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Twinmotion 2024.1.2 Update: All You Need in Just 3 Minutes!
Twinmotion 2024.1.2 Quick Update: New Features in Just 3 Minutes!
In this quick 3-minute update, I’ll walk you through the latest features in Twinmotion 2024.1.2 that you can start using today! This update brings exciting new tools to enhance your workflow and optimize your projects. Here's what we'll cover:
🔹 Triplanar Mapping - Apply materials seamlessly to objects without UV coordinates! Learn how to use Triplanar mapping in both Local and World spaces.
🔹 Clear Coat - Add a glossy, transparent layer to materials for that extra shine and polish.
🔹 Performance Statistics - Manage textures and meshes more efficiently with the enhanced Statistics panel, helping you optimize your scene’s performance.
If you're looking for a fast and informative breakdown of the latest Twinmotion features, this is the perfect video for you!
Don't forget to like, comment, and subscribe for more quick updates and in-depth tutorials!
Twinmotion 2024.1.2 Release Notes: dev.epicgames.com/documentation/en-us/twinmotion/twinmotion-2024.1.2-release-notes
Download Twinmotion: www.twinmotion.com/en-US/download
Music:
pixabay.com/music/beats-lofi-summer-background-112369/
Twinmotion Friday Exercise Playlist: th-cam.com/play/PLMQcaWbfZATk9pqwG-daZr6NPEps_7D2E.html
Twinmotion Tutorials Playlist: th-cam.com/play/PLMQcaWbfZATm97BvXACiWOgl2OHHKKcG3.html
Twinmotion To Unreal Playlist: th-cam.com/play/PLMQcaWbfZATkjwAlr1EyiY1sKDPlXElKE.html
Unreal Engine 5 Playlist: th-cam.com/play/PLMQcaWbfZATk9Ut1z0F9xoj48f9EzeHMn.html
Support me & buy me a coffee!
buymeacoffee.com/renderrite
Connect with me on social media:
Website: www.renderrite.co.nz/
Facebook: / renderritestudio
Instagram: / renderrite_
X: x.com/RenderRiteNZ
มุมมอง: 2 814

วีดีโอ

Build the Perfect PC for Twinmotion & Unreal Engine: Step-by-Step Guide!
มุมมอง 90014 วันที่ผ่านมา
Timestamps: 0:00 Intro 00:48 Unboxing 08:14 Motherboard 09:29 Installing RAM 11:00 Installing SSD 12:20 Installing CPU 14:07 PC Glass Panel Removal 15:06 Installing PSU 18:53 Installing AIO Water Cooler 21:57 Plugging In Cables 27:48 Installing GPU 31:57 Getting It Started 33:43 Selecting Boot Device 34:55 Install Windows 35:25 Installing Drivers & Twinmotion 🌟 Build the Perfect PC for Twinmoti...
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Twinmotion Friday Exercise | Interior Render Tutorial
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Twinmotion 2024.1 To Unreal Engine 5.4.4 | Twinmotion Part 2
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#twinmotion #unrealengine #mountmaunganui Timestamps: 0:00 Intro 00:37 Reference Images 03:38 Open Topography 06:20 VT Builder 08:27 World Machine 11:58 Twinmotion 23:53 Pure Ref 24:40 Twinmotion 38:14 Export Twinmotion Datasmith 40:33 Exporting Twinmotion Render 41:16 Exported Render 41:32 Outro Building Our Virtual Mt Maunganui in Twinmotion - Part 2 Welcome back to Part 2 of this exciting se...
Twinmotion: The Game-Changing Features You Didn't Know About
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Welcome to another Twinmotion Friday Exercise! Whether you're a beginner or looking to hone your expertise, this tutorial has something for you. ⏱️ If the pace feels too quick, simply adjust the playback speed using TH-cam's settings to suit your preference. In today's session, we'll cover key topics: importing models, perfecting materials, and creating breathtaking renders. This week's exercis...
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ความคิดเห็น

  • @STONE-te5xo
    @STONE-te5xo 3 วันที่ผ่านมา

    ❤❤yes!

    • @RenderRite
      @RenderRite 2 วันที่ผ่านมา

      ❤️❤️ thank you!

