>> Hi, everyone. Welcome to this Twinmotion
2020 tutorial series. In this one, we are going
to have an in-depth overview of the vegetation features that
we have inside Twinmotion, for both the tools
and the assets. Let's start by dragging
some object from the library to the viewport. I'm entering the
vegetation folder. We'll start with some bushes. To add an object
to my scene, it's a simple drag and drop from
the library to the viewport, holding the left
button on my mouse. Here, I just drag
out a simple bush. I can drag and drop
multiple objects like that. If I drag and drop the same
object multiple times, like here I'm dragging the common
fern one multiple time. And each time it will
be added to the project. It will take a random rotation
on a scale, and a slight color variation, so you
won't see any repetition. Also, we align the object
you place from the library onto the geometry you are
placing your object on. So for example,
for a simple bush, it will be aligned
to the geometry. But a tree will
always grow straight. For example, if I come
to the tree folder, if a drag and drop this
Norway spruce here, it will always be upright. And you can even see
the roots of the tree, depending on the inclination
of the geometry you are dragging it on. So this is really basic. It's the drag and drop. It's the way you add any
object from Twinmotion into your scene. Now let's talk about
the multi drop. If you select an object, here,
I will hold the Control key to select multiple object. Now they are under my mouse. And when I click, in my
scene, it the multi drop. It will add the object from
my selection into the scene. It's randomized. And same thing as
before, every object will take random
rotation, random scale. So it's a really quick
way to add vegetation all around your project. And as you can see,
all this vegetation is using Megascan data, a
photo scan library of thousands and thousands of assets. So now let's talk about trees. With this new
version, we completely reworked all of
them, pushing them to next generation
in terms of quality. So here, I will drag and drop
the same asset multiple times. The first option that
you can notice the dock is the age option. So here, I will
just put a young age on the first one, an older
age on the third one. And as you can see, it's
not just a basic scale. It's really the shape of the
tree that evolves over time. So you're just switching
that a bit younger. And you can see here, it's
three different trees. And with one smarter set, you
can have different variation of the same tree species. Now let's check about season. For that, I will drag and drop a
few fruit trees, like this one, this one, and maybe this one. To change season, I will
come to the weather section. And here, I will change
the season slider. As you can see here,
when I switch to autumn, leaves turn yellow, turn red. Trees lose their fruits. If I switch to the winter
trees, get covered by snow, depending on the species. At some point,
leaves will completely be removed from the trees. And of course, after the
winter, we have some flowers on all of those trees. And again, it's really
depending on the species. All the pine tree that
we have on the background won't be much affected
by the seasons. Other than the
trees and the bushes will have plenty
of different kind of other vegetation assets. We have grasses,
like we have here. We'll see that later. We have rocks. Same thing here, if you want
to add rocks to a project. Just basic drag and drop. Then you can just put it on the
ground, for example, like that. And we also have
some misc. asset, where you can find some wood
trim, dead tree, hedges, dead leaves, et cetera. So now let's start to have a
look at the different tools that we have for the
vegetation inside Twinmotion. We'll start with
the scatter tool. Here, you have a small
phrase that tells you what you need to do. So drop a model here to start
adding it to the project. So I'll come to my tree folder. I will drag and
drop a few trees, like my pine over here. When you drag and drop them
here, they are not selected. So tool is not available. So I just select my three trees. Now my tool is available. I will click on my tool,
and here, I will just simply click on my geometry
to add the selected object all over the place,
on all the geometry I'm clicking on. If I want to add more
density, I can just keep clicking until I
have the density I want. If I want to remove the density,
we have the eraser as well that will slowly
remove the density. And we also have a basic
eraser with a diameter that allows you to
really be precise when you just want to remove
one or multiple trees. This new scatter tool
will create a layer in the scene organizer that
you can turn on and off. And you can even make
more different variations of your forest using
this layer system. And you can also keep
adding objects to this layer. So here, I am just adding
a few bushes to my layer. Same thing,
I will select my bush and using my scatter
