Twinmotion 2 in Action by Zoran Gorski (Kizo)

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December 3, 2010 |  by  |  Forum Spotlight

During the HOVER challenge, being part of the judging panel, Zoran Gorski worked on his own example entry… His latest images, done using Twinmotion 2, are a must to see and learn from. He really pushed the software using mostly the provided elements that come with the package other then his own house and basic landscape design. This test case shows Twinmotion’s potential in the hands of a pro.

Feast your eyes on the following images, outputted from Twinmotion 2 with minor postwork (resize, crop and color correction). I dare say these are very hard to differ from a “traditionally” rendered image and break out of the “game like” feel all the previous examples shown so far had.

It does seem that heavily landscaped scenes with many trees and plants do tend to look better in real time engines such as Twinmotion and Lumion. I have yet to see a mostly built environment look really good so we do have things to look forward too in that regard… I think it is an issue of how materials are treated and look on large architectural elements as opposed to the more chaotic nature of the grown environment.

Would love to see an animation of this scene (Zoran?)

Visit Zoran’s HOVER wip thread to follow his further progress.

14 comments
Remko
Remko

Are the models for this render available?

We are working on the next update for Lumion and the primary goal is to add more lighting features and we want to create the possibility for a more natural look.

The current look in Lumion is well appreciated but Act-3D wants to add more lighting features and enhance the engine so it has more of a typical architectural look.

So, if it's possible I would like to have access to the scene to make comparisons. Thanks!

zack
zack

I doubt that the quality of the work of those that are complaining here is much better then what is presented here. This is truly amazing. The quality of a renderer like vray is inversely proportional to the possibilities to interact and tweak the scene in a artistical manner. This alone results in a drawback of realism on the side of old-fashioned rendering.

AmcP
AmcP

I can't help but look at this from a business perspective, to be able to produce animations and images of this standard so quickly is nothing but a positive thing IMO, with a bit of post work these would please any of my clients. For all those naysayers, yes max/vray is always going to be far superior, but in the real world, in these harsh economic times, I take the easy route anyday. I leave it to some of you guys to sacrifice your lifestyles on the altar of 'true cg art'.

Mohammad Rashad
Mohammad Rashad

Yeah it has long way to improve but we have to be encouraging Twinmotion & Lumion guys to develop more & more especially when they are moving into specific architectural visualization that meets our demands of ( Quality vs. Render times )..

A Video of this Project will make me very impressed...:)

With Built Environments & Interiors : Twinmotion & Lumion seem to be not yet convincing....:)

Rendering in Seconds...!! Who could think of that in the Passed 10 Years...?!

Lisenker
Lisenker

Sorry, but I'm not impressed. It's improved, no doubt, but it still has a long way to go...

femmefatale
femmefatale

Those trees look ridiculous and it is not about to change as long as the leaf/needle are done with alpha mapping.

"It does seem that heavily landscaped scenes with many trees and plants do tend to look better in real time engines such as Twinmotion and Lumion."

^ I'm sorry, what? There are two possible statements that I can see here:

1. You're saying that these realtime engines render better than the "traditional" engines like Vray.

or,

2. You're saying that, somehow, the realtime engines make it possible for the user to generate a more realistic landscapes than traditional techniques like placing the trees in 3DS Max.

Neither of these make no sense. Also as far as the graphical quality goes, I was far more impressed with Crysis some 3 years ago.. Come on.

Metrocubicodigital
Metrocubicodigital

Dunno but this might be the future of rendering photorealism.

Games like Crysis/ Call of Duty etc that come out look better every time a new one arrives.

Look at games 10 years ago.

How will games be in 2020?

Razorx3d
Razorx3d

Brodie i agree with that, and in some years in the future they will definitely achieve photorealistic results.

Brodie
Brodie

Just because it's...a bit gamey, doesn't mean it's not better than much of the professional work around. I'd agree that they're a step back from the photorealistic direction arch-viz renderings have been heading, but they're very promising.

What it lacks in photorealism, it makes up for in the detailed environment and sense of style. It will be interesting as more people test out the software, to see how much control there is over the stylistic outcome - or if Twinmotion renders will all tend to have a very distinctive taste to them (some might say a..."gamey" taste?).

lonarth
lonarth

nooo you can't say it looks like a game engine.
it's far better then lot of images I see in architecture offices!

i love the project and definitively like the rendering.
The atmosphere, the 'sfumato' effect... very nice job.
I hesitate a lot between twinmotion and lumion, but now after the release of the two softwares, your images confirm my first impression.

Razorx3d
Razorx3d

Nice work but it looks like game not real.......

pixel
pixel

Impressive, but I share your doubts on built environement capabilities.

But the "gamey" look is gone and that's good

I think Fallingwater with interior would be nice stress test of the engine! Then we could compare how clos we can get to reality.

Anyone ? :)

Brodie
Brodie

Femmefatale, I don't think alpha mapped leaves are a problem. That seems to be the defacto way of doing trees and it makes a lot of sense in terms of poly count. But I'd agree in that you're much better off with alpha mapped leaves rather than huge chunks of branches being alpha mapped. It's a must have for future development, certainly, but this transitions into your next point.

I think Metro was implying that it is, indeed, easier to place landscape elements in the game engine type programs than 3ds Max. It doesn't have to be that way, and I'd guess with some customization you could do the same thing in 3ds Max. But from what I've seen, they've implemented some interesting tools with a slew of premade 3d objects and a nice interface for placing them into your scene. It's something you don't see out of the box with 3ds max because 3ds max isn't geared (primarily) to architecture. In my opinion, 3ds Max tries to do so much that it becomes less useful to everyone. So I welcome these sorts of programs geared to arch-viz and can't wait to see how they develop.

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