Description
Key Learnings
- Learn how to use Datasmith Direct Link to streamline Revit visualization workflows
- Enhance realism with assets from Twinmotion, Quixel, and Sketchfab
- Improve stakeholder communication with storytelling techniques
- Learn when to bring designs into Unreal Engine 5 for bespoke experiences
Speaker
- Sam AndersonSam Anderson is a Technical Marketing Manager at Epic Games developing visual and technical content in Unreal Engine and Twinmotion. A designer and 3D artist based in New York City and Los Angeles, Sam has a focus in real-time rendering. Previously she was a visualization specialist at SHoP Architects where she focused on research and development, promoting the use of real-time technology to improve design processes.
SAM ANDERSON: Hello, everybody. Welcome to today's course. I want to thank you for taking your time for joining us today. I am Sam Anderson from Epic Games and I will be talking to you about Twinmotion. So you're here for the class Visualization in Minutes. We're going to dive into Twinmotion. This is for all creators.
But first, I'll take a step back and describe who I am. And I want to thank you for taking time to join me today. So I am Sam Anderson. And I am a technical marketing manager here at Epic Games. Prior to Epic Games, I was at SHoP Architects, where I was a visualization specialist. I was working on research and development, as well as renderings. And now that I'm here at Epic Games, I get to teach people how to use both Twinmotion and Unreal Engine.
Now, as I mentioned, we are going to be talking about Twinmotion as the main focus. We'll cover a few other tools within the Epic ecosystem. But I know that many of you may be brand new to Twinmotion, or perhaps you are experts. I know we'll have a big range here. So I did want to talk about, what is Twinmotion?
So you'll see here on the screen, we do have an architectural visualization here. This is a tool that was created by architects as a way to speed up the way that we storytell for architecture. Now, this isn't just for architecture. We've seen it being used in many different ways.
It is a product of Unreal Engine. So we want to make sure that the visuals are high quality but still intuitive and easy to use. So you'll see here on the screen, we have a product visualization rendering here. But we've also started to see it within automotive, as well as art direction. And pretty much anything that you can think of, we've seen it.
So we are starting to see creators of all kinds use Twinmotion, and we want to make this tool very easy for you to use. So that's why I'm here today to talk about some of this stuff. The main thing that I will be focusing on is Revit. So I'll first go through the agenda, show you what we're going to be talking about today, and then we'll actually go away from the presentation and go into Twinmotion itself and do the demo there.
So first, as I mentioned, we'll be focused on Revit today. Now, that doesn't mean you can only use it with Revit. You have a ton of different modeling solutions that you may be using. And most likely, you can bring any of those in. We do have a list that we'll take a look at here in a moment to let you know what programs are available for that.
Now, I will be working with this model that you see here on the screen. So it is going to be a Revit model. And I'm going to be using Datasmith. So Datasmith is a file format that allows you to bring in geometry with the data, with the materials, with the metadata as well. And it's going to package that all up and bring that smoothly and seamlessly into Twinmotion.
So we'll cover some of the new features with Datasmith. And then we're going to go ahead and start building out a scene. So I'll show you how you can bring in a large array of assets within Twinmotion.
Then we're going to take a look at how we can do some storytelling within Twinmotion. So how might you take the model that you've brought in and be able to create multiple different outputs for your needs? And then lastly, we're going to talk about what's next for Twinmotion.
So it's not a black box. Once you start building and developing in Twinmotion, you can then take that into Unreal Engine if you need to take it to the next level. So I'll go over some examples for why you might want to do that. And I will show you how to do that. So we'll take a look at that later in the presentation.
So now I'm going to go ahead and switch on over to the demo. But the first thing that we will need to showcase is the Datasmith plugins. So if you are a brand new to Twinmotion, you will, of course, need to download to Twinmotion. But then the next step after that will be to download the Datasmith plugin.
So if you go to twinmotion.com/plugins, it's going to take you to this page, where you'll be able to see all of the different modeling solutions that you have. Now, I will be working with Revit for this one. So I went ahead and downloaded this Revit for Twinmotion 2022.2. Now I'll go ahead and pull up the Revit model to show you what happens once you do download the plugin.
So here I have my Revit model. It probably looks very similar for you as what you might be working with on your own. But you may notice that there is a new toolbar here. So we have this Datasmith toolbar. And we have a couple of different options.
Now, this is going to be available as soon as you download the plugin and reopen up your project. So if you're not seeing it and you already had your Revit open while you downloaded it, I just wanted to bring that up that you may want to reopen it to see the toolbar.
Now, I'm going to walk backwards through some of these settings here. And then I will show you how to actually bring the Revit model into Twinmotion. So let's start off with the settings here. So you'll see that when the settings is selected, a window pops up. And it has the level of tessellation here.
Now, this can be very helpful, because it is set at a default of eight. However, I know there might be times where you maybe don't need all of that information. So perhaps you're working on an urban plan and the model is massive. You've got a lot of organic shapes or a lot of columns that you don't need that full fidelity.
You could lower this number to, say, 4 or 6, bring it in, and see if that level of fidelity works for you. Now, why you might want to do this is because it provides an option for optimization so that when you do bring it in, it's going to help you be successful whenever you build out your Twinmotion model.
Now, I'd encourage you to check this out and test at this point of the project. So if you are working and you decide that you need to increase the fidelity, you can do that here. Now, we also have some metadata options here. So we have some already set.
