Creating Custom Assets for Enscape

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what are you drinking this morning uh having a really bad blend of coffee coffee um it's like um did you make it or buy it buy it this is a bad buy this is the last batch of it all right all right well um thanks for catching up again today we tried this before it broke couldn't get it right um peter could you pronounce your last name again so my name is pronounced peter cutter of peters people here here yeah people try to call me peter like like it just doesn't sound right it's not russian in some way maybe right right how did you end up in new york um i moved to new york almost five years ago um from belgium um like at the time i was doing a lot of uh large-scale construction projects um and like most of them were done in cat or some like limited use forever not as much as i wanted to and there was a job opening at that time for firm here um really focus on that like implementing bid and see how far we could take the visualization and all that so that came at the right time um so i jumped on that i've been there since um so we were interested in moving to revit but also keeping all the things that made that sketchup slash autocad workflow great so we wanted to keep flexibility and especially wanted to keep design freedom and the ability to walk through the project at any stage and kind of really experience how it feels to walk through that project rather than just having a few hero renderings that you might only update a few times throughout the process and they actually present the designs a lot of time by walking through the project with the client so not just a single series of fixed shots but really experience experiencing how these spaces relate to each other and how you move from point a to point b and all that stuff um no i haven't i haven't seen the new version yet what's the uh what's the update i think the the major thing that i like about the new version is that you if it fully abstracts the library process you don't have to go into the folders a lot of mistakes that people are made is with it wasn't a wrong subfolder or like it had to name the name in a very specific way landscape wouldn't find it and so that it was even capital sensitive so i had a lot of like support requests from people that were just had an issue with that and so now you don't have to worry about that anymore and you can manage all your assets from one place it just speeds up the process how many people do you think are using it right now um so i put a tracker on the original download link well it's on the other machine i think around [Music] almost 700 downloads on the original one done the new one um it was just on the unscathed forum oh good that's where you're updating people it's on the forum yeah i don't think that particular part that sees a lot of traffic but then then stein just posted it so the last time i saw a serious uptick in people reaching out and downloading it after i posted it so if you come from us if you use landscape sketchup that might not be as uh as a high priority because you have this ketchup warehouse that you can use and you can take it in these different cloud formats um so you have a lot of content to play with if you're working in a revit context or even rhino or archicad they all have similar problems where there's not a big library where you started a backdoor to try to get custom assets into the library yeah so at a certain point it was just our need became so great like there was there was a very good incentive for us to go out and and see what we could do so at a certain point we figured out that there is this stuff has to be cached somewhere so if we cache and enter and can read it and intervene with it then that opens doors and so it wasn't find the cache and then for for a few days and what we did we we basically modified their assets to make them our so that started very basic but the first test we did was like remove the or modify the uh what happens on like the printer on a monitor so that you don't see like the basic windows background but you see the logo of the company uh right that was very simple but then that kind of at the same time we did like let's change the geometry let's change this let's change that and then we figure out we basically could change that everything the only thing that we couldn't do yet was add stuff to the library and that was so so we were limited to kind of taking over their assets but at a certain point we would run out of assets um and then we would be locked in so the first the very first iteration of the app was just a method of loading in obj and on the other end came the code for the asset outline but then the next step now that we have this we might as well add description all the other stuff because that's a lot easier um so the very first situation which is basically a form that you filled with this new iteration it's just more visual you see to something you know so you can kind of see what kind of asset is we also get the list of the entire library and you do your library management deleting assets renaming them okay do that from the library so you don't have to um do all this tedious process of making folders and sub folders i have correct name and all that you don't have to worry about that anymore so it's very helpful uh to make your life easier to start off with the right model um and so when you go online and so search for models a lot of the models will be either very high quality a lot of times and accordingly it's pretty complicated so things that you can download from the website like 3d sky or turbo split often they will have v-ray materials for aluminum through that kind of stuff i said to us they're perfectly