Miniature-style Rendering Making Of in Twinmotion 2023

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  • čas přidán 7. 09. 2024
  • In this community-made Making Of tutorial, Hooman Noormohammadi showed how he made this miniature-style rendering from scratch in Twinmotion.
    Don't have Twinmotion yet? Try it for free at www.twinmotion.com
    #Twinmotion2023 #MakingOf

Komentáře • 11

  • @theupstudioarchitecture
    @theupstudioarchitecture Před 11 měsíci +4

    For years, this has been our go-to technique for presenting massing studies to clients in SD and it's been incredibly effective. Thanks for sharing a few new tricks!!

  • @fidargroups
    @fidargroups Před 11 měsíci +1

    Dear Hooman We Proud of you. You are so talented❤

  • @AB-Y-SS
    @AB-Y-SS Před 11 měsíci +2

    can you add small fire like for candles for example since we cannot adjust the fire scale to make it smaller and smoke as well it will be great if we can do some editing on these things.

    • @gerardofaustin8156
      @gerardofaustin8156 Před 11 měsíci

      I’ve been asking for a smaller fire for four years now I don’t think they’re reading the comments.

  • @nsyed3d
    @nsyed3d Před 11 měsíci +1

    Assigning material Manually is a bit Time consuming, there should be a way of assigning material like post process material in Unreal Engine or like Clay Render FX in TM but ability to add custom material with world position material for UV. Not sure it is on the RoadMap....

  • @conmes3077
    @conmes3077 Před 11 měsíci +1

    ❤❤❤

  • @JACKRIDERPLAYZ
    @JACKRIDERPLAYZ Před 11 měsíci +1

    😮

  • @mcan-piano4718
    @mcan-piano4718 Před 11 měsíci

    FEEDBACK ABOUT NEW SUN VALUES AND NEW EXPOSURE ALGORITHM on 2023.2Preview1: I just wanna give feedback about new exposure algorithm and real world sun values,
    REASON 1: I think it make it harder to use and it make it hard to convert old scenes with many medias with different exposure (like more than 500 shots I have and its hard to manually fix exposure by comparing things).
    REASON 2: I m not sure why (I should test it again) but another reason is also I really liked the old sun values and auto exposure algorithm because now when u activate auto exposure with sun, changing sun value doesnt do anything, but before when u increase sun intensity while auto exposure is on, it would increase contrast of image by changing the differentiation between suns effect on rough surfaces and reflective surfaces in a unique way (not like the regular contrast) so it would give different look and more realism. Now exposure acts more like a exposure post processing filter as far as I observed. When new auto exposure algorithm is activated, when u change sun intensity it make the viewport flicker and it doesnt add any influence on scene for suns stregth. It might be because old exposure algorith focus more on day to night transition and doesnt update itself by focusin on sun strength and it was less sensitive.
    SOLUTOON 1: So I really wish if twinmotion add this flexibility to users so it will let us use old system for allowing for backward compatibility and it will also give more control to users artistically BY:
    1. puting an option next to sun values or light values such as: Use artistic light values Vs. Use real world light values
    2. putting an option in exposure tab : 4-stop basic exposure algorithm (OLD) Vs. 16 spot advanced exposure algorithM (New)
    So when old scenes are converted to new twinmotion they will use old light values and 4 stop old exposure algorithm but if someone make a new scene he can choose to use new exposure algorith with real life values.
    SOLUTION 2: Twinmotion can have a more general setting in environment tab, it can have use 4 stop exposure with artistic simplified world light values VS use 16 stop exposure with new algorithm with advanced real world values. So noone will use 4 stop exposure with real light values because real light values has bigger range and needs 16 stop.
    So I ll be happy if twinmotion has checkbox(such as ''enable advanced 16 stop exposure'' or such as ''use real world light values'' or button (similar to button of LUMEN VS STANDARD) on the interface to change between real light values and old artistic light values as well as an button or checkbox for exposure to change between 4 stop and 16 stop exposure, so people can decide which one to use.
    So when old files are converted this checkbox or buttons of new exposure and light values will be unchecked
    But when u create a new scene, it will have these new algorithm options checked
    so there wont be backward compatibility issues and new files will have these options enable
    EXTRA FEEDBACK and ANOTHER ISSUE DUE TO CHANGES :
    Lets say Auto exposure is activated, and exposure value is 0 , When auto exposure is deactivated, the exposure value changes randomly and how the scene looks also changes, so instead, it would be better if like in old twinmotion, when auto exposure is deactivated exposure slider still stay at same value?
    Also maybe it would be better if we had a value next to auto exposure that shows which value auto exposure uses. So when we deactivate auto exposure we can remember that recent number and use it for our manual exposure adjustment

  • @leonardogianicolo2601
    @leonardogianicolo2601 Před 5 měsíci

    where can I find that plywood material?

  • @satishparupalli9493
    @satishparupalli9493 Před 11 měsíci

    Full tutorial bro