Enscape has its own material editor that allows you to apply high-quality, real-time rendering materials inside Rhino. Follow these steps to apply and adjust materials.
In Rhino, ensure that Enscape is enabled.
Type EnscapeStartCommand in the Rhino command line
Open the Enscape Material Editor by:
Clicking the Enscape Materials button in the Enscape toolbar.
If the tool bar does not appear, go to Windows > Active Tool Palettes > Enscape [MAC], or Windows>Toolbars>Enscape [WINDOWS]
Or Typing EnscapeMaterialEditor in the Rhino command line.
Select an Object in your Rhino model.
Open the Enscape Material Editor by clicking on the Materials button in the Enscape toolbar.
Load a Material from the Enscape Material Library:
Click Enscape Material Library (folder icon)
Browse and select a material (e.g., wood, metal, stone)
Click Import Selection to add it to your Rhino materials.
OR Create a New Material:
Click Create New Material in the Enscape Material Editor.
Choose a material type (Generic, Grass, Water, Foliage, etc.)
Rename and Assign the Material:
Rename the material if needed.
Apply the material to the selected object in Rhino.
Once you have assigned a material, adjust the settings to make it more realistic.
Color & Texture
Set a base color or import a texture (image file).
Adjust the tint to modify the texture color.
Bump & Normal Maps (Surface Detail)
Add a bump map, normal map, or displacement map to create realistic surface depth.
Higher values increase surface roughness.
Bump Map: A grayscale image that creates the illusion of surface texture by simulating height differences. Darker areas appear lower, while lighter areas appear raised, but the actual geometry remains unchanged. This method is computationally light and best for subtle surface details like fabric grain or scratches.
Normal Map: A more advanced bump-mapping technique that uses RGB colors to define how light interacts with a surface. Normal maps provide more detailed and accurate depth perception compared to bump maps, making surfaces like bricks or wood grain appear more three-dimensional. They do not alter the actual geometry but create realistic lighting effects.
Displacement Map: A height map that physically modifies the geometry of a surface by pushing or pulling vertices based on grayscale values. Unlike bump and normal maps, displacement maps create actual 3D surface deformation, making them ideal for deep textures like cobblestones or rocky surfaces. This method is more computationally demanding but produces highly realistic results.
Reflection & Roughness
Roughness: Controls how glossy or matte the surface looks.
0% Roughness = Shiny like glass.
100% Roughness = Matte like concrete.
Metalness: Determines if a material is metallic (higher values make it reflect more like metal).
Transparency & Opacity
If using glass, adjust transparency and index of refraction (IOR) for realism.
Use frosted glass settings by increasing roughness.
If your materials appear stretched, too large, or too small in Enscape, you can control their scaling using Rhino’s texture mapping tools and Enscape’s texture settings.
If a texture looks incorrect on an object, it’s likely due to improper texture mapping. Box Mapping is useful for objects like walls, floors, or furniture.
Select the Object in Rhino.
Type ApplyBoxMapping in the command line and press Enter.
Rhino will ask you to define the box size:
For walls or large surfaces, input a size that matches the real-world scale of your material (e.g., 1000 x 1000 x 1000 mm).
You may need to play around with the box size until you are satisfied with the material scaling
You can also click and drag to define the box visually.
In the Properties Panel, go to the Texture Mapping section:
Adjust the Mapping Type to Box.
Set the repeat values to match the material scale.
Check in Enscape to see if the scale looks correct
The adjusted scaling may show up in your Rhino model but not your Enscape Render. If this is the case, adjust the material scaling in the Enscape Material Editor.
If the scaling doesn’t look right, check your UV Mapping:
Select the object and go to Properties > Texture Mapping.
Use Dir command to check surface direction (flipped UVs can distort textures)
Try ApplyPlanarMapping for flat surfaces like floors or walls.
If the texture appears too large or too small, you can adjust it within Enscape.
Open the Enscape Material Editor.
Select the material you want to scale.
Locate the Albedo (Texture) Settings.
Adjust the Texture Scale (X and Y values) to increase or decrease the size.
Example: If your material appears too large, reduce the scale values (e.g., from 1.0 to 0.5).
If the texture looks too small, increase the values.
The changes should update in real-time in Enscape.
Last updated by Abigail Green - February 2025