>> Hello and welcome
to this webinar on importing and working with ARCHICAD data
in Twinmotion. My name is Craig Barr.
I'm with technical marketing on the enterprise team
at Epic Games and I will be talking
about Twinmotion today. Joining me today is
a special guest, Belinda Ercan. She is a product manager
from Graphisoft and she's going to be showing
some pretty in-depth, pretty awesome workflows
with ARCHICAD. And one of the cool things
that we're going to see here is not only the power
of the tool set in ARCHICAD, but how quickly you can get your
ARCHICAD data into Twinmotion via a one-click workflow
using our direct link right out of ARCHICAD
and into Twinmotion. Belinda is going to cover that
and then I'm going to be doing a Twinmotion workflow
in there as well. So, we have a lot
to cover here today so I'll just jump
into a quick agenda. I'm going to go over
a little brief of Twinmotion, what it's about, some other
interesting things going on in the Twinmotion community
and then we're going to get into Belinda's Graphisoft
and ARCHICAD overview, some workflows there
that will take the data right through an ARCHICAD workflow
into a live ARCHICAD demo. And then from there,
utilizing the one-click workflow
with the direct link abilities, we're going to send that data
or Belinda's going to send that data
right over to Twinmotion where I'll pick it up from there
and show a live Twinmotion demo. And then of course
with time permitting we'll have a brief question
and answer period there as well. So, let's get started here.
Twinmotion, what is it? Well, Twinmotion is
this amazing, super easy, super powerful,
very quick and efficient way of visualizing
your architectural data. The idea behind Twinmotion is this click-and-go,
drag-and-drop idea. Bring your data
in really quick and be able to create
beautiful imagery, video or be able to even jump
into VR very quickly as well. We're going to take a look
at all of these different things that we can access, especially these things
like Asset Libraries where we can access
Libraries and materials and different models
and animations and how quick and easy it is
to create all different stories with our data
within Twinmotion. Just like we talk about within
the architectural workflows within unreal engine, we bring
this idea with Twinmotion, this idea of one Asset,
many uses. Bringing your data in and be able to do whatever it
is you want to do with it, whether it's creating
beautiful high resolution still imagery, interactive
or immersive experiences or maybe even putting a video
directly out of Twinmotion,
very easy and quick. So just a quick little
comparison here, on the left we see
using traditional offline ray tracing software
where we're taking the same data and we're using software
rendering here and we're producing
a pretty nice image there, 2K, in about an hour
and 29 minutes to render that. And on the right here
we have Twinmotion, same data and we're producing
a 4K image at 0.2 seconds. So, this speed;
some pretty good quality for given the amount
of time there. Of course, ray tracing is not currently available
in Twinmotion, but the capabilities
and the quality of the rendering as we can see is beautiful,
especially the amount of time that takes to output that level
of fidelity and quality. So, we're going to step
into some examples here of Twinmotion. We're going to look
at some workflows that create imagery of things
like this here as well. This is a massive dataset that was put together
live out of Twinmotion and producing
some beautiful imagery, different scenarios or moods that can be quickly put together
in Twinmotion as well. To create
different visualizations or different ways
to experience data or to visualize that data
and to a different context, something that maybe puts it
into a bit of a theme. Very easy to do in Twinmotion.
This image here demonstrates some of the recent addition
to Twinmotion where we've really upgraded
the quality and overall abilities
of the vegetation workflows in Twinmotion. So, if you haven't had
a chance to grab Twinmotion, which is free,
you can download it right now. Definitely check out
the latest build. We have this ability
to take advantage of some pretty
amazing vegetation in there and we'll take a look
at some of this here as well. I just wanted to point out a
time may not permit to do this. I'm also at the same time doing
a live stream webinar here, recording this as well.
So, I'm not sure, and we're going to get
a pretty big scene going. I'm not sure how well
it will work live in VR. Maybe we'll give it a shot here.
