Twinmotion NIGHT RENDER Tutorial - Setting Up LIGHTING! Prairie House Render Tutorial

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In this video, learn how to set up your artificial light sources inside a Twinmotion rendering so that you can create a night render!

In this tutorial, we'll talk about spotlights, Omni lights, and strip lights, as well as their settings - things like setting up shadows, light levels, light angles, and much more!

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An excellent tutorial as always Justin. You are by far the best teacher that I've come across online for both Sketchup and Twin Motion hands down!
Now you probably already know this trick but for those readers who don't I'd like to share it with them. I've always found setting the lights in twin motion a time consuming and fiddly task but I recently discovered a simple solution (actually it was after learning from Justin about the replace option within Twin Motion). Simply go to your model in sketchup or whichever program you use and create a small component, say a small box 2cm by 2cm and place it within the light component, at say a couple of centimeters in front of the light or for that matter wherever you want the light source placed. Once you have this component added to the light component, you can simply go back to twin motion and use the replace option located within the entity information (located at top right of screen) in order to replace all these little box components with the light of your choice (the replace option is activated by right clicking on the component in the list for those who don't know). Otherwise watch Justin's tutorial on this. In this way you can have your model lit up within seconds in Twin Motion and each of the lights will be perfectly placed as well!

hugovanlawick
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your tutorials are always perfect
....

stonerdrawsie
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the "hey whatsup guys" makes me want to press the like button 😂 every time

khalatelomara
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super dope, this why real-time rendering will be the king, imagine doing this in vray.

jameschang
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thank you, was trying to see how to light up the water without seeing the light itself, the glare overall is always a problem for me

eastudio-K
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Awesome. I needed a tutorial on the neon light and this was perfect

zafmo
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is there a way to make the lights turn on or off during an animation render?

weduardo
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thank's for your video, i have a question for you, its possible to turn the spot light ? for example to light up? tnks

chezan
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Does twin motion have any move objects like the butterflies? Maybe birds, clocks, etc..

soundofthegardenwatc
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Hello there do you know how to make the light face up?

ILUTutorials
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Justin,
you make my day each time you post new stuff !
Have you heard anything about Twinmotion 2020 ?

Again thank you !

georgespapillon
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Nice, the finished lighting render looks awesome!! ;)

katharinefoley
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Nice Justin, a few questions
Can you place the light within the fitting once so it is repeated in all the other fittings... so you dont have to manually place hundreds of lights?
Can you discuss the environmental light settings... the sky is unrealistically too bright... how would you simulate a moon? there is also very little bounced light?

garyspeed
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Hi Justin. Thanks so much. When I move the time to night, it looks like my building is under a large spotlight / on stage for some reason. Any way to turn this off?

HippieP
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Is there a way to switch the view into a wireframe plan so things can be aligned more easily? Thanks! Great work here.

theDIGITALKUNGFU
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If they can figure out how to make light fixtures components vs copy/pasting manually, I'd be willing to move from Enscape. Is there a solution/workaround like using node replacement in Lumion?

timphillips
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Hi Justine! Where did you get that nice wood panels?

arkijun
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How can I remove this lighting barral icon🙄

sandunadhikaari
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Hi Justin, this is a great video again, exactly what I was searching for days! ❤️BUT I can't find a desciption/documentation anywhere about Twinmotion's LIGHT TYPES. I could just find the light types of Unreal Engine, but these are not the same! Could you help me or maybe anybody who reads this?

janajana
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Hi Justin.
Im looking at your vid again after some downtime at home. The thing I'm having trouble with is the nature of the cast light in the scene. Fit example at 7.15, the light on the wall (top and bottom of the geometry). - its influence/spread suggests that it's ignoring the wall is set against (to an extent). I.e. around the corner (that corridor leading to a doorway).. where is there light on the ground there? There wouldn't be. Due to the spread, it also lights up that doorframe (round the corner) to an extent, which it just would not.

I think there must be a more realistic way of doing this, within Lumion, I'm can't offer suggestions, I don't have it installed, so hopefully you don't find this to be a criticism, but it just got me thinking.

SkillipEvolver