Buying some models from poliigon applay their materials with 3 or 4 maps in high resolution then group them in one folder in the stack pannel then save them in user folder inside twinmotion, this work flow is wonderful and it's one on the main reasons make twinmotion one of my favorites renderin application, I hope you will cove this topic in one of your future videos so people can relate to it and honestly it's such an interesting thing to be covered in your tutorials. Ps: you forgot the reflection map it's super important, and for metallic you can use the gloss map to make it work if you use the slider without map it could easily miss up everything.
Lol - you're totally right - I have no idea how I just skipped past that, but I did - thanks for the heads up! I am planning on talking about adding custom models to your material library in a future video for sure - I think the ability to organize your custom object/material libraries in Twinmotion is a very powerful feature in this program - thanks very much for your helpful comment!
Great work Justin as always! How do you create emissive materials that maintain the color of the material rather than going all white when you push up the glow slider - useful in making emissive signs in color e.g. Can't figure it out in Twinmotion.
@@TheRenderingEssentials Thx Jason, appreciate the help. I asked at the Twinmotion webinar yesterday and they said you need to load a diffuse map but even when you dial up glow on one of their materials with diffuse maps the material goes white...
Couldnt find the alternate names of different maps in twinmotion. If bump map means normal maps could you mention the alternate names of the different maps found in the downloaded folder?
It doesn't - there are two different kinds of maps - bump maps and normal maps, but sometimes they're used interchangeably - usually the files are labeled with an abbreviation - you might have to google some terms, but it should be fairly easy to figure out what goes where that way
Normal maps is just a modern version of the bump maps the only deferent is ( normal have x,y,z values and bump maps use only x,z values) so try always to use normal as the result is better. For defuse is color map, Reflection is reflections map Gloss is metallic map for non PBR workflow. Displacement for displacement map. Illumination for glow maps. And sometimes you can use albido as color map if needed.
Redzwanul Huq if your rendering is PBR then specular map is the same as metallic map just the name and the size is of the image is deferent ( specular which is used in PBR usually higher resolution) Reflection is completely deferent map you can use it normally in PBR or non PBR rendering ( you can identify the map as it’s the darkest image of them). Have a nice day :)
Thanks for this video. I would like to ask : When we get a new material do we have to get all its characteristicw idependally for example CO, NRM,Reflection, metallic? Or is there a way to get it all with one open.....? In your video you say we get for example col in a different place than NRM. iS IT RIGHT? oR CAN WE GET IT ALL ONE TIME?
Thanks for your great videos! Is there any way to keep texture mapping when loading a file from rhino in the version 2020? I would like to precisely map an ortophoto to a terrain :)
Hi Justin! Loving the tutorials! I was trying to make my own custom materials and I noticed a huge difference between the way bump behaves in the Twinmotion Materials and in the materials I make myself. For example: Wave Cobblestone. When I really zoom into the Surface and increase/decrease the bump size, I can really see how the groves go down and it's almost as good as displacement. I wanted the same effect with my own materials which I got from Textures.com When I create a new material and load in either Bump or Normal nothing really happens. When I do the same Thing but edit the Wave Cobblestone texture, I get a displacement effect but it's completely messed up and doesn't look good at all. Both times the Settings are exactly the same, the only difference being starting with a new materials/editing an excisting one. That seems really weird to me and I wondered whether you'd know anything About this. I also noticed that Twinmotion Materials have some sort of yellow normal map instead of the usual bump or normal map. Maybe it's something to do with that.
Nice tutorials. I've been here ever since twinmotion was free. Btw how to render out video settings properly? I can't seem to export anything higher than 360p
Twinmotion takes less space in your computer 5gig instead 20gig that lumion needs..and also doesn't need a high-end graphics card to run well..but I didn't work with lumion and I think it has better quality in some part
Sure - Poliigon and Megascans for super high quality, pro level materials, SketchUp Texture Club and Textures.com for free textures that are still good quality
Wow! This is way intriutive than sketch up material editor, compare to 3dmax this is night and day. Again for most of us, do we really need a material editior like max to freak us out?
I suppose that depends on what you're doing. Generally if you're modeling in SketchUp, you probably do because you probably want to use your model for more than just a rendering. For a Max user, maybe not?
Good morning! Today we're talking about custom materials in Twinmotion! Do you have any custom material tricks you'd like to share?
GREAT TUTORIALS !! thanks
Good information Justin. I'm liking this program more and more everyday. Don't stop now, we're counting on you!
Thanks - glad you're liking it! :)
Buying some models from poliigon applay their materials with 3 or 4 maps in high resolution then group them in one folder in the stack pannel then save them in user folder inside twinmotion, this work flow is wonderful and it's one on the main reasons make twinmotion one of my favorites renderin application, I hope you will cove this topic in one of your future videos so people can relate to it and honestly it's such an interesting thing to be covered in your tutorials.
