Are they denoised? Some people don't like the denoiser because it can remove detail. Without denoiser, lower sample will give you a grainy image, larger sample numbers, a cleaner image without detail loss.
Mxmillo, Thanks for commenting. Yes, the denoiser was on for all of the shots. The Anti Aliasing was set to its lowest level too, so the images should be sharper than the default (I think thats what most people use). Hopefully the only variable was the bounce settings and Path amounts.
What do you think , can I use default v-ray lights in Twinmotion without compromising "realism"? O r should i always go for the presets that are available in Twinmotion ?
Hi there. I do not think Vray lights will transfer to TM. They are different engines and software. My suggestion is send the model over, and do all your lighting in TM. Please be aware that the latest versions of TM have made changes to the lighting system (The use of Lux). This has made TM a little harder to use in my opinion, but the results can be stunning.
You can, but I would not do that. The end result is really noisy due to the denoiser giving different results each fraom that it renders, and the time it takes would be very substantial.
Hello! thanks for the video, very informative. Can you tell me what kind of beautiful plant is the one in the bucket and the one in the glass. I'm new to tm and looking for library items.
@billy jean, I am glad you liked the video! So, if I remember correctly; the flower in the glass on the table is from the SketchUp Warehouse. I just searced for 'Pampas'. Only the material on the glass has been changed to TM glass. The Plants on the left, in the pot is from the Quixel Megascans, available within TM. One is Sage, and the other is Sea Campion. I hope that helps!
hello, In this evening test comparing standard high level 256 spp/deinterlace 1 versus custom 2048 spp/deinterlace 1, both denoiser on, the 2048 version keeps many sharpened details, that will not display in the standard render mode. But it took 14 minutes to render with 2048 spp. But I think that it is what I would choose for a final render. For animation, there is no doubt that rasterized standard mode is fast : I tryied a 20 seconds pathtracer on clip that took 13 hours on my machine.... what is regrettable with twinmotion is that you cannot adjust the denoising level. The denoiser that I don't use with vray is a massive image destruction tool!
13 hours? Wow. Right now, I use D5 for video, and use TM for interiors. The denoiser does need to be refined going forward, as video is very messy right now.
I think it is from the SU Warehouse, I will see if I can upload and link out to it later today (I cannot remember where I got it from off the top of my head!)
@@viarender Thank you very much. I have been trying to replicate your tutorials and was wondering have you or did you compared the PT effects in the version of TM you demoed in the tutorial and the current PT in the latest version, 2023.1.2? They seem to me to behave very differently with the same model and settings, maybe its my machine don't know, but looking forward to many more of your splendid tutorials on TM. Thanks for the help and lessons and for taking the time to produce such great content.
hello! i have a problem, when I activate path tracer the shadows look like vertical lines in walls and some objects, i moved all the settings but always in path tracer mode these broken shadows appear. Im trying to find whats wrong but i cant find the answer
My apologies for the late reply to this question. Were you able to find a solution? I have not encountered this issue, but my thoughts would be the underlying geometry may not be perfectly straight/not built correctly. I have had a lot of success with TM support though, it could be worth reaching out to them.
Hi! If memory serves, I think everything came from the SketchUp Warehouse. I have a video somewhere on YT that talks about the best collections and places to get models from SU Warehouse.
Nathan, if I remember correctly, it was one of the default HDRI skies in TM. I did not want to import one as it added another variable to the testing. I believe it is Moaf Clear 04, under the Morning/Afternoon/ Clear tab.
in the 2023.2 previews 1 and 2, gone is the feature to adjust the path tracer's anti alias, so its eighter on or off. so, if this sticks for the final version, i will just keep using path tracer in 2023.1 of just use lumen for the next updates =(@@viarender
@eastudio, Thanks for asking. So, there is no fix for this yet. Rendering a single second of video is basically 24 -30 frames a second. Each frame is one complete path tracer render... so its costly to do even 15 seconds of video. I would try: Lower the video resolution to 1024, lower the path tracer settings to the lowest you can tolerate (which is pretty low), render smaller clips with less camera movement, use a video AI Upscaler to increase the resolution to 2K. Make sure there are as few lights in the scene, and try to keep the scene as 'light' as possible. Lastly, remember, your clients are not visualization experts, and the general public is very impressed by any type of animation, so dont hold the content to your standards, but to that of a non 3D artist.