  • @ZeliaCamargo-y8z
    @ZeliaCamargo-y8z 4 วันที่ผ่านมา

    I can't export any twinmotion 2024 projects to unreal 5.4. For me, only the datasmith twinmotion plugin appears and the twinmotion content plugin does not appear for me. What do I do?

  • @ZeliaCamargo-y8z
    @ZeliaCamargo-y8z 4 วันที่ผ่านมา

    I can't export any twinmotion 2024 projects to unreal 5.4. For me, only the datasmith twinmotion plugin appears and the twinmotion content plugin does not appear for me. What do I do?

  • @armandohernaez7747
    @armandohernaez7747 4 วันที่ผ่านมา

    Excellent!! Congratulations, thanks for sharing such a good study. I hope part 3 doesn't take too long. Thank you very much

    • @RenderRite
      @RenderRite 2 วันที่ผ่านมา

      Thank you so much! Its awesome to hear my videos are helping, I am hoping to have part 3 out next week 😁 stay tuned!

  • @eftimohammed3193
    @eftimohammed3193 7 วันที่ผ่านมา

    Hello man, love your tutorials, I end up following your steps as I learn myself. But I wanted to know, when I applied the Plaster Material, for other surfaces, it changes for all the surfaces. But with you, it didn't as you applied different scale for each area ?

    • @RenderRite
      @RenderRite 7 วันที่ผ่านมา

      Hey! Thank you for watching and enjoying my content 😁 you can switch from applying a material to an object to applying by selection or replace all materials. You may have it selected to replace all materials? You also need to create duplicates of the plaster materials as each object/surface will have a different UV scales. 😁 cheers!

    • @eftimohammed3193
      @eftimohammed3193 4 วันที่ผ่านมา

      @@RenderRite thank you so much! I hope you reach your desired success!

    • @RenderRite
      @RenderRite 3 วันที่ผ่านมา

      @@eftimohammed3193 Thank you heaps! If you get stuck let me know 😎

  • @gregcancro6501
    @gregcancro6501 10 วันที่ผ่านมา

    Great tutorial! Curious what you used for final number of sample pixels and bounces for PATH settings? Cheers!

    • @RenderRite
      @RenderRite 10 วันที่ผ่านมา

      Thank you! 😊 Samples 2048 | Bounces 15 | fireflies 10 | Denoiser Off.

    • @gregcancro6501
      @gregcancro6501 10 วันที่ผ่านมา

      @RenderRite much appreciated 👏 keep up the amazing work !

    • @RenderRite
      @RenderRite 10 วันที่ผ่านมา

      @@gregcancro6501 Thanks so much! Your support means a lot! 😁

  • @TNArchitecture
    @TNArchitecture 13 วันที่ผ่านมา

    😍

    • @RenderRite
      @RenderRite 13 วันที่ผ่านมา

      😁🙌

  • @shovanlalsarker8226
    @shovanlalsarker8226 13 วันที่ผ่านมา

    Which CPU, GPU did you use?

    • @RenderRite
      @RenderRite 13 วันที่ผ่านมา

      Hi there! I used the AMD Ryzen 5 7600 and RTX 4060 Windforce OC 8GB! Thanks 😊

  • @eltamarindo
    @eltamarindo 16 วันที่ผ่านมา

    At this price level, I would suggest using an air cooler and saving money for a GPU with more VRAM, or even buying secondhand a lightly used GPU if it means you can afford more VRAM. 8GB is currently the bare minimum recommended VRAM.

    • @RenderRite
      @RenderRite 15 วันที่ผ่านมา

      Hey! Thanks for your comment, that is a good suggestion but you will only be saving $100-150. If you are doing it professionally for work etc buying a 4060 to begin with is not a problem. I have been using a 3060 and 16GB of ram for 1-2 years for professional work with no issues what so ever. You only start getting lag when you start getting into bigger and more demanding projects. For a beginner this is perfect and future proof as the only thing that would need to be upgraded is the GPU!

    • @RenderRite
      @RenderRite 15 วันที่ผ่านมา

      When it comes to a second hand GPU it is okay, but I try to stay away from second hand ones due to bit mining and warranty issues. Buying new secures you with 3 years warranty for most GPU's.

