Description
Key Learnings
- Learn about seamless integration between Revit and Twinmotion, and how it enables efficient transfer of 3D models.
- Learn about the capabilities of Twinmotion for architectural visualization and design implementation.
- Learn how to master real-time rendering techniques to quickly generate high-quality visualizations of Revit designs.
Speaker
- Fabio RobertiFabio Roberti is a Regional Practice Technology Leader (EMEA) & Associate at HKS Architects, where he develops and implements the digital strategy to consolidate processes and workflows to enhance projects deliverables. He supports BIM processes in innovative ways to improve technology adoption with a thorough understanding of British Standards and the ISO 19650 framework and has many years of experience using Revit and multiple software’s across all design stages. He holds a Master's degree in Architecture, the Autodesk Revit Architecture Professional Certificate and BIM Level 2 Certificate by BRE Academy. Fabio presented in multiple conferences, including the Digital Construction Week and the Autodesk University in London and Las Vegas. His passions for digital technology and teaching others new skills helped him achieve the company's objectives and support many colleagues over the years. Besides BIM excellence, Fabio is interested in the rapidly advancing artificial intelligence sector, programming and technologies which support superior construction deliverables. Fabio Roberti has presented in multiple conferences: • Digital Construction Week – 2018 at EXCEL London Title: Interdisciplinary Coordination and Clash Management at 6-8 Bishopsgate Tower Link: https://bit.ly/3a4D1il • Autodesk University 2018 – London Title: How to create a Rockstar BEP and MPDT • BIM Show Live – 2019 - Newcastle upon Tyne - UK Title: Interdisciplinary Coordination and Clash Management at 6-8 Bishopsgate Tower • Autodesk University 2019 - Las Vegas Title: Open-Source License Dashboard and User’s Real-Time Data
FABIO ROBERTI: Hello, everyone. I'll be very happy presenting at Autodesk University 2024. And in this class, I will show you how to accelerate architectural visualization with Twinmotion.
I'm Fabrio Roberti. I work as a regional practice technology leader for HKS, where I implement the digital strategy and support the BIM process with the ISO 19650. I'm also the author of the book Increasing Autodesk Revit Productivity for BIM Projects" that you can find on Amazon.
HKS has amazing projects, and these are three of our projects, the Arena Stadium, SoFi Stadium, and the Amaala Yacht Club. HKS has many offices in multiple locations, and we're based in the London office.
Yes. I'll be giving away three of my books. So I'll be giving away three of my books during the live presentation, and then if you like the sessions, part of the session, just post on LinkedIn, tagging myself, and then I will choose three people to receive by posting the book. It is a very good book, and if you want to increase your productivity, you can find more information. Scan the QR code. Thank you.
So now, these are the learning objectives which we are going to learn, the integration between Revit and Twinmotion, the capabilities of Twinmotion with many shortcuts, workflows, and the two Twinmotion rendering settings. So it's a very exciting class, which-- Twinmotion is a fantastic software.
This is the agenda. And I will speak about why to use Twinmotion, so the reasons your company should use Twinmotion, the Twinmotion implementation that's part of accelerating the process, and also, you're going to learn many shortcuts, workflows, and the final rendering settings that is very useful to have the first render. And then you can adjust as you need depending on your PC power.
So let's learn why to use Twinmotion. The first step-- let's talk about the different versions. So in 2023, we had two different versions for the plugin. So you can see here, and the other part, with the Datasmith website-- Datasmith plugin.
So there was some issues between the Twinmotion version plus the plugin version, so then sometimes, it wasn't so easy to manage multiple users with different versions. But in 2025, it's very smooth, seamless integration [? with ?] [? Revit. ?] You just click Open in Twinmotion, a model. The model automatically opens in-- the project-- [? where ?] [? each ?] project automatically opens in Twinmotion.
And then this new version, the fantastic features, such as the auto sync and also substitution settings, that you can change the [? families ?] automatically to Twinmotion assets.
Well, now let's talk about the Twinmotion and how many softwares it connects. So Twinmotion has about 17 different plugins to connect to multiple softwares, which is very interesting. And for us, we use Revit and Rhino in different stages together, separated. So then is very useful in Twinmotion, because then you can place, as you can see the picture, the Revit model and the Rhino model together into Twinmotion.
So this is one of the key points. If you think about Enscape. So then Enscape-- you use only Revit or only Rhino separated, but in Twinmotion, the great part is that you can combine the multiple softwares in the same visualization model.
The other point about why to use Twinmotion is about the license cost. So the license cost is another factor in using Twinmotion. And it's not so clear in the website, so let's clarify a few things. So without the AEC collection, it's free, but it has a limitation of $1 million US in revenue, as you can see here.