tool, I will just add them to the same geometry
I have clicked for my trees. And as you can see
here, my layer, I can turn it on and off. So you can see here, there is
no tree planted on my road. It's because this
terrain is actually a geometry I've
imported from 3DS Max. And I've divided it in
two different parts. One part is going below
my road, and one part is in the middle of
nowhere, where the trees I want them to be planted. So for example here,
if I select my geometry and if I click on isolate selection,
this is the shape of my terrain that is placed beneath my
project beneath the water all over, and that is my road. That means that if
I click here, trees will be planted on my road. And actually, what I did here,
I selected the second geometry here on the side. Same thing here. Here is the look of my geometry. And I actually planted my tree
just on this specific geometry, and not on the first one
that is below my road. So this way, you can
avoid to have any object, like vegetation, that will be
planted through the project. We can use the scatter tool
to visualize large areas like I did here. But we can also use
it on a smaller area, like my roof over here. Same thing here. I will come to my scatter tool. I will enter the
grass folder and just drag and drop one grass asset. And using my buckets, I will
just add some grass to my roof. A new option that
we have also added in this new version
of Twinmotion is the ability to
customize grasses. So if I select the
grass in my dropbox, on the right of the screen,
you may see a settings button. If I click on the
Settings button, we'll have multiple options. We can change the
color of the grass, making it a bit darker
green, for example, something like that. We can also change to size
to add some more randomness to the grass. And we can also
change the dryness. Or even add some stripes
that will mimic like a soccer stadium, for example. So let's just switch to what
it was in the first place. When I showed you
before the trees, I showed you that each
of the new trees that we have in Twinmotion
2020 have three different ages. Basically, we have
young, medium, and adult. And why does that matter, is
because inside Twinmotion, we have implemented a new
option that we call growth. You can find this option
in a settings dock, weather. Here, when you start
to raise this option, all the trees of your project
will be affected by the growth. So basically, you can
visualize your project up at delivery and then
five, 10, 20 years later. And you can even plug
that in one of your media. So here, we just
rapidly create a movie. Just basic clip
with two key frames. I will select my
second key frame, enter the [INAUDIBLE]
of these key frames. Select the weather option,
just change the growth. And here, as you can see,
I've created a quick animation that will show the evolution
of the growth on my project. Now let me switch to another
project to show you quick tips. In this project,
here is supposed to be some grass material. But I did my geometry
in two different colors just to show you how it works. What I will do here is,
again, use the scatter tool and scatter some grass
in the green area. Coming to my scatter
option, dragging some grass, like
for example, let's try this tall grass over here. We select my tool. I will click a couple of
times in my green area. Just adding more density. As you can see here,
the grass is leaking on top of the yellow area. If I drag and drop
the tall grasses, you can see it have
a wide geometry, around 50 to 60 centimeters. That means that
there is a chance that the grass will be casted
on the edge and leak on top of the next geometry. This is why I've divided
the geometry in two parts. One on the edges and
the one in the middle. Then I just need to add a
material, the same material, on the two geometry,
and it did the trick. The grass is not
casted on the edges and it won't cover my
road or my sidewalk. Finally, to present to you
the last feature, which is the paint option, I'm going
to switch to this new project. It's a fairly simple project. Just imported an FBX which is the road, the
terrain, the houses. We have added some details
on the roads, and just a few trees here and there. First thing I want to do,
is to start painting grass on the side of my
road over here. So I will come to my
tools, vegetation. I will drag some grasses. Let me start with, for example,
this wild grass over here. We select my tool. And I will just start to
paint my grass on my terrain, with maybe just a
smaller diameter. First, as you can see here,
there is some green triangle. Those triangle are what
we call a preview mesh. Indeed, in this new
version of Twinmotion, the grass is casted
just around the camera. And it's cut when you are away. This preview mesh
allows you to see where the grass would be painted. We cut the grass of the
rendering to gain frame rate, to optimize the display
in the viewport. You can also change
how far this grass is casted, using this option