We'll see how things go. But the point is that
we have this ability to go in simply two clicks
from CAD to VR via Twinmotion. Working with a package like
ARCHICAD, we can take that data, simply click
in through direct link and be in Twinmotion
and experience that data in VR in a number of ways. We can quickly jump in and out and maybe we want to produce
imagery or video or be able to experience
that in VR. Really simple and easy
to do with CAD data directly out of ARCHICAD. So, I wanted to point out that
there's multiple ways to learn Twinmotion,
lots of stuff going on online. We'll be adding more and more
to our online learning Library. If you haven't checked out
the Unreal Academy, just simply Google that. There's lots of really
cool stuff happening there. We host events, we even
host class time sessions, so keep your eyes open for
different things there as well. And I wanted to point out
a contest that we're now running some
really cool Twinmotion contests and you can check out
the Twinmotion page on Facebook. Definitely go and follow
it there, like the page and see what's going on
with our contests. I'm just going to switch over
to the Facebook page and this is the actual
Facebook page and this is "The Best Sunset"
challenge that we ran just recently,
a couple of weeks ago, and we had some
amazing submissions. Really tough to judge
and pick out of these. You can see
some thumbnails there. If you're interested in jump in
and go take a look at that. Also, keep up on the blog here.
This is where we announced that community
challenged "The Best Sunset." and we'll have a pretty
cool announcement coming up soon very shortly within the coming days
of another cool announcement. So, with that contest,
"The Best Sunset challenge," some examples
of some of my favorite there from the submission here, right out of Twinmotion,
people, the basic rules are, create something
amazing in Twinmotion. Follow the theme,
no post-processing or adding on. And here we have
some amazing results right out of Twinmotion
here as well. And our winner here
Jawad Tariq Qureshi, he was the winning project
of the first -- "The Best Sunset"
community challenge contest with this amazing image here,
right out of Twinmotion. Some really beautiful
work there. Congrats on the winner
for producing something amazing. And again, stay tuned for some
news on some contests coming up. I wanted to talk about the data we're going to use
in today's webinar. The ARCHICAD data that
we're going to be looking at was produced here
by RIFT Architects or Delta RIFT Architects
here as well. You can check out their website,
rift.no. They produced
some amazing things within the fields
of architecture, interior design
and 3D visualization. You can check out
their gallery of work. It speaks for itself,
absolutely amazing stuff. And what we're going to be using
today is some data here that Belinda is going to be
showing us in ARCHICAD where we're actually going to
take this data set here and translate it
from the ARCHICAD viewport and bringing it to Twinmotion and be able to build it
into something much like this very quickly
and rapidly in Twinmotion. I want to thank the folks
over at RIFT. Here's the actual project,
the finished completed project that they put together there, and this is the data
we're using today. So, thank you so much
for letting us use your amazing ARCHICAD data and the ability to visualize it
in Twinmotion as well. So, I'm going to send this now
over to you Belinda. Belinda will take it from here
and she's going to show some amazing stuff
related to Graphisoft, to the Graphisoft story and of course
a live demo in ARCHICAD working with our data.
Over to you Belinda. >> Hi everyone. Thanks for joining us
and for your interest in learning more
about ARCHICAD and Twinmotion. Since ARCHICAD was and still
is the first of its kind, the very first building
information modeling solution in the world, you might want to know
a bit more about it in our company Graphisoft
before we jump into the demos. So, let me quickly take you back
to the year of 1982 when our founder, Gabor Bojar,
wrote a computer program for 3D modeling on a PC just one year after the first
personal computer even appeared on the market. That in itself
was already an innovation but the most revolutionary part
of his invention was that this program
was the first ever program that could create both 2D
and 3D geometry simultaneously while storing large amounts
of building information inside the 3D model itself. Just at that time,
this new method of simultaneous 2D-3D modeling
and documenting was called the virtual building
and not yet BIM. And so there it was, ARCHICAD, the first virtual
building program. Born in 1984 and ever since used by hundreds of
thousands of architects. Since 2007, Graphisoft belongs to the German
software holding company, the Nemetschek group
and continues to drive a whole entire ecosystem
of their solutions. So, we have ARCHICAD,
our BIM application and because architects
and designers and engineers, they need to collaborate
with each other, we also offer BIM clouds and the BIM server
as a collaboration solution. And last but not least,
we have BIMx, our award-winning
mobile 3D viewer with which everyone even
non-professionals can view ARCHICAD BIM models
on the goal. Now speaking about BIM models
and BIM in general, this is something very much
talked about in the industry but not always
very much understood. So, when it comes to 2D and
3D architectural visualization, the most important thing
is that design visualization is a tool for one thing.
Communication. Now how is the design
visually communicated? And architects,
designers, and engineers, they express the designs
through mandatory documents. What are mandatory documents?
