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Title: Advanced “Fur Material” for Realistic Grass, Carpets, Fabrics, and Hair Effects
Description:
Enscape could greatly benefit from the introduction of a Fur Material System, similar to what exists in Lumion and V-Ray. This would allow users to create highly realistic grass, rugs, fabrics, and soft surfaces directly within Enscape’s real-time rendering environment — without relying on external displacement or geometry-based solutions that slow down performance.
1. Core Concept:
The “Fur” material simulates fine surface fibers by generating camera-facing micro-strands (billboards or procedural hair geometry) distributed across the surface of a mesh. Each strand reacts dynamically to lighting, shadows, and wind simulation.
2. Key Parameters:
To ensure control and optimization, the system could include adjustable sliders and texture slots such as:
Density: Number of fur strands per unit area.
Length: Base and variation control for strand height.
Thickness: Diameter of each strand (helps control softness or coarseness).
Color / Texture Map: Defines fur color using albedo or custom maps.
Normal / Roughness Map: To simulate surface reflection at the strand level.
Gravity: Defines direction and bend of strands.
Wind Influence: Connects with existing Enscape wind system for motion.
Specular Intensity: Controls glossiness and light scattering for realism.
Shadow Detail: Enables accurate shading and self-shadowing.
LOD System: Automatically reduces strand density with distance for performance.
The fur system could be integrated as a new material type or extension of “Grass” material, offering more flexibility:
✅ Material Type Option: Add “Fur” as a selectable category beside “Grass” and “Clearcoat.”
✅ Procedural Rendering: Generate fur dynamically at render time using GPU instancing or geometry shaders.
✅ Performance Optimization: Use screen-space density reduction and normal blending for distant surfaces.
✅ Compatibility: Support for texture-based masks to limit fur areas (ideal for rugs or partial coverage).
✅ Physics Integration: Optional tie-in with wind parameters already used by vegetation assets.
Carpets and Rugs → Realistic fibers reacting to light.
Fabrics and Upholstery → Velvet or soft furniture materials.
Animals / Characters → Short fur or hair simulation.
Nature Elements → Grass patches, moss, or organic surfaces.
Enhanced realism in interior and landscape renders.
Maintains Enscape’s real-time performance and simplicity.
Eliminates dependency on complex geometry-based solutions.
Bridges the gap between real-time and offline render quality.
Offers greater creative control for designers, architects, and visualization artists.
This feature would bring Enscape closer to the realism achieved in Lumion, Unreal Engine, and V-Ray, while preserving its ease of use and fast workflow. A lightweight, procedural “Fur Material System” would significantly elevate Enscape’s material realism, particularly for interior designers and landscape architects.