@Krass - The only way right now is to rename the light component in SketchUp itself. I will add the option to name the lights in Rayscaper. And have something to multi-edit the lights. @Rich-O-Brien complained about this as well.
Posts
-
RE: Rayscaper New Releases
-
RE: Kitchen/breakfast bar
Nice, the lighting is a lot better than the initial render. The glasses on the table are still missing some refraction.
-
RE: Rayscaper New Releases
Do you have an example scene, or can you send me a screen capture? I can't reproduce it here, but maybe you have a different setup:
Thanks for your help!
Thomas -
RE: Rayscaper New Releases
@nickchun Great! I plan to fix that bug soon.
-
RE: Rayscaper New Releases
@Krass said in Rayscaper New Releases:
I did the same. I am now on 0.9.62 and no problem
Not following @Krass - To which post was this a reply?
Cheers,
Thomas -
RE: Rayscaper New Releases
@nickchun Sorry about that!
Are the materials directly assigned to the faces, or are they assigned to the component/group? If you assign a material to a component/group, then they are not applied to the face. That's a regression reported by @sashapepperspray last week, but I haven't addressed it yet with this release.
Can you confirm that this is the problem, i.e., that the problem is fixed by directly assigning materials to the faces? You can use Fredo's Thrupaint to make it easier: https://sketchucation.com/plugin/2561-thrupaint.
If that doesn't help, there's something seriously botched in this release, and I will investigate further. Anybody else seeing this?
Thanks,
Thomas -
RE: Rayscaper New Releases
Hey, Rayscaper users!
A quick hotfix release. More good things are coming later, but this solves some immediate issues that users reported.
Rayscaper 0.9.62 Beta is available in the SketchUcation store. I recommend upgrading to the latest version.
What Changed?
- Make sure there's no watermark for licensed users.
- Fix the render time counter in the viewport.
- Fix a crash happening occasionally when updating geometry.
Help Me Build the Community

If you like Rayscaper, please share your renders (final or work-in-progress, it doesn’t matter)! This is motivating
and helps me showcase its capabilities to new users.Follow me on X.
Happy Rendering!
-
RE: Rayscaper New Releases
Yes, @Mike-Amos, I also check "transparent shadows" on Pixel cruncher's advice. But I do indeed go up to 35,000 SPP with a 2K resolution. I don't activate denoiser, and if your graphics card is sufficient, it's still fast. Probably 20 or 30 minutes of rendering time.
@Krass - I'm not sure if you've already noticed, but the denoiser is no longer destructive. You can disable/enable it in the viewport without having to restart the render. So you can actually check if the image looks good without having to go all the way to 35,000 samples/px:

-
RE: Kitchen/breakfast bar
Hey Mike,
I hope you are doing well. That scene already looks a lot better-lit.
I'm not sure which material you are using, but you can control the roughness of the material:

Feel free to screenshot your material settings, which helps us understand your setup better.
Also, whatever @Rich-O-Brien says goes; he's the number one Rayscaper expert in the world. And I'm saying this without irony.
Regards,
Thomas -
RE: Rayscaper New Releases
@Krass Fantastic, a good showcase for Rayscaper!
I hope you don't mind, but I shared them on my X account.

Regards,
Thomas -
RE: Rayscaper New Releases
Good to see you are getting great results with Rayscaper!
-
RE: Rayscaper New Releases
Are you talking about the black splotches in the area I annotated below? They are not different textures, just artifacts.

Rich already mentioned it, but I think what's happening is that you still have a really noisy render, and then the denoiser will generate these black splotches. You can confirm that by disabling the denoiser and looking at the original image:

Rayscaper is a path tracer and needs to find a path to the light sources. In case it's challenging to find the light source (for example, because they are blocked or can only reach secondary light sources), you would see a lot of noise in the render. As Rich mentioned, Raysaper might be struggling with the glass in the windows and finding it hard to find good light paths to your HDRI image, which is providing the ambient light for your scene.
Check that the windows are made of a glass material that has the transparent option checked. This will ensure that the rays that are looking for lights don't see the glass at all. It's as if you don't have any glass for light rays. Of course, you would still see the reflections in the glass when you look at it directly. It's the best of both worlds, although not physically correct.

You can also increase the number of samples/px, which will increase the render time.

Let me know if this helps. I know it's a bit technical, so I'm happy to clarify.
All the best,
Thomas -
RE: My Architect ai.
Thanks for sharing @Mike-Amos - It's a brave new world.
I wonder how many users are ditching rendering solutions and are going for AI rendering. The results they show are great; I only wonder if it can consistently produce such good results.
-
RE: Rayscaper New Releases
@Krass said in Rayscaper New Releases:
Hello, pixelcruncher,
I wasn't aware of this new version and am very happy to return to Rayscaper for new renderings!Great to hear!
Hello,
Is there a way to rename the lights? I'm lost, I can't adjust the intensity of a new bulb because they are numbers and I have to activate or deactivate each light to locate them.... thank you
The lights take the names of the light components. Maybe I can add the option to rename the lights in Rayscaper itself?
I renamed the light sphere component and that's not the right solution, it disabled them all. And now I can't add any more light spheres, only the spotlights work...
This feels like a bug, do you have a way to reproduce this?
Cheers,
Thomas -
RE: Rayscaper New Releases
@nickchun Thanks for the kind words! That made my day!
Cheers,
Thomas -
RE: Rayscaper New Releases
it does not Support SketchUp material inheritance anymore. Faces, or objects that have the default material painted on them, but the group that they are in have a material, show up as unpainted (with the default material).
Okay, that's a bug. It should inherit the material of its parent component or group.
the rendered images have a watermark on the bottom, even though I have a license (and I doublechecked that it is connected)
Also a regression, this was reported by other users as well. I will make an update ASAP.
[as a side note, any idea when you will connect the sketchup pbr materials to the rayscaper material properties, so that I don't need to set up metalness, roughness, etc, twice?]
This is definitely on my list. I don't want to commit to a hard date.
Regards,
Thomas -
RE: Old Model Architectural.
That looks like a bug in Rayscaper! Can you send me the SketchUp file and all the textures? That would be a great help.
-
RE: Underground Carpark
I can concur, the denoising element alters quite drastically, the resulting image. I noticed the HQ option is gone but frankly the denoising selection moves things on lighting wise too.
I figured there was not much value in making it explicitly configurable. If there are issues, I can bring the setting back, but I wanted to simplify things.
Something that did not change is how some mats are missed, either in import or render. Thbere are three glasses of 'apple' juice on the breakfast bar, one is rendered correctly while the other two are incomplete despite this item being a component, or perhaps, because of it? Lights I have not looked into just yet.
Do you mind sharing the scene? Or if you have a simplified version that has the same behavior? Then I can have a look.
I see that you have a watermark. Is that because you haven't activated your license? Or does it always appear for you?