied

The Albedo area with no texture applied

Albedo area with texture applied

Albedo area with texture applied

Albedo Texture on Sphere

Albedo Texture on Sphere

Video Textures

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 .mkv.

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.

Transparency

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

Transparency Options

The Transparency area

The Transparency area

  • Texture
    The Texture parameter allows you to control the transparency using a 2D image, a map. It refers to the Opacity value, so a black area (which equals zero) on the image used will result in a perfectly transparent portion of the surface, while a white area will appear perfectly opaque. Grey areas will appear partially transparent, such as glass. If you load a colored image, Enscape will automatically convert it to black and white, so you don’t have to worry about that.
  • Opacity
    The Opacity slider controls the overall transparency of the surface. If you’re using it combined with a transparency map, it will define the maximum opacity, so white areas on said map will appear as opaque as you’ve set using this slider.
  • Tint Color
    This menu allows you to choose a color that should be added to any semi-transparent areas of your material. Very much like colored glass.
  • Refractive Index
    The Refractive Index slider determines by which factor light is being bent when traveling through a transparent surface. You know this effect from looking at a glass of water, or very thick glass.
    Air has a refractive index of 1.0 – so light rays travel through it in a straight line -, water has an index of 1.33, window glass 1.52, and, for example diamonds have an index of 2.42 – they bend light quite heavily.
    For further information on this topic, feel free to have a look at the Wikipedia article.
  • Frosted Glass
    If the Frosted Glass checkbox is enabled, Enscape will blur what’s visible through the transparent surface. The amount by which it’s blurred is being determined by the Roughness value in the Reflections area.
Transition from transparent sphere to one with transparency texture applied

Transition from transparent sphere to one with transparency texture applied

Height Maps

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 can not 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 Bump map

Applying a Normal map

Applying a Normal map

Applying a Displacement 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

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!

Reflections

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

The Reflection settings area

  • Roughness
    The smoother the material (Roughness -> 0%), the more it will reflect it’s environment. The rougher the material is, the more it will diffuse incoming light.
  • Texture
    Again, you can also use 2D Images as a ‘Roughness Map’ to control the roughness value per location on your surface.
  • Metallic
    The Metallic-slider tells Enscape to treat the surface either as a non-metallic (e.g. plastic, ceramic..) reflective surface, or as a metallic one.
    Let’s say metallic surfaces behave more like a mirror, reflecting a clear image of their surrounding, while non-metallic surfaces show more of their actual surface, reflecting the environment rather vaguely.
  • Specular
    This value controls the amount by which light is being reflected when hitting a non-metallic surface at a steep angle, as opposed to light that’s hitting it rather from the side.
    If you’re not too familiar with this setting, it’s best to leave it around 50% for realistic results.
Sphere with texture applied as a Roughness Map

Sphere with texture applied as a Roughness Map

Carpet

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.

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 selected as the Type in the Enscape Material Editor

Carpet Material Settings in the Material Editor

Carpet Material Settings in the Material Editor

Clearcoat

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 settings

Clearcoat material

Clearcoat material

Foliage

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

Foliage material leaves

Glass

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 Settings

Glass Material with Base Texture

Glass Material with Base Texture

Grass

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 Settings

'Grass' selected as material type

'Grass' selected as material type

  • Height
    The Height slider will stretch the sprites being used as grass blades, making them appear larger, making for higher grass.
Changing the grass height

Changing the grass height

  • Height Variation
    The Height Variation slider adds a random factor to the grass height. This makes for a wilder looking, ragged grass.
Randomizing the grass blades

Randomizing the grass blades

  • Wind Settings
    The Grass material is now also affected by the global Wind setting found in the in the Visual Settings -> Atmosphere tab. You can adjust both the wind Intensity and Direction Angle, and this affect can be seen working when adjusting the Intensity slider, as well as when moving around in the Enscape Viewport and will be included in Video exports.
Wind Settings in the Visual Settings window

Wind Settings in the Visual Settings window

TOP TIP
Grass will only animate whilst you are moving around the Enscape viewport, as well as for about a further 2 seconds once entering a rest state. You can have grass animate constantly, even when at rest, via the General Settings dialog. There you will find a Performance option that contains a checkbox named Restmode. Uncheck Restmode to have animations on, even when at rest.

Self-illuminated

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-illuminated Type

Self Illumination Material Type

Self Illumination Material Type

Water

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.

Setting the Water Type for a material will tell Enscape to treat any surface it’s applied to as physical water, including waves & caustics.

  • Water Color
    Choose a color your water should be tinted in. No textures to be used this time – water color is set globally.
Separate faces and materials have been used in this image

Separate faces and materials have been used in this image

Wind Settings

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.

  • Intensity
    Control the speed in which the water is flowing.
  • Direction Angle
    Control the overall direction water is moving in.
Override Wind Settings option

Override Wind Settings option

TOP TIP
Don’t be surprised, water in Enscape will stop moving as soon as you stand still and stop moving the camera. This is intentional, and will not happen in video exports or VR. You can have the water animate all the time by unchecking the Restmode option in the General Settings dialog under the Rendering option.

Wave Settings

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

The Wave Settings sliders

Height: The Height slider controls the height – or intensity – of waves in water materials.

Height: The Height slider controls the height – or intensity – of waves in water materials.

Detail Settings

  • Caustics Intensity
    Under Detail Settings, Caustics Intensity controls the amount of light that is being refracted through waves in water. Control this beautiful effect using this slider. Keep in mind you will only see this effect as long as there’s a surface beneath the water for the light to reflect off of.
Caustics Intensity

Caustics Intensity

No caustics to 100% caustics visibility

No caustics to 100% caustics visibility

Texture Editor

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

  • Choose the image file for your texture
  • Change the brightness
  • Invert the colors of your image
  • Apply explicit texture transformations

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

All texture slots used

The Texture Editor

The Texture Editor

Importing and Exporting Materials

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

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

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

Batch Import *.matpkg options

Replace existing materials

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

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

Replace an existing material

The process is illustrated in the video below.

Naming Keywords

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

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

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
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Manage Uploads https://learn.enscape3d.com/blog/knowledgebase/manage_uploads/ https://learn.enscape3d.com/blog/knowledgebase/manage_uploads/#respond Wed, 25 Sep 2024 11:51:16 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64018 How to Manage Uploads

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Enscape versions 4.1.1 onwards

With the release of Enscape 4.1.1, we are introducing a new Web User Interface. This article covers how to use this new interface to manage Panoramas and Web Standalones.

Panorama and Web Standalone files created in Enscape can be managed via Upload Management within Enscape itself (accessed via the Enscape toolbar in the CAD ). They can also be further managed within Chaos Cloud, accessed via your web browser. For clarity, there are two elements to managing Panoramas and Web Standalone files; the Upload Management dialog in Enscape itself and the Uploaded projects accessed via your Cloud Account.

 

Individual license holders can access their Enscape uploads by simply signing in to their Chaos Cloud account via the Go to Uploads link on the bottom right of the Chaos Account Upload Management tab.

