[AUDIO LOGO] SPEAKER: Hi everyone, and welcome
to this new Twinmotion tutorial. In today's video we want to
focus on all things materials. You can find the material in the
library in the Materials folder. Here it's divided in many
different subcategories. You can open any folder and find
all the material you need here. If you want to see
more material at once, you can just expand the library
by dragging the edge like that. Here I want to start work on the
parking lot in front of our project here. That project is supposed to be in
a natural [INAUDIBLE] environment, so I want to stick
with natural materials. So here I'm going to come to the
ground and enter the nature folder. If you want to drag and drop
a material on your project, it's pretty simple. You can just drag and drop
the material from the library onto the geometry you
want to add it to. As you can see, there are various
types of materials from snow to sand to pebbles to dirt to grass. Once you have added the
material to your project, on the right of the screen
you have all the properties. For that video I won't
need the scene organizer that we can see at
the top of the screen, so I'm going to click
on Scene to ID it so we can see more of the
option we have on materials. First thing I would
like to do here is to change a bit the
scale of that material because it seems a bit off right now. So we'll come to the UV section
and just lower the scale. As we can see here on the
right, we have many options. Some of them are open by default
because those are the most used and the most important option. So here we retrieve the rotation of
the UV, the scale, the roughness, the metallic. You can also close all
those options if you want by clicking on their name. So here we have a
better understanding of all the options and the different
categories they are sorted in. So here I'm just going to add
some gravel to our parking lot. I'm going again to change the UV
to have something a bit smaller like that. So now let's look at all
the option available. I'm going to start with color. In the color you can first,
well, change the color here with that icon. It opened that color wheel
and here you can give change-- customize a bit the color of
the material you have selected. Here you can add some Grunge. The Grunge is a layer of dirt that
adds on top of your material just to break up the repetition of it. It's all the small, dark area
that you can see over here. For natural material it
adds a nice little detail. And again, from a distance it break
up that repetition that we may see. Here we can change
the luminosity, making your material darker or lighter. And in the detail we have the
option first to lower the texture and then to customize that texture. For example, here you can change
the saturation of your texture, and here you have access to
the Gamma to lift the gain. And you can go even beyond
that by expanding each option and change the ARGB value of the
gamma or the lift or the gain. So you can go really in-depth
in some of the material customization inside Twinmotion. The next option we have is the UV. So we already saw the
scale, so you can make your material bigger or smaller. You can also change the rotation. So that won't work really well
on that seamless gravel material. To better see that, I'm going
to use a man-made-- something like those concrete tile here. So here as you can see, I can
just use the rotation slider to turn my material the way I want. In the Detail section,
you will find option to stretch your texture
over a specific axis. So for example, here
my rectangular slab-- I could make them square. I can change the offset
if I want to move my texture in a specific direction,
or I can even animate that. Obviously it doesn't work really
well with some concrete slab on the parking lot, but you
can use that, for example, on a glowing billboard
against a wall. Next we have the roughness. The roughness here control how
reflective your material is. So here as you can
see, you have a bit of reflection on that ground
surface, that concrete slab. You can raise or lower the roughness
by playing with that slider. At 0% your material will
be completely reflective, almost like a mirror. On the opposite side at 100%,
your material is completely rough, meaning no reflection at all. At 50% it use the exact texture
that is loaded in the detail panel. So here as you can see, you
have that Grunge texture that is loaded in that concrete
material, and again at 50% it use exactly that texture. There is also an option
to invert that texture. Both the roughness and the metallic
map use a grayscale texture, and on both you have
that [? invert ?] texture that allow you to switch the white
to black and the black to white. Next as I said, we have the metallic. The metallic control how
metallic your material is. In a physically-based rendering,
also known as PBR workflow, a material is either metallic
or it's non-metallic. That means you usually
are at 0% or at 100%. To give more creativity
to our creators, we left that slider [INAUDIBLE] to
fine-tune your specific materials. And again, in the details you can
load the texture and invert it. Next we have the
[? Normal. ?] To show you that I'm just going to switch to
another material that I quite like. It's in nature, and
it's those pebbles. Let's come a bit closer, and here
we can see two different effects. The first effect we can
see is the Normal map, but we have also the parallax. So let's divisible first the
Parallax and focus first only on the Normal map. Here when I'm playing
with that slider while the Parallax map is disabled,
I'm only touching the Normal map and playing with its intensity. There is also an option to
invert that Normal map-- the green channel of the texture. If I'm turning on the
parallax, it use the Height map that is loaded in that channel. The Height map define what is
