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Twinmotion 2018 with Unreal engine :)

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  • S Offline
    srx
    last edited by 7 Jun 2017, 06:26

    https://twinmotion.abvent.com/en/

    www.saurus.rs

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    • J Offline
      jenujacob
      last edited by 7 Jun 2017, 08:58

      WOW! now thats a match made in heaven!!!
      Wonder how they managed the licensing with unreal - given the fact that unreal is free for arch viz use??? or is it? i am confused!

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      • R Offline
        rv1974
        last edited by 7 Jun 2017, 09:26

        looks way better than ugly lumion.

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        • P Offline
          pilou
          last edited by 7 Jun 2017, 10:39

          Doubt that will be free! 💚

          Frenchy Pilou
          Is beautiful that please without concept!
          My Little site :)

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          • S Offline
            solo
            last edited by 7 Jun 2017, 13:29

            Oh man!! I'm so excited.

            Wish I was part of the beta team, this is a game changer.

            http://www.solos-art.com

            If you see a toilet in your dreams do not use it.

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            • P Offline
              Pixero
              last edited by 8 Jun 2017, 11:24

              In the video there is a distinct difference between the first clips by known Unreal viz artists and the later in app graphics.
              They don't match so I'm wondering if it will be as good as everyone hopes? A bit sceptical.

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              • M Offline
                MrWip
                last edited by 8 Jun 2017, 11:59

                Pixero,

                Indeed there is a difference, and it's mainly in the way the light behaves. II was really interested in Unreal engine, a while ago, looking at theses videos (vineyard challenge from ronen bekerman), but I discovered, while trying it, that the really good-filming-look came from a complex system of baked lighting. If you want to achieve the photoralistic result shown in the first part of the video, you have to carefully build your model, unwrap many things, check the way your objects are construct, and then wait quite a long time for the baking to be done. Then, you often have to go back and restart if some of the lightmap is not perfect.

                So, to my opinion, on the second part of the video, which is realtime inside Twinmotion, they seems let aside this lightmap system, to be fully realtime. My guess is that it's much more simple to use that way (but a quite inferior in term of photoreal look). Actually, the pseudo GI in realtime (I think it's something called lightmass in unreal), give rather good results, with a nice color bleeding.

                Let's hope we'll be able to test it soon !

                http://www.wip-archi.com

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                • S Offline
                  solo
                  last edited by 8 Jun 2017, 12:42

                  I also noticed that, I was thinking more that the beginning part was to show the power of then Unreal engine as those images look like pure Unreal, and the latter ones are the Twinmotion with Unreal engine images. Another thing is they are probably in a closed beta with tech guys and maybe a few architects but no real artists, once it gets released the quality of images with improve as the creative folks get their hands on it.

                  http://www.solos-art.com

                  If you see a toilet in your dreams do not use it.

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                  • R Online
                    Rich O Brien Moderator
                    last edited by 8 Jun 2017, 13:05

                    Image 4.png

                    Very hollywood presentation with some clever material usage. In the right hands this is a fabulous tool.

                    Time the boffins at the Hadron Collider made its computational power available to general public as a render farm. You'll need some grunt to run this bad boy.

                    I had it before Abvent bought them up and it was really easy to use just lacking entourage.

                    The camera animation was sublime to use.

                    Download the free D'oh Book for SketchUp 📖

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                    • P Offline
                      pilou
                      last edited by 8 Jun 2017, 15:32

                      from French developpers 😉

                      @unknownuser said:

                      pour le moment nous avons pris tout le côté temps réel, donc vous n'aurez pas encore la qualité que l'on peut atteindre avec les lightmass, c'était beaucoup trop couteux en ram et surtout extrêmement long à générer.
                      On a pour le moment fait ce compromis, sinon pour le reste on a tout dont les lpv pour simuler une global illumination en temps réel.

                      For the moment we have taken all the real time side, so you will not yet have the quality that can be reached with the lightmass, it was far too expensive in ram and especially extremely long to generate.
                      We have for the time being made this compromise, if not for the rest we have all of which lpv to simulate a global illumination in real time.

                      Frenchy Pilou
                      Is beautiful that please without concept!
                      My Little site :)

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                      • M Offline
                        MrWip
                        last edited by 13 Jun 2017, 12:18

                        They've added a couple of new videos (concerning Archicad and Revit, not yet sketchup...)

                        http://www.wip-archi.com

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                        • R Online
                          Rich O Brien Moderator
                          last edited by 13 Jun 2017, 14:29

                          @mrwip said:

                          not yet sketchup...