Users working in an organization can gain access to the Enscape Uploads once they have been invited by their account administrator.

 

The functions that are available within the Chaos Cloud allow the possibility to upload, share, move, rename, and delete Panoramas and Web Standalone files, as well as create Virtual tours where multiple Panoramas from the same project can be linked together.

Sign in button in the Chaos Account window

Sign in button in the Chaos Account window

Once you click sign in, you will be directed to the sign in page on your web browser. Here you can fill in your login credentials and click Sign in.

Login credentials window

Login credentials window

After successfully signing in, you will be able to see your account details in the Chaos Account window -> Account.

User signed in

User signed in

A user can then proceed to export and upload to the cloud both Web Standalone files and Panoramas. This is achieved via the Upload Management dialog within the Enscape software itself. A user can then further manage these files when logged into their account in Enscape, via the Enscape Account Uploads area or by viewing them in the Cloud.

The Upload Management dialog in Enscape

The Upload Management dialog in Enscape

Migration to Chaos Cloud

By opening Enscape’s Upload Management dialog via the associated Upload Management button located back in Enscape’s CAD specific toolbar, you will be able to manage your uploads. The Upload Management dialog will open and display the Panorama tab by default. If you already have panoramas and web standalones saved, a note will show up on top of the upload management window, informing you that “Your old panoramas are still accessible on my.enscape3d.com. To access them here, please migrate them to Chaos Cloud.”  In order to start the migration, you can either click on the link in the note, or click on the migrate button on top right of the window.

Migrate button

Migrate button

Once you click on the migrate button, the Migrate Uploads window will open and give you an overview of items waiting for migration. This will include the number of Panoramas, Web Standalones and Panorama Galleries (If you already have galleries created in your Enscape Cloud). Please note that the existing URL for each upload is not affected and still remains accessible and unchanged. 

 

Once you are ready to migrate, click Migrate All Items.

Migrate Uploads Window

Migrate Uploads Window

After this step, Migration to Chaos Cloud will start and you will be able to see the status bar for each upload.

Migrating to Chaos Cloud

Migrating to Chaos Cloud

When you are done with the migration, you can simply click the Go to Uploads link on the bottom right of the window. This will take you to your projects menu in the Chaos Cloud. Here you will see all your migrated projects sorted under project folders. Within each folder you will find all your uploads without the need to sort them manually inside Chaos Cloud.

Migrated Projects on the Cloud

Migrated Projects on the Cloud

If you are using a Floating License and have a user account associated with it, but at some point in time have uploaded Panoramas and Standalone exports without being logged in to that account, you can migrate these previously uploaded files to your user account as well. 

ATTENTION: This is a non-reversible operation meaning it is not possible to migrate the uploaded panoramas “back” out of your account. At the same time, we do not change the URLs of the Panoramas / Web Standalones associated with these files meaning previously communicated URL’s will still function.

Chaos Cloud

Chaos Cloud collaboration helps you share your work with your team and your clients. Simply invite them to review your images and share their feedback. This speeds up reviews, so you can get your projects done faster.

Create a Project

To start working with Chaos Cloud collaboration, you first have to create a project. Projects help you organize your files and folders. If you have created Panoramas and Web Standalones for your projects using Enscape 4.1.1 onwards, or migrated them through Enscape, you would be able to see those project folders already on your Cloud Account.

To create a new project directly on the Cloud, press the Create project button, choose a name for your project and you can start uploading files to that project folder.

Once you have a project ready, either uploaded through Enscape or created directly on the Cloud, you can organize content using the three buttons inside each project:

 

Create virtual tour – create and share a virtual tour using your content.

Create folder – organize content within your projects by creating folders.

Upload – upload content directly from your machine to the cloud.

 

You can sort the files by date created, name, or by date the file was modified. Additionally, there is always a Content Menu (the three dots) option available for each item, no matter what Type the item is:

Content Menu

Content Menu

File Content Menu

Clicking on the Share button will show the following popup:

Share Options

Share Options

You can either use the Copy button to copy the URL which can then be pasted into an email or document. Or, you can invite collaborators directly to an email address by adding the recipient’s email address and clicking the Send Invitation button. You can share your images, folders or projects. You can set the person as a Viewer or Editor.

The link access can have one of the following access levels:

 

Same as parent – The item inherits the same setting as the folder or project has.

Invited only – Only invited people are able to access the item.

Anyone can view – Anyone who has the link can view the item.

Anyone can comment – Anyone who has the link can view and comment on the item.

 

The Lock comments option can be set to either lock or unlock the comments to collaborators for this item. This will prevent new comments from being added, but the comment section will still be seen. It can also be set to Same as parent, which is the same as the parent folder or project setting. View the full list of user permissions here.

File Versions

You can upload additional versions for the file. Press the three dot menu on the image and select the Upload new version. Alternatively, use the plus button  in Present mode and choose VersionOnce you upload the new version, you can still access the previous one(s).

Open the file in Present mode and at the center top find the drop down menu. You can see a list of all available versions for this file.

Press the Compare versions button to view the images side by side, or compared with an A/B slider.

You can delete each of the versions from the delete icon. Once you open the file in Present Mode, there is a separate three dot menu. From there, you can access the File info option, which opens the Information panel. This panel contains information about the date of creation, size, format and creator of the file.

File Information Panel

File Information Panel

Panorama mode – When in this mode, panorama images are displayed like such. When switched off, the panorama image appears flat.

Premultiplied alpha – Marks the uploaded image as an image with premultiplied alpha and visualizes it as such.

Collaboration and Feedback

Collaborators can leave comments on folders and files. For files, once opened in Present mode, find the comments icon. With the blue comment icon that appears upon hovering the image, you can select the specific spot where to leave the comment.

You can add one or more image attachments to your comments, which users can view in a large gallery while reading the comment section. You can also add visual annotations to image files.

You can add a rectangle, arrow, line, or a free drawing with different color options to communicate visually over your files.

You can resolve comments by using the green check button . Resolved comments have a separate tab, where you can find them, and if needed, Reopen them using the similar icon.

 

In folders, find the comments icon at the top right corner of the page.

Comments Icon

Comments Icon

Enscape versions prior to 4.1.1

Panorama and Web Standalone files created in Enscape can be managed via the Upload Management dialog within Enscape itself (accessed via the Enscape in CAD toolbar button ). They can also be further managed within the Uploads section of an Enscape Account, accessed via your web browser.

For clarity, there are two elements to managing Panoramas and Web Standalone files; the Upload Management dialog in Enscape itself and the Uploads area accessed via your Enscape Account.

Individual users can gain access to the Enscape Uploads once they have been invited by their account administrator.  The available menu options in the Enscape License Center will be limited to Uploads and Login Credentials for a user. The functions that are available within the Enscape Accounts Upload area allow the possibility to share, move, rename, and delete Panoramas and Web Standalone files, as well as create Panorama Galleries where multiple Panoramas from the same project can be linked together.

Once an account administrator has invited a user via the Chaos Account Organization menu and the user has set a password for the account, they will then be able to use the associated credentials to log in to their account via the Go to Uploads link on the bottom right of the Chaos Account Upload Management tab.

