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Twinmotion: Three Sliders for Exterior Lighting 

ViaRender
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Hi everyone,
In this beginner focused video, we take a look at what I thinnk are the three most important buttons/sliders for exterior lighting in Twinmotion!
And a big thank you to all of you who have watched and subscribed! Thanks for your continued support and engagement.
Website Here: viarender.com/
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21 окт 2024

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Комментарии : 10   
@vicenserra62
@vicenserra62 5 месяцев назад
Hello everyone. In Lumen mode, I recommend experimenting with the local exposure sliders by manually entering the value beyond 1.00. For example 1.20 or 1.50. Both in highlights and shadows. The effect can be very useful in interior scenes where we see the outside through a large glass and the light is excessively high.
@viarender
@viarender 4 месяца назад
Thanks for sharing! I'm still a bit mixed about Lumen, and the fast pace of TM development seems to be adding more and more into the mix, but I wish they would slow down a bit!
@conmes3077
@conmes3077 5 месяцев назад
👍🏻👍🏻👍🏻
@viarender
@viarender 5 месяцев назад
Thanks! 😀
@marcesmack
@marcesmack 5 месяцев назад
Thanks for sharing these lighting tips! I'm wondering if these would work in an outdoor "night" setup? Imagine its a big place outdoors at night with no artificial light..I'm having a tough time to render it nicely. But I will try these tips! :) Thanks again.
@viarender
@viarender 5 месяцев назад
Hi there. I have not done a scene like this, but I have some thoughts: Night is never really pitch black, there is usually some ambient light, or a major light source (eg the moon, or reflected light from clouds, or even a clear night still has starlight etc). Also, you can approach it like a film maker/ director or cinematography; add fake light off screen to light the shot. Lastly, even night shots are still a ‘render’, not a photograph, so use your artist eye to fake the look! Basically, light it artistically and using fake light. I hope this helps!
@qazqwertyas
@qazqwertyas 4 месяца назад
This answer refers to your multiple videos about TM, not necessarily to this one. You mentioned multiple times that you don't understand why TM changed the sun intensity spectrum and that you prefer the old one. The truth is the 100 000 value is measured in Lux. These are physical units used to measure sun brightness in SI system (metric system). Typical brightness of real sun is 80 - 100 K lux. So this is part of the "physlight" concept in PT, to create an environment with physically accurate parameters (the rest of the parameters are also measured using real-world units (lumens, nits). This create realistic behavior of artificial lights (they are invisible in the scene exposed for the sun. The default brightness of artificial lights is set to 300 lumens. The use of this system for now is bit limited for now - note that if you switch to HDRI skydome / backdrop the intensity of the sun drops by default to 0 under PT and to 25 under Lumen and skydome brightness varies between 1 and 4. This destroys the balance between sun and artificial lights. (BTW In lumen you shouldn't disable the sun, HDRI as the only light source will create splotchy shadows.) In theory you may increase the skydome brightness to 100 000 and regain the physically correct balance but you may notice artifacts in the rendering (as bluish tones, lots of fireflies etc.). Also there is no "universally accurate" HDRI standard. Each image has it's own range, peak brightness, shadows representation etc. So you have to adjust it's brightness manually and adjust artificial light intensity to match the overall feel, "guessing" proper values. In movie / CGI industry this is avoided by creating HDRI on set and by carefully measuring the brightness using light meters. In archviz we cannot do that. BTW When you use dynamic sun under raster renderer, TM tries also to simulate the skydome brightness using ambient value. This is workaround to limit the number of calculations. It just adds some brightness to pixels in shadows. Since this should emulate the light that comes from the sky - increasing this value also makes scene more bluish. This parameter has very limited effect under PT (except if set to 0). Reducing its value will make shadows darker. setting it to 0 will make them black. Regarding number of samples and bounces in PT. Sample is a light ray that comes from the camera and goes through each pixel of the image and at the end hits a light source (in physical world the light rays go in opposite direction). PT solution limits the amount of calculations by reversing this direction = light rays which does not end in camera can be skipped. When a ray hits an object it bounces. The bounce direction is forced by the direction of the surface it hits and its material properties, the bounce direction is more random on opaque materials and less random on shiny materials. Then the ray will "fly" until it hits another surface, and this process repeats itself. The "max bounces" parameter decide how many times the ray will bounce. Note this is maximum value - TM may decide that it should calculate less bounces. The typical cases for this are: the ray hits the sky and "escapes" from the scene, the ray hits the camera, the ray hits very dark material. At the end of the calculation process, when colors and brightness of each pixel is known, the denoiser starts its job. Denoiser works on pixels, it does not understand the image structure. Thus the number of samples and the number of bounces and the denoiser will decide of the quality of the image. If you reduce the number of samples in your image you will have splotchy shadows. If you reduce the number of bounces you will loose details in shadows. You will also make scene darker. Increasing the number of bounces will make scene bluish cause the ambient light will be more important. What if even if you rise the number of samples and bounces to high numbers (like 1024/24) you still have blurry materials or grass? The answer is: you have to reduce the number of samples and bounces and >increase image resolution
@viarender
@viarender 4 месяца назад