But if you have the AEC-- Autodesk AEC collection, it's not-- there is no limit in revenue, and it's free to use. So then it's very useful for companies. And it is-- Twinmotion for Revit, the different installation, and then also does work with Rhino, SketchUp, and other platforms, as you have the plugin, so you can export it and use the Revit version.
So now, let's talk about the Revit performance. So in Twinmotion, the assets, such as vegetation, people, cars, decoration, objects, lighting components, and street furniture is not inside of your [? decorated ?] model. It sometimes can reduce the performance. So then these assets-- they live only inside of Twinmotion, which then increases the Revit model performance.
Another point that is quite interesting is the connection with InfraWorks. So if you have the AEC collection, you have InfraWorks for free, which then, you can create a really quick context and then render in Twinmotion. So it's quite interesting connection, and I'm going to give you the full workflow later on in this presentation.
Well, the great point is the connection with Unreal. So Unreal is great for creating interactive presentations, but it has the learning curve, so there are multiple videos available. I'm not going to explain the connection in this class, but you can scan the QR code and find more videos and learn how to connect Twinmotion to Unreal. But I think it's fantastic connection because once the model is in Unreal, you can create anything, almost, fantastic presentations, interactivity. So there is a fantastic connection. But, of course, you meet someone in your company that has knowledge in Unreal to develop this work.
And the greatest quality in Twinmotion is the rendering quality and the video quality. So then [? there are ?] amazing pictures you can export with a good time, and the videos as well. So then Twinmotion can really create fantastic outputs. And you can see many online in the Twinmotion galleries, so there are very good examples.
Now, the reason why to use it Twinmotion is the access to a fantastic library of textures and assets. So then we have the Quixel Megascans, which is free to use. Now there is a transition between Megascans and the Fab, which is happening now in October. So then there is a different portal or to access. Few textures will be paid, but the nodes-- if you have nodes inside of Twinmotion, so then [INAUDIBLE] Epic Games Currently. The Megascans textures inside of Twinmotion is going to be still free, which is fantastic. So you can access many assets, 3D objects, and very good quality textures.
Then what's amazing as well is the continuous improvement of Twinmotion. So from time to time, they really improve the software. They have new features. And it's amazing, the job the guys are doing there in Epic Games. So then you can scan the QR code. You can see the public roadmap with previous releases, what's they are planning for the future.
And then this website also is great to learn new tools, what's already there. Sometimes you can see new tools that you have to use, so then you can practice a bit more. So it's very useful to click here and understand what's released and a good way to find the-- more resource to learn and improve your skills in Twinmotion.
Now let's talk about the Twinmotion implementation, which will help increase the number of users in your company. So one of the key points is to implement the license and the network of support and the expert users. So then let's talk about the license. Well, first, the IT needs to create an installation process and how they're going to manage the versions. Also, remove the old Twinmotion versions, because each version is 20 gigabytes, and then updates from time to time, so it's going to take space on your PC. So then you need to have a process to remove older versions.
Also, to manage updates, as I mentioned, Twinmotion updates quite often, 0.1, 0.2 versions, so then each new version's a new installation. And then, of course, the computers install-- the PCs needs to have a good graphics card, ideally NVIDIA RTX or similar to be able to hold the GPU and rendering times. And then, of course, your components to add to see if they're going to use the AEC collection to have Twinmotion licenses and the installation of the plugins.
The other point is the Twinmotion expert network and support. So part of this implementation-- you need to find the experts, people with experience into Twinmotion. And then you need to find who wants to be the early adopters, as you can see here, provide support for experts and early adopters. Maybe [INAUDIBLE] [? channel ?] to exchange experience, exchange the rendering. The people are doing the [? comps, ?] so they can learn from examples.
Also, promoted existing and learning material about the Twinmotion. There are plenty of videos in the Twinmotion website and YouTube and other source that you can find. And they also promoting multiple sources for textures, objects, such as SketchUp warehouse, and there are multiple websites that you can download the objects to place inside of your Twinmotion scene.
And the final two options here is about potentially, you can create a company template with presets on images to have a really good quality as possible. And why not have internal rendering competition, as we did in HKS to promote the best use of the software?
So the next point is the four steps on implementation. So it starts with the early adopters. Identify the early users. Then you work in the training, self-paced training, online training, so there are multiple options. Then you choose maybe one or two projects to be the pilot project to start the visualization in Twinmotion. And then after that, if fantastic case, success, you can-- firm-wide scale and implement across all the PCs across the whole company. So this is my roadmap to implement Twinmotion.
So now let's talk about the template. It's simple, but it's good to cover. So Twinmotion has the template. You can just click to download, click to open, and then you can, for instance, use this to use the template that has some presets. And it is-- oh, sorry. These are the presets. So in Media, you just click that. Then you see different skies. So it's all set up. So then we can move to your model, refresh, and then the lighting is going to be using one of these options, so it's very useful. So it's simple, but it's good to highlight.