Sign in button in the Chaos Account window

Sign in button in the Chaos Account window

Once you click sign in, you will be directed to the sign in page on your web browser. Here you can fill in your login credentials and click Sign in.

Login credentials window

Login credentials window

After successfully signing in, you will be able to see your account details in the Chaos Account window -> Account.

User signed in

User signed in

A user can then proceed to export and upload to the cloud both Web Standalone files and Panoramas. This is achieved via the Upload Management dialog within the Enscape software itself. A user can then further manage these files created when logged into their account in Enscape, via the Enscape Account Uploads area where the functions listed above are accessible.

This means that for a user to be able to see those files that have been uploaded when they were logged in, the user will need to be logged in to their account via the Chaos Account window. Additionally, in the Upload Management  dialog, only those files that have been uploaded when they were not logged in will be shown.

Finally, it’s worth noting that access to Enscape Accounts, and therefore access to the Uploads area, is not available to Trial users (and Students/Educators purchased prior to February 07, 2023).

The Upload Management dialog in Enscape

The Upload Management dialog in Enscape

Migrate Uploads

If you are using a Floating License and have a user account associated to it, but at some point in time have uploaded Panoramas and Standalone exports without being logged in to that account, Enscape now provides you the option to migrate these previously uploaded files to your user account.

To be able to do this, you will need to be logged in to your user account as set out above. Once you are logged in, open the Upload Management  dialog window, and click on the icon at the top right corner of the dialog window as highlighted in the following screenshot. This will open another dialog informing you as to how many Panoramas and Web Standalones are available for migration and requesting you migrate all of these, or not. Once migrated, they will be available in the online Upload Manager, as shown below.

Migration Assistant

Migration Assistant

ATTENTION: This is a non-reversible operation meaning it is not possible to migrate the uploaded panoramas “back” out of your Enscape account. At the same time, we do not change the URLs of the Panoramas / Web Standalones associated with these files meaning previously communicated URL’s will still function.

Access the Upload Manager

Once you have set up an account, log in to the Enscape Account and then select the Uploads option from the drop-down menu available at the top right-hand side of the page.

You will see the following menu options:

Enscape Account showing the Menu options, including Uploads

Enscape Account showing the Menu options, including Uploads

Existing Enscape users will be by default see the historic license usage overview. They can click Uploads from the menu on the top right. Whereas, new users will, by default after logging in, be taken directly to the Uploads folder.

Upload Management

Upload Management

Notice that there is a Type column for each item listed and these are the object Types that can managed:

  • Folder
  • Panorama Mono
  • Panorama Stereo
  • Panorama Gallery
  • Web Standalone

The top level is made up of all types as ‘Folder’. These are the different CAD project folders you uploaded types for using this account. If we click on one of these Folder items it will show the contents of that project folder, which could be any of the types listed above.

Contents of a Folder

Contents of a Folder

If an item in a folder is of Type Panorama, you can directly click on it to open and view the Panorama itself in a new browser tab / window. The same process is applied where a Type WebStandalone may be listed.

There is no limit to how many items you can place inside a Folder. Note, that you can also add another folder within a folder via the ‘New Folder’ button to create sub-folders. Click the black arrow button at top left to return to the Parent Folder.

Additionally, there is always a Content Menu (the three dots) option available for each item, no matter what Type the item is:

New Folder and Context Menu buttons

New Folder and Context Menu buttons

This Context Menu is accessed via the 3 dots button and provides the following options:

The Context Menu

The Context Menu

  • Share Options – Set and share a link to the item
  • Open in View Mode – This option is visible for Panorama Galleries only
  • Rename – Rename the item
  • Move – Move the item to a different location within the Uploads area
  • Delete – Delete an item

Share Options

Clicking on the Share Options button will show the following popup:

Share Options

Share Options

You can either use the Copy button to copy the URL which can then be pasted into an email or document.
Or, you can send the URL link directly to an email address by adding the recipients email address and clicking the Send Link button.

In cases where you have a previously shared an item, but want to quickly limit the access to that item, you can then click the Generate new Link option, which will show the following message:

Generate a new link

Generate a new link

Click the Generate button to finalize the change of the URL. You should notice that the URL changes and a small notice will be shown in green text stating ‘New link created!’ which confirms the change was successful.

Generation of a new link was successul

Generation of a new link was successul

This function will help you to manage access to Panorama and Web Standalone files you have previously shared.

Rename

Selecting the Rename option provides a dialog to allow the renaming of a file. This field can not be left empty.

Rename an Item

Rename an Item

Once filled out, click the Rename button to complete the process.

Move

Selecting the Move option will result in a dialog opening where the whole folder structure the user has created will be displayed. This allows  you to select the location you’d like to move the item to. The item you are wanting to move is always shown in bold text.

Move item dialog

Move item dialog

Once you’ve chosen the new location from the list, the Select Folder button will turn orange, meaning its now available to click on. Click on it to complete the process and the folder structure will be changed accordingly.

Delete

Lastly, the Delete option will prompt you to confirm deletion before proceeding to remove the selected item completely.

Delete an item

Delete an item

In a case where a user is deleted and the license rights removed, or if a user lost access to their machine, the deletion of Panoramas from that user account can be requested by the account admin directly to Enscape.  

[contact-form-7]

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Enscape Accounts https://learn.enscape3d.com/blog/knowledgebase/license-center/ https://learn.enscape3d.com/blog/knowledgebase/license-center/#respond Wed, 25 Sep 2024 11:49:15 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64022 View and manage your Panorama and Web Standalone uploads.

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Overview

Starting with Enscape 4.1, license management has been moved to My Chaos. Please use the new portal to manage your licenses.

NOTE
If you are using Enscape 4.1.1 onwards, all your uploads will be saved and managed inside your Chaos Cloud account. All existing uploads on the My Enscape portal can be migrated to Chaos Cloud using the Migrate Uploads trigger within the Enscape Upload Management window in your CAD toolbar.

Users with Enscape versions belows 4.1.1 still have the possibility to view and manage their Panorama and Web Standalone uploads on My Enscape. You can log in to your Enscape Account by clicking the button on the Enscape website top menu or by opening the Enscape Account window via the Enscape ribbon in CAD.

Where to find the Enscape Account Login button

Where to find the Enscape Account Login button

You can also directly log in to your Enscape Account by clicking here.

Enscape Account Menu

Enscape Account Menu

Enscape Account Menu

The default interface of your accounts menu will give you an overview of your existing license stats. Here’s a breakdown of the Enscape Account menu options on the top right that are still available on My Enscape:

Uploads

The functions that are available for everyone within the Enscape License Center’s Uploads area allow the possibility to sharemoverename, and delete Panoramas and Web Standalone files, as well as create Panorama Galleries where multiple Panoramas from the same project can be linked together.

Upload Management

Upload Management

Edit Profile

Click Profile to view or edit your personal details such as name, country and your email address. You will also be able to view your Customer number in the last field of this page. Click Save changes to save the changes you made.