Doug, Thanks for commenting. In my understanding, Bounces lead to indirect Global Illumination, as per a traditional ray traced system. Path tracing systems work almost identically to Ray tracing systems. Bounces should reduce shadows in the scene, adding more exposure and 'Light'. For accuracy or nuance, the Samples amount is the value that matters more. I am not a programmer though, so I could be totally wrong on this.
@workingpixels, thanks for commenting! I think the denoiser does not affect the quality or the lighting. I believe it uses a number of sampling techniques to extrapolate the pixel information, filling in the noisy pixels with color appoximations.
More bounces don't make the image brighter because more bounces doesn't mean more light. The higher the bounce value the more accurate the lighting will look but the image will only go as bright as the light you're giving it.
@Sandesh Bhandari, Thanks for commenting! As far as I know, 'bounces' determine how often light bounces from object to object. This is how Global Illumination works. Each bounce leaves color information on the surfaces it interacts with, hence 'Indirect Lighting'. I am assuming that this should result in a brighter image overall, and it does in the Path Tracer. In the video Bounce of 1 was dark, Bounce of 4 Lighter. No other light was added. Now 'quality' in the Path Tracer is determined by the Samples (Ray and Path Tracers are almost identical in this way, " (Pathtracer)...the algorithm only traces the most likely path for the light www.techspot.com/article/2485-path-tracing-vs-ray-tracing/). What was interesting here was the diminishing returns of going above 4 Bounces!
Thanks for the comment. I am having quite tremendous issues with lightning and it seems I cant get it right. I am trying to render a scene of a room within an house - no big deal one should think but it is soooo dark. It seem like the sun is basically just a spotlight. Any pointers? Thank you.
@@skystink Have you tried cranking the brightness of the HDRI way high? Between 4 and 20 (really, that high)? It doesnt blow out the sky image, as you'd expect, but it really adds light to the scene.
@@skystink I used to have this issue. But I found a convenient hack around this: (1) enable HDRI lighting and crank up its intensity. (2) depending on how your scene was modeled and or imported, sometimes u can hide an external wall that is not captured within the shot you're about to render. Hide wall, update view to allow more natural light in. (3) increase exposure ever so slightly. (4) introduce other lighting and adjust color or temperature to match that of the sun. (5) increase or lower sun intensity depends on what u seek to achieve. (6) increase ambient lighting.
Ghazi, Thanks for commenting. I wasnt aware of that, thanks for sharing. Lately its seems that the requirements for all rendering is going up. As is the cost....
Sliviz, Thanks for commenint. Yeah, it was a bit of a surpise! The default settings seem to a little off, and the default High seems to be as good as it gets! There are a lot of variable though!
Leonardo, thanks for commenting. Yes, this is not a fast paced video channel, sorry! I am aware that video lengths are a bit of an issue, hopefully going forward they will be a bit more concise!
thanks to you, exactly the kind of video I was expecting, and very well done! The question of rendering size, the issue with antialias... helped a lot
Thanks for commenting, I am glad to hear your found it useful!
Thank you, i liked the video even before watch it because i know it will be helpful from your previous lessons
Thanks for your kindness!
Great tutorial!
Thanks for watching and the support!
nice tutorial. thanks
Hugh, thanks for watching and commenting!
Wonderful explaination, i was just wondering where have u find those dry "wheat" plants. Thank you
Thanks for the kind comment. They are called Pampas, and I believe they came from the SketchUp Warehouse. Hope that helps!
Are they denoised? Some people don't like the denoiser because it can remove detail. Without denoiser, lower sample will give you a grainy image, larger sample numbers, a cleaner image without detail loss.