And the key point is that, potentially, you can create your template for your company. So basically, you can take maybe one-- all the projects that has the presets, as you can see here, and then you just duplicate the file, save it, remove and delete all the geometry, and then you're going to keep only the viewpoints. And these viewpoints, if you move to the new project and refresh, so then it's going to have exactly the same settings. So the tip here-- you can see during this presentation quick tips that you can remember, refresh the key points on the presentation.
So the other point here is the user library. So you may have used the user library to add components, textures, but the main tip here is maybe to use for collaboration. So basically, if you change the user path, so Edit, Preference, and then User Path-- so if you change this user path to ACC, Autodesk Docs, or OneDrive, basically, you can collaborate with the textures across multiple users.
So if the person has the same path, and then they'll be able to find the same textures, objects, and then they can have multiple Twinmotion files to work-- maybe someone is doing interior, someone is doing the exterior, but they are using and sharing the same set of textures and materials for this specific project. So it's very useful.
So now let's accelerating visualization with shortcuts. So let's learn about the important shortcuts to accelerate the visualization in Twinmotion.
So Twinmotion's software that it needs training to have quality renders without wasting time on trial and error. So if you compare with Enscape, Enscape is kind of easy-to-use software, has less functionality to change. But Twinmotion really needs to watch the video and then understand the settings to be able to create images and rendering quickly.
So I tried-- it's good to say, but I try to use the Twinmotion without the tutorials. And the beginning was kind of a bit of a waste of time, because then you don't find the tools or it's difficult to improve. So once you start to practice, watching few videos, then you really feel the software is fantastic and easy to use. But you really need some practice to have the knowledge and then convert this to experience and reproduce, quickly, renders.
So this is interesting slide. It's about the Twinmotion workflow, that it works exactly the same, all the time. So the first step is the material surface that you need to name, as many softwares, but you really need to do. Otherwise, it doesn't work well, which is here, the material surface.
And then you import the model back to Twinmotion. You apply the material to the surface. After that, you populate with the trees, cars, and then you change the view settings. And after that, you export or upload it to the cloud. So this is the process how, normally, you will work in Twinmotion.
The two bars-- they have a specific name, but it's easy to remember by the functions of each tool. So then on top, what you-- is worth to remember-- you have the Rotate, Scale, and Move. And then here, you have the elements in the scene, so the objects you add in the project. Here are the visual settings. In the bottom, you have the Import Files, Create Images, Materials, and Export. And on here, on the left, you have the objects and textures, so fantastic.
So now the Twinmotion navigation. One of the key points, of course, is to navigate in Twinmotion. And then there are a few settings. So if you click here in Settings, you can change it to Twinmotion Presentation, which is similar to Enscape. So that helps the user If the user's-- is common practice with Enscape. This will be very similar, or you can use the original navigation, so it's important to change it here.
There is the speed control, which is the keyboards numbers 1 to 6. So then it can go slow or fast [? when ?] [? you ?] navigate the model. Then you also can use the Xbox controller, similar to Xbox controller. That's quite fast. Personally, I quite like to use the controller because then it's easier to navigate the model, similar if you play GTA, heh. So it's easy to navigate the model and get a good viewpoint easier, I feel, with the controller instead of [INAUDIBLE], but both options works quite well.
And then you have a list of shortcuts. It's good to learn the shortcuts. They are very useful for being fast in Twinmotion. You may print this list for you, when you are learning, but it's all there. And some of the tools is very typical for any 3D software.
And the other important part is the autosave that you can go to Edit, Preference, Settings, and then you can check this box, Auto Saving. So Twinmotion crashes from time to time, depending on what you do, so does crash. So then it's good to have it auto save, so then you don't waste any work.
So the other option here-- now let's learn about other shortcuts to easily deselect your objects. So when people are working in Twinmotion, we select objects. And then there is a tendency to click on the sky just to deselect the objects. But if you do the right-click, you can easily deselect objects. So then this technique helps to improve productivity. So just right-click, and then select any object.
And to turn on the visual helpers-- so when you are working, you can see the path. You can see the lighting. So there are multiple things on the screen. And then it's good to turn on and off. So basically, just type in the letter G. You can turn on and off very easily.
So the other shortcuts that is quite useful is to move quickly to close objects. Sometimes you're faraway, so you just select the object, let's say this car. Click on the letter F. Then you get closer to the model, so it's very useful to move it from point to point without navigating with the keyboard.
And this is a new fixture, so it's to clean and use the material. So if you click in Materials, you have this icon. So if you click it there, it's just delete the materials that is not being used in the scene, which then also improves the performance.
So now let's learn the difference between instance versus copy when you are copying objects in Twinmotion. So let's play this video. So you can see pressing Shift on the middle there, you can just drag. And then you are copying the object. And then you can see there is Instance selected. You can type 3, the number of objects. So I'm using Instance, as you can see. And then just click OK. And then you see three, another three. And then you can just hold and drag the texture.