    • @eltamarindo
      @eltamarindo 15 วันที่ผ่านมา

      @@RenderRite I have purchased used GPUs people who were willing to invite me into their home for a test and also from Microcenter, a larger electronics store here in the USA. In each case, was able to get a transferred warranty. Most GPUs will be very durable and have a long lifespan. The best way to make sure that it is working properly in is to buy it in person from a trusted source.

    • @eltamarindo
      @eltamarindo 15 วันที่ผ่านมา

      @@RenderRite Architectural projects often include poorly optimized scenes so that while these scenes are relatively simple, it is easy to burn through 8GB. 8GB might be enough for well optimized games but might not be enough for poorly optimized scenes often encountered in a professional setting.

    • @RenderRite
      @RenderRite 15 วันที่ผ่านมา

      @@eltamarindo Good point, and you're right that poorly optimized scenes can eat up memory quickly. However, with Twinmotion, the RTX 4060 can still handle many demanding architectural projects quite well, especially with optimizations in place. While 8GB might be limiting for unoptimized scenes, most users can avoid hitting that ceiling by managing assets better and adjusting settings like LODs and textures. Of course, for larger, highly detailed projects, having more VRAM would be beneficial, but the 4060 is still a solid option for many professional workflows! 😁

  • @Lokesmke
    @Lokesmke 16 วันที่ผ่านมา

    Great video 👍

    • @RenderRite
      @RenderRite 16 วันที่ผ่านมา

      Thanks! ☺

  • @JamesMichael-cu6wy
    @JamesMichael-cu6wy 16 วันที่ผ่านมา

    nice budget build! great stuff 👍

    • @RenderRite
      @RenderRite 16 วันที่ผ่านมา

      Thanks! That was the aim 😁

  • @iamshanroxzan
    @iamshanroxzan 16 วันที่ผ่านมา

    👏👏👏👏

    • @RenderRite
      @RenderRite 16 วันที่ผ่านมา

      👋👋👋👋

  • @anansartawi
    @anansartawi 16 วันที่ผ่านมา

    Finally.. nice to meet you.

    • @RenderRite
      @RenderRite 16 วันที่ผ่านมา

      You too! 🙌😁

  • @JamesMichael-cu6wy
    @JamesMichael-cu6wy 17 วันที่ผ่านมา

    wow! looks awesome

    • @RenderRite
      @RenderRite 17 วันที่ผ่านมา

      Thanks! 😊

  • @max22able
    @max22able 19 วันที่ผ่านมา

    Nice, thanks for posting. One little addition would consider is adding Random rotation to your background trees at 09:52. The identical trees are noticeable in your final render.

    • @RenderRite
      @RenderRite 19 วันที่ผ่านมา

      Cheers and thanks for the tip! I did notice that after screen recording and editing! 😂

  • @bastianmalikbuttner8475
    @bastianmalikbuttner8475 22 วันที่ผ่านมา

    how can i import a camera sequence from twinmotion to UE5.4

  • @omerarch4427
    @omerarch4427 22 วันที่ผ่านมา

    its very crazy pro how i can export path to unreal engine please there is any method

  • @yannickcdr
    @yannickcdr หลายเดือนก่อน

    Nice, thx a lot !!!

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      No worries! Thanks for watching 😊

  • @RGCAD
    @RGCAD หลายเดือนก่อน

    Older version had a sun animation, it’s gone now

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      Hi there! What sun animation? Was this for the time of day? Thanks 😊

  • @jaydip3d
    @jaydip3d หลายเดือนก่อน

    Gr8 Tutorial !!! Thank you 😊

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      Thank you for watching! keep an eye out for more videos :)

  • @RenderRite
    @RenderRite หลายเดือนก่อน

    What is your favorite feature from the new update? 😊💯

    • @JamesMichael-cu6wy
      @JamesMichael-cu6wy หลายเดือนก่อน

      Probably the trees or Random UV! theyre great!