Mxmillo, Thanks for commenting. Yes, the denoiser was on for all of the shots. The Anti Aliasing was set to its lowest level too, so the images should be sharper than the default (I think thats what most people use). Hopefully the only variable was the bounce settings and Path amounts.
thank you!
Thanks a lot for watching and commenting! It’s great to hear from viewers!
What do you think , can I use default v-ray lights in Twinmotion without compromising "realism"? O r should i always go for the presets that are available in Twinmotion ?
Hi there. I do not think Vray lights will transfer to TM. They are different engines and software. My suggestion is send the model over, and do all your lighting in TM. Please be aware that the latest versions of TM have made changes to the lighting system (The use of Lux). This has made TM a little harder to use in my opinion, but the results can be stunning.
.. is Path Tracer works for animation video rendering ?
You can, but I would not do that. The end result is really noisy due to the denoiser giving different results each fraom that it renders, and the time it takes would be very substantial.
👍🏻👍🏻👍🏻
Thank you for the nice comment, hope the video was helpful!
Hello! thanks for the video, very informative. Can you tell me what kind of beautiful plant is the one in the bucket and the one in the glass. I'm new to tm and looking for library items.
@billy jean, I am glad you liked the video! So, if I remember correctly; the flower in the glass on the table is from the SketchUp Warehouse. I just searced for 'Pampas'. Only the material on the glass has been changed to TM glass. The Plants on the left, in the pot is from the Quixel Megascans, available within TM. One is Sage, and the other is Sea Campion. I hope that helps!
hello, In this evening test comparing standard high level 256 spp/deinterlace 1 versus custom 2048 spp/deinterlace 1, both denoiser on, the 2048 version keeps many sharpened details, that will not display in the standard render mode. But it took 14 minutes to render with 2048 spp. But I think that it is what I would choose for a final render.
For animation, there is no doubt that rasterized standard mode is fast : I tryied a 20 seconds pathtracer on clip that took 13 hours on my machine....
what is regrettable with twinmotion is that you cannot adjust the denoising level. The denoiser that I don't use with vray is a massive image destruction tool!
13 hours? Wow. Right now, I use D5 for video, and use TM for interiors. The denoiser does need to be refined going forward, as video is very messy right now.
I like that chair model may I have the link?
I think it is from the SU Warehouse, I will see if I can upload and link out to it later today (I cannot remember where I got it from off the top of my head!)
Found it: 3dwarehouse.sketchup.com/by/studioautoria
@@viarender Thank you very much. I have been trying to replicate your tutorials and was wondering have you or did you compared the PT effects in the version of TM you demoed in the tutorial and the current PT in the latest version, 2023.1.2? They seem to me to behave very differently with the same model and settings, maybe its my machine don't know, but looking forward to many more of your splendid tutorials on TM. Thanks for the help and lessons and for taking the time to produce such great content.
hello! i have a problem, when I activate path tracer the shadows look like vertical lines in walls and some objects, i moved all the settings but always in path tracer mode these broken shadows appear. Im trying to find whats wrong but i cant find the answer
My apologies for the late reply to this question. Were you able to find a solution? I have not encountered this issue, but my thoughts would be the underlying geometry may not be perfectly straight/not built correctly. I have had a lot of success with TM support though, it could be worth reaching out to them.
hi where did u get that furniture?
Hi! If memory serves, I think everything came from the SketchUp Warehouse. I have a video somewhere on YT that talks about the best collections and places to get models from SU Warehouse.
@@viarender THANKS!!
Did you use an HDRI sky for this project or did you use the settings offered by twin motion? If you did use an HDRI do you mind sharing the file?
Nathan, if I remember correctly, it was one of the default HDRI skies in TM. I did not want to import one as it added another variable to the testing. I believe it is Moaf Clear 04, under the Morning/Afternoon/ Clear tab.
same happends with vray, there are some sethings were it will just increase render time and not quality..
Right! I need to update this video for the newer versions of TM, see if the PT is more optimized.
in the 2023.2 previews 1 and 2, gone is the feature to adjust the path tracer's anti alias, so its eighter on or off. so, if this sticks for the final version, i will just keep using path tracer in 2023.1 of just use lumen for the next updates =(@@viarender
any idea how to get twinmotion to export path tracer video faster?