And then you can see as you hold and drag the texture, the instanced two changes all together. So you change one, you change it all. You can see, very useful.
So now let's do again. Press Shift, hold and drag on the middle. And then you have another one there. But now let's use a copy. So I'm not using instance. I'm using the copy. And then you type how many objects you need. And then just click OK.
So after that, if you drag the texture, You can see it just changes one. So basically, the instance changes multiple objects. And the copy chain-- you can change one by one the textures individually. So you can see this is the difference between instance and copy.
So now let's learn about the workflow. So in this part, you learn about multiple workflows in Twinmotion to accelerate your visualization, so let's start. So the first step here is to organize the folders. As you can see here, you can organize the folders by people, furniture, vegetation, vegetation painted, vegetation cars, replace signage and vehicles. So this is very good to have the objects organized, because then you can turn on and off, make the light-- the model light for you to navigate.
And one of the key points here is to use the Set Active Container. So this is similar to AutoCAD, when you have the layers or the Revit, you have the work sets. So basically, you set one of the vehicles-- let's say set the active container. So any object that you place is going to be automatically in a specific folder, so then you don't need to move one by one. So it's very useful to use the set active Folder. So very useful.
And now let's learn how to import Revit models to Twinmotion. So basically, Revit 2025, and just clicking View. You need to be in a 3D view. And then click View, Open Twinmotion. And then Twinmotion starts. You're going to have these options. So the key-- you need to select these two options here.
So the main option is Keep Hierarchy to apply materials quickly. So then normally, you select the first option is the best. And then also, you have here the lighting settings. So I recommend using-- setting things to 300 lumens. If you use [INAUDIBLE], it's better, this option, because if you use the original, you take the Revit lighting settings, which then-- normally, people don't manage the lighting values inside of Revit. So then it's not going to be correct, anyway.
And to use the Twinmotion values also is not going to be the best. You're just going to take time to fix. So then it's easy to set all the lighting in your project as 300 lumens. And then you can change. You can select the light and then change the lights manually that you need for each part of your project. So the best option is this option here at 300 lumens.
So now let's understand a bit more in detail, what's the difference between Keep Hierarchy or Collapse By Material. So basically, if you keep by hierarchy, you can see they are divided in Revit components, so then you can see the walls, doors, floors. You can see. So it's the Revit component that you are-- in Twinmotion.
If you select Collapse By Material, you have here only the materials, which I think is more difficult to work because then sometimes, if it's not renamed-- so then we don't know where it belongs, exactly, these materials to be replaced. So it's always best to use Keep Hierarchy.
And now, let's see in more detail. So then this is Keep by Hierarchy. And then we can see I have the wall. And then you can see this wall has the wall and the door. So then the door become a child of this door. You can see this wall. So I have the wall. And then I have the door that is there. And then these are the wall that-- there is no component. Then it's just alone here, so there is no child objects. But here on top, you can see that the door is a child of the wall. So it's good to understand the materials.
And in this option, you can change the materials together or individually. So you can apply material here, which can be different from the other wall, even the material has the same name.
So now if you select Collapse by Material, you can see it's all divide. And then you have just one line for the specific material, which is here. And then in this process, the materials can be edited separately. So then if you change one, we automatically change the order, and then there is no option to change the separated.
So now, let's watch this video, how we can keep the hierarchy. But you can change it-- you can apply different materials to the same surface, which has different same name in Revit. So then let's play here.
So you can see here in this top menu there, is Replace Material. You can see. So I pick a material and just drag and then change both, because both material has exactly the same name in Revit. So then you can see they are together. So then just again-- so drag, and then both are updated.
But if you click it there, and then maybe, you want to do something different. So then I want to apply to objects. So basically, this allows to apply different material, even the surface has the same name. So apply material. So if you drag one, changes to one wall. And then if you pick a different material, you can apply it to the other wall. You can see, even they have exactly the same material in-- name in Revit, in Twinmotion, can apply different surfaces, which is very useful.
So now let's learn how to prepare your Revit model for Twinmotion. So then there are a few points that is important. So first, as you expect, it should not be surface overlap in Revit and Rhino. This is going to appear in the rendering, so then there needs to be clean, the modeling. Each surface needs to have a different material name. Otherwise, you apply to one surface; the other surface is going to change.
And if you are working with Revit and Rhino, the Internal Origin on the software needs to be the same to facilitate when you import, the models are in the same location, in the correct location, right? So basically, the internal region needs to be the same for Revit and Rhino.