These are floor plans, sections, elevations,
perspectives, cost breakdowns and other not so exciting
looking plans. And these drawings are important
for communication, but communication doesn't
mean immediate understanding. So, these mandatory drawings
are not enough to communicate. They need to be supplemented
by extra informative drawings in the form of sketches,
diagrams, enhanced plans, which are informative but are
also visually enhanced on top just to boost and drive
a better communication understanding
between architect and client. Throughout the design phase,
you need these sketches, mass models and so on
and so forth. For your own design thinking, you need visually
enhanced drawings to help communicate with clients
and external stakeholders. You also need
visually enhanced drawings for construction documents
and permission drawings
and construction details, they're all needed to
communicate the design intent. Last but not least for boosting the marketing
around your design, you of course need
a nice juicy render, preferably in real-time with least amount of effort
to create. So, let's have a look
at a real true 3D BIM model where these visually
enhanced techniques are applied. And this is ARCHICAD and we're
going to do the session first on this Reload Architect
Villa project. Let's jump right
into the 3D view where you can see
the 3D model of it. And this is the central
building information model, meaning that all the project
related documentation is stored here
in the single project file. So, you have a wall,
doors and windows or the slabs. All these building elements
contain building BIM data. And on the right,
you have the navigator tool, which allows you to easily
access these BIM data in the form of all these
mandatory documentation plans such as floor plans
or sections. And the coolest thing about this is that in all these
documentations, all these, let's say
different views are live links to the central
building information model. So, for example, if I want
to make a modification here in the 3D,
let's duplicate the window. So, if I want to make
this modification here, it takes effect
in all the other views. So, let's have a look
at the floor plan and yep, there it is.
The window appeared there. Same vice versa.
If I want to remove the window, I want to delete it
from this view. It should take effect in all
the other views automatically. Let's have a look and the
window's gone in the 3D view. So yeah, that's actually
the essence of BIM and that's the essence
of ARCHICAD. ARCHICAD offers a really
cool visualization feature, which is very popular
and it's called the 3D Cutaway, which generates these
interactive cutting planes. I can just drag down
one cutting plane down to the model to the part
that I want to elaborate, that I want to edit,
analyze, or visualize. So here it comes in pretty handy
if I want to visually enhance these 2D documents
into 3D fashioned way. So, you have this
one central model from which you derive
all the necessary information and these are
graphically represented depending on the
architectural context. For example,
if we go to the details, part of any construction plan, they show how the building
is built up, what type of materials are used, their dimensions,
how it all fits together. These are important
as mandatory documents. But as I said, clients usually
they don't deal with this nitty gritty
of construction details. They need to see enhanced
presentation plans. So, let's have a look
at enhanced simplified elevation where you just have
a simple sky, simple trees or you can add more information
such as color information. Material information
of the floor plan depends all on you
to what extent you want to visually enhance
those 2D mandatory drawings. And another cool thing is that
ARCHICAD offers you to easy and quickly generate these 3D
documents that you can see here. So, I generated a 3D section
using the 3D cutaway planes and then I save it
as a 3D document to which I can
then add annotations, dimension,
space material information. And in similar fashion we have the very popular
white model effect which you can easily
create in ARCHICAD. It comes in pretty handy
when you don't have much time to render out
a sophisticated rendering and you want to get rid
of all the noise, all the surface information,
color information, decide the context
of the design. You just want to have
a simple white render just like here where you
bring across the space and the simple shape
of your design. And again, when communicating
to consultants and other stakeholders,
you can use the technical model. Like here you can highlight
for example the installation in any color you want, show that
the installation envelopes the whole building
and the floor plan. And ARCHICAD offers
also to highlight visually any other
kind of elements that have other functions and that you would like to
highlight for different reasons. Now when you're ready,
creating all these drawings and you are ready
to communicate, you go to the layout book
where you can then put together, create, organize
your final architectural layout in any fashion you like. Here you have a typical
architectural plan and depending on what and whom
you want to show something, you can assemble all necessary
drawings on one layout. Use that to explain
your design. Here you have for example
these explosion diagrams so you can puzzle it together
on one layout sheet. And here again to make
a change in one drawing, it will automatically update
in your layout sheets. So ARCHICAD is an easy
communication tool and if you want to
for example, use more sophisticated
communication mediums like renderings
such as this one, then you can of course
use Twinmotion because Twinmotion is part
of the client communication. It's a real time archviz tool to bring forth
still images and VR experiences and we have this pallet here
in ARCHICAD 22 and 23 and this is a quite simple
and neat project. Twinmotion is able
to handle this. But let's have a look
at a bigger brother, a bit of a more
heavier model. Like this one here,
this the new [inaudible] model in Oslo
by Delta Architects. And so, let's have a look
at the Twinmotion pallet here. You click on it, then you have
a dropdown menu with the direct link
and the other general settings. So, let's have a look
at the setting style to see the
synchronization options. And here the merge option