possible to convert to landscape assets but it's harder we've converted landscape assets from evermotion we've done from free sky okay sketchup warehouse we actually use a lot um there's uh there's a whole bunch of them out there um but it helps when you download models to do a check before really before you purchase them on their like the quality the the polycom i guess the level of detail that they have that's a lot of times that will be in the description like here you can see 55 000 polygons here is that a lot or is it 55 000 a lot or what's a good boundary yeah so like traditional rendering when you're doing a v-ray vendor 55 000 is almost nothing so you often find millions of however like landscape has a different kind of beat but real-time rendering polycon is a bottleneck so um you have a lot less the recommended amount of polygons is a lot lower than with a traditional vendor ideally you can either see the polygon or even better you can see like a wireframe uh model of this uh so you can kind of judge how many calls you have today you're doing this you just looked at the poly counter the wireframe without downloading you're just doing this directly inside of the browser we're using sketchfab at this point so if no one's familiar with sketchfab sketchfab has something like three million users they have close to half a million models they can be downloaded sometimes for free sometimes paid but you're just looking at this directly inside of the browser right now you haven't even downloaded it no that's right yeah so some platforms like a [Music] sketch pad or another example is the sketchup warehouse they actually have the ability to browse and kind of explore models before you even download them in the browser uh that's ideal you really get a sense of what you're gonna get especially if you have the buyer model and look at those efforts um so yeah that's that's one of the reasons why we like to use more text sketchbath and and catch a warehouse rather than like the traditional platforms like the sky and ever motion as well as you really can get a sense of what you're gonna get you can make that purchase also um both cat and ketchup warehouse tend to have on average lower polycast models they're closer to where you want to get compared to platforms like evermotion and psi which like traditionally have been catering to offline renders like like t-ray where poly count wasn't such an issue do you have an example of something that you would say don't even use this or yeah so not worth the time um for a special machine this morning i thought this one was actually really amazing really high detail uh good design as well um but then when you check out the polycon below is 4.4 million and you can actually see when you switch on the wireframe you see some areas are completely white that means that their triangles are so small there there's so many of them and you can actually see when you zoom into an area here you can see that already my machine the web browser has a little bit of addition you can see that every little full it's fully detailed but probably a few hundred polygons for every little punch since if you do not have many many many of those and so in the context of enscape there are much more efficient ways to render this kind of stuff so you would have to remodel whole sections of this model and so it would take so much time that it's probably not worth that investment and it's easier to go to a different model and maybe change the look or the materiality of it a little bit right right right if you're going to use this in one room as a set dress space not an entire building not not dozens or hundreds of times but just in one space could you use this or would it make the model really heavy yeah such as there is an upper limit for escape assets but it's pretty high we have to be very detailed before you reach hit that limit that said um you have to look at at the total budget of your project although in in one using this once in one room um eventually landscape will load it that you're probably still fine but every time you load that room it will need to look at access into memory so every time you launch an end paper will not be a little bit slow um and so do that enough and you get these um little projects so i actually recommend people especially for things like this that are likely to be reused in other projects if they're set pressing to try to be like exercise some restraint their just to keep things optimized right we don't want unskip launches update min assignments um we want to try to keep things fast okay so good so we've got something that we're going to download walk us through the download process of how you would once you found something that you like it's got a poly account that is appropriate what specific download format are you going to use yes so internally landscape uses this glpf format which is an open source alternative to fbx it's a little bit what you could say ibx is a little bit on the way out and gltf has an open source format from the excel by the same guys that develop opengl um so they know what they're doing um and that is what fb uses however like that file format is optimized to be fast to render it's not great to work with in any 3d program but for the most part we will have to modify these assets in some way and to make them good for landscape and so usually you want to find another file format other than glcs that is a little bit more friendly on the import uh focus on the import on the import side so we'll download gltf but then on the import side you might use different format for optimization purposes yeah so like what would hopefully do like well my program that i used to create this thing is blender so i will use i will look for