So I have been looking to enhance my renderings a bit, and have been diving into some of the information about Blender rendering engine. It's really great, but also very complicated stuff and I think eventually I want to get good at Blender because there's just so much you can do with it - modify the meshes, add displacement/bump (battens/stones/etc). But after about a few hours or so I'm still only able to create something like this, which is not a real rendering but shows how powerful the texturing is in Blender - notice how I've added battens to the siding, ribs to the roofing, texture (incorrect texture, but this is just testing out the tool) to the stone:
OK so as a MAC user there really are only a few options for GPU rendering (the rest are CPU based, just like chief is on the mac). Well I have this sweet GPU so I want to put it to work for me. What other options do I have? Well a while back I downloaded the Unreal Engine and the Twinmotion app, but never really looked too hard at it.
Well, I should have.
This thing is awesome. You get textures, grasses, skylines, depth of field, normal/bump mapping (no true displacement like Blender, that's the only issue with it, but the bump mapping is pretty convincing) - you get people, etc etc etc. So here is the best rendering I could come up with in chief as far as normal mapping/bump mapping to show some texture on the board+batten siding, some stone texture, etc. and to render it in a nice lighting:
I'm finding the chief materials to be a bit hard to work, but if you get the normal maps and bump maps in there they can be pretty convincing too. OK so not bad for chief above. But with about an hour of 'learning' the program and exporting to collada + importing into Twinmotion, and messing with the cameras etc. I was able to come up with this:
Soft shadows, materias masking, and a lot more. I chunked some of their included plants in there and they look good and cast realistic shadows too. Battens look pretty good. Woodgrain has some texture on the columns.... look close at the stone though, the normal maps are inverted in twinmotion because they use a DirectX normal map with is somehow inverted from the OpenGL normal map.... so still some kinks to work out but I'd say it's pretty exciting.
So nothing really to ask but just wanted to share this with everybody - so far my experience using TwinMotion gives me hope for using it in the future. There is currently a trial license you can use unlimited (?) while you try it out.
Anybody else using twinmotion? Got tips, materials, example renderings, etc?
North Texas Design Solutions is a leader in providing custom residential home plans, offering a wide variety of designs that are construction-ready and that cater to a vast array of differing styles. Any of our in-house plans can be modified to meet your needs, or a new custom plan can be created from scratch. Our professional knowledge and experience, paired with your passion and specific needs, enables us to provide you with a home design that will leave you completely satisfied. This is why we say. “Where your ideas become your dream home”
Some of the services we provide:
3D Rendering, Architectural Design, Architectural Drawings, Barn Design & Construction, Building Design, Custom Homes, Drafting, Floor Plans, Guesthouse Design & Construction, Handicap-Accessible Design, Home Additions, Home Extensions, Home Remodeling, House Plans, New Home Construction, Pool House Design & Construction, Project Management, Site Planning, Tiny House Construction
Does anyone know if there's such a thing as global defaults in this program? For example, I would like to set defaults for cabinet materials and hardware finishes for all my projects, as I build spec. homes for a small company that has a specific style. Or the siding, for example. We're usually using the same standing seam metal on each house. How can I set CA to default to the same material for siding every time I start a new project? I'm probably missing something. Thanks!