If I wanted to remove one-- so say this is too much information, I really don't need the structural data, metadata at all, I could remove the selected here. Now, if I wanted to add a group, I could select Add Group here. And I can go through and pick any of these that I would like. So I'm going to keep these expert settings as is. And I'm going to go ahead and take a look at the next icon here.
So we have our messages. So a window popped up. And you'll see that I have a warning here. So if you're opening this up for the very first time, you may not see anything. And that's totally OK. What this is here for is to let any errors that you might run into.
So you'll see that I do have an error here, that it's missing a material. So I may want to go in and make sure that that material is embedded and connected. So I'll go ahead and close out of that. And now I'll take a moment to explain these next two sections of the toolbar.
So you'll see that there is a file export option, and then there's also a direct link option. So let's see how we would use each of these. The file export is going to export a standalone dataset file. Now, this can be very helpful if you are working with other team members, or perhaps you are sending your project off to an agency to develop. What you'll be able to do is export your file, send that to them, and they'll be able to import that into Twinmotion or Unreal Engine.
So the Datasmith file format is compatible within Twinmotion and Unreal Engine. I know I haven't talked that much about Unreal Engine, but we'll cover that much later in the presentation. Now, to go into more depth about the Datasmith file, this file export option will have you export it as a Datasmith file and then import it.
So any time there are changes, you may need to re export that and then reimport that. So we here are trying to improve interoperability. We know that that can be a headache sometimes. So what we want to do is make your lives a little bit easier by having a direct link.
So here, this is the direct link that we'll be taking a look at today. What this is going to allow you to do is to have both your Twinmotion and your Revit files up. You can make any changes inside of Revit and then synchronize that. So what that's doing is it's going to send the data through an established connection into Twinmotion.
So let's go ahead and establish a connection within Twinmotion. So to do that, I'm going to pull up the Epic Games launcher. So if you do not have Twinmotion downloaded, this will be where you download it. So you'll first download the Epic Games launcher. And then you can go over to the Twinmotion tab here and hit Launch.
So I will be working with Twinmotion 2022.2. Now, I say this because some of the features that I showcase today are going to be new and only available in 2022.2 and up. So throughout the presentation, I'll refer to which portions are new so that you're aware of which version I'm working through.
So here, you'll see my screen. I have a blank Twinmotion project. Now I'm going to dive in to the basics a little bit for anyone who is brand new to Twinmotion. If you're opening this for the first time, you might actually see a navigation panel. So this is just letting you know some tips for navigating around your viewport. If you would like to change this, you could select the settings cog here in the middle and switch it to a program that you're familiar with. I'm going to go ahead and keep mine as Twinmotion editor.
Now, on the lefthand side, we have our library here. I'll be showcasing the features and highlights of this later on in the presentation. On the righthand side, we have our scene graph. So this is going to be where our project lives.
Now, down at the bottom is where we will import everything and where we'll build out our settings and export our media. So I'm going to go ahead and select Import here. Now, this is going to be using the Import tab, which is this first icon on the left. So I'll hit Import. And you'll see that four different options pop up.
We have geometry here. So this is going to allow you to bring in any FDX, OBJ, or the standalone Datasmith files. Now, we also have landscape and point cloud. I will not be covering those today. But I did want to point them out to you, that those are options if you do want to take a look at bringing them in.
So we'll be focusing on direct link. So you'll see that when I select direct link, this has already recognized the Revit model that I have open. So what's kind of the magic behind it is that it's able to recognize it and it's going to pull that information in. But there's different ways that we can control the way that the information comes in.
So you'll see that under the Collapse option here, we have collapse by material. Now, this is great if you want to optimize your project a bit. So this will speed up applying materials inside of Twinmotion, and it's going to merge geometry to make things a little bit cleaner inside of Twinmotion.
Now, you also have the ability to collapse all. So this might be nice if you're working on a [INAUDIBLE] model, you just don't care about the textures and materials, you just want everything to be an offwhite. You can bring that in with a collapse all, and it's going to run very smoothly.
Now, for this project, I'm actually going to keep hierarchy so that you can see how the project comes in. So what it's going to do is it's going to keep the layer structure that you build inside of your program. Now, you have a few additional options here. I'm going to keep these settings as is. But this is something you can always explore as you start to get more advanced inside of Twinmotion.
Now, one additional thing that I want to point out, especially for teams who are using Twinmotion a lot, we do have a substitution table. So if you are working and have Twinmotion materials and assets that you'd love to use, you could create a CSV file and then enable substitution whenever you import a project. So that way, those materials are already applied or those assets are already placed for some of the geometry in your project. Now, I won't be covering that today. But that is on our Twinmotion YouTube page if you would like to learn more.
So I'm going to go ahead and hit Import here. Now, you'll see that the direct link is coming in and processing within Twinmotion. Now, if you don't immediately see this-- say you just see the Revit model here-- the reason is because you will make you'll need to make sure that you synchronize your project. So I'm going to jump back into my Revit model and show that for anyone who may be experiencing that.
So here, I'm back in my Revit model. So once again, if it did not automatically import, you'll need to hit Synchronize here. So if I go over to Connections, you'll see that it is seeing the Twinmotion projects I have open. And then I'm able to synchronize. So I'm going to hit it one more time just to show you. And this will also showcase what you will do if you make any changes.