Edit profile

Edit profile

Logout

Click Logout to sign out of your Enscape account.

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Web Standalone Export https://learn.enscape3d.com/blog/knowledgebase/web-standalone-export-macos/ https://learn.enscape3d.com/blog/knowledgebase/web-standalone-export-macos/#respond Wed, 25 Sep 2024 11:46:59 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64153 View Enscape projects directly in your browser.

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Overview

Enscape’s Web Standalone removes the requirement for high end graphics cards, as the Web Standalone exports is rendered in the browser using WebGL 2.0. To create a Web Standalone, Enscape needs to be running as the Export Web Standalone button is available from within the toolbar in the Enscape viewport.

You will need to click the small arrow next to the Executable Standalone to reveal a drop down menu where the option Web Standalone is located. This is the process each time you want to create a Web Standalone.

Export Web Standalone button

Export Web Standalone button

Export a Web Standalone

Once you are ready to export a Web Standalone clicking on the Export Web Standalone button will result in a dialogue box opening. This will indicate the progress of the upload of the Web Standalone Export. This is the same dialogue box for all CAD’s that Enscape is provided for.

Export Web Standalone uploading progress bar

Export Web Standalone uploading progress bar

Your default browser will open and you will be notified in the browser that the server is still processing the data for the Web Standalone Export, and an option to reload the file if it fails the first time.

The browser notification that the Web Standalone Export is loading

The browser notification that the Web Standalone Export is loading

NOTE!
If you have issues uploading an asset to the server, then this may be due to your Firewall. You may need to add some exceptions to your Firewall, and you will find the information you need to do this at this link.

Once the server has finished processing the data, your default browser will open. Once the Standalone has loaded in to your browser it will automatically display your project from the same position that was showing in the Enscape window.

The Help Overlay appears automatically when the web standalone is opened. You can toggle it on and off using the H key on your keyboard. Movement in any direction can be controlled on your keyboard via the arrow keys, and the E and Q keys to move up and down, respectively. To speed up the movement somewhat, hold the Shift key; to speed it up even more, hold the CRTL key. Toggle between Fly and Walk mode with the spacebar. Pressing M turns the mini map on and off. To generally rotate the view, click in the window with your left mouse key and drag in the desired direction. Adjust the time of day by pressing shift, holding the right mouse key, and moving the mouse.

Help Overlay in the Web Standalone

Help Overlay in the Web Standalone

Enscape is available in your browser window

Enscape is available in your browser window

Administration - 4.1.1 onwards

Back in the your CAD, you can administer your Web Standalones by clicking on the Upload Management button in the Enscape ribbon.

Once clicked, a new window named Chaos Account will open. Click on the tab named Upload Management on the left sidebar. Now click on the Web Standalones’ tab which will list all the Web Standalones that you have created, categorized by project.

Chaos Upload Management dialog showing the Web Standalones' tab

Chaos Upload Management dialog showing the Web Standalones' tab

Here, you can click on the Web Standalone and the link will open in your Web Browser. Additionally, once you hover over the web standalone link, you will find a button to copy the link to your clipboard as well.

NOTE
For Enscape 4.1.1 onwards, the replace feature is currently not available for Panoramas and Web Standalones.

Administration - Prior to 4.1.1

Back in the your CAD, you can administer your Web Standalones by clicking on the Upload Management button in the Enscape ribbon.

Once clicked, a new window named Chaos Account will open. Click on the tab named Upload Management on the left sidebar. Now click on the Web Standalones’ tab which will list all the Web Standalones that you have created, categorized by project.

Chaos Upload Management dialog showing the Web Standalones' tab

Chaos Upload Management dialog showing the Web Standalones' tab

Here, once you hover over the standalone link, you have 3 buttons to allow further administration of your Web Standalones. From left to right, Replace another uploaded Web Standalone in the Cloud with this…, the Copy link, and Delete Web Standalone.

Replace a Web Standalone

Clicking on the Replace another uploaded Web Standalone in the Cloud with this… button will result in the associated Replace Web Standalone in Cloud dialog to open, where you are asked to choose the Web Standalone to replace.

NOTE: you can replace Web Standalones that have been exported from different projects and these will retain the URL / link associated with the Web Standalone being replaced / deleted.

Replace Web Standalone dialog

Replace Web Standalone dialog

Once you’ve selected the file to replace, you will be asked to confirm the details of the exchange.

Details of the Web Standalone to be replaced

Details of the Web Standalone to be replaced

And then a final confirmation dialog to proceed, as the Web Standalone to be replaced will be deleted entirely.

Final confirmation to replace a Web Standalone

Final confirmation to replace a Web Standalone

If successful, you will receive a confirmation notice that the Web Standalone has been replaced.

Replacement of Web Standalone successful

Replacement of Web Standalone successful

Embedding the Web Standalone

You can embed the Web Standalone in to your own webpage, if you require to monitor the amount of people viewing your project for instance. This can be done by embedding the URL into an iframe using the following script in your webpage.

<html>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script type="text/javascript">
$(document).ready(function () {
$("#enscapeframe").on("mouseenter", function() {
$(this).focus();
});
});
</script>
<iframe id="enscapeframe" src="<link to your web standalone>"></iframe>
</html>
NOTE
If you are using links generated from the Chaos Cloud , please make sure that the Link access has been changed to Anyone can view in the Share options, before embedding the links in your web pages.

Technical Limitations

Is your Browser WebGL2 Compatible?
Before viewing an Enscape Web Standalone, check if your browser is WebGL2 compatible. You can test your browser’s compatibility by visiting this webpage.

If your browser is WebGL2.0 compatible, Enscape Web Standalone files should work. However, there are still some limitations of the Web Standalone Export to observe:

  • Render Quality is limited to be the equivalent of ‘Draft’ mode
  • Both fog and the Enscape grass material are disabled
  • Rendering of transparent materials is currently simplified
  • Currently, no support for Internet Explorer/Edge/Safari or iOS devices (iPhone, iPads)
  • Performance of larger projects may be of a lower quality than in the full version of Enscape
  • Enscape Settings are disabled
  • Favorite Views are disabled
  • Light View mode is disabled
  • Customization: Only Interface Overlay is supported
  • Touch controls are currently very basic
  • A maximum file size is capped at 500MB
  • No VR mode
  • Texture resolution is limited to 512*512
NOTE FOR TRIAL VERSION USERS
As this feature is not available for testing in the Trial version of Enscape, if your browser is WebGL2 compatible then you can view a sample Web Standalone here.
[contact-form-7]

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Web Standalone Export https://learn.enscape3d.com/blog/knowledgebase/web-standalone-export/ https://learn.enscape3d.com/blog/knowledgebase/web-standalone-export/#respond Wed, 25 Sep 2024 11:45:58 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64026 View Enscape projects directly in your browser.

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Overview

Enscape’s Web Standalone removes the requirement for high end graphics cards, as the Web Standalone exports is rendered in the browser using WebGL 2.0. To create a Web Standalone, Enscape needs to be running as the Export Web Standalone button is available from within the toolbar in the Enscape viewport.