Ps: you forgot the reflection map it's super important, and for metallic you can use the gloss map to make it work if you use the slider without map it could easily miss up everything.
Lol - you're totally right - I have no idea how I just skipped past that, but I did - thanks for the heads up! I am planning on talking about adding custom models to your material library in a future video for sure - I think the ability to organize your custom object/material libraries in Twinmotion is a very powerful feature in this program - thanks very much for your helpful comment!
This program is definitely my favorite rendering program!
Glad you're liking it!
Again, Thank you. I love it :)
Thanks George!
Great work Justin as always! How do you create emissive materials that maintain the color of the material rather than going all white when you push up the glow slider - useful in making emissive signs in color e.g. Can't figure it out in Twinmotion.
I don't know the answer to this one - played around with it a bit today, but couldn't quite figure out a way to do this
@@TheRenderingEssentials Thx Jason, appreciate the help. I asked at the Twinmotion webinar yesterday and they said you need to load a diffuse map but even when you dial up glow on one of their materials with diffuse maps the material goes white...
Couldnt find the alternate names of different maps in twinmotion. If bump map means normal maps could you mention the alternate names of the different maps found in the downloaded folder?
It doesn't - there are two different kinds of maps - bump maps and normal maps, but sometimes they're used interchangeably - usually the files are labeled with an abbreviation - you might have to google some terms, but it should be fairly easy to figure out what goes where that way
Normal maps is just a modern version of the bump maps the only deferent is ( normal have x,y,z values and bump maps use only x,z values) so try always to use normal as the result is better.
For defuse is color map,
Reflection is reflections map
Gloss is metallic map for non PBR workflow.
Displacement for displacement map.
Illumination for glow maps.
And sometimes you can use albido as color map if needed.
@@Mahm00dM0hanad thank you an what would be specular maps, reflection maps, metallic maps? Are they same?
Redzwanul Huq if your rendering is PBR then specular map is the same as metallic map just the name and the size is of the image is deferent ( specular which is used in PBR usually higher resolution)
Reflection is completely deferent map you can use it normally in PBR or non PBR rendering ( you can identify the map as it’s the darkest image of them).
Have a nice day :)
This is really great information - thanks for sharing!
thank you sir...
Thanks for this video. I would like to ask : When we get a new material do we have to get all its characteristicw idependally for example CO, NRM,Reflection, metallic?
Or is there a way to get it all with one open.....?
In your video you say we get for example col in a different place than NRM. iS IT RIGHT? oR CAN WE GET IT ALL ONE TIME?
In Twinmotion you have to load them in in separate locations
Thanks for your great videos! Is there any way to keep texture mapping when loading a file from rhino in the version 2020? I would like to precisely map an ortophoto to a terrain :)
No clue - I haven't done anything with Rhino
how to make a mountain stream. The whole stream is in different slopes Thanks
Hi Justin! Loving the tutorials!
I was trying to make my own custom materials and I noticed a huge difference between the way bump behaves in the Twinmotion Materials and in the materials I make myself.
For example: Wave Cobblestone. When I really zoom into the Surface and increase/decrease the bump size, I can really see how the groves go down and it's almost as good as displacement.
I wanted the same effect with my own materials which I got from Textures.com
When I create a new material and load in either Bump or Normal nothing really happens. When I do the same Thing but edit the Wave Cobblestone texture, I get a displacement effect but it's completely messed up and doesn't look good at all.
Both times the Settings are exactly the same, the only difference being starting with a new materials/editing an excisting one.
That seems really weird to me and I wondered whether you'd know anything About this.
I also noticed that Twinmotion Materials have some sort of yellow normal map instead of the usual bump or normal map. Maybe it's something to do with that.
Nice tutorials. I've been here ever since twinmotion was free. Btw how to render out video settings properly? I can't seem to export anything higher than 360p
Hmmmm...I'll be getting in to export settings in a future video - you should be able to select something higher than that though...
Hi boss
Which is better Lumion or Twinmotion?
Thanx for everything..
It depends on about a million factors
Right now... Twinmotion is for free! And it runs OK on my computer... so that's my choice!
Twinmotion takes less space in your computer 5gig instead 20gig that lumion needs..and also doesn't need a high-end graphics card to run well..but I didn't work with lumion and I think it has better quality in some part
Is there any site to download some new Twinmotion material?
Sure - Poliigon and Megascans for super high quality, pro level materials, SketchUp Texture Club and Textures.com for free textures that are still good quality
Wow! This is way intriutive than sketch up material editor, compare to 3dmax this is night and day. Again for most of us, do we really need a material editior like max to freak us out?
I suppose that depends on what you're doing. Generally if you're modeling in SketchUp, you probably do because you probably want to use your model for more than just a rendering. For a Max user, maybe not?
too back sketchup has eliminated access to the warehouse in versions predating SU19, even though I own SUpro18. Bad move
Please do a video about importing our own custom object like the interior that we have created by our own
Yep will do