It's nice to say thank you. I would be glad if you do the Unreal Engine transfer training of a moving object, a person and a car made in Twinmotion 2024.
Thank you for your comment! I have only really started exploring TM to UE. You used to have to download all the Twinmotion assets before importing into Unreal, but the process is super smooth now I have been utilizing it a lot more 😁 Keep an eye out for future videos as I have more TM and UE tutorials coming!
@@gabrielduarte3904 Ill end up doing a comparison tutorial eventually. For me personally I think it speeds up the archviz workflow for Unreal Engine. Placing all the assets, lighting etc. Some people find Unreal Engine hard to use so setting majority of the project up in Twinmotion is really helpful! Stay tuned!
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
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 :)
Have you found any workaround the "Twinmotion Content for Unreal Engine Plugin (Beta 4)" ?? can't seem to find no one to answer about in the forums . I guess this and the other plugin are the ones that make the lightmap for the trees and other objects
Hi there! Thank you for the comment, from my understanding you don't need the TM to UE content plugin anymore. Exporting the Datasmith file exports all the related materials, objects etc into UE. For the vegetation I was still having this issue in the previous plugin versions. Ill find out a fix for the vegetation and place it in the description 😁 Thanks!
You can try turning the Lightmap settings for the trees in Unreal down from 128 to 64 or on import set the max lightmap settings to 64, Give that a go and tell me if it works! Thanks! 😊
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
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 😁
@@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.
Aside from blueprints and exporting a walkable game. Is here any real advantages to going into unreal? You could probably get similar renders to the ones you did in tm..
Thank you for your comment! I suppose there is more support for what you can do in Unreal Engine at the moment. Twinmotion is definitely on their way there and they have a lot more updates to implement but ultimately Unreal Engine is the ultimate tool. Twinmotion is amazing for how quick and easy it is to use but if you want to take your project to the next level Twinmotion is a great starting point to getting to Unreal Engine. Keep an eye out because I will be doing some Unreal Engine tutorials soon utilizing a new plugin called Dash! www.polygonflow.io/
Thanks for the comment! I will definitely be doing more of these and also Unreal Engine tutorials. I have one coming out soon where I am utilizing a new plugin for Unreal Engine called Dash! www.polygonflow.io/
@@RenderRite amazing i will keep up to watch that for sure, you see the reason why i love unreal engine for Arch viz is that its just better, twin motion has got a long way to produce renders like unreal, only part easy about twin motion is adding materials and setting things up, what i also would love to see is how we could optimize our render time/quality, for example decreasing the polycount for the model has a significant effect on the render time.
@@1insp3ru16 Awesome! I understand exactly what you are saying. You can go into a lot more depth with details and post process in Unreal Engine than you can Twinmotion. There are a lot more optimization settings within Unreal Engine 😁
Introduced in Unreal Engine 5.2, Multi-Process Rendering is a method of utilizing the power of multiple GPUs for nDisplay rendering. You will need to enable Multi-GPU support in the engine's settings. 😊
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?
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!
@@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.
It's nice to say thank you. I would be glad if you do the Unreal Engine transfer training of a moving object, a person and a car made in Twinmotion 2024.
Thank you for the support! 😁Yes I will be doing more TM to UE content soon. I will have videos coming out weekly so make sure to keep an eye out! 👀
Thanks man this will be a godsend in future!
Hey! Thanks for the comment! I'm glad I could help. 😊
Another great tutorial! 👏
Thank you! 🙌
Nice! Never know that you can export twinmotion to UE. Can you do comparison TM vs UE render quality?
Thank you for your comment! I have only really started exploring TM to UE. You used to have to download all the Twinmotion assets before importing into Unreal, but the process is super smooth now I have been utilizing it a lot more 😁 Keep an eye out for future videos as I have more TM and UE tutorials coming!
that i would love to see, to find out if its worth the extra steps or just try in another software from scratch =/
@@gabrielduarte3904 Ill end up doing a comparison tutorial eventually. For me personally I think it speeds up the archviz workflow for Unreal Engine. Placing all the assets, lighting etc. Some people find Unreal Engine hard to use so setting majority of the project up in Twinmotion is really helpful! Stay tuned!
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
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 :)
@@RenderRite Thank you very much! If you'll find new subscriber - it's me :))
Have you found any workaround the "Twinmotion Content for Unreal Engine Plugin (Beta 4)" ?? can't seem to find no one to answer about in the forums . I guess this and the other plugin are the ones that make the lightmap for the trees and other objects
Hi there! Thank you for the comment, from my understanding you don't need the TM to UE content plugin anymore. Exporting the Datasmith file exports all the related materials, objects etc into UE. For the vegetation I was still having this issue in the previous plugin versions. Ill find out a fix for the vegetation and place it in the description 😁 Thanks!
You can try turning the Lightmap settings for the trees in Unreal down from 128 to 64 or on import set the max lightmap settings to 64, Give that a go and tell me if it works! Thanks! 😊
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
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 😁
@@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.
👏👏👏👏👏👏👏
Aside from blueprints and exporting a walkable game. Is here any real advantages to going into unreal? You could probably get similar renders to the ones you did in tm..
Thank you for your comment! I suppose there is more support for what you can do in Unreal Engine at the moment. Twinmotion is definitely on their way there and they have a lot more updates to implement but ultimately Unreal Engine is the ultimate tool. Twinmotion is amazing for how quick and easy it is to use but if you want to take your project to the next level Twinmotion is a great starting point to getting to Unreal Engine.
Keep an eye out because I will be doing some Unreal Engine tutorials soon utilizing a new plugin called Dash! www.polygonflow.io/
can you do more of this please
Thanks for the comment! I will definitely be doing more of these and also Unreal Engine tutorials. I have one coming out soon where I am utilizing a new plugin for Unreal Engine called Dash! www.polygonflow.io/
@@RenderRite amazing i will keep up to watch that for sure, you see the reason why i love unreal engine for Arch viz is that its just better, twin motion has got a long way to produce renders like unreal, only part easy about twin motion is adding materials and setting things up, what i also would love to see is how we could optimize our render time/quality, for example decreasing the polycount for the model has a significant effect on the render time.
@@1insp3ru16 Awesome! I understand exactly what you are saying. You can go into a lot more depth with details and post process in Unreal Engine than you can Twinmotion. There are a lot more optimization settings within Unreal Engine 😁
@@RenderRite you are amazing man keep it up
@@1insp3ru16 No, You are! Thank you 🥰
does UE render on multiple GPU s ?
Introduced in Unreal Engine 5.2, Multi-Process Rendering is a method of utilizing the power of multiple GPUs for nDisplay rendering. You will need to enable Multi-GPU support in the engine's settings. 😊
I frustated.. I try export from twinmotion 2024 to UE 5.4 but no export.. tired of it.
Hi there! Are you selecting the correct file directory when exporting the datasmith from Twinmotion?
If you watch from 26:41 - 34:10 it should fix the issue you are having 😊
@@RenderRite I was looking for datasmith but . I will try.. Thank you.
@@shekiba.646 I was just thinking, If you cant find the datasmith in Unreal Engine make sure the plugin is enabled. Under plugins search datasmith.
Are you a kiwi?
I sure am! 🇳🇿
@@RenderRite Good work fellow kiwi.
@@ver2Go Thank you! 😊
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?
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!
@@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.