And then when you are creating the grass, you're planning to create a floor that is a grass, so then it's going to create two separate floors, one that you plan to use the painting tool, and the other to do the scatter tool. So there are two different techniques in Twinmotion to populate with grass. So the one is better than the other, so then you need-- when you're creating floors in Revit, you need to think about these two options. So basically, the scatter will be a grass and a boundary that needs to have the grass really on the edge or the grass floors that you can bleed outside. Then you can use the painting tool.
And then when you are populating a model with vegetation, so then you could divide in three options. So first, you put the grass if you are using the painting tool. First, the grass. And then you put the lower plants. And then after that, the trees. So then it's an easy way to manage it, because sometimes, you want to change just the lower plants, So you don't need to replace the grass. So then if you divide in three options, then usually, it works best.
So now let's learn how to apply the vegetation with painting tool. So let's play this video. So basically, you select the floor. So then you can isolate. So if you click on the three dots that's appeared there, you can click it to isolate. Yeah, isolated the floor. You can see there. So then hides everything from task. And then you can go to Populate. You can click in place. And then we're going to use the painting tool.
So then you just drag the grass, so it could be the same grass, so then adds more than one specific type, be different types. So then you just drag it there. Once you are happy, that is the diameter. And then you can just click in the model, and then just move the mouse to the populate. So then it starts to add the grass, very easy and quick. And then, of course, you can see the extension on the floor. And then you can eventually just zoom out and then just see painting the-- quickly, the [INAUDIBLE] grass.
And then you can go back. And then you can just click Isolate on and off. And then brings back the whole model. So this is how to use the painting tool.
You can do as well for trees, lower plants. So then the best way I like to work-- first, I do the grass. And then I start the process again to add the lower plants. And then start again the painting tool to add the trees. So then you can edit them separately later.
And then you can see the end results with the plants. And then you can see here, I apply the grass. But then the grass was a line here, because you have the floor, the sun, and the grass. And then you can see later, I had to come back here just do a-- to changing the painting. And some imperfections, you can see here. So then to make more realistic, then I go back, and then that is the floor. Then you can just painting to create imperfection to become more real.
So now let's learn the difference between the painting and the scatter tool. That is very important so that when you are modeling in Revit, you need to have in mind. So this floor is going to be for painting the grass, and the other is going to be the scatter, because the edge is-- this scatter is exactly on the floor. The [? other is ?] bleed. So let's play this video.
So you can see here the painting tool. Some piece of grass, you can see, is just outside. So then the painting usually bleeds out on the floor boundary. But you can use a scatter with detailed grass. So basically, Scatter. And then you can use detail grass, as you can see there. Just hold and drag different types.
And then you select the type, pick the option, and then just click it multiple times. And see? And then if you click multiple times here, you'll be able to see adding grass. And then you can see the grass follows the fall line and does not bleed as the painting tool. So these are the main difference.
So here is for balconies or areas that it needs to be exactly on the edge of your floor, and the other will be, like, bleeds out, and then you can just paint as you need.
So this is a fantastic tool from Twinmotion 2024.1 and the Revit 2025.2. So let's see. It's very good new feature. So let's play the video.
So basically here, you have the Revit Family. And then the first step is to enable. So then you go to Substitution, and then check this box. You see? You need to tick the box to enable this substitution, so it's fine. So it's there. And then you select the family, so pick the car. And then if you click Edit Type on the family, you'll be able to see in the bottom Twinmotion Substitution. So if you click there, opens the library, and then you can find the car. And then can pick the car that's going to be replaced, automatically, in Twinmotion. So then it's very interesting process.
So you have this one. Click OK. So now I can go to View. I'm going to start the model. So open in Twinmotion, in the 3D view. Click Open Twinmotion. And now it's just opening, so it's opening on my second screen. So just take some time, and-- I didn't catch the video, so then the real time, it will open this model in Twinmotion.
It'll bring me there, the interface. So then, yeah. Then you need to click this box, Enable Substitution. Otherwise, doesn't work. So you need to check this box. Can you see that? Enable Substitution. And then just click OK.
This is going to load the model. So you can see the direct link here working. [? And ?] [? task. ?] So the model is there. We just hide they starting base, and then, of course, I can clean this just for the beginning.
And then if I navigate to the car parking, I'll be able to see the cars. So you can see-- so basically, when you open the Twinmotion, the cars is automatically there. So you can see the one which is the red one I placed in-- I select in Revit. So fantastic.
And then you can do-- use, also, to other assets. So if I go back, I want to do for the trees. So I want to change to a palm tree. So select the tree. Go to Edit Type. Scroll down. And then you go to the Twinmotion. You can type "palm" if you want. Select the tree you want. And then just click OK. And then the model I already have open, so then I can enable the synchronization. So in View. So you can see auto syncing. I could [INAUDIBLE] Auto Sync, so any changes automatically updates there.
Now, if I go back to Twinmotion-- let's give it a few seconds, and then the direct link is going to work. And then you can see all my trees has changed. So then I can buy different trees or the same tree. So you can see how this new feature for assets substitution is very useful in Twinmotion.