So I'll hit Synchronize. And we'll see if it does it here, but when you hit Synchronize for the very first time, you'll see a green progress bar pop up at this bottom lefthand corner. And then when you switch over to Twinmotion, it will be processing the direct link. So we'll come back in here.
Sorry about that. I've got a couple of different files that I will be showcasing. So let's get to the right one here. So once again, this is that blank Twinmotion file that I brought in and imported the Revit model using direct link. So right off the bat, you'll notice that the wood texture is already inside of Twinmotion.
So this is showing you that some of the Revit models-- or all of the Revit models that you apply inside of Revit-- are going to transfer over into Twinmotion. Now, that message error I got earlier is telling me that I'm missing a texture. So that's kind of just what the message window's there for. So if you are confused of why texture isn't coming in, the message box is going to help you find which ones are missing.
So some of the textures come in quite nicely. You'll see that I have this nice stone here. The geometry came in quite well. So what I'm going to do now is I'm going to start applying some textures and materials to our project.
Now, if you wanted to take a look at the materials that are already existing and change any of them, you can do so by using this material picker. Now, you'll see me coming back to this part of the screen many times today. This is going to be where I'm able to navigate and get my quick and easy-to-use tools here. So you'll see that if I expand out here, I have all of my orbit tools, and then I have a few additional tools that I'll be covering later in the presentation.
So I'll go ahead and take this material picker. And I'm going to select this brick here. So you'll see that it comes in down at the bottom. It lets me see a visual for what the material looks like. I could change the color here a bit. I could change the reflection. There's additional settings here as well, if I wanted to adjust the bump or turn on a metallic material if I needed.
Now, say you wanted to create your own material. What you could do is hit this grid box down here at the bottom righthand side and then hit this plus button. So this will create a brandnew material. And I'll rename this as custom material.
Now here, I could apply JPEG bitmaps. So if you were working with a specific texture, you could go into this ellipses here, pick a color first. And then you could go in here and then add the texture here. So if you hit Open, a window we'll pop up and let you bring in a texture that you would like.
Now, say you either don't have time to create all of your own materials or want to use some of our native materials. We do have a library for you. So if you go up to the materials on the lefthand side, you'll see we have a couple of options here. So I'm going to go ahead and select a concrete. And then I'll scroll down, I'll find this poured concrete.
Now, you'll notice that it looks like it's applying to a lot of geometry inside the scene. And that's because in this middle icon, I have this icon selected here. Now, this is the tool to replace material, meaning it's going to replace every single instance of that material in your project.
So this can be very helpful when you are navigating and building out your project. But perhaps you want to be a little more finetuned. What you can do is you can hit Apply to Object instead. And that's going to allow you to apply that material to one specific portion of your project.
So I'll scroll in here and take a look at my project again. And you'll notice that the scaling is a little bit off. So I could raise the scaling here. Now, these are sliders that do hit a max. But I do want to note that you can type in your own custom numbers here.
Now, say I look through all these concretes, they're just not working for my project. We do have additional assets that you can bring in for materials. So I'm going to go ahead and showcase that now. So I'll go back to library and go to Quixel Megascans.
Now, Quixel Megascans is a part of the Epic ecosystem. So we have several different tools. I'll be covering a few today. And the Quixel Megascans is one of them.
They are using photogrammetry to create assets for creators. So they're making it really easy for us to create some beautiful imagery. So I'll go ahead and dive into the surfaces here. And you'll see that there are hundreds of additional concrete materials here that you have access to.
Now, you'll notice that each of these do have a arrow beside them. And that's because these are going to be cloud-based. So we have this so that when you first download Twinmotion, it's not a massive download. So what you'll need to do is download them before you use them.
So in order to do this, you'll want to make sure that you're signed into your Epic Games account. You can do so by going up to File and then going into the signin. So this will have your account already connected. But you may just need to go in and go through the steps of signing in. So once you do sign in, you are able to hit the arrow to download it. And then we'll place it here once it's downloaded.
now you won't have to do this each time you are downloading something from Quixel. Once you do download it, it is going to save it inside of your project. So now we've taken a look at some of the materials that are native within Twinmotion-- we've taken a look at how you can create your own, how to use the Revit materials as well. So now I'm going to switch over to a different model and show you how you can start to build out the context further.
So I'll go ahead and close out of this file. And I'll switch over to the scene that you see here. So this project just has a few more materials already embedded. And we're going to dive into the context. So the first thing that I'm going to do is go down to the second tab here. So you'll see that we have a few different options. I'm going to be showcasing the vegetation paint and vegetation scatter.
So when I look at my project and select this geometry, you'll see that all of the contoured landscape is all on one geometry. So say I want this all to be grass. What I can do is I can use that vegetation scatter.
So I'm going to go over to my Context tab, go to vegetation scatter, and you'll see that some grass options automatically pop up. So what you can do is drag and drop these into the vegetation scatter window. Then you'll select the ones that you want to be embedded into this geometry. And I'm going to hit this plus button here, which is the scatter add.
So now I'll click a few times and start placing it. Now, you may notice that it doesn't look like anything's changed here. But if you start to zoom in, you'll start to see the grass appear.
So what's happening in the backend of Twinmotion is that we are doing some optimization tools so that your performance while you're working and showcasing your realtime renderings, that your performance is high. So I'll show you how you can change this. And we'll take a look at some of the other settings and options you have for that optimization.