the highest and the lowest value, and it creates some depth
inside your material. And it really doesn't
create any geometry. Here in the slider you can
also control its intensity and where is the reference plane
of the texture that is used. Next we have the Emissive. The Emissive control if your
material is emitting light or not. We are going to see that in
another material a bit later, but the basic here is that when
you start to raise that slider, it will start to emit light. On the mask here, you
can load the texture. It's especially useful
if you are, for example, a logo with no background if
you have also some foliage. Here on some pebbles
it won't really work, but it's an option that is available. If you are loading a
PNG with no background, Twinmotion automatically recognize
that and the Use Mask option will allow you to see
through that material. But if you have an opacity texture
in addition to your diffuse texture, you can click here and you
can load your opacity map. Next option is the X-ray option. To show you that I will
create a small geometry. I will come to my library,
object, primitive. I'm going to drop that cylinder here. I'm just going to change a bit the
scale, and here what I want to do is actually fake some kind of
pipe going underneath my project. I'm going to move that
pipe underneath my floor, and actually I'm going to
come a bit lower to my ground to actually see my pipe again. In Twinmotion, if you want
to select a material you can go at the bottom of
the screen, open this. Here you will find all the
material inside your scene. But what I want to do here
is use the Material Picker at the top of the screen. When you click on that icon,
now you can click anywhere inside your project and it will
show the material you click on. So for example here, that's
the material of my pipe. So now that this
material is selected, I can come again above my ground. I will come to my X-ray option,
I will turn this option on. This allow me, as you can
see here, to see an object through [? everything. ?]
That's very convenient if you want to see your piping,
your plumbing, or your vents through your walls. You can even customize color, the
opacity, or the [? fall-off. ?] Finally in the Misc option, you
can enable the two-sided option. For example, here if I'm coming
underneath my parking lot, we can see that we can see the sky. If I select again my pebbles,
come a bit underneath it, I will select the two-sided,
and here we can now see the pebbles from underneath. The next option is the
weather, whether or not your material is
affected by the weather. So for example, let's open
back the scene ambiance. I will make it rain whilst
playing with that slider, and by default all the material
are affected by the weather, as we can see here. But sometime you may not want
that material to be affected. So what you can do here is
select the Material Picker, click on the pebbles, come to the
misc and disable the weather effect. This way that specific material
won't be affected anymore by the weather effects. Finally at the bottom,
we have the sound. Because indeed when you
press M inside Twinmotion, you are actually
walking on the ground at the height of a human
being and you make sound based on the type of
material you are walking on. So here I am walking on a
concrete type of material, but I can switch from
carpet to ground, or all the different type
that are visible here. So let's disable the rain. Coming back to ambience,
removing the rain so we can fully
appreciate our scene here. I'm going to come back to my
library, materials, ground, nature. I'm going to come back with my
gravel with just a smaller scale and with also a bit of Grunge. All the option that you can
see here are the option present on the base material
inside Twinmotion, but there are actually many different
types of material inside Twinmotion, and all those type of material
comes with different options. So for example here, if I come back
to the root of my Material folder, let's come a bit
closer to our car here. I will come to the glass, and
I'm going to drag and drop that glass material. As you can see here on the right,
we have completely different option. Like here we can change the opacity. We can still change the color,
which is the same on every material. But here we have also
access to the Fresnel and some other option like
the [? colorized ?] shadows. Next, another example here
will be with the car paint. So here if I'm coming
to that side of my car, I'm going to the Materials folder. Towards the bottom we
have the car paint. Here I'm just going to
drag and drop, for example, that blue car paint material. Once I've added that material--
so we can come a bit closer, we can see the Orange peel effect
on the side of the car over here. And here on the right we have option
related to that type of material. So for example, here we
can turn on the Flakes. So here we can see the
Flakes in the car paint. In addition to that, we can also
customize the color of the Flakes and go really in all the details
of that car paint material. We can even turn on the
Chameleon effect here. Earlier I was talking about
the emissive material. This is an example where the emissive
material option will be useful. So for example, here
let's close all the tabs and open the emissive option. Here as you can see I've
set the maximum value, and I actually even
go beyond that value. So right now when you move a slider,
there is a mean and a max value. So right now the max value of the
glow option is 100 [? knit. ?] If you want to go further
than the max value, you can simply click on
the box here and type manually the value you want. So here for example
I want to type 800, so we can increase the maximum value
of the slider manually this way. So right now to make
those rear lights glow, I've been using a [? standard ?]