a file format that i know is plays well with blender so that could be okay an fbx or an obj that those are the two most likely formats that we'll go right again so so let's download this one um if there's different options we'll see those i suppose and we'll see which one you want to download yeah so i'm logged in sketchbookmodel uh so i have the fbx here this is it's kind of convert the original format automatically to gltf i'm going to go for the fbx here because i want to import that into grammar okay good okay good so you could download gltf and possibly use this without a lot of a lot of post-production but if you want to optimize it if you want to clean it up if you want to do useful work it's better to go with fbx to download in the original format yeah exactly so i've downloaded it to this here i'm going to extract it and then in a mouse pitch blender so the reason i use blender is um [Music] it's a free and open source and it's a really high quality program and there's a lot of tutorials and youtube videos and everything about it so it's really it's great to learn and it also has a very active development let me import the fbx here so you can see the materials of objects by going through this motions uh that will have like a default lighting setup make sure right up and then you can see this and so unfortunately you can see that the materials have not come in uh is this pretty common if you download something you find out that the materials may not come in don't panic there's a way to resolve this yeah so it's unfortunately it happens quite often um sometimes like the creator of the asset might have been exported in the wrong way um it's not necessarily a huge deal to fix this depending on how complex model was so we can actually see when we downloaded the model we got a bunch of textures here so we can so this is the color map of the scale or the plate if you will so that so we'll definitely want this guy and then uh these three are the maps for free we create pizza um and then this is an ambient exclusion app you can see here uh on ao that is not something that endscape really loads okay we don't even have to worry about that one um so let's uh get going with the keys so when i when i work on materials i want to switch to the shading tab that's kind of a workspace all these different tabs by the way at the top here are different workspaces they're like laying out different viewports and optimized for the certain tasks and so when i want to work on materials it's the shading path that i want to do where i at the top i get um my 3d viewport and at the bottom so first off i'm going to start by selecting the scale is probably the easiest so you can see that there's not even a material if there was a material it would show up so i'm going to make a new material here it was kind of contextual there's a material you select something you should see information about what you selected yes yes okay so let me just for example just change this to uh kind of red colors you see that oh nice okay yeah yeah separate when i switch to the pizza you will see a load of different materials so we don't want to use the color obviously we want to bring in a map and very easily basically in a map is just by dragging it in here and blender will take care of the importing and setting settings right and then you just connect the color to the base color and then give it a second to look and then you should see the plate material as well okay okay so let's say we're happy with this so we'll do one at a time okay good yes let's bring this one in and then uh let's bring the cross mismatch in and it's going to be normal so let's start off with the color that kind of has the biggest impact obviously but look for a second there we go now that we know that that we're going to get the materials working i would switch to the layout tab that's kind of your default modeling space um and and i would check the orientation of the model so where is it relative to the origin the origin will be your insertion point um of the asset so you want to make sure that it's like on the ground plane and not like a few feet below the ground plane and that it's nicely centered on it i can see that my asset is not really neatly in the middle it's kind of offset to the side so i'm going to select both plate and the pizza here switch to move too then i get these little arrows that i can use to move them um so that's uh for the top view and then if we switch side view we can actually see that it's below the ground plane so we definitely want to we're going to get boat and then we want to definitely make sure that it's on the ground using that little red line of the ground plane to kind of set the origin for the bottom of the plate yes so now my object is uh in the correct position now i want to make sure that the scale is right and so um there's a little sidebar where you can see the scale of the object and you can follow and on with hitting the end key um and then go to item and then you can see the scale here and so you can see this pizza it's pretty big it's like the plate is actually 1.2 meters across that's way too big so we'll have to scale it down so i recommend just staying in here meters right yeah blender by default is also in meters um it's just easier that way and maybe someday though there will be unit support but first time being gonna have to shoot in your head so what did you mention of a pizza plate in meters yeah i was gonna ask you i would think about like 0.3 um uh meters like 30 centimeters around that maybe a little bit more 35 centimeters something like that yeah so we could either now move to the scale tool and so we can uh use this little gizmo or we could use the s command which scales it but you can