You will need to click the small arrow next to the Executable Standalone to reveal a drop down menu where the option Web Standalone is located. This is the process each time you want to create a Web Standalone.

Export Web Standalone button

Export Web Standalone button

Export a Web Standalone

Once you are ready to export a Web Standalone clicking on the Export Web Standalone button will result in a dialogue box opening. This will indicate the progress of the upload of the Web Standalone Export. This is the same dialogue box for all CAD’s that Enscape is provided for.

Export Web Standalone uploading progress bar

Export Web Standalone uploading progress bar

Your default browser will open and you will be notified in the browser that the server is still processing the data for the Web Standalone Export, and an option to reload the file if it fails the first time.

The browser notification that the Web Standalone Export is loading

The browser notification that the Web Standalone Export is loading

NOTE!
If you have issues uploading an asset to the server, then this may be due to your Firewall. You may need to add some exceptions to your Firewall, and you will find the information you need to do this at this link.

Once the server has finished processing the data, your default browser will open. Once the Standalone has loaded in to your browser it will automatically display your project from the same position that was showing in the Enscape window.

The Help Overlay appears automatically when the web standalone is opened. You can toggle it on and off using the H key on your keyboard. Movement in any direction can be controlled on your keyboard via the arrow keys, and the E and Q keys to move up and down, respectively. To speed up the movement somewhat, hold the Shift key; to speed it up even more, hold the CRTL key. Toggle between Fly and Walk mode with the spacebar. Pressing M turns the mini map on and off. To generally rotate the view, click in the window with your left mouse key and drag in the desired direction. Adjust the time of day by pressing shift, holding the right mouse key, and moving the mouse.

Help Overlay in the Web Standalone

Help Overlay in the Web Standalone

Enscape is available in your browser window

Enscape is available in your browser window

Administration - 4.1.1 onwards

Back in the your CAD, you can administer your Web Standalones by clicking on the Upload Management button in the Enscape ribbon.

Once clicked, a new window named Chaos Account will open. Click on the tab named Upload Management on the left sidebar. Now click on the Web Standalones’ tab which will list all the Web Standalones that you have created, categorized by project.

Chaos Upload Management dialog showing the Web Standalones' tab

Chaos Upload Management dialog showing the Web Standalones' tab

Here, you can click on the Web Standalone and the link will open in your Web Browser. Additionally, once you hover over the web standalone link, you will find a button to copy the link to your clipboard as well.

NOTE
For Enscape 4.1.1 onwards, the replace feature is currently not available for Panoramas and Web Standalones.

Administration - Prior to 4.1.1

Back in the your CAD, you can administer your Web Standalones by clicking on the Upload Management button in the Enscape ribbon.

Once clicked, a new window named Chaos Account will open. Click on the tab named Upload Management on the left sidebar. Now click on the Web Standalones’ tab which will list all the Web Standalones that you have created, categorized by project.

Chaos Upload Management dialog showing the Web Standalones' tab

Chaos Upload Management dialog showing the Web Standalones' tab

Here, once you hover over the web standalone link, you have 3 buttons to allow further administration of your Web Standalones. From left to right, Replace another uploaded Web Standalone in the Cloud with this…, the Copy link, and Delete Web Standalone.

Replace a Web Standalone

Clicking on the Replace another uploaded Web Standalone in the Cloud with this… button will result in the associated Replace Web Standalone in Cloud dialog to open, where you are asked to choose the Web Standalone to replace.

NOTE: you can replace Web Standalones that have been exported from different projects and these will retain the URL / link associated with the Web Standalone being replaced / deleted.

Replace Web Standalone dialog

Replace Web Standalone dialog

Once you’ve selected the file to replace, you will be asked to confirm the details of the exchange.

Details of the Web Standalone to be replaced

Details of the Web Standalone to be replaced

And then a final confirmation dialog to proceed, as the Web Standalone to be replaced will be deleted entirely.

Final confirmation to replace a Web Standalone

Final confirmation to replace a Web Standalone

If successful, you will receive a confirmation notice that the Web Standalone has been replaced.

Replacement of Web Standalone successful

Replacement of Web Standalone successful

Additionally, please refer to this article that explains how you can further manage Web Standalone files via your Enscape Account Upload section.

Embedding the Web Standalone

You can embed the Web Standalone in to your own webpage, if you require to monitor the amount of people viewing your project for instance. This can be done by embedding the URL into an iframe using the following script in your webpage.

<script defer type="text/javascript"
            src="data:text/javascript,document.getElementById('collab-frame').addEventListener('mouseover',function(e){e.target.focus()});"
        ></script>
        <iframe
            id="collab-frame"
            width="850" height="550" style="border: 0;" scrolling="no" loading="lazy"
            src="<your web standalone URL placed here>"
            allow="fullscreen; xr-spatial-tracking;" referrerpolicy="strict-origin"
        ></iframe>
NOTE
If you are using links generated from the Chaos Cloud , please make sure that the Link access has been changed to Anyone can view in the Share options, before embedding the links in your web pages.

Technical Limitations

Is your Browser WebGL2 Compatible?
Before viewing an Enscape Web Standalone, check if your browser is WebGL2 compatible. You can test your browser’s compatibility by visiting this webpage.

If your browser is WebGL2.0 compatible, Enscape Web Standalone files should work. However, there are still some limitations of the Web Standalone Export to observe:

  • Render Quality is limited to be the equivalent of ‘Draft’ mode
  • Both fog and the Enscape grass material are disabled
  • Rendering of transparent materials is currently simplified
  • Currently, no support for Internet Explorer/Edge/Safari or iOS devices (iPhone, iPads)
  • Performance of larger projects may be of a lower quality than in the full version of Enscape
  • Enscape Settings are disabled
  • Favorite Views are disabled
  • Light View mode is disabled
  • Customization: Only Interface Overlay is supported
  • Touch controls are currently very basic
  • A maximum file size is capped at 500MB
  • No VR mode
  • Texture resolution is limited to 512*512
NOTE FOR TRIAL VERSION USERS
As this feature is not available for testing in the Trial version of Enscape, if your browser is WebGL2 compatible then you can view a sample Web Standalone here.
[contact-form-7]

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Panorama & Cardboard https://learn.enscape3d.com/blog/knowledgebase/panorama-cardboard-macos/ https://learn.enscape3d.com/blog/knowledgebase/panorama-cardboard-macos/#respond Wed, 25 Sep 2024 11:40:26 +0000 https://learn.enscape3d.com/?post_type=kbe_knowledgebase&p=64135 Export 360° Panorama images for use in Google Cardboard.

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NOTE
Please be aware that the cardboard feature is currently under revision and therefore not available for online viewing in Chaos Cloud. We will update the functionality very soon to bring this feature back again and thank you for your understanding.

Overview

Enscape allows you to generate 360° panoramas in both stereo and mono. Stereo exports can be used with Google Cardboard. Panoramas exported from Enscape can be saved locally as a file or uploaded into the cloud where mono panoramas from the same CAD project can be combined to make a Gallery or a Tour that can help to showcase a project.