Dear user, The best way I can respond is to go point by point with your issues and comments and hopefully provide some clarity. Please note that some of these points are from comments you have made under other videos from this channel. *“Seems you mentioned on one of your videos that you use UE but I really don't see the typical knowledge that comes from it which can explain limitations and workflows of TM and D5”* Regarding the Unreal Engine, I have opened it, watched a lot about it (I like William Faucher’s channel a lot), but never used it in any professional capacity. I have no real knowledge of its programming architecture, or how to use it for Architectural Rendering. I do not believe I have ever claimed otherwise. Please correct me if I am wrong about this.... I am aware that D5 and Twin are built on the Unreal Architecture, but as an end user, I do not have to know all the details of how the software works. I shouldn't have too either. My job is to make renders and images, and teach others how to do the same. That's all architectural renderings are, at the end of the day. *“V-RAM ISN'T VIRTUAL RAM! it is VIDEO RAM “* Um, I misspoke here. It happens. Making videos for RU-vid is hard work. Try it, and share the results with me. *“You mentioned multiple times that you don't understand why TM changed the sun intensity spectrum and that you prefer the old one”* I understand why the change was made (the documentation talks about it), and the shift to Lux, but as an end user, the shift has made the lighting harder to work with. This is my opinion, and stated as such. Your comments on the Path Tracer and Light are very interesting, thanks for the detail you go into. Do you have sources that I can look at, or images that can show what you are saying? I would love to learn more. I’d love to see visuals that show what you are describing. Your comments on the light leaks are interesting, but as a user, it doesn't really matter to me why they are happening, I need to know how to stop them from happening. Understanding how Twinmotion handles a Cascaded Shadow Map doesn't really help me, or anyone that I am instructing; we just need to know how to stop them. Again, I found your insight enlightening though. I am not, and never have claimed to be a programmer. That's pretty obvious in my videos, I even have a few videos where subtitles literally flash up and point out that I am not a programmer! I’m genuinely curious, do you work on the engineering side of computer science, or in a similar field? Or are you an architect or architectural rendering artist or designer? *“BTW In lumen you shouldn't disable the sun, HDRI as the only light source will create splotchy shadows”* Good to know. *“To the author: Sorry to say but I seen enough of your videos lately to say that you barely understand what you are talking about. There is no deeper understanding how all the software you present works, what is going on under the hood. This is surprising for a teacher (I can say it - I'm a teacher too)".* So….as a teacher, you should know that rudeness is just that; rude. If you have knowledge that helps the conversation, share it with others, do not just say * “Sorry to say but from this video it doesn't seem you understand it well”* . This is not constructive or educational and a teacher should know better. *"To the audience: I recommend finding better sources of information about these programs and workflows. If you follow these presented here you will have incorrect workflows and lack of real understanding of the software parameters”* You are not, as I mentioned to you before, under any obligation to watch, like, comment or interact with the channel. The workflows that I demonstrate are mine, and I share them out of a love of making rendered images. I hope they help others, because they work for me. That's it. Everything here is my opinion, and I have never claimed to be an expert in all things rendering, programming or workflows. Thanks for all the insights into the Path Tracer and TM light, it's very interesting to me. Kind regards, David ViaRender
@qazqwertyas
@qazqwertyas 4 месяца назад
​@@viarender first I'm sorry for being rude. I won't defend it. You are right. regarding meritum: I read your answer with interest. To say bit more about me (for the context): I'm an architect with quite long experience with visualization software (I started with 3DStudio under DOS) then I explored game engines as vis tool (I started with Steam engine powering Half-life 2) this was way before Lumion, TM existed. I don't have my own YT channel (I never needed it). Regarding your answer. I noted there is probably one important difference in attitude between us. You wrote "as a user, it doesn't really matter to me why they (light leaks) are happening". This does matter to me. Understanding why something happens may help you not only fight the results but may actually help you to avoid the problem. I do not mean coding but I mean the methods (like how raster rendering, ray tracing works). This speeds up the work significantly. In ideal world you will be right - you shouldn't worry about software limitations. But we are living in non-ideal world. Software has limitations. Especially game engines. They affect the workflows significantly. Game engines use multiple shortcuts to calculate results in realtime. Without understanding their methods you will always fighting the software. Without this knowledge you will have incorrect workflow with a lot of guessing. Understanding what's under the hood will then help your students - just tell them about stretched and thus blurry texture and they will understand what to do when light leaks happen. They will be able to prevent it. To show another example (this time about path/ray-tracing) - show your students two mirrors facing each other, reduce the bounces to 1 and run PT, look at the reflection, then increase bounces to 2, 3 ... 40. your students will instantly understand what bounces do, it won't be an abstract value anymore. I hope it will also make your channel better. Regarding sources: William Faucher’s channel is a good source of information. He also shares my attitude - he explains not only how but also why, shows the causes of the limitations of UE. Regarding the Twinmotion, Lumion and the rest of the pack - I won't surprise you - they have good official YT channels with multiple videos. You probably know them.
@viarender
@viarender 4 месяца назад
@@qazqwertyas Are you Professor Adam Gil by any chance?
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