see that the scaling happens around the origin of the object oh not from the base uh not from the ground plane gotcha exactly and so there's actually a trick that we can do to solve that we if we select both the objects and do ctrl a yeah we have an option that's called apply all transformations and that without getting too technical that will um that will store it will reset the origin of the objects to the origin of the scene okay yes and so it applies to transfer i can see that the um my gizmo has reset to where i want it to be right scaled from the origin of my scene right here so now if i scale you can see it scales as expected and it's giving you some real-time feedback with regard to the dimensions as you scale it so you're not typing in a value necessarily you're just scaling it visually yeah you could type in a value here um in this case i'm i don't have a proper reference i'm just gonna okay a little bit about points yeah maybe a little bit like this is probably fine um and now um apply transformations again because we want to here where it says scale we want it to be um all these three values should be set to one so it's very easy you just select everything ctrl a all transforms you can see nothing has changed but internally my model has changed so that um these values are now one so we definitely want to check out um one how many polys there are and and whether it's necessary for us to reduce it and how that's done with the new blender it used to be in the old blender that you could see the statistics here of how many polys are in the scene etc that has now moved so if you're using a new blender this is where you can find it you open up the this overlay panel here of your viewport and you check statistics so you see here triangles this is the um the thing that we need to keep an eye on and so 55 000 is a lot or just the pizza so let me go through uh my favorite way of reducing this it's pretty quick so first off i'm gonna also enable in the same overlay panel wireframe so i can see what i'm doing uh one way to see how many policy object tests is by isolating it so by shift a you're isolating an object and and you can see that the pizza actually has a majority of the pods right almost fifty thousand all h will bring everything back again and so let's isolate the plate that's only five thousand so we really want to be looking at the pizza first okay uh h there we go um so i'm sucking the pizza now modified here the decimate one it's the one that we will be looking at so by default i want to be on the collapsed mode um and so this is a percentage so one is a hundred percent okay 0.5 is only keeping 50 of the python so at this point i generally uh turn off my wireframe uh because i want to be able to see what the effect is when this is kind of in a render mode right is this is it clear that i'm messing is am i going too low um right like it starts light the slider down you will see that it starts to calculate and you can see here certain things are changing right right how much arugula texture do we need yes but you can if you will look at the small you probably don't see a difference one thing i would say is that the smaller an asset is there's fewer polygons that you have so like a car should have more polygons than a cup of tea i generally from for rss i tried to keep 20 000 as a hard limit and i tried to never go over there and then and so if an object is very small or value simple it should be well below that it also depends on are you likely to run this model in vr or not because then performance really becomes critical so if we're at 55 000 polygons for a pizza then we have to reduce it under 50 percent to get that below 20 000. this is 10 and you can see that i'm up i'm still pretty fine right and now we're at 10 000 little more than 10 000 triangles yes actually i can't because it's really quick and easy to test this i can maybe see maybe i can get away with display but only half the polygons and this actually looks still pretty fine you can actually go a little bit further and kind of try out until you see once you start to see like weird issues where there's like weird shadows on it and you know you've gone too far and so one thing with modifiers is that um similar to where we want to apply the easy all the transformations in the previous step we want to apply the modifiers so that they're a part of the model because the exporters don't always take into account the modifier so there's a little button here apply but so now that has been applied to the model and the speed does forever low power and so now what i'm going to do is to decide i'm going to make a low poly version of this there's a few ways to do this this is for the placeholder geometry select these objects and then they shift d that creates a copy so then i'm going to do x for the x axis so now i'm moving this axis right here you're kind of moving it off to the side so you can see it exactly so i'm going to move it one meter to the right and to uh it's here right now and so this version i'm going to make into low polyester and when i'm done i'm going to move it back so first i have two different objects i want to be using like working on them as a single object uh for the placeholder so i'm gonna multi-select the objects you can just um drag a little box and then ctrl j will make them into one big uh object okay and so next i i like to make this white uh so that i can see it as an asset because the assets the landscape are now and i have or the placeholders in landscape like the little placeholder geometry that you get when you place an asset that will not have the materials so i want to simulate the same scenario here so if you go if you suck your object and go to materials this little wall here