                          It supports .skp import. In testing at the moment I believe 😉

                          Download the free D'oh Book for SketchUp 📖

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                          • topic:timeago-later,7 days
                          • M Offline
                            MrWip
                            last edited by 20 Jun 2017, 15:24

                            Their latest video, showing the new full mac support.

                            The overall rendering quality shown is this video is way more impressive than in the previous teaser... Unreal engine really is efficient !

                            http://www.wip-archi.com

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                            • cmeedC Offline
                              cmeed
                              last edited by 23 Jun 2017, 05:56

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                              • JQLJ Offline
                                JQL
                                last edited by 23 Jun 2017, 08:42

                                It's a shame that they don't allow for the lightmass as an advanced option, maybe even with a warning about the UV unwrapping it requires.

                                The output from lightmass is very close to ray tracers and would knock out anything else.

                                Having said that, even if having less visual quality than raytracing rendereres, solutions like Twinmotion and Lumion, still have incredible value considering animation and amount of consistent content you can import directly.

                                What I see about Twinmotion, even 2018 is that some of this content seems a bit poor. Lumion has axis people, for instance and while they still are not as good as the highpoly versions they are much better looking than the ones we see at Twinmotion. With nature and even weather effects there's something fake on what I've seen that I really don't like and that Unreal Engine will not solve.

                                I would love to know if we can import content from UE independently. I believe it could be possible and that might change things in the long run.

                                Taking models out and creating simpler rendering more focused on model's geometry, materials and lighting, would probably be my first choice anyway so I would fell UE and lightmass would be incredible to have.

                                I wonder if they will expand their material system to allow for more maps to be used as currently, for what I've seen you can only have diffuse, alpha and bumpmap. The metallic Roughness PBR workflow would be amazing to have in Twinmotion and if they would have direct support for Substance's .sbsar files, they would sell it to me immediatelly.

                                Materials like this work incredibly in any render engine, realtime or not:

                                https://source.allegorithmic.com/#/substances/home

                                www.casca.pt
                                Visit us on facebook!

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                                • M Offline
                                  MrWip
                                  last edited by 28 Jun 2017, 09:04

                                  Their latest video. The interface seems really smooth.

                                  http://www.wip-archi.com

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                                  • topic:timeago-later,15 days
                                  • JQLJ Offline
                                    JQL
                                    last edited by 13 Jul 2017, 15:15

                                    I'm very curious about this Twinmotion release with Unreal engine integration.

                                    I guess you cannot enlighten us about some details but I'd like to know if:

                                    • Substance Materials with parameter configuration will be supported;
                                    • Or PBR metallic maps will be supported (base color, normal, roughness, metallic, clipping, emissive, thickness, etc...);
                                    • Displacement or parallax occlusion will be supported;
                                    • People models will get realistic...

                                    Thanks!

                                    www.casca.pt
                                    Visit us on facebook!

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                                    • R Online
                                      Rich O Brien Moderator
                                      last edited by 13 Jul 2017, 15:28

                                      @jql said:

                                      • Substance Materials with parameter configuration will be supported;
                                      • Or PBR metallic maps will be supported (base color, normal, roughness, metallic, clipping, emissive, thickness, etc...);
                                      • Displacement or parallax occlusion will be supported;
                                      • People models will get realistic...

                                      No to Substance material support

                                      Yes to PBR maps but not all

                                      Yes to parallax occlusion

                                      Image 01.png

                                      Image 02.png

                                      What's most impressive is how fast the viewport remains. Even when stacked with items.

                                      But SKP import is still flaky and needs lots of work to make it better integrated.

                                      Download the free D'oh Book for SketchUp 📖

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                                      • S Offline
                                        solo
                                        last edited by 13 Jul 2017, 15:32

                                        Rich, are you on the beta team?

                                        http://www.solos-art.com

                                        If you see a toilet in your dreams do not use it.

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                                        • R Online
                                          Rich O Brien Moderator
                                          last edited by 13 Jul 2017, 15:37

                                          @solo said:

                                          Rich, are you on the beta team?

                                          Yeah, I got access yesterday via invite. I'll see if they need more SU Pros to weigh in on the testing.

                                          So far if you use the packaged assets it remains super fast to use.

                                          When you try to import external assets it begins to stutter.

                                          Could be the format I'm importing though. Need to do more tests.

                                          But it also suffers from creating 100s of textures if faces are ngons in SU.

                                          I submitted some bugs let's see if it fixes it.

                                          Download the free D'oh Book for SketchUp 📖

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