@eastudio, Thanks for asking. So, there is no fix for this yet. Rendering a single second of video is basically 24 -30 frames a second. Each frame is one complete path tracer render... so its costly to do even 15 seconds of video. I would try: Lower the video resolution to 1024, lower the path tracer settings to the lowest you can tolerate (which is pretty low), render smaller clips with less camera movement, use a video AI Upscaler to increase the resolution to 2K.
Make sure there are as few lights in the scene, and try to keep the scene as 'light' as possible. Lastly, remember, your clients are not visualization experts, and the general public is very impressed by any type of animation, so dont hold the content to your standards, but to that of a non 3D artist.
@@viarender Thank you appreciate the response!
You speak to bounce like it should accumulate and be brighter, but it’s probably about accuracy, or nuance.
Doug, Thanks for commenting. In my understanding, Bounces lead to indirect Global Illumination, as per a traditional ray traced system. Path tracing systems work almost identically to Ray tracing systems. Bounces should reduce shadows in the scene, adding more exposure and 'Light'. For accuracy or nuance, the Samples amount is the value that matters more. I am not a programmer though, so I could be totally wrong on this.
I think unless denoiser is not off these tests are equally smudged
@workingpixels, thanks for commenting! I think the denoiser does not affect the quality or the lighting. I believe it uses a number of sampling techniques to extrapolate the pixel information, filling in the noisy pixels with color appoximations.
More bounces don't make the image brighter because more bounces doesn't mean more light. The higher the bounce value the more accurate the lighting will look but the image will only go as bright as the light you're giving it.
@Sandesh Bhandari, Thanks for commenting! As far as I know, 'bounces' determine how often light bounces from object to object. This is how Global Illumination works. Each bounce leaves color information on the surfaces it interacts with, hence 'Indirect Lighting'. I am assuming that this should result in a brighter image overall, and it does in the Path Tracer.
In the video Bounce of 1 was dark, Bounce of 4 Lighter. No other light was added. Now 'quality' in the Path Tracer is determined by the Samples (Ray and Path Tracers are almost identical in this way, " (Pathtracer)...the algorithm only traces the most likely path for the light www.techspot.com/article/2485-path-tracing-vs-ray-tracing/).
What was interesting here was the diminishing returns of going above 4 Bounces!
Thanks for the comment. I am having quite tremendous issues with lightning and it seems I cant get it right. I am trying to render a scene of a room within an house - no big deal one should think but it is soooo dark. It seem like the sun is basically just a spotlight. Any pointers? Thank you.
@@skystink Have you tried cranking the brightness of the HDRI way high? Between 4 and 20 (really, that high)? It doesnt blow out the sky image, as you'd expect, but it really adds light to the scene.
@@skystink I used to have this issue. But I found a convenient hack around this:
(1) enable HDRI lighting and crank up its intensity.
(2) depending on how your scene was modeled and or imported, sometimes u can hide an external wall that is not captured within the shot you're about to render. Hide wall, update view to allow more natural light in.
(3) increase exposure ever so slightly.
(4) introduce other lighting and adjust color or temperature to match that of the sun.
(5) increase or lower sun intensity depends on what u seek to achieve.
(6) increase ambient lighting.
Even if u enable dx 12 ...PT dosnt work under 8gb vram.
Ghazi, Thanks for commenting. I wasnt aware of that, thanks for sharing. Lately its seems that the requirements for all rendering is going up. As is the cost....
So the takeaway was, the setting make no sense 😂
Sliviz, Thanks for commenint. Yeah, it was a bit of a surpise! The default settings seem to a little off, and the default High seems to be as good as it gets! There are a lot of variable though!
21 mins for practically a couple of info...
Leonardo, thanks for commenting. Yes, this is not a fast paced video channel, sorry! I am aware that video lengths are a bit of an issue, hopefully going forward they will be a bit more concise!
@@viarender thank you
@@viarender It's a nice relaxed pace, as far as i am concerned stick with it Sir.