you can just remove the materials here with some knives like i see it's a little white look and then but in addition i'm also going to right click on it and do shade flat because again escapations are not going to be smoothed they're going to be fastened right and so again i want to create the same condition here and now i'm going to just test better i can use the same method here with decimate to go a lot down so maybe i'm going to be i'm at 6600 now for a placeholder geometry i try to go beyond below 500 i'm going to select the pizza and hitch tab that goes into edit mode what i generally do is first apply a voxel remesher and that's let me show you how it works so if you go to remesh and turn on voxel [Music] and so that kind of it will try to i will basically um put little cubes in your model i will try to rebuild the model based on little cubes so you get a very very clean topography or very predictable topography and so if you have models where the remeshing isn't working out well this is a great way to fix that and so you can see i kind of get the rough shape maybe i can have my boxes be a little bit larger so the larger your voxels are the less detailed detail it's going to be right and so now on top of this i can do decimate and now the decimate is going to be much more reliable so you can see here it can now go well beyond the thousands where i was getting trouble the last time uh right low i'm under 500 already so maybe maybe this is something that i'm happy with they're roughly the same size so they're they're and they're in the same location when you move it back yes exactly so now you can kind of see whether that will work for you for your placement needs like some objects that need to be placed very um precisely will need a higher like a more detailed placeholder than objects like this where it it doesn't really matter whether you move it half an inch to the left or right so you want to apply the modifiers from the top down so start here and work your way down and that should be there we go all right so now we have the asset i like to move the the placeholder to a different layer the layers and blender are called collections so that it's easy turn them back on and off so a little trick if you have an object selected you can hit m to move it to a collection you can say new collection placeholder okay and then you will see it a few here and now you can turn it off on and off here we can actually do the same for the pizza here um now we can turn things on and off more easily i think we're all set to export this right now um so we will need two things out of blender we will need the gltf file that is the file that landscape is going to use to render it and then we will need an obj file and that is the that will determine the placeholder geometry in your application so when you place it in revit or sketchup with rhino let's first start off by hiding the placeholder selecting the the object you want to export to glpf then we can go to file export glt and then this is where you are going to export it to glt so very important here to get your settings right otherwise this will not work so first of all you want to as such as the gltf separate that's the file format that landscape uses um and then you want to also check remember export settings so that you don't have to set this every time so let's go through the different panels here uh i tend to say selected objects so that i don't accidentally also export my placeholder geometry or butter stuff that i might have in the scene and then i don't need any of these things so i can turn that off again um the transfer should be left by default and then here we want to uncheck vertex colors we don't need that but we want to check apply modifiers if we forgot to apply a modifier somewhere it will still try to apply it this doesn't always work very well so it's all focused to apply them yourself but this can be kind of a safeguard for if you forgot something uh and then here we want to make sure that animation say using skinning or not none of these things we actually need so i'm going to go to my pizza folder make a subfolder here called exports and then save them in here so pizza it's also never use spaces in your file packs but neither neither in your textures nor in your assets because um landscape doesn't support that for assets to export ltf give that a second so once this black dot goes away it will be exported so this is just the geometry for what enscape needs to see we have to do the same kind of thing for the placeholder geometry that revit sees yes that's correct okay okay and we can save all these settings in in a blender so i'm going through them step by step but once you set this up this can be as quick as hitting q gl dev export q obj export and so um now let me enable my place forward select this thing just to be sure i'm going to ctrl a all transforms so that has reset that transmitting again and so i have saved my obj my quick menu so i can do few wave fronts but i can also do i o export away from that's the obj file format okay that and then um it's gonna go to my pizza again exports let's see here settings i used again is selection only that should be on obj objects should be on and then here is very important to have triangulate faces on definitely it shouldn't include any normals and uvs because that all is all ignored so let's make for a smaller file format here we can do pizza oh dot lbj pizza dot op export and that will export it so now we have all the files that we need so now it's time to launch the enscape asset creator so this is the newest version 1.3 um which i'm i currently call it the beta because i want to be sure that some people have tested it and report back that it's working as expected as far