So that is going to be under Edit on the top lefthand side, go to Preferences. And you'll see that you have a lot of different options here for settings that you can change. So as you get more advanced in Twinmotion, I encourage you to check out some of these, because they're going to be able to allow you to finetune your project further.
So the topic that I'm discussing is this grass fading. So you'll see that it's set to near. So I could keep it at near if I'm just building out my own project. The nice thing about this is whenever I hit Render, the grass will appear fully. So what it's doing is it's just optimizing the grass for your viewport. So I'm going to go ahead and switch this to far and hit OK. And you'll see that it pops up.
Now, as you're working, I always think it's important to be aware of the performance of your project. So I want to take a moment to showcase how you can keep an eye on that as you go. So if you go to the righthand side and hit the scene hierarchy, you'll see all of your project that you brought in here. And down at the very bottom, you'll see that there's a Statistics tab.
So when I hit the dropdown here, it's going to give me my frames per second. So I like to work with this open so that as I'm bringing in new geometry, I can understand which models are very heavy and very high-poly and may be compromising my overall experience. So if you are building out a Twinmotion model, I encourage you to have this up on your screen so you can keep an eye on it.
Now, it's recommended that this number stays above 30. So you'll see the hand gesture here change if it starts to get a little worried for you about the performance. So now I'm going to go ahead and show you the trees.
So I'll go back into that context here. And I'm going to go to the vegetation paint. And here, it's the same concept. I can drag and drop these trees in. And then I can hit the paintbrush, and I can start to paint in trees.
Now, the nice thing about these trees is that once I place them, I still have the ability to control the way that they look. So in order to do that, I'm going to select these trees. These are what we refer to as smart assets. And I'm going to go over to the Settings here. And you'll see that I have the ability to grow them.
So if there was only one type of tree I wanted to grow, I could just select that one. But one thing that I also like to do is I like to change the leaves here. So I usually like a little bit of a warmer foliage. So I'll go ahead and warm that up a bit and hit OK.
So now I'm going to go back into the vegetation paint, go back into the context. And you have a few other aspects here that you are more than welcome to customize for your context. I won't be going over that today, but I do want to go back into Quixel Megascans to show you how you can further build out your project here.
So not only does Quixel do surfaces or materials, it also does 3D assets. So I'll go back into my Quixel Megascans. I'm going to go over to 3D Plans here. And I'm going to bring in some flowers. So I'll select Flowerhead. And you'll see that we have a lot of different options here.
I'm going to go ahead and bring in one of these birds of paradise. I'm not sure if this is the right climate for that, but I do love this plant. You'll see that when I click it, it comes up with a lot of different variations. So sometimes when you're working inside of a model for visual communication, you kind of are copying and pasting, making elements, bringing them in to make everything feel lively.
But sometimes those copied instances end up all looking the same and all cloned. So this is something that's really nice about Quixel Megascans plants, is that it does come with a lot of different variations that you can use. So I'm going to go ahead and select this bird of paradise and drag and drop it in.
Now, we have a lot of different assets within Quixel Megascans. It's not just flowers, plants, and nature. We also have food and interior props as well. And so I'll zoom in here, and you can take a look at some of the quality of this. So I just think these plants are so cool.
So that's showcasing the Quixel Megascans for the plants. I'll go ahead and just pull up the library so that you can see some of the other options. So if I were to go to Food and Fruit, you'll see that there are hundreds and hundreds of assets here. I'm just showcasing a few. So these are all things that I think can really bring your scene to life.
But say perhaps we don't have what you're looking for in those libraries. We do now have the integration with Sketchfab. So this is something that's brand new to Twinmotion. And so it's embedded in the library here. So Sketchfab is also part of the Epic ecosystem. And it's a tool where people can upload their 3D models that they've created.
So we are exposing that library to our Twinmotion users. And so you'll have access to this with your Epic Games account. So you'll see here that I have a lot of different options.
So say I'm looking for a specific car or vehicle. So say I'm looking for a school bus. What I could do-- we've got that here. But if I wanted to search for more, I could type in school bus. And this is perfect. I'll go ahead and click on this one here.
And when you click on it, you'll see that we are able to get the information as far as how large it is, what license we need to credit the asset for, and we could even open it in Sketchfab. So here, you'll see that we have the asset from the user Steun-- I'm sorry if I'm mispronouncing that.
But you'll see that you can open up your Sketchfab browser here and get some more information if needed. Now, this might be very nice for if you are already a Sketchfab user. So if you have a library of assets that you already use and have bought, what you can do is download a GLTF of your asset, and then you'll be able to imported inside of Twinmotion.
So I'll go ahead and go back into that Twinmotion project here. And it's going to be the same system for how you download it as we discussed with the Quixel Megascans.
So this one I already have downloaded. So what I'm going to do is I'm just going to go ahead and place it here on the street. So I'll place it. I'll select it. I'm going to rotate it a bit here. And I'll zoom in.
And say the materials didn't come in exactly as you want. That's OK because you'll be able to edit them inside of Twinmotion. So, for instance, if I select this tire, you'll see that I can change the color of it here. I can increase the reflection a bit. So you have the ability to do this for the project.