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      @@JamesMichael-cu6wy Mine too! 😁

  • @RenderRite
    @RenderRite หลายเดือนก่อน

    Check this out! This might be of some help to people :D gist.github.com/jamiephan/0c04986c7f2e62d5c87c4e8c8ce115fc#file-run-js

  • @RenderRite
    @RenderRite หลายเดือนก่อน

    NOTES below on about FAB: What’s changing when Fab launches in mid-October? Megascans will be available for purchase exclusively on Fab. When Fab launches, you won't get new additions to the Megascans library from Quixel.com or Bridge. Instead, you will get those on Fab.com, and via Fab integrations in UE (5.3 and beyond) and UEFN. All Megascans content that you downloaded under a paid subscription will automatically appear in your Fab library, once you log in with the same Epic account that you use for Quixel. Any Megascans content that you got for free via Unreal Engine can be downloaded anew from Fab. All Megascans will be free until the end of 2024 under Fab’s Standard License. In 2025, Megascans will switch to Fab’s paid content model based on dollar values rather than points (more details on pricing are included below). This change will also apply to Unreal Engine plan users. We will make sure you can still enjoy some free Megascans content, so keep an eye out for it! You will continue to have access to MetaHumans on Bridge. If you have an eligible points balance, you can request a refund or request that your points balance be converted into Epic Wallet credit. You will see this option on Bridge desktop and Quixel.com. What’s staying the same when Fab launches: If you have previously-acquired Megascans, you will still be able to access them from Quixel.com and Bridge for the foreseeable future. Any new purchases that you make on Fab.com will not appear on Quixel.com or Bridge. You can continue accessing MetaHumans through Quixel Bridge. If you currently have a custom Studio license, your access to Quixel tools and services will continue according to our agreement. What’s not changing today: You can still access Megascans through Quixel.com and Bridge. If you access Megascans for free via Unreal Engine, nothing is changing at this time. If you currently have a custom Studio license, your access to Quixel tools and services will continue according to our agreement. What’s changing today: If you currently have a legacy, Personal or Indie Quixel subscription and have it set to auto-renew, auto-renew will be deactivated from this point forward. You will not be charged again for your subscription. You will, however, continue to have access to Megascans on Quixel.com and Bridge. We are discontinuing the Quixel points program. When Fab launches, if you have a balance of eligible points on your account, you will be able to request a points conversion to Epic Wallet or request a refund. All Megascans are now available for free on Bridge and Quixel.com under the Epic Content License, until Fab launches. If you wish to get new Megascans, any points balance that you have will not be impacted. Starting in 2025, you will no longer be able to purchase Megascans with points. Instead, they will be priced as follows: Standalone 2D and 3D assets starting at $0.99 USD Asset packs starting at $24.99 USD Procedural asset kits starting at $4.99 USD For additional information, head over to the Epic Developer Community.

  • @maleklaila7414
    @maleklaila7414 หลายเดือนก่อน

    is there any way i can change the cars in the normal Vehicle path ? , because in the custom path , the wheels of the car doesn't move

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      No, I dont think you can change the cars on the normal vehicle path. You could maybe apply translators to a custom car and save that to your user library and apply it to your custom path that way. I'm not 100% sure if it works but worth a try! 😊

  • @eastwinddesignconstruction7388
    @eastwinddesignconstruction7388 หลายเดือนก่อน

    Thanks for the update

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      Thank you for watching! 😁

  • @RenderRite
    @RenderRite หลายเดือนก่อน

    What inspired your approach to this Friday's exercise, and how did you incorporate that inspiration into your work? 😁🏠

  • @shannizzle22
    @shannizzle22 หลายเดือนก่อน

    This is so awesome! I love the way it turned out, and can’t wait to see part 3 🎉

    • @RenderRite
      @RenderRite หลายเดือนก่อน

      🙌 Thank you for watching!