as i can see it works fine so your first step is loading in the library so if you haven't set up a library uh yet you want to make a folder somewhere in your network that everyone can reach and so my library is here so everyone needs to be able to see these assets if they're going to render them across multiple computers so that's why you're setting up a central asset library yeah so i don't what will happen otherwise if i place an asset that is from a library that i only can see and and you launch the project landscape will tell you that it couldn't find some assets and those will just be rendered so i've pointed it to the folder that has all my assets you can see uh we have 401 right now and so we could like let's say we want to modify this asset maybe we want a different description we could do that here we could upload a new thumbnail uh we could put it in a different category we could do a bunch of stuff here right and so you can also see that it reports here one how many polygons the placeholder has and also how heavy quote unquote your gltf and your textures are and so if you reach above a certain limit so color red let's try to find one that wasn't done as properly you can see here this one is considered too detailed it's a five megabyte gltf file that's probably a little bit too much for okay okay so there's something just highlighted in red to give you a sense that oh maybe this one needs to be looked at again yeah and then so if somehow something went wrong maybe like um uh the gltf you forgot to add your part of the gltf files it will also color red so it's not only performance but also if some type of file is missing it will also show you that in red okay um so let's make a new one new asset and so first thing we need is a unique number and so the easiest way to create that is by hitting this button it will create a unique number for you what you do not want to do is type in something here because this is expecting a very specific format um and so you want to use this button instead um and then asset name it should be pizza and then reuse the default categories these are the categories that enscape has yeah so let me just as an example for your head and so now it's time to load the gltf file i have my pizza model my exports so this will filter out only to the relevant file format so i can just do drag select like notice that it doesn't show the dot obj although i did uploaded it here yeah it's in there but it doesn't see it yeah and so immediately it will warn me that your textures are really big and so i will come back and after this to fix this but for now we'll just keep it as is and then i recommend keeping this on there's a little issue with the gltf implementation and landscape where it doesn't follow this standard spec 100 so this is this is here while that bug is around in enscape i will keep this feature around and so if you check that box it will fix the gltf it will actually break the gltf in a ways that escape and read it and so now if we didn't have an obj file and we would just be fine with a box to represent this object who was still in the site here in meters and then obj file we have an obj file so you then select that option select the obj file and that gives you your geometry for your outline exactly and so we'll tell you whether the obj loading has succeeded and whether the poly count is acceptable so if you go any higher than 500 here just will color red as well so just let you know it will let you do it but it will warn you that it's probably not a good idea um then we could upload a thumbnail i haven't rendered it yet so i don't have anything to add here so for now it's going to be black um and so if everything goes well if i hit save now it should be added to the library and there we go so i can find it now under so let's see whether it came up from the um revit library and so i'm in right now let me show you um how to enable the library the custom library right because by default you'll just see endscapes library so to set up landscape so that it can read a custom library you just need to change one little file in your install directory so what you want to do is go to your c drive go to users find your username and then you want to find the app data folder if you can see the data folder it's probably because hidden folders aren't on you can go to view show hidden items here enable that and it should pop up then go to app data um local and escape and you should see enscape config files here and so just open that up with a text editor like notepad if you open this for the first time there would be false you can just remove that and say true and then one then if you launch your revit and then go to general settings there will be a new tab here called developer click on that okay would you have that that's general settings not that you'll see general settings yeah general settings correct and so you can set this now to mix you can ignore local um consent it to mix and then you can assign a folder and that folder is your ad location of your asset library the same folder that we loaded into the asset creator and why is that allowing you to see both the enscape and the custom assets yeah that's correct so if you set it to the local it would render only local assets and if you had a tree from the unsafe library place it would ignore that and so mix is a much more useful setting for us at least and the way we use this one thing you'll have to remember is once you start using local custom assets is that you always want to render if you're running landscape and rendering for management you always want to put it on mix because remote will only render landscape standard as not your custom asset once i set it to mix and i open up my asset library the