material to do that and I will just raise the Emissive
and set the Luminance filter to red. What you can also do is use,
at the bottom of the library, Neon type of material. Those material have some different
option than the regular Twinmotion material. So here I will drag and drop the new
material on this part of the car, and we can see that the
option are a bit different. So here, for example, the color-- I'm just going to turn it red. Same idea here. I can tweak the intensity
of that glowing material. Using some of those material,
we can even have some animation. It won't work well obviously
on that piece of the car. [? It's ?] just to give
you the idea that here if I raise again the intensity,
we can have that material that is blinking. We can even change the speed
by coming in the UV section and here changing the
speed on the y-axis. You can also use a texture
to create that glow effect. So for example, here I
selected the material on the screen inside my car. What I'm going to do here is
open the detail of the color. I will click on my diffuse texture. I'm going to copy that texture. Next texture was actually applied
in 3ds Max in my CAD software, and when I imported my car,
automatically the texture was retrieved during
the import process. Now what I want to do is apply that
texture in the emissive channel. So I'm going to expand the emissive
option, open details, and here I'm going to simply paste my texture. Now that my texture has
been loaded, what I can do is here raise the glow. And as you can see,
it will start to glow based on the texture I've loaded. So the white part will be more
glowing than the dark part. Let's now have a look at some of
the options in the toolbar related to materials. As we already discussed,
there is the Material Picker. When you click on it you will be
able to select the material where you click inside your Viewport. If you want to
[? un-select ?] that tool, you can simply click on the right
button of your mouse [? through ?] and select that one. So here I've selected that
wood material on that bench. The way I've created that project
is that if I'm changing that color, it's affecting all my
bench as you can see here. It's because all those
bench use the same material. If I want to drag and drop a
material on my bench, same idea here. When I will drag that material,
it will affect all my benches. So let's actually, for example,
drag that mahogany [? wood ?] here. I'm going to drag it
on my bench, and as you can see my [INAUDIBLE] bench has
been affected by that new material. If we do it with a
completely different material like that concrete, we
can see it way better. There is an option that will allow
you to apply your material only to the specific mesh you
are drag-and-dropping that material onto. This is this option here. By default it's set
on Replace Material, but you can also apply to object. If you turn this option on you will
be able to apply your material only on the selected mesh. This way now I can customize
the bench on the right without impacting the others. Let's talk now about UVs.
At the top of the screen it's the second option
related to materials. By default it use the
[? front ?] object UV. That means that we
keep the UV that you have defined in your CAD software. But sometimes you didn't
set any UVs, and that's the case for example with that
geometry over on my project. As you can see, here on the
top it looks pretty good even though there is some weird
sketchy line on that side. But on the side it's even worse. We can see that I didn't
set any UV on that mesh, and the texture is
completely stretched. To fix that, usually
the best solution will be to come back
in your CAD software and fix them manually there. But in some CAD software, there
is no option to set your UVs, and often you don't have the time. So that's why in Twinmotion
they have some quick tools to manually force a UV. So here if you click on that
option, the one I'm using the most is the cubic UV. That will force a cubic
projection of the texture on the specific mesh you
are using that material on. So for example here, if
I click on the cubic UV and if I'm dragging and dropping
the material from the library to that mesh, as you
can see here now my side are looking pretty
good, same as my top. You will see still some
stretches on really the edge, like we can see on that small bevel. We can see that the
cubic projection is not working perfectly in that case. But if you are not doing some close
up on that part of your project, usually that will fix most of
the problem you might have. Let's now create a
new material together. To do that, the first
thing you will need to do is go towards the
bottom of the screen and click on the Materials icon. Here when you click
on that icon it open that doc that contain
all the material used somewhere in your project. You can see which
material are actually affected on the mesh
with that small check that you can see on
the top left corner. If you want to see that a bit
better, you can select the material, and in the property panel
we can also see that check. When you see two
check like that, that mean that this specific material