Individual panoramas are assigned a QR code which can be scanned to open the panorama on a mobile device, for example. Once a panorama has been uploaded to the cloud, whether single panoramas or sets of panoramas that are created as either a Gallery or Tour, they can be shared via a link, a QR code, or direct via email. These can then be viewed with a web browser on both desktop computers or mobile devices.

If you render a stereo panorama for Google Cardboard you can enable the cardboard mode on your mobile device by clicking on the cardboard ‘glasses’ symbol on the device when the panorama is open.

How to Export a Panorama

Load a project into your CAD, start Enscape and open the Visual Settings window and set the Projection to Perspective. Optionally, you can adjust the Panorama Resolution in the Visual Settings’ Output tab. Higher panorama resolutions will take longer to export.

Navigate to a position in the Enscape Viewport where you want the panorama to be captured from. You can click the Render Panorama button directly (which will export a Mono Panorama by default) or click the small arrow next to the Render Panorama button to choose Stereo Panorama if you want to view the panorama in Google Cardboard.

Enscape's Render Panorama buttons

Enscape's Render Panorama buttons

The panorama will now be generated and exported, indicated by a progress bar.

Panorama Export Progress Bar

Panorama Export Progress Bar

Once exported, by opening Enscape’s Upload Management dialog via the associated Upload Management button   located back in Enscape’s CAD specific toolbar, you will be able to manage your exported panoramas further.

Enscape versions 4.1.1 onwards

With the release of Enscape 4.1.1, all uploaded panoramas will be available on your Chaos Cloud Account. Once the Upload Management dialog is open in your CAD, it will display the Panorama tab by default. If no panorama has yet been exported from a project the dialog will reflect this fact:

Upload Management dialog if no panoramas have been created

Upload Management dialog if no panoramas have been created

If you haven’t done so already, go ahead and create a panorama as outlined above. Come back to the Upload Management dialog, select the project listed under the Projects section of the dialog and any associated panoramas for that project will be shown in the dialog window.

It’s possible to manage and edit panoramas that have been created in another project whilst having another unrelated project open in the CAD.

A set of exported mono panoramas

A set of exported mono panoramas

Additionally, please make sure to refer to this article regarding upload management on the Cloud.

Hovering your mouse over any of the panorama thumbnails in the Upload Management dialog will display a set of buttons, as well as some information about which project the panorama is associated with, when it was created, its resolution, and if it is a mono or stereo panorama.

Default buttons available on exported panorama

Default buttons available on exported panorama

Thumbnails for stereo panoramas will additionally display a ‘glasses’ icon, as well as indicating the Type of panorama when  mousing over it.

Stereo Panorama

Stereo Panorama

The three buttons along the bottom of the thumbnail allow the following functions:

Save panorama as file… – will prompt you to save the file locally. You will be able to choose from a JPEG Image (*.jpg, *.jpeg), Portable Network Graphics (*.png), or Windows Bitmap (*.bmp).

Save panorama as a file button

Save panorama as a file button

Delete panorama – file (only available when the panorama is not uploaded to the cloud.

Delete panorama button

Delete panorama button

Upload panorama to cloud – This will result in the selected panorama being uploaded to the cloud so it can be shared and be used in the Gallery / Tour feature.

Upload panorama to cloud button

Upload panorama to cloud button

Once a panorama has been uploaded to the cloud, the thumbnail will display a small cloud symbol at the top right of the thumbnail image to indicate that image is now also stored in the cloud. If you hover your mouse over panorama thumbnails you will notice the above three buttons have changed slightly to reflect some more functions that become available to a panorama that is stored in the cloud.

You can still download the panorama as a file locally, but deleting it is disabled, and a new button appears.

Functions available for panoramas uploaded to the cloud

Functions available for panoramas uploaded to the cloud

Clicking on the 3 vertical dots will reveal the following menu which, as well as providing an option to view the panorama in your web browser, also provides a QR code which can be directly scanned or which can be saved as a file locally, or which can be directly copied and then pasted into a document. The Copy link option will copy the panoramas URL.

Menu for QR code, copy link, and open panorama in browser

Menu for QR code, copy link, and open panorama in browser

NOTE
For Enscape 4.1.1 onwards, the replace feature is currently not available for Panoramas and Web Standalones. 

If you have issues uploading a panorama to the cloud, it may be due to your Firewall. You may need to add some URL exceptions to your Firewall and  the information you need to do this can be found here.

Tune the Parameters

In the Enscape settings, you can modify the overall rendering quality of panorama files, and this can be found in the Visual SettingsOutput tab. This also affects the panorama rendering time and quality. Medium generally produces great results at a high speed, Ultra provides the highest quality but takes the longest time.

The resolution can be specified in the Output tab from the PanoramaResolution drop down menu. Be aware that only the height is taken into account. The width is adjusted accordingly.

Panorama Resolution menu

Panorama Resolution menu

Resolution Mono Stereo
Low 2048×4096 4096×4096
Normal 4096×8192 8192x 8192
High 8192×16384 16384×16384

If you are not happy with the exposure brightness in your final panorama, disable Automatic Exposure in the Visual Settings’ Main tab and set a manual exposure that works for you. If Auto Exposure is enabled, Enscape measures a good exposure when starting the panorama capture that might not be ideal for the overall panorama.

Where issues arise exporting ultra high resolution / stereo panoramas, Enscape’s Rendering options should be used.

Preview Panorama

Navigate in the panorama by holding the left mouse button and moving the mouse. Try it below.

Migration to Chaos Cloud

If you already have items uploaded to your Enscape Cloud, and you want to migrate them to Chaos Cloud using Enscape 4.1.1, click on the migrate button inside your upload management window. The Migrate Uploads window will open and give you an overview of items waiting for migration. This will include the number of Panoramas, Web Standalones and Panorama Galleries available to migrate. Once you are ready to migrate, click Migrate All Items.

Migrate Uploads Button

Migrate Uploads Button

Once the migration is complete, you can review your uploads in the relevant project folders on Chaos Cloud.

Project Folder in Chaos Cloud

Project Folder in Chaos Cloud

Virtual Tours

When you are logged in to your Chaos Cloud account, open any project folder to access a feature that allows you to Create Virtual Tour made up of multiple panoramas or images. Make sure to refer to this Manage Uploads article to understand how having an account will allow you to log in and access this feature.

 

Once you have uploaded a panorama to the cloud, a project will be automatically created using the same name as the CAD Project the panorama has been exported from.

Uploaded Projects in Chaos Cloud

Uploaded Projects in Chaos Cloud

Any panoramas that are uploaded to the cloud will use the name, date, and time as their file name by default. These files can be renamed in your Cloud Account if required. 

Renaming, moving, copying, deleting, and sharing, as well as uploading newer file versions, can be achieved via the 3 dots menu next to each file in the cloud. You can now add or copy existing files or panoramas to the newly created virtual tour project, or you can upload new files to it. All files added to the virtual tour folder will be included in the tour.

File Info

From the three dot menu, you can access the File info option, which opens the Information panel. This panel contains information about the date of creation, size, format and creator of the file.