Now, let's learn a different process to replace the objects. So let's play this video. So basically, we have some cars there. And then can see I'm working the 3D view with the whole model. But you can create specific views just to replace the assets, which can be a good workflow. So I have the trees and the cars. So these views, I can export as Datasmith file. So I can see Export Datasmith File.
So if I click there, it's going to export a file just on these objects that you'll be able to replace automatically. So click Export. Then I save this. Then open up view, of course, without these objects. And then I open in Twinmotion. So basically, [INAUDIBLE] synchronized, and the view without these assets, because these assets will be-- [? it will ?] come from a different view. So now it's opening the Twinmotion.
So the same process. Just creating your model. So it takes a bit longer because this is the whole process of creating a model. If you have the model open, click the Auto Sync, then of course, it's quicker. But you can see it's-- create a new file from scratch. So the model is there. So I'm going to navigate to the car parking. It's in the corner. Great. So this is a good viewpoint.
And now I'm going to click Import. Click on the plus. So then I'm going to pick Geometry. So basically, now, select this. Could be the cars, the trees. So I have a separate file just to replace it here. And then click open. And then the same way. Just Import. And then just click OK for the material. It's fine.
And then you can see-- just can-- [? it's ?] [? white. ?] So this, you don't need to assign the-- which you want-- which car you want to replace. Just replace the whole thing.
So the good point-- you can see here, it's all separated. You can see in Instance. So if you click there on the three dots, so there is an option here, Replace Objects. You can see Replace Objects. And that opens this menu. Then you find the cars. And then just drag there.
So now let's find-- well, then, choose the car. Just drag it. As many as you want. And then Twinmotion will choose the best way how to replace it.
And then just click Start Replacement. And then thematically replace. Of course, you don't choose where it's going to be, but automatically, will place the cars very quickly. And then it's kind of easy to manage, just the trees or the objects.
And the good point in Revit, doesn't need to be the full car, so that could be just a box, a small, light box, that you'll be able to exchange. So then it could be any family, really, that you can exchange it. So it's very interesting workflow.
So now let's see the car parking after completing the video. So then you can see the landscape that you choose. You can see the process. And then the back, you have the car parking, the cars that you have just changed. You can see the palms. You can see the grass, the lower plants. So there are some of the assets, and the car parking there.
The cars is very good quality. You can change the colors. You can do multiple changes in there, in the color, in the car colors and the assets. Very good.
So now, let's look about creating new materials. So basically, if you click Materials, click on this corner here, then there are different types. And then you have a video, car painting, water, fabric, glass, and few others. So then, basically, you can see here, they have different class sets. So then you will learn which asset you need to change. But they are kind of-- the water, of course, is different from the car paint and the glass, so there is specific fields for each asset.
And now let's understand the materials. So the best materials-- you can use the PBR materials, which then provides more maps for your Twinmotion files. So basically, you can see here the interface and which texture-- type of texture you need to use. So I have the color.
So this is the interface. Click here. And then we replace it with the textures. This is the roughness-- that's how the surface is smooth. So it's a gray image format, only [? format ?] metallic materials. You have also the textures for-- as a gray scale to be-- to apply the reflective and diffuse. And then we have the normal map that simulates the bumpy, so you can change the texture here. And then something that's new as well is the occlusion, that it helps to create contrast and enforcing parts with shadows. So it's new in Twinmotion 2024.1.
And here, you can see the difference. So then here is without the ambient occlusion. And then here is with the texture. So then you can see the darker parts much better with this new addition in Twinmotion. And, of course, these materials-- the PBR materials-- this provides a better quality instead of just using a simple JPEG that you can find online.
And now let's learn the best practice to creating textures. So there are a few key points. Let's have a look, some of them. So the best textures is save as PNG, so that is a better format for Twinmotion. The texture's dimension should be following these powers of two, so then we can see.
The best textures is 2K. It's about this size. So then all the textures, even from Megascans in Twinmotion, are 2K. So if you have a [INAUDIBLE] of-- if you want to just improve your specific material, that is very close to the camera, then, OK, it can be a large image. But usually, 2K is more than fine for Twinmotion.
And then you need to ensure seamless textures, so then avoids the pattern when you render. And then you can download the new textures from multiple websites. But you also-- as an example, there is this Polyhaven that's a good website that provides PBR materials, so you can download the multiple maps from textures.
Now, there's another way how to organize materials. So this is a way how I like to use in some of the projects, but you can find a clever way how to organize. But if you work in a team-- so then it's good to know which materials should be used for the surface, so then you don't create multiple materials or floors, that they should be the same.
So then this is in Revit. I have a simple box family here with a shared parameter-- sorry, with instance parameter. Just apply different textures. So then I know which material is being used in my project.
