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Tom Klaber

Twinmotion Plugin + Sync

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But it seems that Twinmotion Direct Link will really happen at some point. Listen to Dr. Biplab Sarkar speaking about it in his 2020 Design Summit presentation (min 13:45).

 

Also the fact that Redshift renderer, recently acquired by Maxon is coming to Vectorworks is very exciting. Listen to Dr. Biplab Sarkar at min 13:30. Also check out this article that briefly mentions it: https://gfxspeak.com/2020/05/07/maxon-actually-several/  

 

I'm also very much thinking of saying goodbye to Apple and making the move to Windows. Hardware is just much less expensive and the ability to be able to work with Nvidia RTX graphics cards and AMD's Thread Ripper CPUs just leaves Apple hardware performance very far behind. Just go to Puget Systems and try configuring your custom PC, by paying much less you get much greater performance.

 

I'll wait until the June 22 Developers conference and hopefully a new iMac or iMac Pro comes out and that real time raytracing is in some way brought to the Mac. But neither of that is likely to happen and that's when I shall definitely wave goodbye to Apple.

 

I hoped that today some new graphic cards where to be announced on GTC 2020 but sadly that did not occur but Nvidia's Omniverse development is amazing.

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Posted (edited)

As long as there is no real Exchange,

has anybody experience with "refreshing" VW Models in Twinmotion ?

Like by C4D or FBX export.

 

So far I tested mostly with FBX from Bricscad.

I have most Materials overwritten in Twinmotion.

After I added new Geometry and refreshed in Twinmotion,

some of my Glass Panels in Curtain Walls randomly got a Wood Material

from my Furniture and such things.

Edited by zoomer
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Posted (edited)

@zoomer sounds like DirectX for Windows, and Metal for Mac but he also used the words “low level” for Metal, so that doesn’t inspire much confidence.

 

Edited by Mark Aceto

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Posted (edited)
On 5/14/2020 at 8:04 PM, zoomer said:

As long as there is no real Exchange,

has anybody experience with "refreshing" VW Models in Twinmotion ?

Like by C4D or FBX export.

 

I've been playing with export from Vectorworks as C4D. Provided you have the entire VW model set up so all components are in appropriate class, and textures set to "by class", and all classes have textures defined - then it works perfectly if you export with "by texture" checked. Make changes in VW, export, click "update" in Twinmotion and everything responds as you'd want. But I may just have been lucky! I'm looking forward to a direct link - mainly to be able to navigate using Vectorworks, as native navigation in Twinmotion is terrible.

Edited by MogTheSmilingCat

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On 5/14/2020 at 10:40 PM, Mark Aceto said:

@zoomer sounds like DirectX for Windows, and Metal for Mac but he also used the words “low level” for Metal, so that doesn’t inspire much confidence.

 

Low level means it would be deeply integrated into the Metal API and will be much faster that way

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4 minutes ago, Diego-Resuelvectorworks said:

Low level means it would be deeply integrated into the Metal API and will be much faster that way

 

 

Yes, opposed to older OpenGL Versions, Vulkan and Metal are low level graphic APIs

that allow more direct access to a GPU's hardware. So faster but in case of Vulkan

much more complicated to work with.

So lower level in this case means better.

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Posted (edited)
21 minutes ago, MogTheSmilingCat said:

then it works perfectly if you export with "by texture" checked. Make changes in VW,

 

For C4D or FBX from VW I use always export "keeping VW hierarchy".

Usually I do also import VW exports by keeping VW hierarchy into Twinmotion.

 

Just Bricscad's FBX export, while geometry wise very good,

doesn't even translate Layer hierarchy nor naming (beside for Blocks).

So just a mess of separate objects when importing.

Therefore there isn't much other chance than sorting by Materials while

Twinmotion import.

 

Maybe that import with sorting by materials in Twinmotion is error prone (?)

Maybe more likely Bricscad tends to change object's numbers or IDs

with every export which confuses Twinmotion's Material Assignments.

Edited by zoomer

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4 minutes ago, zoomer said:

 

For C4D or FBX from VW I use always export "keeping VW hierarchy".

Usually I do also import VW exports by keeping VW hierarchy into Twinmotion.

 

Just Bricscad's FBX export, while geometry wise very good,

doesn't even translate Layer hierarchy nor naming (beside for Blocks).

So just a mess of separate objects when importing.

Therefore there isn't much other chance than sorting by Materials while

Twinmotion import.

 

Maybe that import with sorting by materials in Twinmotion is error prone (?)

Maybe more likely Bricscad tends to change object's numbers or IDs

with every export which confuses Twinmotion's Material Assignments.

I just export C4D Sort by Textures, no need to do a lot of extra work in classes. And then import into TM as Collapse by material. The import update button works fine.

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I think I have to play a little more with "refreshing" FBX.

 

Basically, as long as C4D/FBX exports have proper hierarchies, like those

from VW, I usually keep these object hierarchies when importing.

As that has advantages if you need to modify things later in Twinmotion

and as Twinmotion is able to deal with such complex hierarchies.

(Much better than Modo !)

 

So normally an Import "Collapsed by Material" for me is a Workaround

where absolutely necessary. But if that's more reliable I have to rethink.

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36 minutes ago, zoomer said:

I think I have to play a little more with "refreshing" FBX.

 

Basically, as long as C4D/FBX exports have proper hierarchies, like those

from VW, I usually keep these object hierarchies when importing.

As that has advantages if you need to modify things later in Twinmotion

and as Twinmotion is able to deal with such complex hierarchies.

(Much better than Modo !)

 

So normally an Import "Collapsed by Material" for me is a Workaround

where absolutely necessary. But if that's more reliable I have to rethink.

What advantages are you gaining in terms of modifying in TM?  Are you just talking about being better organized in the Scenegraph? Have you found advantages of using FBX instead of C4D?

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I haven't seen any problems in FBX translations.

But I think C4D is even more advanced. Also you can improve your file

and materials already in Cinema4D.

 

Well, as long as there is no real Exchange to Twinmotion, I see it more

like an Export at a certain VW file state and going on working in Twinmotion.

Like changing material assignments, moving parts and such.

"Collapsed by Material" will left you with a single large mesh object per material.

Maybe there are workarounds but looks more complicated.

 

Like I use C4D Exchange all the time and I do a lot of changes beside material

replacements there. 

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is there any way to adjust the render settings in Enscape?  Like GI, AO etc?  I can't find any control for those sorts of things.  

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