So I'll do the same thing for this shadow here. So now you'll notice that whenever I brought it in, it didn't come quite as smoothly or aligned to the road as I would like. And that must be because the road is sloping a little bit. So one thing that I can do is I can go ahead, select it, and raise it up. And I'm going to showcase two new tools for you that came out with the Twinmotion 2022.2 update.
So these tools are going to be these gravity tools here. So I'm going to select Gravity. And you'll see that it places it right down onto the street. Now, this is admittedly a very fun tool to use. So if you are building out and have a bunch of different rocks or different toys or fruit, even, that you want to make it seem a little bit more lifelike instead of spending your time placing each of them, this is going to become very handy for you.
So I'm also going to showcase the other tool, which is this move with collision. So what this is doing is it's applying a convex collision to your objects in the scene. So this means that whenever I move my object, it's going to collide with other objects.
So first, you'll want to make sure that it is set. So here, you want to make sure that this icon's pressed. And then as you drag down, you'll see that it stops there at the road. So that showcases the differences of how you can work with some of your assets. And it's going to really save you some time as you start to build out your projects.
Now, this is just a still image that we're working with. We also have a lot of different elements within Twinmotion that are going to bring your project to life. So I'll spend a little bit of time talking about some of our custom paths, character paths, and vehicle paths. So first, I'll show you some of our characters.
So I'm going to go over to the library, go down to Characters here, and we have some posed humans, which are great for high-fidelity humans. We also have some cutouts here, which are good for distance, highly-optimized human characters. But we also have the animated humans.
So I'm going to go to the groups here, which has the animated humans. And as you are starting to design, whether it's architecture or art direction or whatever you're working towards, it's always helpful to use assets to better convey the scene a bit. So should the plaza be very activated or should it be very serene? We want to make sure that we have the tools for you to be able to convey that inside of your project.
So I'm going to go ahead and take a group here and drag and drop it down onto the plaza. So now as I zoom in, you'll see that I'm able to select them individually. And I can change the color of their outfits. I can also change their animation. So I could have this person as dancing, which I think is kind of fun. And then we also have different types of dancing here too. So there's a lot of different ways of customizing your characters to better explain your project.
Now I'm also going to go over and go back to that Context tab that we were in earlier and showcase the paths here. So we do have the Character Path, which is going to allow you to place a spline on your project and have characters populate it. So I'm going to go over here and select this pen tool. And then I will select the nodes on the sidewalk here and then right-click.
So here, it will pop up with people. And I'm able to control the density here. I can change the width of the sidewalk. And then I can make them stand as well. So if you were working on-- they were all standing in line, you could do that if you wanted to.
Now I'm going to go back to Path, and I'm going to show the vehicle path as well. So we do have the Sketchfab assets for you to bring in anything you would like. But we also have some of the vehicles already inside of Twinmotion.
So I'm doing the same exact thing that I did with Character Path and bringing in a spline with nodes into my project. So I'll move my school bus out of the way so people can get by. But you'll see you have the ability to bring all of that in. And to make edits, you can select it here on the righthand side and make changes here.
So we also have the ability to do custom paths for this. So I'll go back to the path here. And you'll see that you can apply this for bikes, as well as any geometry that you would like to. Now, I won't be going into this, but I do want to change pace here a little bit. So now that we've brought in a few interactive elements, let's talk about how we can output this and really create storytelling experiences.
So now I'm going to switch over to a model that I have that's a little bit more built out with some assets. And I'm switching over to this so we can take a look at some of the different media options and then also understand how you can work with the Revit workflows, even as your Twinmotion model is progressing.
So here, you'll see that I have these assets built out a little bit more. And the first thing that I'm going to showcase is the still image media. So Twinmotion has the ability to do linear media, so you'll be able to do 2D, panoramas, videos as well. And then I'm going to showcase what are some of the additional tools that Twinmotion has that are going to allow you to take your storytelling to the next level.
So to showcase that, I'm going to go over to this tab here, so this is the Media tab. And I'm going to go into Image. So you'll see that I already have a few open up here.
Now, what I'm going to do is I'm going to work off this rooftop. I have some settings already set up here. So I'll quit the media mode and just work with a fresh setting for my project. So in order to create my own image here, what I'm going to do is I'm going to hit this plus button.
So what's nice about this is it allows me to do batch renders so I could create as many images as I wanted here. They could have all different types of settings. And I'd still be able to render them at the same time.
Now, what this also is helpful for is-- especially for competitions, changes are happening all the time within your design. So whenever you resynchronize your project, it will make the changes to geometry that's changed in all of those images. So that way, you're not having to re-import for all of the different image files.
So in order to showcase this, I'm actually going to take this and do a season's rendering with it. So what I'll do is I'll create four different images representing all of the different seasons. So this first one, I will rename summer. I'm going to keep this one as is.
The second one is going to be fall. So let's go ahead and take a look at how we can change some of these settings. I'm going to go over to More here, which is where you'll be able to change the settings. Now, you'll be able to set the location if you wanted to here. So you'll see that I can change the time of day. So this is what we like to call a dynamic sky.
So you have the ability to set the location, the north offset, anything that you really want to finetune here. So I'm actually going to put this back at 2:00 PM so that we can have them all be consistent. And I'm going to go back to my fall image. And I'm going to now go into the weather.