File Information Panel

File Information Panel

Panorama mode – When in this mode, panorama images are displayed like such. When switched off, the panorama image appears flat.

Premultiplied alpha – Marks the uploaded image as an image with premultiplied alpha and visualizes it as such.

Edit the Virtual Tour

From the Edit button, you can start editing all of the files added to the virtual tour project. The files will load in the editor, and two options will become available to choose from – Hotspots and Highlights.

Hotspots and Highlights

Hotspots and Highlights

Hotspots

Hotspots are navigational elements placed inside the image that help the viewer “move” between the images.

To add a hotspot, you can drag an image from the gallery onto the opened image; click on the opened image or use the Add button. You can change the:

 

Target image from the drop-down.

Title – Add a title for the hotspot. You can adjust its visibility later.

Title Visibility – Select a visibility option: On hover, Always or Not visible.

 

You can choose from a range of icon and color options and adjust the size of the hotspot. Save the hotspot from the Save button or the check icon on the image.

To automatically adjust the orientation when moving from one panorama to another using a hotspot, make two hotspots in the two panoramas that are cross linked. This way the movement will seem as if the viewer is moving forward through the space. If there is no two-way link between panoramas or you are using the gallery to move to a new panorama, it will be opened with its default orientation.

Highlights

Highlights allow you to add contextual detail and design options for your virtual tour. You can fill them with a textual description, image attachments, and links to express your design ideas. You can use the Add button to create a new highlight or click anywhere in the image with the tag pointer.

The title, description, and any image attachments will be shown in the highlight bubble. You can choose from a range of icon and color options and adjust the size of the highlight.

Adding a Floor Plan or Minimap

You can set any flat image as a floor plan. Use the three dot menu on the file card (in Folder view) and find the option Set as floor plan.

Once you do that, a Floor plan tag will appear on the image file.

You can remove the setting from the same place – Unset floor plan.

To make the floor plan interactive and add a mini map to your virtual tour, link the panorama files to the correct place in the floor plan by using hotspots. Once you link the panoramas, a mini-map will appear at the bottom right. Moving between the spaces will make the mini map indicate where you are located on the floor plan.

You can also open the Floor plan at any time and move through spaces by using the hotspots there. Use the map icon  to open the Floor plan.

Viewing Files

Markers Visibility toggle  – Temporarily hide any existing comment/hotspot/highlight markers from the viewport, so you can enjoy an unobstructed view of the current file.

Sharing

To share a Virtual Tour with someone, all you have to do is to click the three dots on the bottom right of the tour folder. From the dropdown menu click Share. A window will pop up and you will be able to choose from various sharing options. 

Share Options

Share Options

You can either use the Copy button to copy the URL which can then be pasted into an email or document. Or, you can invite collaborators directly to an email address by adding the recipient’s email address and clicking the Send Invitation button. You can set the person as a Viewer or Editor.

The link access can have one of the following access levels:

 

Same as parent – The item inherits the same setting as the folder or project has.

Invited only – Only invited people are able to access the item.

Anyone can view – Anyone who has the link can view the item.

Anyone can comment – Anyone who has the link can view and comment on the item.

 

The Lock comments option can be set to either lock or unlock the comments to collaborators for this item. This will prevent new comments from being added, but the comment section will still be seen. It can also be set to Same as parent, which is the same as the parent folder or project setting. View the full list of user permissions here.

Enscape versions prior to 4.1.1

The Upload Management dialog will open and display the Panorama tab by default. If no panorama has yet been exported from a project the dialog will reflect this fact:

Upload Management dialog if no panoramas have been created

Upload Management dialog if no panoramas have been created

If you haven’t done so already, go ahead and create a panorama as outlined above. Come back to the Upload Management dialog, select the project listed under the Projects section of the dialog and any associated panoramas for that project will be shown in the dialog window.

It’s possible to manage and edit panoramas that have been created in another project whilst having another unrelated project open in the CAD.

A set of exported mono panoramas

A set of exported mono panoramas

Additionally, please make sure to refer to this article regarding managing uploads in Enscape Accounts.

NOTE!
If you have issues uploading a panorama to the cloud, then this may be due to your Firewall. You may need to add some exceptions to your Firewall, and you will find the information you need to do this available here.

Hovering your mouse over any of the panorama thumbnails in the Upload Management dialog will display a set of buttons, as well as some information about which project the panorama is associated with, when it was created, its resolution, and if it is a mono or stereo panorama.

Default buttons available on exported panorama

Default buttons available on exported panorama

Thumbnails for stereo panoramas will additionally display a ‘glasses’ icon, as well as indicating the Type of panorama when  mousing over it.

Stereo Panorama

Stereo Panorama

The four buttons along the bottom of the thumbnail allow the following functions:

Save panorama as file… – will prompt you to save the file locally. You will be able to choose from a JPEG Image (*.jpg, *.jpeg), Portable Network Graphics (*.png), Windows BitMap (*.bmp), or Tagged Image File (*.tif, *.tiff)

Save panorama as a file button

Save panorama as a file button

Delete panorama – file (only available when the panorama is not uploaded to the cloud.

Delete panorama button

Delete panorama button

Replace uploaded panorama in cloud… – As long as there is already a panorama uploaded to the cloud, then the Replace uploaded panorama in cloud… will become available to the user. This allows the panorama selected in the Upload Management dialog to replace a panorama that is already uploaded to the cloud. When replacing a panorama, any QR Code or URL associated with the panorama in the cloud to be replaced will be adopted by the panorama that replaces it.

Replace uploaded panorama in the cloud button

Replace uploaded panorama in the cloud button

Upload panorama to cloud – This will result in the selected panorama being uploaded to the cloud so it can be shared and be used in the Gallery / Tour feature.

Upload panorama to cloud button

Upload panorama to cloud button

Once a panorama has been uploaded to the cloud, the thumbnail will display a small cloud symbol at the top right of the thumbnail image to indicate that image is now also stored in the cloud. If you hover your mouse over panorama thumbnails you will notice the above four buttons have changed slightly to reflect some more functions that become available to a panorama that is stored in the cloud.

You can still download the panorama as a file locally, but deleting it is disabled, and two new buttons appear.

Functions available for panoramas uploaded to the cloud

Functions available for panoramas uploaded to the cloud

Clicking on the 3 vertical dots will reveal the following menu which, as well as providing an option to view the panorama in your web browser, also provides a QR code which can be directly scanned or which can be saved as a file locally, or which can be directly copied and then pasted into a document. The Copy link option will copy the panoramas URL.

Note that, if you use the Replace uploaded panorama in cloud… the QR code associated with the file being replaced will be retained and used for the panorama that replaces it.

Menu for QR code, copy link, and open panorama in browser

Menu for QR code, copy link, and open panorama in browser

The last button, a cloud with a line through it, will remove the panorama from the cloud if clicked. The panorama will remain in the Upload Management window until deleted via the Delete panorama button.

You will be prompted to confirm deletion from the cloud.