defines how materials are handled during
the synchronization process, so you have by material, which means
that Twinmotion merges all the geometry
of ARCHICAD's model based on the material name, or you can go
with a no merge option that allows you then to send
ARCHICAD BIM information such as classifications,
properties, building elements to Twinmotion
if checked below, but that might
significantly increase the synchronization time. So, let's go back
to by materials. Then you have a second option
called substitutions. You can use Twinmotion materials
or Twinmotion objects and if they are both checked, means that Twinmotion
will substitute the ARCHICAD materials and objects automatically
with Twinmotion Assets based on their name. Then you have an optimization
drop down menu where you can exclude objects
smaller than a given size. You can optimize your geometry;
you can fix the UV textures. All of this is there
to make it more conform and suitable for Twinmotion. And then when you are done
going through your settings, you can of course
save all the settings in your default as default
and then just simply press okay. And after opening your model
in the 3D window in ARCHICAD, you click on the direct link
on the pallet, create a new project, and then start
the synchronization process. And again, know that
the synchronization can only work
from the 3D window in ARCHICAD, so not from the 2D realm. And voila, there you go
the Twinmotion model is perfectly synced
to your ARCHICAD model. And I think from now on,
I can pass on over to Craig. Let's continue
with our design story. Click and just play. >> Thank you, Belinda.
That was awesome. A Great overview of Graphisoft,
amazing ARCHICAD demo. And thank you for showing
the ability to send this data over here
via direct link. Here we are in Twinmotion
with the data and I've already built
a base landscape here. You can see there's
a really simple Hill. We're using a backdrop
of the city in the background and we have some forests
going on in there. Let's start to work with this
and start to bring this alive or maybe start to work with this
in a way that maybe we want to be able to add something
a little more to the scene here. I think the first thing
that we should start out with is maybe working with
a few materials here that we have going on here
in Twinmotion. So, there's some things here,
some basic settings that I want to change already
just in looking at this here. And before I do that, I want to show where
we can grab some of this stuff. So, as you can see, the Twinmotion UI
is very simple right now. We have our data set in here and we simply just have this
canvas essentially down below. Well, there's much more to it. If I pull out this little arrow
up on the left, this is where we can
get into our Asset Libraries. And we're going to take a look at all these different kinds
of Asset Libraries here as much as we can within
the time given here in a moment. And as well, it's important
to point out over on the right with this little arrow,
I can pull out our scene graph and this contains everything
related to the scene. And we're going to look
at how this works much later on here as well. If we're working in something
too that we want to see how the overall performance is, we can at any time grab
some of the statistics here, see what we're getting
in a frame rate, see how we're working
with the overall scene; things like what we're
working with, with the GPU, how things are working overall,
the number of polygons, objects in the scene,
textures, whatever it may be. It gives us
the overall stats on that. I'm just going to move
this over here for now. We'll come back to that later
and you can see that the UI is really simple.
We're going to go through some of these different
settings down here. This is simply an import
setting in here. This allows us to bring in
different things like working with aligning
or measuring the data. Adding some paths,
we'll look at a bit later, creating things like adding
in different times of day or even localization; where this exists
geographically. Times of the year as well,
seasons, of course, we can adjust the lighting,
the weather. We're going to do
some really cool things with this here momentarily and we'll look at the way we can
output some media out of here, whether it's beautiful
still imagery or maybe it's video, whatever it may be that we want
to send out of Twinmotion. Let's get back to working here
with our scene. What I want to start off with
is our Asset Libraries here. I want to be able to work
with this data in here. The first thing I'm noticing
is that these railings, I might want to update. There's a bit of a wood
railing thing going on. Maybe we want to change
that there. I'm going to go into
the Materials, into Metal and you can see that we have this
beautiful library of amazing PBR or physically based
rendering materials here ready to go for you. All sorts of different things
that we want to work with. What I want to work with here
is this brushed aluminum. So you see that
we get a thumbnail on everything that we work
with out of our Asset Library and you'll see
that across the board, whether it's materials
or vegetation or maybe it's different props
or people, we get a nice simple preview
really quickly as to what that Asset is. So, I'm going to take
this brushed aluminum and if I click
on this area here, you can see that it grabs
all the associated Assets that are part
of that hierarchy there. So that's fine. That's what I'm going
to work with. I don't even need to have
that selected here, but I'm just going to
leave it selected so that we can see
what we're working with. I'm going to left click
and drag that material right on to that element there. And you'll see that we have now
effectively changed that data. I've just clicked off that
or deselected that there for a moment and we have some aluminum
going on on there. We're going to come back
to this aluminum here. In fact, actually, while we're
working with the aluminum, there's a couple things
that I do want to change and it's to do with this
siding on here. So, we've got the railings
with a simple default brushed aluminum. I may want to use
that same setup on some of the siding
that we have here. You can see some
of these elements if I pick them,
I may want to change those. What I'm going to do
is actually go in here and I'll just De-select.