So let's see. I have a new window, so a window sills. Then I don't need it to think about the material name. So then I can come here, and then find a window sill, window frame, and then just apply the same material in my new family, if I'm part of a team working with Revit. And in Twinmotion, you can test it. Of course, this goes to Twinmotion. Then you can test the materials. You can apply. And then it's a good way to organize the material list in your project.
So now let's talk about the connection with InfraWorks. So basically, InfraWorks is a fantastic software. When you open InfraWorks, you'll be able to see this quality, which is the model. And then the key point is the-- the tip here is the road and the footpath are available to change. So then you can update the textures. And then you can see starts with Twinmotion, and then the rendering part.
And then this is the workflow. So basically, from InfraWorks, to export the FBX. Load the FBX into FormIt. Save the FormIt file. And load the FormIt file into Revit. And then from there, you can do in Twinmotion. So this is to ensure the textures appears in Twinmotion. And then have similar process with Rhino, but Rhino works with FBX. So without FormIt, the textures does not appear inside of your Revit and Twinmotion.
So then also having multiple connection, depending if you use InfraWorks only. Then you can go directly here or FormIt or Revit. Then you go to this process. And if you want to work with Rhino, connect directly, or if you're using FBX from InfraWorks, you do this process as well, as I showed before. So multiple routes to use Twinmotion, depending on the software you use.
And then now, let's go to this process. So I'm going a bit faster here, but these are in the handout. So basically, just a few things that you need to look and change. So in Settings, you can change the path and check a few folders, because creates very large files from InfraWorks.
And then, of course, you check the units, InfraWorks. And then you can choose here the facades. I'm going a bit faster, but this is all in the handout, so this is step-by-step process [? if that ?] doesn't work. So you can choose if you want the model-- InfraWorks model with textures on the facade or not. But the facade doesn't represent the actual building.
And then clicking Model Builder, put the address there. And then you select the part you want to export, select the coordinate system, if you know. If you don't know, you can use the LLH4, which is fine. And then after that, you get an email from Autodesk. And then you can open a model. You can save the model in Autodesk Docs or locally. You can see the model here.
And then after that, you open the model. Then you can export. So if you click here and you export the model, you're going to export the FBX file. You select the path where to save, and then you can choose here, one single model, multiple models, so then the buildings and the ground. So it can be separated or together. And click Export. So these are going to have the FBX file.
So then now you open the FormIt. You check the units, so the units needs to be the same as the InfraWorks. And then after you click Import-- so you import the FBX from InfraWorks inside the FormIt, and then save. So then if you use the Revit, unique to Revit. If you use the Rhino, you export the FBX again. So this is the process.
So now the workflow is divided between Revit and Rhino. So once the model is inside of Revit, you need to select the FormIt file, which is this file type, and then enable here, Enable Cutting in View. So this is when you do sections of plan, you'll be able to see the model in cutting. Otherwise, you'll see the whole model.
And then in Rhino, once you import, you just click Open. And then click Yes to accept here. And now, this is how you can see InfraWorks. So this is the hidden lines inside of Revit. You can see the roads, the buildings. And then in Revit, this gives you insight of Revit. You can see the textures, which is great, so then you can plan your building. It's very good for early stages, concept stage. Of course, InfraWorks not perfect for late stage, but for beginning, it's fine.
And then let's watch this video. So here is how you apply the texture. So you can see that that it is the InfraWorks model. And then all the textures is editable, as I said. So you can just select the textures, and then just hold and drag to change the scale. So [INAUDIBLE] so at least you have the roads and footpath ready for you. You just change the materials. And then you can go-- if you want, you can go back to Revit, add other floors. But you then you have the base to start your design and move on.
But as you can see, it's very simple. It's just a matter of-- you hold and drag the textures. And then it's very useful for concept stage when you don't have enough information about the site, so it's fantastic.
So then you can see final renders. It's not super quality, the best quality, but it is just a quality to use in very early stages inside of the team to see how your building fits with the context. So then it's very quickly to create these type of renders in connection with InfraWorks and Twinmotion. So you can see some samples here. These are in the same process, and [? it's super ?] [? quick. ?]
So now, let's learn about creating new images. So basically, on the Media dock, so then click in Media. And then you can click in plus, select Images, clicking plus, and then you have the new images. So then after that, you can change the visual settings.
The tip here, as you can see, if you click on these three dots, you have this option, Copy Ambience and Paste Ambience. So basically, if you have the-- in the project, with settings of a specific camera, so you can copy and paste on different views. So navigate, create a new view, and then just copy and paste the settings from one to the other. So then saves time to place the same settings. So this saves a lot of time.
And now, once you create the settings, you can edit. So then depend on the-- what you want to change. So these are all the settings. Difficult to say what's the best because each of your images is a different internal light, external. But you have multiple settings that you can play here. And then you can choose the format as well, if it's 2K, 4K, so-- but you can play with all these settings, which depends on your project, really.
