Twinmotion render
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To anybody that doubts the power of TM these days, have a look at this render, by Luca Rodolfi (who liberally wrote the book on twinmotion) here is the proof of the brute power of TM check this out.
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Skin is a dusty plastic - lacks subscattering. Vray GPU 7 years ago for comparison:
https://www.chaos.com/blog/the-secrets-of-ian-spriggs-3dportraitsA Hyper-Realistic Female Portrait Made in Maya & V-Ray
The artist has even made the character's veins, muscles, and bones underneath the skin.
(80.lv)
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. The person who did the image literally wrote the TM book (photorealism in Twinmotion) I cannot agree with you I think that image is perfection. I am pretty sure he would have SSS.
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literally wrote the TM book
Sounds like a new religion
Got it from a burning bush in Sinai -
Although very realistic, it lacks minor properties such as specularity and SSS. By the way who cares about those minor things, especially regarding architectural representation.
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Images like this will be subject to added scrutiny from rendering purists that see the noticeable shortcomings of realtime.
This is a very good advert for TwinMotion but certain things standout.
- there is zero hair on the model which suggests TM struggles with hair shaders for closeup portraits
- the DOF effect is failing just beyond the point focus if you look at the shoulders
- the SSS is not prominent considering the very direct light
That said the modelling, texturing and composition is high level. This does highlight that realtime rendering has come quite far in terms of photorealism but keen eyed individuals will pick it apart from a human portrait aspect.
From a technical aspect it is very impressive and beyond my abilities. If the files were publicly available it would make for a interesting case study to see what a path tracing engine can achieve in comparison to realtime.
Kudos to the creator for creating a beautiful storytelling render. In terms of hyper-realism, that the likes of Vray, Redshift and even Cycles would achieve, it is falling short.
Thanks for sharing though it is quite impressive if it is realtime. The texturing in particular is top tier stuff.
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But it is not real time there are 3 modes of rendering in TM Real time mainly used only as preview, Lumen Renders and animating friendly and path tracing 90% of renders will be rendered with path tracing
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This is a TM animation I will post more This is done with TM lumen
7.1K views · 169 reactions | Porsche 911 (930) turbo with Lumen Twinmotion 2024.1.2 Lumen on Standard settings 2880 x 1620px Backdrop HDRI on Assets from TM and Sketchfab No... | By Oziel | Facebook
Porsche 911 (930) turbo with Lumen Twinmotion 2024.1.2 Lumen on Standard settings 2880 x 1620px Backdrop HDRI on Assets from TM and Sketchfab No...
(www.facebook.com)
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If that is path tracing then they have a bit of catchup to do to get it to same levels as competitors.
My opinion is this is some type of hybrid path-tracing that utilizes realtime effects. The DOF in particular looks like realtime DOF because it is struggling to blur correctly as it moves from focal distance to unfocussed. Or its method to do DOF is still not as good as a competitors.
Unreal added path tracing initially as a tool to compare realtime with path tracing results. This allowed those using realtime to tweak scenes to get as close as possible to a photoreal result. It's intent was to not be a production ready rendering solution.
That said it is still a very competent rendering solution but cannot be compared to Vray, Redshift etc as those have years in the game making both biased and unbiased light path engines.
But from a realtime aspect Epic is as far ahead as anyone could be.
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