Let's grab the brushed aluminum. I'm going to drag it
onto this guy here and I'm going to change
the color of that a little bit. So maybe something that's
a little more towards a bit of a brown.
That looks fine. And now that I have that here,
I'm going to continue with that over onto the rest
of these pieces of these elements
in here as well. So, you can see that
I've rapidly changed that. I can change
the reflection of things. You can see that
we have accessed to all different settings
really quickly and simply in here.
And speaking of which, I can see that there's a bit
of a default stone down here. Not bad,
but I want to change that. So, let's move up
our library here. I'm going to go back actually
into Materials and I'm going to work with maybe some of the stones
that we have here. If I scroll down,
we have lots of different walls. What I want to work with in here is a type of stone
we could put on this stone here. It's maybe a little bit
too rough for my liking there. So, let's actually
go out to the Ground and let's go into Manmade
and we have different concretes in here,
which will be great. We have some old cobblestone,
that'd be nice, but I think what I'm going to
stick with on this is simply maybe
a rough cobblestone or perhaps this maybe
a square cobblestone, if we put that on
and adjust the scale of that. That's actually very much
the same one. Let's change this to a bit
of a rough cobblestone here and just maybe make the size
of the cobblestone little bit bigger
for our liking there. There we go. Of course,
I can adjust the color of that if I wanted that to be something
maybe a little bit darker or for that matter, maybe we want that to be
a little bit lighter. That should be fine right there. So, we've adjusted things
like simple materials on the aluminum railings
up here. We've adjusted very quickly
the building materials in here. Let's start to bring this scene and of course
the stone down here. Let's start to bring
the rest of this scene to life in here as well. So, there is a walkway
we have in here with the cobblestones
that looks all right. What I am going to do is add in a couple of
different elements here. We've seen some materials like
different aluminums or metals for that matter,
different stones. What we can also do in here is actually add in some
different dynamic materials. So, if I go down into the bottom
here, I have some Water and I do want to create
a bit of a pond effect here. I'm going to use this Pool 02 and just drop that into
this little area here. This is a little bit of a pond
or a pool that we have down in there. So, we get a bit of this dynamic
kind of pooling or pond effect happening in there.
And that looks pretty good. I should point out that
I'm moving really quickly with this of course,
given the time in this webinar. Anytime we work with materials,
shading, building the overall
rendering of the scene, we want to work with
all of those different things; the different shaders, the different
materials of course, and the different
lighting scenarios. Well, we're going to come back
to that a bit later, but it's worth noting
that at any time I can adjust the overall lighting scenario
very quickly in here and be able to shade this maybe
in a different context, maybe a nighttime scenario
or something in the autumn or something
in a rainy scenario, whatever it may be that I want
to make sure I dial in those materials
to that scenario. For now, I'm going to leave this
as this as is because we'll dial
in some weather and different lighting settings
here in a moment. What I do want to do is actually
change this brick material here a little bit as well. Yeah, we can see it's a bit
of a low res brick that we have on there. I'm going to go into
our Brick folder. We have some clean brick.
Let's go to Clean Brick. This looks pretty good.
Clean Brick 05. I'm going to scale it up
just a little bit here as well. That looks pretty good.
Even the way it's wrapping around
in the window framing there. And I might want
to update the color. Maybe it needs to be perhaps
a little bit lighter. Not so red perhaps,
that's okay right there. So, something like that that
we're bringing to the scene. At any time of course, I can come back and change
any of these materials. And the way that we can do that is with
our little Material Picker. So, if I grab
the Material Picker, I can grab any material in here and I can adjust
the color on that. Perhaps if I wanted that to be
a tad bit red, we could do that. I'm going to go back
to the brick and actually change
that color back to something a little more deep,
kind of auburn orange, maybe a little more towards red.