So here, underneath weather, you see that you have the ability to apply precipitation to your project. And then you also have the ability to change the season. So I think I'll keep this dry here. And I'm going to change the season. And you'll start to see some of the color in the background change. So we're getting some nice golden hues back there for my image.
So I'll keep this as is. I might come into the effects here. And you'll see a lot of different options that you can change. And I'm going to increase the smog. So I'm just giving it a little bit more atmospheric flair. Now I'll go back to the next image, and I'm going to rename this one as winter.
And here, I will go ahead and hit more. And then I'm going to go into weather. And I'm going to make this one a snowy scene. So I'll have a little bit of flurries. And then I'm going to go over to Effects and increase the smog even more for a little bit of a winter wonderland feeling.
Now, the last one I will make as spring. So I'll rename this one here. I'll hit More. Now, here, I can change this. So let's maybe make this one into a little bit of a rainy situation. So what's nice is you can get puddles with this one as well. So you're seeing some nice reflections here on the ground.
But one problematic thing is that this does have fire in the rain. So perhaps for this image, we actually don't want this geometry. What we can do is you can go to your scene hierarchy, and I'll type in fire here. And we'll take a look at the fire. And what I'm going to do is I'm going to go back to my image. And I'm going to hide this in the scene hierarchy and then refresh it here.
So now as I toggle in between these, we have each of these seasons here. So I could export all of these by going down to the bottom, going to Image, selecting all four of these, and then hitting Start Export. So I'll go ahead and select a folder. And I'm using realtime rendering for this. And so you'll see how quickly this render is out.
So I know in the past whenever I would do rendering such as these, this could take a very long time to do batch renderings. The nice thing about realtime rendering is that it's going to enable you to render these images much faster. So I'm going to let this go in the background. But you'll see that it's a matter of minutes instead of hours. I know in the past I used to hit Render and then go to maybe get a new tea or a new coffee, but this is much quicker process.
So as this is going, I do want to talk about some of the next steps that we'll be showcasing. I'm going to showcase the video option, which is going to allow you to bring your story to life in a different way than the still images will. And then I'll show you how to combine your videos and your images inside of a presentation.
So there are two different presentation options that I'm going to showcase. One of them will be native inside of Twinmotion, but one of them is going to be inside of a cloud. So you may have heard of Twinmotion Cloud, and if not, I'll dive into the specifics. But it's something that is really going to make your project accessible to others. And it's also going to be a way of making it interactive as well.
So if this does not render here in the two minutes, I'm going to go ahead and actually cancel this. But still, I hope you agree that two minutes is much quicker than your typical rendering solution. So now here, I'm going to go over to the Video tab in the Media section.
So I'll go over to Video. And I'm going to go ahead and select Create Video. Now, for this one, I'm going to show you how you might be able to bring in your own clouds. So we have some clouds here that are embedded within the location and the weather system. But perhaps you want to customize this a bit in order to evoke a certain aesthetic.
I'll go ahead and hit plus here. And you'll see that you have a couple of different options. We have the settings here at the bottom. And then we have more icon with each of these frames. So the settings down at the bottom is going to apply your settings for your entire video here. And then you can go and finetune these further with each of these more icons. So let's take a look at how to do that.
I'll go ahead and select Settings. And then I am going to go over to the lighting here. And I'm going to go down to this dynamic. And I'm going to select Skylight HDRI. So this is something that is brand new to Twinmotion. So we have these two HDRI skies.
Now, I'm not going to dive into this backdrop one. But this one can be very helpful for product visualization artists or if you want to see a specific context in your background. So here, I'll select Skylight. And what I'm going to do is bring in a HDRI from our library.
So if you select More here, you'll see that it already brought one in. But perhaps I want to pick a new one. So I'll go over to my library, go to HDRI Environments, go to Skies, and I'm going to go over to this morning and afternoon. Now, here, I'll go to Cloudy. And you'll see that we have hundreds of these HDRI skies that you can bring in.
So I'm going to go ahead and drag and drop this in. This has the same process for bringing in those Quixel assets. So you'll see that I've brought in a sky that's got a little bit more of a wispy cloud going on. You'll see that you have the ability to rotate it here. So what I'm going to do is I'm going to have the rotation set to 230 here.
And then whenever I go back into my video and I go to the second frame, I'm actually going to change the rotation of that. So here, I'll go ahead and move it a little bit. And now whenever I go back to my video, I can change the length of the video here to five seconds. And now as I play, you'll see that it's slowly rotating and you're able to evoke a certain type of mood with this.
Now, you can also do different rendering types. So there, I'm showing you how you can see different changes within your video. But I can also come in here and create a new part and then move my camera at this plus sign. And then here, it's setting up your animation path.
So this is bringing those still images to the next level. Now, if you want to take this even further, let's go ahead and take a look at some of the other aspects we have. So in the Media tab, we have this Phasing Title. So I won't be going into this, but we do have some Twinmotion tutorials on this if you would like to learn more.
I'll go ahead and select it here. And whenever you select create phasing group, you'll see that you have the ability to create different phases. And so I see this used a lot for different construction timelines. But you could also get very creative and create your own animations here as well.
So with each phase, you're able to turn often on elements here. So if you wanted to showcase a building being built, you can have the structure and then the facade and then the interiors. And you'll be able to customize that experience.
Now I'm going to go back to the Media tab, and I'm going to go back to the things that I referred to just a moment ago, which was the presentation and panorama set here. So I'm first going to set up a presentation. So I'll select Create Presentation. I'm going to click here to add media.