asset library sells the load assets from your custom library so if you want to place an asset from the standard library you just go to your developer tab switch it temporarily back to remote open the asset library place the stuff from the senate library that you want then come back here and put it back on next and that's how we've been using it so let me set it on mix and now if i open the asset library and everything went well i should see my pizza in here um so if you have a lot of assets uh just like with standard asset library it can take a while to load there it is so we just wanted to assets so it didn't load i go to new here i can see my pizza it didn't include a thumbnail so it's black so as it is as expected we could update that later so let's play this pizza and this will show the placeholder geometry initially that is correct okay um so let me just add it to the area next to it just for uh if this doesn't show up this chair should show up okay so so the scale is appropriate yeah so that that the first that was a success so so far so good i would say um so let's launch landscapes got here so i should say that this asset is still using 70 megabytes of textures that's way too much so i should go in and down sample the vectors reduce the resolution on that and i can do that at any time but you can do that in photoshop you don't have to reopen the asset you're just changing the material exactly you're just modifying the map also if you want to let's say you made a chair and the leather fabric isn't working out really well you can just modify that section without exporting everything that's actually pretty convenient workflow do you have to modify the all of the textures you know because there was the displacement what different materials were in there and so let me just show you so for modifying the assets you've got two two options right here you could go back to the exports folder let me just maximize it this if you remember this is where we stored all the experts that came from blender yes and so my one option is to modify them here like open the texture map save them here and then go here and say override gltf files and load them back in again the modified files and that will overwrite it in library you can also go directly into your library unless that is um that is here say unders the name of the folder of the asset is going to be automatically generated based on the category plus the names in this case i'm looking for accessories underscore pizza so this is your local asset library yes as you can see over time i've already built quite a few we're actually planning to add a lot more so if you go into subfolders you will find the gltf files here and so you can also directly modify them here oh you could just open them here you don't have to update or override it through the asset library tool you're just updating them here so you could do right click and so in my case it's pretty easy right click open with photoshop and then you change the resolution you can see all these maps are actually pretty big this one is the biggest culprit but that each one of both these are also too detailed to make sense in this context i probably wanted to be under a megabyte okay but you would do it for all of them yeah i would run a batch converter on this folder okay and then so you can see it's now loaded into enscape and the materials have come in you can see if i go really close up i can see if it's a little bit triangulated but what i'm expecting to render that is at this size and it is um julie fine if you find that it's too coarse you can just um use a little bit more polygons in blender and not reduce it as much and it will be fine okay so you've actually rendered it out with your own within escape you're creating the thumbnail oh good okay so you're just overriding the other one or updating it yeah and so now if everything is that says expected it's just loading my entire library like the first time you open it up it always there we go oh that's great peter oh fantastic fantastic any other kind of good practices that you would use best practices i think i think the main thing that i've seen is is um are people using very very detailed models and a lot of the issues that you're seeing with that is trying to um load in an asset that's very high poly and use it as this that is in this kind of workflow isn't going to work very well especially not on a scale where you you're building your own library and you're reusing assets a lot it is worth putting in a little extra time and it can help with starting off with a good asset so one an asset that's that's closer to the polycom that you want to are there pros and cons of using photogrammetry assets versus things that are deliberately modeled um so for the gravity assets aren't necessarily bad and actually a lot of footage remedy assets will have a very um even triangulation and so when we use the decimate modifier that particular modifier works very well in those kind of situations for photography yeah because the mesh is very um uniform okay it isn't a very clean mesh but it is a very uniform mesh modifiers like a decimate work pretty well on them and so like for example we've used um equal scans some actually that we made our own and you have a very high you can have a million poly count on this but those will come down very well using the decimate modifier you can go to zero zero one percent as like very extreme values and it will still work pretty well okay um so yeah gravity isn't necessarily bad because if you try to use it as this it might be a little bit hard it would take about um five to ten minutes probably to create an aspect if you if you once you have the muscle memory um yeah then once you set up the systems that the