  • @annveligurskaya7015
    @annveligurskaya7015 2 หลายเดือนก่อน

    Thank you for a good video! But maybe you know why when I import my project into ue5 there is complete darkness inside (interior) despite of lumen is switched on and raytracing is enabled in settings? I have only skylight there. Thank you

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      I was working on a project about 2 days ago and I was having the same issue. That was the first time coming across it. I'm thinking it has something to do with the HDRI enabled in Twinmotion. I will do some tests later on and I will let you know! Thank you for your comment :)

    • @annveligurskaya7015
      @annveligurskaya7015 2 หลายเดือนก่อน

      @@RenderRite Thank you very much! If you'll find new subscriber - it's me :))

  • @avicohen2k
    @avicohen2k 2 หลายเดือนก่อน

    I upvoted the grass material and tree pack as critical more than a year ago! Don't sit and wait for these I guess.. Its just a list, D5 relaese 5 in progress features every 2-3 months. TM releases 2-3 once a year. Anything under consideration can be regarded as never going to happen. I'm still team TM just not placing to much faith in these. The main thing I want is bug fixes and stability. Everything else is second.

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Haha, I hear you! Waiting for updates can feel like watching grass grow… which is ironic! No news is good news I guess 😊

  • @stefanomarchi3542
    @stefanomarchi3542 2 หลายเดือนก่อน

    Thanks for the tutorials! Hope your channel will grow

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Thank you for watching and following me on this journey!

  • @JamesMichael-cu6wy
    @JamesMichael-cu6wy 2 หลายเดือนก่อน

    I love the atmosphere of this one, good work!

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Thank you!

  • @gustavoschmidt-arquiteto1339
    @gustavoschmidt-arquiteto1339 2 หลายเดือนก่อน

    we need smart grass material ASAP!!! The current method for placing grass is absurd

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      I agree! At least we can see what is currently been developed on in the background. Hopefully we see these updates implemented soon.

  • @RenderRite
    @RenderRite 2 หลายเดือนก่อน

    I forgot to mention! You can also submit your own idea from the box in the top right hand corner 😁 What are you most excited for? Visit the Twinmotion Public Roadmap here: portal.productboard.com/epicgames/3-twinmotion-public-roadmap/tabs/5-in-progress

  • @samuelisaactapia887
    @samuelisaactapia887 2 หลายเดือนก่อน

    incredible, I have a doubt, when I create a primitive shape and scale it and apply a material to it, it comes out swept along the axes that I modified by scaling

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Thank you! Try changing the way you apply your material using the different UV functions (object UV, Cubic, spherical or cylindrical). Once you have done this adjust the scale and stretch of the material. Let me know how you get on 😁

  • @warburgaby
    @warburgaby 2 หลายเดือนก่อน

    Twinmotion does not work with Macbook Sonoma and THERE IS NO SUPPORT, only damned user forums 😈😈😈😈😈

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Hi there! I will do some research and also ask the beta team if there is any fix for this. Thanks!

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Hi! I have had a reply from the TM Beta Community and Twinmotion works on OS Sonoma. Is there a specific feature that doesn't work? Or can you provide some more details? Thanks!

  • @mendezbridget2381
    @mendezbridget2381 2 หลายเดือนก่อน

    Where do you get tress please?

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      Thanks for the comment, the trees are from the Twinmotion library. Indian Sandalwood and Chinaberry Trees!

    • @mendezbridget2381
      @mendezbridget2381 2 หลายเดือนก่อน

      @@RenderRite ok thanks

    • @mendezbridget2381
      @mendezbridget2381 2 หลายเดือนก่อน

      @@RenderRite oufnd it thank u

  • @3DARCHMAX
    @3DARCHMAX 3 หลายเดือนก่อน

    not good

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      That's okay! I would like to know why? Thanks for the comment :)

    • @bradleymuffins9154
      @bradleymuffins9154 2 หลายเดือนก่อน

      Bro look at your work cartoonish renders😂😂😂

    • @RenderRite
      @RenderRite 2 หลายเดือนก่อน

      @@bradleymuffins9154 thank you 😃 anything to help! Much appreciated!

  • @batuhanuztemur
    @batuhanuztemur 3 หลายเดือนก่อน

    Thank you for video. Please keep going on this videos series

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Hi there! Thank you for your comment. I will definitely be continuing this tutorial series with part 2 coming out sometime in the next couple of weeks! Thanks!