And then to export is very simple. On the Export dock, you just click Export. Click here to add one-- select your image. And then you can pick the image you want. So you can use the filters. And then after that, you can select the format, PNG, JPEG, and then just click Start the Export. So it's a simple process to export it.
So now, finally, let's go to the rendering settings. So in rendering settings, we are going to learn fantastic things about the Twinmotion, that it has three rendering engines, so not 1, not not 2, it's 3. So you have three render engines to play. So we have the Raster, we have the Path Tracer, and Lumen, which is the latest-- that it's exactly the same as Unreal.
So now let's deep in more details. So basically, let's start with the Raster engine. You can see the pros and cons and the best sceneries on-- to use this engine. The Raster-- let's talk about the raster. So the Raster is a faster engine, but it lacks the global illumination, reflections, and shadows. But on the other hand, it is-- use less of your GPU. So if you don't have a very good GPU, so then raster is more indicated.
And then if you use this, it's possible to use good quality, but you need additional work to-- on the Photoshop or using multiple techniques, even inside of Twinmotion, to create the shadows or simulate shadows, so that there is a bit of extra work to get good quality on the images here after you render in Twinmotion because here, does not produce global illumination and shadows in this type so easily as the others.
So now, the Path Tracer, which is one of the best. So the Path Tracer can produce the best results for accuracy and reflection, shadows, and global illumination. The problem with the Path Tracer is that the rendering time, and it also needs a powerful GPU, which takes time to render. And the best scenario is when you have the best quality and the rendering time is not a concern, so then you can leave the PC running in the night or over 30 minutes or a bit more or one hour to get the best quality. And then you can see the interface with the settings to change.
And finally, we have the Lumen. Lumen is the best render engine to associate quality and rendering time. It provides real-time global illumination and reflections. So there is no reason to use a Raster if you can use the Lumen and the Path Tracer. And the best scenario for Lumen is to produce videos and animations, so Lumen is perfect for videos and animations. But, of course, you can create still images.
And then here, you can see the interface, with few options that you can play and see what's best, fits best with your GPU quality. But Lumen is a fantastic render engine, and this is the same as the Unreal.
And now let's see the typical settings. So if you use these typical settings, you're going to get a good quality. And then from there, you can tweak the settings to increase the quality or reduce the time. So then you can play with it.
So then you can see the settings for Raster image, the Path Tracer-- so here, the main is these two values to change. And then if you have a simple reflections, you can put them here, or if it has multiple objects with multiple reflections, so then you can put this value, max Bounces, to 20 or 30. So if you use these settings, you're going to get a good quality. And then you have the Lumen engine. That is simple, so there isn't many options to use there. And then we can use these settings, and then play as you needed to improve the quality on your PC.
And now let's see the comparison, So basically, here, you can see the Raster image. So it's a kind of flat image without indirect shadows, so there is no shadows here. And then this is 4K image. It took one minute. You can see the Path Tracer-- so the shadows, the quality of the shadows, is much better, but it took longer, 55 minutes in my PC. And then you can see indirect shadows, so it's very useful, shadows. And then Lumen, which is 4K, just took six minutes. And then you can see it has the better shadows, reflection, if you compare with the Raster.
So then there are few things that-- in these three options that you can tweak it to improve, decrease the time. So then you find the middle ground that is best for your computer and also your project. But you can see the difference in quality. So it's interesting.
So now we are getting to the end of the class. So now, let's check what we have learned in this class. I hope you enjoy it as myself. It's a fantastic class, and really, a lot of pleasure to teach at Autodesk University and speak about Twinmotion and Revit that we all love, heh.
So let's talk about the conclusions. We have learned the following points to accelerate the visualization using Revit and Twinmotion. So let's have a look what you have learned. Reason and benefits of using Twinmotion; the key points to implement Twinmotion and the IT management on licenses, hardware, and support the users. So also, we learn about the user library for collaboration so that multiple people can work with different files but use the same library of textures, which is very important for large teams.
We learn about multiple shortcuts to improve productivity; multiple workflows to accelerate visualization, so this part is really speed up the process on users in Twinmotion; and then we learn site context with InfraWorks and rendering to Twinmotion. It's very interesting for conceptual stages.
And then we learn about the pros and cons on each rendering engine in Twinmotion, which is quite interesting. And there are multiple options how to render. I can see that you can take in consideration your hardware as well, so it's very interesting.
And yeah. Thank you very much for watching this class. Very happy that you are here. And if you have any questions, please let me know. Here is the QR code if you connect-- if you want to connect on LinkedIn or if you have any questions.
So now, thank you for attending the presentation. If you have any questions, as I said, let me know. And please give your review on the class. Click Like and share with your friends. Thank you for attending Autodesk University 2024.