Howeverif i go into path tracer settings in the movie render que and check Disable Multisample Effects the render works correctly but now i lose my depth of field from camera. But if i render in viewport render looks great with depth of field.
Just tested this on 5.3.1 and noticed the same issue with path tracing.
Image is a blurry mess with MRQ but looks great with HighResShot (same total samples, same resolution, denoiser off). DoF and motion blur are off.
Clearly HighResShot is not usable for animations (legacy movie render also seems to work fine, but is just a mess to use with the path tracer).
Disabling multisample effects in MRQ helps quite a bit, but has unintended consequences. I will try the Sharpness material workaround, but should this be reported as a bug?
As a side note: using less than 2 temporal samples breaks the light setup making the scene much darker and going all in with spatial samples crashes UE for memory usage (i.e. 8k samples in high res shot works, 1024 spatial x 8 temporal in MRQ works but 8192 spatial x 1 temporal in MRQ leads to a crash).
I have rendered several 360 panorama's in Twinmotion at 16k resolution, yet when viewed in file viewed on our Quest 2 they are crazy blurry. its not IPD or anything like that because other application are clear. Typically we just show clients these spaces with the Link in office, but we are going on site so we wanted to load them directly on the Quest. Thoughts?
Now it's just making my 360 pictures blurry, it's saying something about "not synchronized" and if I want to leave the 360 view, it says: do you want to end the video? While I'm not watching a video but I'm trying to just look at a 360 picture.
I am experiencing this all of the sudden too after updating the Oculus Quest 2 yesterday. After the update, viewing our 3D 360 Panorama images using the Meta Quest TV app became blurry or low-res when they were perfectly crisp and sharp before that update.
Thanks for getting back to us with this information. With this only happening within the specific app and no others we would recommend using the report an issue within the headset. This can help ensure the information reaches the proper team to be reviewed further. With the version of the headset it would not be possible to rollback to another version. We appreciate your patience and have a great day!
I definitely don't think it's an issue with the headset. I've seen a number of forums with people discussing the same issue with the Meta Quest TV app. Surely there is another 3D Panorama viewer, even if it's a paid app?
Within the app store there are some other applications, and also ensure the app is up to date. We would recommend checking through the other applications which have the same specifications that you may be looking for. With this happening only within the app using the report option would ensure the information reaches the proper team so that it may be reviewed further. Have a great day!
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Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps.
@NotMyFaultI understand what you are asking, and it's still irrelevant. My original screenshot shows crisp text next to blurry icons. Your theories so far about display scaling by the OS and this being a non-Retina display would not produce those results. They would cause blurriness across the entire display, not different levels of blurriness 50 pixels apart in the same window.
This blurryness drives me nuts. macOS suffers from it too in various places. It's because the controls haven't been aligned to a whole point (pixel) boundary. The OS therefore can't directly blit (copy) the image, but instead has to resample pixels and that ends up blurring it. For iOS the simulator has the ability to tint unaligned images to make this sort of issue easier to spot.
I've been trying to build my portfolio (I'm a student) and keep running into this issue when I try to export images. I place the camera in the floor plan, check out the 3D image to make sure it looks the way I want, and export it to JPEG. However, the resulting JPEG image is often really blurry, the edges of the building have thick black lines, and it just doesn't look sharp and professional the way I want it to. What are the ideal export settings (pixels, etc) to make my images export correctly?
For this purpose it has been a total game changer for my workflow. I keep Enscape open during initial modeling the plan and it's helped me create designs alongside typical AutoCAD drafting designs, etc.
But I also use it for final renders and our clients love it. Particularly during design meetings when they can fly through the model in realtime with rendered quality and not bare SketchUp. Our clients have no use for photo-realistic, time consuming renders. They also wouldn't notice half the things I see "wrong" in the final renders that the general Archviz community would. Though, I also would not not show them a view with a full length wall mirror. That's been troublesome for one job in particular, so I completely understand the frustration when it happens.
It's way over my head for details, but the way I understand it is that rasterization relies on what is in front of the camera viewport and is not accounting for the world around it (or much of it). You can visually see this as you view a mirror in Enscape. Objects in the corners of the render viewport disappear and/or become very distorted. Particularly if you view a mirror at a hard angle and not straight-on. The render engine is simply losing information to which it is calculating the scene with. FULL raytracing will solve this, but we are in early days still. There is a reason the tech demos have thus far been for converting OLD games like Quake or simple games like Minecraft into full RT demos, yet the performance is "poor"- even impossible on non GPU's without RT cores.
Enscape sales and support will only repeat the Enscape mantra to us, which is they built it for simplicity, It's definitely the quickest way for me to get a result, but I think there is plenty room for them to add complexity for users who require it. I'd certainly appreciate more granular fine tuning.
Totally agree with the development roadmap. And I think every user here has the same sentiment. They need to address the majority of the lingering little things first before releasing some feature for 1% of users (site context...). V3.3 was maybe the least excited I've been for an Enscape release, aside from them finally updating properly support SU2022, which was unusually slow.
Yes, it is super frustrating to have to choose an engine and stick with that. With Enscape and Chaos under the same roof, the ability to at least read each other's materials and assets would be something that should be tackled sooner than later imho.
Thank you I did include some spotlights and it helped. In general I have stayed away from them because they haven't seemed right to me for commercial work, especially if you can see a light pattern and I imagined they would be time-consuming. But they did help in the elevator lobby I'm working on with general light.
I don't think architects and residential designers are going to complain about the problem of seeing light reflections in adjacent walls that much because they have so much sun available to them, at least through a nearby window and don't need to depend so much on other light sources. But below are examples of the sun I had available to me in the last two projects I've been working on to practice Enscape skills. The WarnerMedia project wasn't that bad because surfaces were not that reflective, (although I did have to cut out some pieces of textures and replace them with non-reflective versions in some areas), but the elevator lobby was a big problem. Rectangle lights are wonderful; they can light up a big space right away.
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