line-weight Posted April 15, 2022 Share Posted April 15, 2022 24 minutes ago, Dave Donley said: Some operations (editing plug-in object parameters, reshaping walls) will reset the material overrides. Is this something we can hope to see the end of, in the next SP release? Quote Link to comment
Flair-Studio Posted April 18, 2022 Share Posted April 18, 2022 I am feeling a bit frustrated that direct link to twinmotion keeps resetting most of the materials and also, more often than not, when I close both VW and T.M the direct link breaks and I have to re-import the hole model again...! I am running VW 2022 -SP3 on T.M 2022.1.2 2 Quote Link to comment
Steve Kennedy Posted January 17 Share Posted January 17 It's 2024. This issue persists for me even with all the latest updates for TM and VWX. 1 Quote Link to comment
rami Posted September 20 Share Posted September 20 This issue still stands in twinmotion 2023 every time there's an update in Revit some of the materials in TM go back to their default. And I need the direct link to be able to change shapes or add elements, any solution to that? 1 Quote Link to comment
line-weight Posted September 20 Share Posted September 20 The fact this issue's been left unfixed for so long has led me to give up on TM. Glad I didn't invest too much time into learning it. 1 Quote Link to comment
zoomer Posted September 20 Share Posted September 20 5 hours ago, line-weight said: Glad I didn't invest too much time into learning it. Me too. I just read about its progress here on the forum. I just read something that modifying a Wall would result in a new UUID and therefore come over with the old VW Material. 1 Quote Link to comment
Flair-Studio Posted September 22 Share Posted September 22 I found out that it is the changes to parametric objects (mostly walls) that twinmotion doesn't like. If you update just a 3d symbol in VW, the direct link works just fine. Having said that, Twinmotion has its advantages (very easy learning curve, interesting libraries especially for plants, environment, making short movies, etc) and disadvantages (quality of renderings not excellent, lighting is quite limited, raytracing is not compatible with Mac users, materials can be edited up to a point, etc). For professional renderings I still use Vray, but then it takes a lot of time because there isn't (UNFORTUNATELY) a direct export from VW to Vray... I find Vray superior to many real time rendering engines which came out lately and I really like the way it renders the lights. Hope this helps! 1 Quote Link to comment
zoomer Posted September 22 Share Posted September 22 2 hours ago, Flair-Studio said: I found out that it is the changes to parametric objects (mostly walls) that twinmotion doesn't like. If you update just a 3d symbol in VW, the direct link works just fine. Good to know. 2 hours ago, Flair-Studio said: Twinmotion has its advantages (very easy learning curve, interesting libraries especially for plants, environment, making short movies, etc) and disadvantages Exactly that. I am fine with the quality. Easy spreading Entourage would have more impact for my kind of work. My problem is mainly Epic and its Apps in general. Terrabytes in size, that Game Launcher and stuff which doesn't make me feel comfortable with it. I also really liked VRAY. Had it for Modo and C4D. But they went Subscription only and there terrible licensing system. Escaped Modo and C4D some years ago too. I liked Escape but that got first Subscription only and then Chaos Company. D5 is Windows only .... 1 Quote Link to comment
Flair-Studio Posted September 23 Share Posted September 23 14 hours ago, zoomer said: I also really liked VRAY. Had it for Modo and C4D. But they went Subscription only and there terrible licensing system. Escaped Modo and C4D some years ago too. My Vray is on perpetual, the only problem is the complicated export process from VW which is OK when you don't expect many changes to the model but can be a pain if many exports are required. In fact, I tend to use Vray for final renderings where I could charge a premium Quote Link to comment
zoomer Posted September 23 Share Posted September 23 BTW; it meant "Enscape" not Escape, but ma out of edit post time frame .... Yes, no more sure but AFAIR my Modo VRAY was perpetual but deprecated at one point (?), VRAYforC4D was perpetual with Upgrades but AFAIR went Subscription only when it went to chaos group. Even C4D still kept perpetual licenses and upgrade. I just ignored it, as I only needed the C4D Visualize and they deprecated these lower versions and I would have had to go to double costs of the Ultimate/Designer version with all these Mograph tools I don't need. VW C4D Exchange worked great for me for many years. I also set my projects up for VRAY in parallel. Just that my clients did not care much about plus in quality but fast renders to present design versions to force client decisions. Beside I really liked to work with VRAY Cameras, Materials and Lights. It was just a bit slower than C4D Physical Renderer for simpler Material and geometry setups. I am not very familiar with Datasmith and did not really test (lossless) Exchange but fine that it is available in VW. I just noticed that replacing my 3D plants with TM plants made them switch Z and Y axes. Same for some random parts of my geometry. Otherwise I had pretty good VW Export results with C4D or FBX, as long as no Exchange is necessary. Quote Link to comment
line-weight Posted September 23 Share Posted September 23 9 minutes ago, zoomer said: Just that my clients did not care much about plus in quality but fast renders to present design versions to force client decisions. Most of the time, at the moment I just use shaded view for this. It has its limitations but it saves a huge amount of time and avoids the problem that arises when renders are "too" realistic, that the client takes every detail literally even when the design is at a preliminary stage. 2 Quote Link to comment
zoomer Posted September 23 Share Posted September 23 I also used Shaded (w/o Lines + HL) where ever possible for things out of VW like Elevations. The Renders were usually done in C4D with Indrirect Illumination, n*Cameras with individual geometry and exposure settings via Take Manager. So Batch Rendering while dinner, usually 5-12 minutes per frame. Quote Link to comment
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