That's fine. And then we can bring this out
so that we can see that we're starting to get some
of those materials looking good. But what I do want to do
is start to bring the rest of the surrounding area
to life in here. So, I'm going to go back
into my materials. The cool thing about
this workflow in here, we saw some dynamic materials using the water as an example
of how quickly we can add that. I'm going to add some vegetation
or some ground covering here with some grass and this will be a good segue
into the dynamic vegetation that we're going to
use here as well. Maybe something, we don't want something
that's kind of dead like this. We want to zoom
in maybe into this area here and I'm going to work with
maybe a grass, like maybe something like this, this Grass 3,
I'll just pop that in here and we can see
that it looks like it's something freshly
cut there as well. And we're kind of bringing
that scene into a little bit of life
here now. Looks like something
freshly groomed going on. But of course there's
a few areas here that I would like
to update on this, I'd like to change, and that is maybe
some of the concretes on here, but in the interest of time,
let's move forward and start to bring this to life because we have so many
different things that we can add to this
to bring this area to life here. One of the things I want to do is start to add some vegetation
to this. So, let's go back right to the
top level of our Asset Library and jump into our Vegetation
and Landscape. I'm going to
jump into some trees. I'm going to
start out with here. Some of the trees
that we might want to work with; you can see we have a Library
of different species of trees and this is an excellent way
to be able to go in and work with all of these different
trees that we have sitting in here. Let's bring in something
like this guy here. The great thing about this
is this silhouette giving you an overall impression of the
size approximation of the tree. I'm going to bring that
and maybe stick this one over into right here
at this corner. Give a little bit of shade
on that corner there. And actually, maybe I should
move that over. Oops, I'm just going to move --
zoom in here and move this guy
just in a little bit more. And the nice thing about this is
if I hold down my shift key and grab one of
these little arms here, you can see up and the different
axes here that we're moving in. Just going to grab this access
with the shift key pressed. And if I pull that, I'm effectively duplicating
that tree there as well. I'm creating an instance
is what I'm doing. So, I'm going to do that,
but just to change it up a bit, I'm going to rotate it
a little bit around, maybe space that one out
a little bit more. That looks pretty good there.
Let's go back to our trees. I'd like to add
a few more different ones in. In fact, I actually want to go
out of the trees and go in and maybe some bushes
or shrubs in here. Put something a little bit
smaller in here. We have some nice
little maple shrubs. I'm going to add
a couple of these in here. That looks pretty good. Maybe something
that's a little bit taller or a little bit
more cylindrical. And then of course,
I like this guy here as well, so I'll bring that forward
and we can keep doing this. Just like I've done
on the background here, we can build up
an entire background of trees -- oops, that's an instance so,
I'll say okay. It's always going to give you
that to ask what you want to do
with your copy that you've created or
your instance for that matter. It's going to ask
if you want to instance that or create a separate piece of geometry
of a new piece of the copy. Of course,
we have things like rocks. If I wanted to build
a quick little rock garden and here's some of these rocks
are massive, so we may not want
to put anything too big within our scene here, but we can see
that we can build up a little bit of a rock element
into there very quickly. I'm just rotating
that guide around. We can build in some
really large kind of rock structures into here.
Here's some smaller ones. I'm just going to
place over into that area and we'll step out of there. Let's put some grass
and flowers in here. We can do this in a number
of different ways. We can work with grasses
and flowers. These are longer,
taller grasses. If we had some tall grass
that we wanted to add in, we can really quickly add
that in to a scenario by simply pulling it over
or even better yet, what we might want to do is another way that we can apply
vegetation like that. We can't really see that
from this distance, but I'm going to purposely
actually move out a little bit from here. Move over to this area
because we're going to look at how we can work with vegetation
in a bit of a different way. So, I've gone to this little
Vegetation tab down here, some effects with vegetation
and I'm going to place in, perhaps let's take a look at
some maybe longer grass in here. I'll select that.
I'm going to use the paintbrush, which is on by default
and what I can do in here if I wanted to work
with this in here, I can start to place down
a bunch of different grasses growing kind of wildly
within the scene there. I can have it even go right over
top of the stone if I wanted to. I don't want to have that
all over that stone, so, I'll just simply erase
a bit of it. Having it grow a little bit
over the edge always brings a little bit
of life or realism to it. So, we'll just leave
that for now. And then what I do want to do
is maybe come out and add a little bit
of these kind of poppies into this area in here. Just add a little bit
of the growth of some red little poppies
into that area in there as well. And we can even paint. And that's
how this back was done here, by painting trees
really quickly populating the area
with some trees in here. If I'm back
on the paintbrush here, that's what was going on here. I just want to put a little bit
of that guy in and then go back. If we overlapped it maybe
a little bit too far, we can erase it.