So how about I bring in a facade render in one of the videos I created today? And so now I have a presentation set. So what I can do is if I hit this button here, it's going to jump into full screen here. So let's see if this works. So yep, it goes full screen here.
And you'll see that I have the ability to select the different cameras I have, and I'll be able to walk through the space here. Now, this is really nice for if you have people around you that you want to showcase your project to. But perhaps you are working with colleagues who are not in the office with you, or you want to showcase this to a partner or client who doesn't have the same hardware specs as you do and can be able to easily walk around the project.
The nice thing that we have now is the ability to use Twinmotion Cloud. So you'll be able to push your project to Twinmotion Cloud and then create a link and share that with your client. Now they'll be able to access it on their phone, their tablet, their laptop, whatever you want to do. So in order to do that, you are able to access that here in this bottom output tab underneath the Cloud Early Access.
So I'm going to go ahead and pull this up on the website since it does take a little bit of bandwidth, and I know that I'm streaming right now. So if you don't have the bandwidth to go through this with me as we're working, what you can do is you can go to File, go into that Epic Games account, and you're going to open up Twinmotion Cloud.
Now here, you'll see that we have all of the projects that I've been working on. If you go to the righthand side, we have settings. So I could enable a password. So if my project is NDA, I might want to have this here. I could also generate a QR code. So this is very helpful, especially in today's world, where QR codes are very common. Someone will be able to scan a QR code and then pop directly into the experience that you created.
Now, you also have the ability to upload your experience and embed it into a website. So let's take a look at what this experience looks like. So I'm going to go ahead and hit View here. It'll take a moment to load the set. But once it does, it will pop up with directions of how to navigate throughout the space.
Now I'll go ahead and close that. And so you do have the ability to fully walk around the project with your keyboard if it's a presentation. For this one in particular, I'm actually showing a panorama set. So I know sometimes in design, you may not want everyone going in the back of house. Or perhaps you haven't designed a portion and you really want to curate the way that someone moves throughout your space.
This is where the panorama sets are going to really come into handy. So here, you'll see that I'm still able to maneuver around and take a look as a 360. But I could also hit this media strip button, and I can navigate through each of them here or I could select a hotspot. So it will go ahead and let you know that it knows where the other panoramas you have are in the project. And you'll be able to jump from spot to spot, either using this navigation or those hotspots.
So one thing you'll probably also notice is that this looks a little bit different than the project that we've been working on. And that's because I've applied a nonphotorealistic style to it. So I also know it's important as a designer to sometimes go back to basics for some visual representation. So perhaps as you're designing, you're adding materials as you go so that you as a designer can better understand what the space is going to look like and feel like.
But perhaps those are not decided on. They're not signed off on. They're not confirmed. You are not ready to show the client or partner yet. You can always switch back to a different stylistic approach here.
And now, the nice thing about this is that you can apply this without having to create a whole new model or making changes. So I'm going to actually jump back into that project to showcase how you can do this. So I'll go ahead and go into an image here. I'll go ahead and pull up this summer image again. And I'm going to go over to the More option. And I'll go to camera.
Now, you'll see that we have a couple of different options here. I do like to turn on the parallel so that makes sure that your verticals are straight. So I'll go ahead and turn that one on. And then I'm going to go over to the visual effects here. And I'm going to go to Filters. So within the filters, we have a couple of different stylized choices that you can use.
So for the Twinmotion Cloud example, I used the hidden line. So we also have some additional ones that have the tune line here as well. So I wanted to bring this to your attention because I understand that as you are progressing your Twinmotion model, there are always times where you're going to need to go back and make some changes in your project. So I wanted to let you know that that is capable, you are able to use this aesthetic and then always go back to the materials that you've set.
Now, I want to go ahead and finish off the Twinmotion Cloud portion by just showing you wherever I left off for my panoramas. So I'll go back to the Media tab, go to Panorama Set, and this is where you can create those panorama sets. In order to get the base panoramas, you'll set them up here. So you'll see that I have three created here. So this is just to show you where everything lives so that you have the tools that you need to create the project that you want.
So now, one thing that I do want to bring up is how you might work with your Datasmith file. So as I mentioned before, this is a direct link, meaning that it is a established connection. And whenever I synchronize the project inside of Revit, it will synchronize inside of Twinmotion.
So if you click on the ellipses here in the Import tab, you'll see that we have a couple of different settings here. I can always go back and change those original direct link settings I created when I first brought it in. But I could also go in and reset any of the materials that I changed, or perhaps I moved something and I need to bring it back. You'll have the ability to do that here.
Now I'm going to go ahead and pull up the Revit model once more to take a look at how this synchronization works. So I'm going to zoom in. And say we want to remove this guy. So it looks like there's a pavilion here. Maybe you're doing VE, and this needs to go.
So I went ahead and hit Delete. And what I'll do is I'll hit Synchronize here. And then I will jump back into Twinmotion. So it will export from Revit, and then it's going to import inside of Twinmotion. So I'll go ahead and take a look at this, and we'll make sure that it is indeed we're moving that pavilion.
So the processing time is going to vary on the size of your project. So as you're working, I would keep in mind, how big is your project? How many elements are you bringing in? One nice thing that you can do is you can actually bring in multiple Revit models and include any additional models, such as SketchUp or 3ds Max or Rhino.
