Render Elements for post-production must come!

Dear Developer Team,

I love Twinmotion but you have to bring in Render Elements, no matter if it is just normally rendered (on MacOS Version) or by PathTracer.....at least Material Channels like

  • Material ID
  • Ambient Occlusion
  • Specular Maps

Enscape, Lumion, Vray, Maya...They all have it, and we all know why. Twinmotion not :(

The most important channel for me actually would be the Material-ID for quick selection in Photoshop (post production).

(Imagine to select different layers on the image attached manually - it would take hours or days for nothing...😵). At least a Material-ID Channel Export would be the minimum.

On the long run: For professionals the absence of this feature could be a reason to say good-bye to Twinmotion because it's absolutely essential for any professional image production. We are a design academy and would be so happy if you will bring it in the next version. On the public roadmap it is still listed under consideration.

Thanks in advance, 😘

best,

IBFHNW

please upvote this comment if you also think its necessary

---

Image Source: https://docs.chaos.com/display/VMAYA/Render+ID)

#Material​ #[Render Elements]​ #Material-ID​ #[Render Channels]​ #Post-Production​ #Channels​ #Export​

Hi ,

Thanks for your feedback. We really appreciate it.

At this time, rendering passes aren't something being developed for the next update of Twinmotion as we focus on the features currently in progress.

If you haven't done so already, please make sure to vote on that feature on the roadmap here. We look at how many votes a feature receives on the roadmap to help us determine what features to work on for upcoming updates, so the more votes a feature receives, the likelier it is to be prioritized for development.

Best,

Raghib

I fully support the previous speaker. Options mentioned in previous post absolutely essential for any professional image production.

Besides. If you turn off the GI in the rendering settings, something like AO appears. It is only necessary to connect this option with the GI and give the ability to adjust the AO effect.

By the way.

Specular maps can still be configured in the material settings through reflection map and metallness map.

So not much needs to be done.

This is an absolute essential. It is part of every professional pipeline. I have seen this feature requested in interviews and comment sections for years. Inexplicably, it appears to have been completely removed from the roadmap. All of TM's direct and indirect competitors have this feature. That's, not a coincidence.

Until this is implemented, TM is nothing more than a toy for my team. Not every project will take advantage of TM's headline features. But every project needs to export still images and retouch them in PS. We can't justify building a project in TM if we also have to build it in another program for still renders. Many of my peers in architecture and design feel the same. We're excited by some of the features that TM brings to the table. But, we can't adopt it if it lacks this basic functionality.

Perplexingly, this seems like such an easy feature to add. Most of the standard render passes are already being calculated under the hood, in the engine. It should be relatively straightforward to add a way to export these. The cost-benefit ratio here is off the charts. If you want industry adoption, please give the industry the tools they need to use your software in their existing workflow.

It's inexplicable to me how this was removed from the roadmap as at least a consideration. Its an absolutely essential feature and should be top priority for implementation.

Hello everyone,

We're glad to see all the discussion around this and please know we are listening to your feedback. I just wanted to provide an update on this to add some clarification regarding the roadmap and this particular feature.

We recently have done some sorting of our Public Roadmap to better reflect ongoing development priorities, and part of this was removing some features from the Under Consideration, such as Render Passes. This doesn't mean that the removed features will not be coming to Twinmotion, as Render Passes is something that is still within our scope of features we want to deliver. Instead, it was mainly meant to show that the feature is no longer "Under Consideration" as a potential new feature. It wasn't moved to the "In Progress" section of the roadmap as that section is mainly meant to reflect features that are currently expected to arrive soon with the upcoming updates, and we did not want to create misleading expectations that Render Passes would be arriving soon.

Specifically relating to Render Passes, we plan to make heavy modifications to the functionality under the hood the is currently present with Unreal Engine in order to better fit Twinmotion without causing friction in a Twinmotion to Unreal Engine workflow.