But back on the paintbrush here, let's make sure that we're
painting something like maybe a couple of rocks
might be nice. We can just add
in some rocks there. That guy there is
definitely too big. I'll take a bit of that rock
out of there. Either way we can populate
this entire area with different rock structure so that, oops, make sure
we're back on paintbrush. We get a bunch of different rock
structure going on in there. I could very rapidly create
a painting here of different trees,
perhaps a pear tree. I could very quickly place
a number of trees, like a forest across there, and that's much like
how this was pasted or drawn or painted across there as well.
Let's quickly move on here because we do have
some different types of props that we want to add in. I'm going to go back in here
actually into our bushes and just bring in maybe
some little ferns that are growing over in here.
I'm going to bring in -- let's bring in a bit
of this Japanese Angelica tree into that corner. Hold down shift,
and instance that. Okay, instance
that right into here. Oops. And just select that tree
and move it over into here. So anyways,
I'm going to now start adding some props here
in the interest of time so that we're moving forward
with what we have here. Let's start to go in and add some simple
little props to this. What I'm going to do is add in maybe some very simple
city street furniture in here. We can even get down to things
like these Bollards in here. We can go down and we can
start to bring these in. I can very rapidly start
to copy them this way. I can grab a number of them
at the same time and begin to, let's zoom in on these guys,
begin to work with a number of these in here
if I wanted to do that. There we go, so that I could set
these up and start to go in and grab all of these
and just keep going across and build a whole quick line
of them there. Let's get back up here
so that we can really quickly bring
in some other effects in here. You know, we might want
something like simple, perhaps there's a simple
little trash can that we need to put into, in the area
walking around in here. We can very easily do that. We have things
like benches of course, some really nice benches that we can use to fill up
a lot of this space in here. We can add those
into that space. Some other maybe
ornamental benches that we might want to have
for some seating areas in here that we can place into there.
If I hit my F key, it's going to zoom in or frame
in onto that object. Okay, so that's very quickly
on this. I mean, spending
more time on this, I'll be revealing here
in a moment, some more time spent on this
with lots of props going on. But just to show
the functionality or capability here,
we should move forward onto doing some other
cool things here. So, we looked
at putting down materials, we've looked
at putting down vegetation and some really quick props and it's endless
what we could do with those props we can add in-
you can add in your own as well. You can import them
into create your own Library. What I now want to do is start
to add in some people in here. So, I want to come into,
you know, maybe some
of these humans in here and I want to be able to draw
in things like a simple path. I'm going to define
a character path in here. We're going to click
the little nib, the little pen nib here
on my character path. And maybe I want
to have some people, whoops, I need to press my G key
so that we can see that. G key is the same thing
of hiding away what we call in Unreal Engine
like in-game elements. And that's all I'm doing here
with pressing G to hide a lot
of those elements away. I can define this and have this
actually go around, maybe they're going up the hill.
That's fine. I'm just going to do it
really quickly in there. And then what I want to do is actually fill that path
with some people. And you can see now
by stopping the drawing, I have some people
walking around in there. Let's go back to what
our selection of people are. We can change the type of people
that we want to work with. We can put in different
cultures of people. We can change
the street clothing in here. Maybe they're wearing
office clothing. The width of the path. If I make this wider,
I can fit in more people. And the best way of course, once I've made that path wider
is that there's one person I'm dragging in
from this Library back in here. So, if
there's certain individuals that I want to add
let's add in Yohan here as well. We can just simply put
these guys around posing, standing, talking on the phone
as an example. Back to our path on here. If we want to work
with this overall path area, I can also increase
the density of the people. You can see of course these are following
the direction of that path. They're going right up
that Hill there. I could fill this
or populate this, make this more random,
have people sitting on benches, whatever it may be
that I want to do. Let's quickly add in a couple of
other interesting things here. Maybe we want to add
in some animals in here. It's really nice to add
in some flying birds perhaps that we can add
to the scene. We can actually put some birds
flying around here in our scene. We can adjust how they're
going to work within the scene. I'm going to leave
some of these guys in here and we can see them flocking around
in that scene there as well. So, we can play
with all different settings or number of animals
or creatures that we want to put
into the scene. We have some -- we had a garden
that was very small, but we have some butterflies
that we could add. So, you're up close and seeing
that happening in that space there as well.
What I want to do now is getting to some of
the more core functionality. We looked at adding
all these different materials, some Assets and props.