  • @Lokesmke
    @Lokesmke 3 หลายเดือนก่อน

    👏👏

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      🙌

  • @iamshanroxzan
    @iamshanroxzan 3 หลายเดือนก่อน

    Nice! 👌✨

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Thank you! 😁

  • @tarcisiomaia3549
    @tarcisiomaia3549 3 หลายเดือนก่อน

    👏👏👏👏👏👏👏

  • @georgemazaul1869
    @georgemazaul1869 3 หลายเดือนก่อน

    Can you make tutrioul more about seqence..in twinmotion.tq

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Hi there! Yes this is on my to do list for upcoming tutorials! Thank you for your comment ☺️

    • @georgemazaul1869
      @georgemazaul1869 3 หลายเดือนก่อน

      ​@@RenderRite I hope it is from basic,That is great thankyou.

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Yes it will be, I will make it easy for beginners to understand. Clear and concise!

  • @georgemazaul1869
    @georgemazaul1869 3 หลายเดือนก่อน

    What link can I download "Cinematic car chase "scene project simple..?

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Hi there! I don't think you can download that file sorry! 🙌

  • @CameronL-l5k
    @CameronL-l5k 3 หลายเดือนก่อน

    So, useful video but I was hoping to find some troubleshooting help. I have done all of these steps but my materials have not come across with the datasmith file and I can not work out why or how to fix it. I have a LARGE surface of an industrial infrastructure site. Everything was originally modeled with CAD softwares, and then in TM I set up a scene for renders, replacing all of the material with TM materials. It started crashing once I started populating the topography with Trees, rocks and grass. So I was looking at UE as an option to deal with this, however I cant even get all of the work across from the materials into UE. Im using TM2024.1 and UE5.4.2 - Any help to resolve this would be awesome, Maybe I can even share the file with you as part of a "fix noob mistakes" series :P

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Hi! thanks for the comment. I will do some troubleshooting myself and test a model exported from ArchiCAD. I have tried a few different projects with no issues. Are you exporting the Twinmotion datasmith file to the right directory? Also when you import it into Unreal Engine are you importing it via the datasmith plugin? Note: I have only tested the Twinmotion materials & Megascans. Another thing it could be is that third party materials that are created in Twinmotion might not be imported properly into Unreal? Ill do some testing and possibly require your file that I can do some testing on also - Figure out the cause as you're not the only person with that problem 😁

    • @CameronL-l5k
      @CameronL-l5k 3 หลายเดือนก่อน

      @@RenderRite as context for you - the project came across from Revit, but I have since reworked every single material with out of the box Twinmotion materials. There is no custom or downloaded materials there (except for ones I downloaded within twinmotion itself once I signed in). I send the datasmith file from TM to the directory where the UE file is saved, as it wont actually let me save it anywhere else. I'd be willing to share the file with you but its chunky at 1.5 gig.

  • @dahjp_
    @dahjp_ 4 หลายเดือนก่อน

    This place looks absolutely stunning! The scenery is so pretty... What do you do with the renders? Do you make games in Unreal based on the geometry?

    • @RenderRite
      @RenderRite 3 หลายเดือนก่อน

      Thank you! Yes, I love this place 😊 For this it is purely for a tutorial, I do architectural rendering most of the time. I would love to further explore game design, that is what got me started in the first place!

  • @tofyeforyou
    @tofyeforyou 4 หลายเดือนก่อน

    Still having trouble with materials, all of them import into my UE project, but they are greyed out and say “sm6 missing material function” Ive done test files with simple TM boxes and materials and still no go Plugin is added as well Any ideas?

    • @RenderRite
      @RenderRite 4 หลายเดือนก่อน

      Hi there, what version of Twinmotion & Unreal Engine are you running? I just tried two different projects with no issues. It could be that you need to update to the most latest releases? The Twinmotion Content plugin does not need to be added to the newest release of Unreal. Thanks!

    • @Constantinesis
      @Constantinesis 2 หลายเดือนก่อน

      @@RenderRite Hello, I have the same issue using UE 5.3. However, it does work in 5.4. Dont know why because it should work on 5.3 too. Also some content like Megascans are not updated for 5.4.. Also, all the trees have the lighmap error. I have changed the Lightmap to 128 but nothing happens.