is applied on more than one mesh. So for example, here if I am
coming closer to my bench-- let's come back with wood. Scrolling down to the bottom
to use that red cedar now. Here that red cedar-- I just simply drag and drop that
material on that specific bench, so it has one check. If I'm now drag-and-dropping the
same material a second time-- this time I will use the
[INAUDIBLE] from the property panel, or I can also use the
[INAUDIBLE] from that dock here. If I'm using that, it will
apply the same material. And now as you can see, we
have those two checks here. When you don't have
any check, that just means that this material
is not used anymore. You can also replace
a material that you have selected by drag-and-dropping
a new material from the library onto the selected material. To do that I will click on, for
example, that mahogany wood. I'm going to drag and
drop that material and drop it over my red cedar. That will completely replace my
previous material by that new one. At some point you may want to
clean the material that you don't use inside your project. The simplest way to do it will be
to click on the first material, use that slider bar to go
towards the end of the list, press Shift, click on the
last one, and simply click on Delete on your keyboard. That will remove all
the unused material that you might have used at
some point in your project but that you don't need anymore. So now let's create a new material. To do that I will click
on the Plus button. When you use that Plus button,
it creates a standard material. But bear in mind that you can use
any material from the Twinmotion library, drag and drop it
somewhere inside your scene, and use it as a base to customize
it and load new texture. For this video, I'm just going to
create a new material from scratch. Here over that small menu, I can
click on that and I can rename it. Now let's actually load some texture. I will come to the property panel. I will first click on Color, Details,
and I'm going to load my texture. For this video I'm going to simply
create a moss type of material, so I'm going to load
that moss texture. Right now this material is not
applied anywhere inside my project. That means if I want to have a
better look at what it will looks like at the end, my
best solution will be to simply drag and drop that
material somewhere in my scene, maybe on my parking like that. So now that we see the
material inside the scene, it will be a bit
easier to customize it. Now let's load some of
the other texture that came with that material. So I can come to the
Normal map, details. I will load my Normal map. I can also load my Height map,
and finally my roughness texture. So now that all my texture has
been loaded, I can come to the UV and modify the scale of them. Finally, the last touch
on that specific material will be maybe to add some Grunge,
again to break up the repetition. Now that I've created that material,
it's affected on my projects. If I would like at
some point to re-use that material on a future project,
what I can do is click on that menu here and add that material
to my user library. As I said, Twinmotion comes
with hundreds if not thousands of materials. But if I come to my
library, at the end we have the user library
that allow anyone to save their own material
and their own objects. So if I come to my user library
here, I will scroll to the bottom, and here we have the new
material we just created. If I want to keep a
good organization, a good habit will be to create
a folder dedicated to material. At the top here you can click on
the Plus to create a new folder, and I can rename that
folder the way I want. For example, Materials. And now I can simply drag and drop
the asset I want in that folder. So let's, for example,
drag and drop some of the material I have in the
root folder of my library. Now if I come to my material folder
I have those two materials ready there. The last feature I want
to show in that video is the colorized
shadow with the glass. First we need to come in
the Materials folder, glass. Scroll towards the bottom, and
here we will find the tinted glass. When you drag and drop a material
and while you are in Raster mode like I am right now, you
don't see any effect. It's because this effect,
the colorized shadow, is only available in Path Tracer. That mean here I will need
to hit the Path Tracer button to see the effect. So as you can see here,
right now it's a bit noisy. [INAUDIBLE] is
calculating, but we already have a really good idea
of the look of our project with that colorized shadow. Here we can drag and
drop multiple material to see how it will
affect our project. If you want to learn more
about the Path Tracer, there is a dedicated article
about Path Tracer requirements on our support website. Just to make it short, we recommend
to have 8 gigabytes of VRAM, and it needs to support DXR. And of course, you can also
manually control that color by simply clicking on the color
wheel here and choosing manually the color you want. And that's it for this
video on the materials. Thank you everyone for
watching it, and we will see you all for the next one. Bye, everyone. [MUSIC PLAYING]