settings are saved a little bit and you have the quick access menu and you know the shortcuts it can vote pretty quick and so someone asked what i tend to do as well is is kind of collect oftentimes we end up needing to have a whole series of assets we we just bought a package of 20 books or like collections of books stacks of books that we want to add to a library we bought a package of 20 people that are using gym equipment for a project and so i tend to do that in batch and then the the time that it takes per model goes down drastically then because you're reapplying the same um settings to every model so i set up one model well and just copy the settings to all the other ones um and then it goes pretty quickly even if you buy them you still have to clean them up and do some post production on them it might work out of the box but oftentimes you end up with a not not a very optimized way we use our library so often that i want the library to be optimized so that people don't have to worry about using stuff in the library is this something that you're doing for in your company are you doing this yourself or do you have other people that help you we're hoping that more people will come up with skill sets that don't mean potentially we can answer a little bit of this okay um if there's any questions we'll just put them in the last get people to ask questions in the comments below i'll put this on the linkedin page and then links to the videos from there with these various steps the quarantine kind of helped in we got we got what the quarantine helped yeah i wanted to not being able to go out much in the weekends here in the city and yeah now it's better but for a few months it was people who were spending a lot of time indoors right right right i learned blender and shisha programming and this was kind of a way to um i'm gonna do something constructive with that problem right right the world's abs so so considering all this work that you've done this labor of love um if you had a request a feature request for the enscape team and they put your request at the top of the list what would you ask for so we've been using it for a year and the the thing that has come up the most is always i love his asset material isn't working for this right right right a lot of different things so um a lot of this stuff is just it's part of the design so we have this discount chair we want to test out different finishes on it so that happens very often um but even if you're not this stuff isn't in scope necessarily so let's say you're doing base building architecture and furniture is just there to make it look um more attractive the particular fabric might just be not working well with the background um and and so sometimes you have assets that will work really well but like the color is just off and things are bleeding into each other um it's just that would make the our ability to design better and that has always has to be right right then yeah all this is to make better projects um once we've like framed everything and like the sun and the right angle and everything that we just could do like save entire view and not just camera position and also once you have a camera position you can't update it you need to make it oh yeah i would love to be able to go back into revan if you have to tweak something slightly it keeps all of the other conditions like you said like with the hot spot you want like this might sound trivial but moving the sun a little bit over i want to be able to once i have to go back and save it on top of the old view so very likely what you'll need to do next week is update that rendering what do you think that for your tool your version 1.3 now yeah and uh so i suppose you're already planning or you have a spreadsheet somewhere or it's in your head what's the net what's coming well it really depends on one what endscape is gonna do or announce uh like if they don't announce it it's hard for me to um i'll i'll just have to guess what they'll do and try to be complementary to it right right right but also what the users uh what the user feedback is a lot of the stuff that was added based on user requests so users are asking you for four features okay and and the best place for them to do that is just with a personal email or via the forums or yeah any rat will work um gasket forms is a good place okay what food or drink do you miss from belgium france no really fries fries yeah you can't get good fries in belgium i mean in new york uh not as good no so it's not the beer it's not some food it's fries yeah uh belgian fries with um beef too on the fries oh yeah okay every time i go into the the enscape uh gallery i'm i'm equal parts inspired and intimidated like it's extraordinary what people do and it's not even the rendering so much as it is the attention to detail and set dressing that goes into creating a rendering to make it look so beautiful and natural and you're doing this to allow that to occur more look no thank you very much peter keep in touch and um i wish you all the best you know when when people when people buy an application when they use an application uh that solves a problem or you know that's one thing but when there is a when there's a community of people that love an application this is really really interesting so i appreciate this labor of love and it's i think it's going to open up a universe for enscape users to be able to do amazing things
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Channel: ReadThomas
Views: 2,541
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Id: _J1UH-GEBLU
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Length: 54min 22sec (3262 seconds)
Published: Mon Jul 20 2020
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