Twinmotion 2018 with Unreal engine :)
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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 !
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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.
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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.
https://www.youtube.com/watch?v=Hd831kcsGz0
The camera animation was sublime to use.
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from French developpers
@unknownuser said:
pour le moment nous avons pris tout le cĂŽtĂ© temps rĂ©el, donc vous n'aurez pas encore la qualitĂ© que l'on peut atteindre avec les lightmass, c'Ă©tait beaucoup trop couteux en ram et surtout extrĂȘmement long Ă gĂ©nĂ©rer.
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. -
They've added a couple of new videos (concerning Archicad and Revit, not yet sketchup...)
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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 !
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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:
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Their latest video. The interface seems really smooth.
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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!
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@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
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.
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Rich, are you on the beta team?
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@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.
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@rich o brien said:
@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.
Great! But isn't it going to be announced in a couple of weeks or so? Isn't it a bit late for beta testing at the moment?
Not that I'm interested or anything, but I do use SU professionally and I do like what Twinmotion seems to promise, and I'm also an architect and I also have some pretty good notions of rendering and I do beta test a lot of stuff...
Maybe I could be convinced to participate on that beta somehow if they are interested. LOL!
Please do talk with them Rich!
@rich o brien said:
But it also suffers from creating 100s of textures if faces are ngons in SU.
Oh no! My beloved ngons! I cannot live without them anymore... (Note to self - I have to ask the right person about ngon support for WrapR. Can't bare triangulating all my SU arch models anymore...)
Usually when a software doesn't deal well with ngons it also ignores glued components. Have you tried Rich?
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The real big news is that this finally brings Macs into the real time rendering party.
It would be really, really cool, but highly unlikely, if they supported Intel Iris Pro, so even users of 13" Macbook Pros can use this.
So far, I'm resigned to only being able to use LightUp on my Macbook Air for video rendering.
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I don't own a mac and I can see news here. Lightup seems an incredible piece of software and works inside SU, it has tremendous potential.
I like it a bit more realistic lighting and use Thea, realtime is coming very near and Unreal is the nearest Ive seen.
So Twinmotion is very worth trying for a lot more reasons than owning a mac and needing realtime.
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Hello,
Here are some nice images and panoramas rendered in Twinmotion 2018 by our CG Artist Martin Krasemann: https://www.artstation.com/artwork/WVggN
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@abvent said:
Hello,
Here are some nice images and panoramas rendered in Twinmotion 2018 by our CG Artist Martin Krasemann: https://www.artstation.com/artwork/WVggN
Hi Tiaixiao,
Honestly I feel they look a bit too CG, I see alias effects, colors are too saturated, people and vegetation models are looking too low poly and grass is popping out of place, there's no great sense of depth and light doesn't feel as realistic as I've seen before coming from UE...
On the twinmotion for mac video I saw something that was looking better with better Global Illumination and the material settings seemed better.
I think they are probably rendered by the same artist so what has changed?
Are these rendered at highest settings?
Is it a post pro thing?
It's probably impossible to tell and I have to try it myself when it's released...
Thanks for sharing.
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I dunno, kinda feel let down, was hoping that the interior GI was better, so far I'm unimpressed, was so hoping for the next best thing.
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