So here, you'll see that I have one model. So this Revit model has a couple of linked additional Revit models and I've decided to bring them all in as one here. However, you do have the ability to bring them in individually, if you would like. And this could help speed up some of the direct link process.
Now, what I like to look at Twinmotion as is an aggregation tool. So I know as you're designing and working on competitions, you might have something from the landscape designer, which is in SketchUp or 3ds Max. And so this is going to allow you to work in that way.
So here, you'll see that it has gone ahead and removed that pavilion. And so I can continue to work in this if I would like. Now I'll go ahead and click the Media Mode here. And so you'll see that it doesn't necessarily distract or remove all of your materials. It's going to be able to keep them embedded.
So it looks like it's thinking here. So perhaps it's still embedding that project. But I do want to take a moment to talk about what could then be applied to next with your Twinmotion project. So we do have a couple of things that you can do inside of Twinmotion to take your visuals further. But once it hits to a certain level, there may be opportunities for you to bring it into Unreal Engine so that you can further build out the interactive elements.
So in order to showcase this, I'm actually just going to pull up the Unreal Engine website. So we have a lot of different examples inside of the website here that has a lot of different project samples that you can take a look at. Because what happens is, you may be like, why would I want to bring my project into Unreal Engine? I have everything I need in Twinmotion-- which is great if that's all you need it for.
But perhaps you want to use it for a design configurator or you want to do a digital twin. If you want some of those inspirations and more information, I would come to the unrealengine.com website, and I would go over to the spotlights here. So here you'll see how other companies are using Unreal Engine.
Now, one of the nice things about Unreal Engine is it is the backbone of Epic Games. So I've talked a lot about Epic Games and the ecosystem. So Epic Games is the realtime rendering game engine that's enabling a lot of these experiences that are being created from a wide range of industries. So we're seeing it being used in real estate. We're seeing it being used in film, architecture, automotive.
There's just such a wide range of uses of this tool. And I think it's something that's really wonderful for creators inside of Unreal Engine to utilize. Because we're all trying to solve problems. Perhaps film has something that we can take from and be able to use.
So we do want to make it possible for Twinmotion users to be able to create their own experiences in Unreal Engine. So as I said, this could dive into augmented reality, mixed reality, perhaps even showcasing at events, whether it's previsualization or designing the lights inside of that as well.
There are a lot of different options here. So instead of showing you a presentation with a stagnant list of them, I wanted to showcase the website because this is where you'll be able to get some of the most up-to-date information. Now, if you want to utilize the plugin for this, so what you'll be using is a plugin in the Epic Games launcher. So I'll go ahead and pull that up here, and I'll showcase where exactly you're going to do that.
So if you have your Epic Games launcher open, I'm going to go over to the marketplace here. And the marketplace is going to be where I can download plugins for Unreal Engine. So here I'm going to type in Twinmotion in the search projects. And for any of our Unreal Engine users that are already in the audience and are already experienced with Unreal Engine, you may notice that there are some Twinmotion assets here that are brand new to the marketplace. So I encourage you to check these out if you are building out a project inside of Unreal Engine and just want to quickly populate it with entourage.
Now, the things that we're going to be looking for our Twinmotion plugin is the Datasmith Twinmotion Importer and our Twinmotion content for Unreal Engine. So what this is going to do is it's going to enable you to bring in your Twinmotion file just as it does with a Datasmith file. So it's very similar in technology. And all of the information can be found here.
So you will need these two plugins as of now. So you have your Importer plugin. And then you also have the content, which is going to help link some of your assets. Now, in order to learn more, we do have our release notes here. So we are keeping track of this and updating it as we go. And what this is going to do is let you know of any limitations that there are currently. It's going to give you some step-by-step options for exploring this plugin.
So I wanted to bring this to your attention because I think it's very helpful if you're new to Unreal Engine. It can be daunting at times. So starting with your own Twinmotion project that you've already built out can be a huge help for this.
So I think that if this is something that you are interested in, I'd encourage you to also take a look at our Unreal Engine YouTube tutorials as well. So we have webinars, we have livestreams, we have tips and tricks, and a lot of different resources for you there that are going to help guide you through the process of learning Unreal Engine. We also have a great developer portal, which is where you can go to ask questions, you can talk to other community users who are using the game engine, to better understand what's possible and how you can get help.
So I did want to showcase that. And I believe that is starting to wrap up our projects or our project today. So I'll go ahead and go back into the presentation here. Let's see-- we've got for one moment. But I do in the meanwhile while I'm doing this, I do want to take a moment to thank you all for joining me today.
I know I covered a lot of information very quickly. And I encourage you to, if you've never taken Twinmotion or opened up Twinmotion, to spend some time with it. And if you have, I hope that you've learned a few things today. But I do want to note that we did just come out with a new version. So if you haven't checked that out, I would take a look at it. And we have some tutorials on our Twinmotion YouTube page that you can check out and learn more from.
So with this, I want to go ahead and thank you all for joining me. And I want to say that we are all very excited for you as you explore these tools. I think we all know that we have a ton of creative, talented humans out there designing. Our goal is to make it much easier for you to be able to use the tools to put your ideas into the 3D world. So hopefully, this helps you. And we look forward to seeing some of your content in the future. So thank you for joining us.
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