We've added some people. Now let's go in
and add in some time of day and some lighting
functionality in here. So very quickly,
what I'm going to do here is go into the weather. So, I'm going to jump into
the weather here and you can see if I zoom out, we have a very simple scene
set up in here, and this scene right now is just
giving us just a clear blue sky. Well that may not be the most
interesting, especially if we get out here. Let's get some
water reflection going in there and let's add some clouds
into that scene there. You can see that we're starting
to get bit of cloud. If I go right into the cloud, it's going to occlude
the sun there as well. We don't want that. We do want
a bit of cloud in the scene. And then what we might want
to do is go in
and adjust our lighting overall. So, the sun,
I'm going to pop that up a bit just to bring that up
a little bit. You can see that we're getting
some nice reflection on there. The overall ambiance we might
want to bring up just a tad, maybe not too far, that's fine. We can adjust our white balance
on here. You can see these simple sliders
or of course I can go in and type in a very specific
setting in here. If there was something like 1.7
on my white balance in there, maybe my sun,
I want it to be up to 2.4. It's actually really bright. Maybe let's turn that down
a little bit. Okay, so moving on now, going back
to our weather scenario here. The cool thing is that
we can jump through seasons so you can see
that we're changing the trees. We're changing the time
of the year right now, we're getting into fall
and we can go right into winter so we can even have a little bit
of snow on the ground here, a little bit of frost, or we can get into
a full winter scene with all the foliage off
on the trees. And of course, we can cycle
right through an entire season if we wanted to do that as well. I'm going to jump out of there
right now because I do want to cover
some of the media areas that we want to look at. If we wanted to create a really
quick video or for that matter, I should start with imagery, we can just simply click
on the image button and go Create Image. You can see I've created a bunch
of different images down here. With this Create
Image button here, we're going to grab, I'm going to grab
Image 13 in here and then I have
settings specific to that image that I might want to work with. I have camera settings. Maybe I want to adjust
the field of view, I want to adjust the output
size, whatever that may be. Maybe I want to add some visual
effects to it, depth of field, I can adjust all of that
in there as well. Let's go back to our media
and go to our video because I want
to create a simple video clip and here's how quick
and easy it is to do that. I'm going to click create clip
and in here I'm deciding how this clip is
going to be positioned in here. I'm also going to go into
the settings of this, the camera settings
and adjust the field of view. I'm actually going to put that
down to 50. There we go. And we can adjust the weather
on a per-clip setting here as well if we wanted to. If I wanted this
to be something like perhaps into a different
weather scenario, maybe it's raining in this clip,
people are getting wet. I can very quickly do that. I can simply grab and click
another clip on here. I can go back
into those settings and begin to adjust
that one there. Maybe it's a little bit overcast
whatever it may be. And then we can see that
we can simply go in and start to bring all of these different
clips together and change them and be able to build into a
really nice little simple video that we could output in here. It's worth noting
in here as well. I'm going to quit
the media mode. Go back to our open UI. If I go back
to our scene graph in here, we can see all the different
pieces that I've been adding. I've added in all
these characters, I've added in all these
different effects in here. What I do want to do though
is bring all of this here. I'm just going to turn
all of these guys off by multi-selecting them. Here, I have a more
complete scene. This is more time
obviously spent on this with lots of vegetation. You can see we have birds
flying in the air. I'm going to hit G to hide away
all those other elements that we don't want to see
in our scene. And then maybe go back
to our weather a bit here. Change that to be
a little bit more -- Yeah, the clouds actually
look good on that. The lighting overall,
we can adjust the sunlight. Maybe bring it down
a little bit. Whatever we want to do
on there as well. And then I think to this up, that's as much time
as I have on there. I want to jump into
the eyeball here very quickly. This is where I mentioned before
that two-click scenarios to VR. You can bring your data from
ARCHICAD right into Twinmotion like we've seen like Belinda
has done here from ARCHICAD, but we can also bring this
right into Twinmotion and simply do whatever we wanted
to do in the scene or go into that eyeball, click
this eyeball and jump into VR. Now I'm not going
to do that right now because I'm running the stream
on the background and recording this. It's going to probably
bog down my system. We've added in a lot of objects
in here, but that's how quick and easy
it is to jump into VR, into that system
and be able to create some really stunning
and beautiful imagery live out of this here, using these pretty awesome
ARCHICAD data set. So, I want to thank Belinda
and I'm going to end it there and we'll go and take
some questions and answers. Thank you.