in the preference panel. Let me switch it back to far. Now my idea will be to add
some grass all around my roads. I can start to use my paint tool
and paint roughly the grass. But I have some chance that the
grass will be overlapped on my road. So to better paint my
grass, a small trick that I can give you,
is to isolate the mesh. Same as I did with
the scatter tool. I will select my geometry,
click on isolate selection. I've isolated also my grass,
so I can select it back in this isolate mode. I will just raise the
diameter of my brush, and I can just start to paint
some grass on all my terrain. Quick and easy. Now when I will exit
this isolate mode, I will have my grass casted
all around the place, and it will never
cover on the roads. In this new vision
of Twinmotion, the painted elements,
the painted grass, the painted layers exist
in the scene organizer. You have an eye that
you can turn on and off. And you can also
change the density after you painted the objects. For example, here I'd say select
my grass again, raise the grass density. I can even add more objects
to this existing layer. So for example, here, I
can add some tall grass that will be scattered
all around this layer. I don't need any
more to paint it. It's scattered automatically. Let me just lower the density
a bit of this tall grass. Something like that. That's fine. Take a few seconds
sometimes, because there is quite a lot of geometry of
grasses casted in this project. Same thing as I did before
here, I can select my grass, change a bit some options,
like color, dryness, tint. Let's yeah, let's leave it wide. Next thing I want to work
on is this field over here. Same process. I will select my geometry,
isolate this mesh. I will create a new
layer by entering again, the vegetation option. I will drag and drop
those fields grasses. Same thing here. With my big brush, I can
just one or two clicks, it was scatter the
grass on all this mesh. And when I exit, I retrieve
my view with all my project. And if I come a bit closer,
as you can see here, all my grass has scattered
on all my fields. Maybe I don't have
enough density, so I just select that
back and just change the density on the fly. And as you can see
here, on the background if I load my preview mesh
using the G shortcut, you can see that the grass is
well casted on all my field. Finally, lets paint a forest. Same process. Just go into the paint tool. I will select a few trees,
like the sweet birch and this one over here. I select my paint tool. Change the diameter,
something a bit smaller. And I will start from
the end over here, just started painting my
tree all around the place. Again, same thing
with my G shortcut, I can hide and show where
this layer is created. So let's paint some
trees on the background. Some over the top of
my roads over here. And so here I can use my
eraser to remove some of them if I want. Also, maybe let's change a
bit the density of this one. I want to lower the
density of the London one. Something like that. Or maybe we can completely
remove all the leafy trees and replace them
by some pine trees, like we did in
the first project. Same thing here. I'm just dragging some
assets, erasing, let me just remove the density
completely of this one. Also, one of the new
option that this new paint tool allows you to do,
is set up the same tree with different ages. So let me just remove the
density of all the trees. So here, I have
my Norway spruce. When I added this
tree in my layer, it has been added
as its medium age. As you can see here,
if a drag and drop the tree in the viewport,
it's set to 50%. Now what I can do, is enter the
settings of this specific tree and change its age. An older version or
a younger vision. Let me drag now a second type
of tree and a third one. The second one, I
will leave it to 50%. Like that. And the third one, I will
move it up to an adult age. That mean that here
with this layer, I have three times
the same tree, but with three different ages. Now let me just add some more
variety using the other trees present in my layers. You can reorganize the
density of trees on the fly. We can even add some bushes. If I want to add some
bushes, same thing. Just basic drag and drop. It will scatter all those
bushes on all my layers. Can even add some rocks. We can just come a bit
closer, maybe there is too much density of bushes. So let me remove some of those. And we can fill the gap
maybe with some grasses. So let me come to
the grass folder. And here, we just drag
and drop like that. And this one, for example. Taking a few seconds
to load all the data, because there is
plenty of polygons to cast all over the layer. And that's it. Ah, maybe too much
density of this one, so let me lower this down. And this is how
the new paint tool works inside Twinmotion 2020. Let me maybe come
again to my roads. Actually, let me
raise the density of the grasses over here. And I think that's
it for this tutorial. I hope you guys enjoy. Thanks, everyone, for watching. See you for the next one. Bye.