Prompt to confirm removal of panorama from the cloud

Prompt to confirm removal of panorama from the cloud

NOTE
If you have issues uploading a panorama to the cloud, it may be due to your Firewall. You may need to add some URL exceptions to your Firewall and  the information you need to do this can be found here.

Replace a Panorama

To replace a panorama in the cloud you will need at least one panorama already uploaded to the cloud and at least one panorama that is not uploaded to the cloud but is listed in the Upload Management dialog.
Once these requirements are met, click the Replace uploaded panorama in the cloud… button which will open a dialog where you can choose the file you’d like to replace.

Replace Panorama dialog

Replace Panorama dialog

Click Next to confirm the replacement, here in this example you’ll notice were replacing a mono panorama with a stereo panorama:

Replacement Confirmation dialog

Replacement Confirmation dialog

Go ahead and click the Replace button if you are sure you would like to continue. A ‘Replacing’ progress bar will indicate replacement is processing. Note, the Reference Link will stay the same for the newly uploaded panorama.

Replacement Process Bar

Replacement Process Bar

On completion you will then be informed replacement has succeeded by the message ‘The panorama has been replaced in the cloud’. Click Close.

Confirmation that a panorama has been replaced

Confirmation that a panorama has been replaced

Tune the Parameters

In the Enscape settings, you can modify the overall rendering quality of panorama files, and this can be found in the Visual SettingsOutput tab. This also affects the panorama rendering time and quality. Medium generally produces great results at a high speed, Ultra provides the highest quality but takes the longest time.

The resolution can be specified in the Output tab from the PanoramaResolution drop down menu. Be aware that only the height is taken into account. The width is adjusted accordingly.

Panorama Resolution menu

Panorama Resolution menu

Resolution Mono Stereo
Low 2048×4096 4096×4096
Normal 4096×8192 8192x 8192
High 8192×16384 16384×16384

If you are not happy with the exposure brightness in your final panorama, disable Automatic Exposure in the Visual Settings’ Main tab and set a manual exposure that works for you. If Auto Exposure is enabled, Enscape measures a good exposure when starting the panorama capture that might not be ideal for the overall panorama.

Where issues arise exporting ultra high resolution / stereo panoramas, Enscape’s Rendering options should be used.

Preview Panorama

Navigate in the panorama by holding the left mouse button and moving the mouse. Try it below.

Enscape Accounts Upload Area

When you are logged in to your Enscape Account, navigate to the Uploads area to access a feature that allows you to create a Gallery or Tour made up of multiple panoramas created from the same CAD project.
Make sure to refer to this Manage Uploads article to understand how having an account will allow you to log in and access this feature.
NOTE: The Panorama Gallery / Tour feature is not available to Trial users (and Students/Educators purchased prior to February 07, 2023). Additionally, the Panorama Gallery / Tour will not work in VR HMD units.

Once you have uploaded a panorama to the cloud, it will be available in the Enscape Account Upload area.
In the Enscape Account -> Uploads area, a folder will be automatically created using the same name as the CAD Project the panorama has been exported from.

Enscape Account Upload Management

Enscape Account Upload Management

If your panoramas are created in stereo, then these will not be available for selection for a Gallery or Tour, as only mono panoramas are supported. Mono panoramas are listed in the Enscape Account Upload area along with a small thumbnail of the panorama. Stereo panoramas will have a generic icon next to them instead. You will also notice the distinction is also made under the Type column.

Mono and Stereo Panoramas listed in Upload Management

Mono and Stereo Panoramas listed in Upload Management

Any panoramas that are uploaded to the cloud will use the name, date, and time as their file name by default. These files can be renamed in your Enscape Account -> Uploads area if required.

Renaming, Moving, Deleting, and Share Options can be accessed via the 3 dots menu next to each panorama listed in the Uploads area of your Enscape Account.

Create a Panorama Gallery

To begin to create the Gallery / Tour, click on the Create Mono Panorama Gallery button.

Once you have uploaded any Panorama from a project to the Cloud, it will be available in your Enscape Account Upload area.

Create Mono Panorama Gallery button

Create Mono Panorama Gallery button

Then select the panoramas you want to use from the Select Panoramas dialog that will appear and press Start Editing once done. Note that you will need to select at least 2 panoramas from the same project to continue past this point and that only mono panoramas can be used.

Select the panoramas you want to include in the Gallery

Select the panoramas you want to include in the Gallery

The Gallery simply provides a slideshow with Previous and Next buttons located at the left and right sides of the browser window.

Gallery Navigation buttons

Gallery Navigation buttons

The Gallery Editing mode can also be set to full screen by clicking the button located at the bottom right side of the browser window. Press [Esc] to exit full screen mode.

Full Screen mode button

Full Screen mode button

In contrast to creating a Gallery, a Tour can have two methods of deploying waypoints (or hotspots) within a set of panoramas to allow navigation between those panoramas. Show 2 waypoints will only show a maximum of 2 waypoints in a single panorama. These lead to either the Next or the Previous panorama which are set out in the editing strip at the bottom of the browser window.

The Gallery / Tour editing strip

The Gallery / Tour editing strip

Show all waypoints will provide all the navigation waypoints between any and all panoramas of a set, no matter the order or position of the panorama within the set.

In more detail:

Once the Gallery / Tour has been saved, it will be listed in your Enscape Account with an associated Gallery / Tour icon as well as being named under the Type column. From here you can move, share, rename, or delete a Gallery / Tour, and this is explained fully in the Manage Uploads article.

The Gallery is now available in your Enscape Account

The Gallery is now available in your Enscape Account

Embed into Webpage

You can then use the full URL and embed a single Panorama, Panorama Gallery, or Panorama Tour into a web page by adapting the following html snippet into the <body> of your markup:

<html>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script type="text/javascript">
$(document).ready(function () {
$("#enscapeframe").on("mouseenter", function() {
$(this).focus();
});
});
</script>
<iframe id="enscapeframe" src="<your panorama / gallery / tour URL placed here>" width="882" height="520" allowfullscreen="allowfullscreen"></iframe>
</html>
Note
If you are using links generated from the Chaos Cloud , please make sure that the Link access has been changed to Anyone can view in the Share options, before embedding the links in your web pages.

View it in Cardboard

Use a QR code scanner on your mobile phone to open the panorama. We recommend using Google Chrome or Safari to view it properly.

Panorama in Cardboard in Mono mode

Panorama in Cardboard in Mono mode

Click on the cardboard icon in the lower right corner to enable the stereo mode. You will then be asked to put your phone into a cardboard device.

Pro-Tip
Insert Links to Navigate
Enscape gives you the panorama in mono and stereo via a normal image file or uploads it to the web. If you want to go further, you can connect the panoramas with clickable arrow links to make it more interactive. A variety of tools exist to do that, for example krpano.
For Software Developers
If you want to host the panorama on your own webspace, follow these guidelines. This is for users with software development background only – usually, our one-click cloud upload is a great solution to host your panorama reliably and fast.

Security & Privacy Policy for Cloud Service

For our Security and Privacy policy for Cloud Services, please refer to our EULA’s

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