Best,

Raghib

Raghib,

If I am understanding your explanation here, Epic has moved Render Passes into a hidden section of the Public Roadmap. That does not sound like a promising direction.

What would you call that section if it had to have a name? Would it be required updates that are not planned to be developed? OR required updates that we hope users will forget they need?

Given that this is an absolute requirement for many potential users, including the AEC sector that the recent Autodesk relationship hopes to increase, the lack of prioritization is extremely troubling.

Please publish an honest assessment of where this feature lives on the public roadmap, even if it is Twinmotion 2028.

Hi everyone,

I also want to add my voice in on this request as well. (perhaps also on behalf of my workplace)

I'm currently writing from my private account, but I work professionally as an architect (in a firm with over 700 employees, one of the largest in our region in Europe). I am also involved in promoting and educating in different render programs at our office, so I have a say in which softwares we adopt as our main visualisation tools.

With the whole intro out of the way, I've been following Twinmotion for some time now and with the somewhat recent adoption of pathtracing in your realtime render software, I believe you suddenly have a product that can create images that surpass the quality of most of your direct real-time competitors. (currently Enscape is the absolute industry standard in my country, used in practically every architecture firm in one way or another)

I have just recently used your render engine to make final production renders of one of our current projects and the result has been most impressive (especially given how quickly this was achieved). It certainly has convinced me, that Twinmotion is a very, very viable candidate for being our future go-to real-time renderer, especially with your new partership with Autodesk - litterally every employee in our organisation has a Revit licence, so we'll all have access to Twinmotion in the near future.

With all this said, one of the main reasons that I am still reserved about promoting Twinmotion in our company, is the above mentioned lack of option to render with render elements (material ID, depth, etc., etc.). As many other users here have mentioned, these extra render layers are an absolute must and without them, I think locally, our architecture (and viz.) industry as a whole still considers Twinmotion an interactive toy, rather than the powerful, user friendly visualisation powerhouse that it truly has the potential to be.

It must be annoying to keep hearing the same comments and requests regarding this, from hoards of users here on the forum, but it should really emphasize just how incredibly important this feature is.

Thank you for your product and I still plan to experiment with more professional projects in your software in the future, but I hope one day, that Twinmotion adds such features, so we can truly embrace it in our professional workflow.

I have other thoughts on the product and experience, if you should be interested to contact me, but I'll keep it relevant to the post here.

Cheers,

Andy

Yes... this is an essential feature... it's on my wish list as well.

Can't believe this feature is not a priority, I should have do some research before learning the twinmotion process. It's sad because I was enjoying using this rendering software, but without the rendering passes/channels, post production is a torture. Will have to switch back to Enscape.

This is a major reason we have not switched our 35 designers over to TwinMotion from the competition. Not having a clown pass (Material-ID) layer export for post production editing is a non-starter for us...

This is the Reason why our studio can not move to TM at this point .... No professional would ...

Hello,

Thank you for the follow-up and additional feedback from several. We have many dependencies to take into consideration for this feature to be implemented correctly into Twinmotion. We have not forgotten about it and like you are very interested in getting this delivered for our users. We have plans to be adding it back to the active road-map later this year. Thank you for your continuing patience and providing us with the feedback and requests for such feature.

Kind regards,

Vincent B.

I have to join the others, but without these features, specially Material ID, we are still waiting whether to use Twinmotion as the main rendering program for our company, it's a pity....

HI ,

You can think of Render Passes being a long-term development goal. This is a planned feature, so it's no longer Under consideration, but it's also not something that will be released in the short term, like the features in the In progress section. We aren't hoping users forget about this feature but did not want to be misleading by moving it to In progress and creating the expectation that this would be a feature in the next major update.

Best,

Raghib

Raghib,

I want to follow up on your last paragraph. It sounds like you're saying that it's possible now. Just that the current implementation doesn't "fit" TM. Can you expand on what that means?

As for "friction in a Twinmotion to Unreal Engine workflow", I don't understand how exporting render passes from TM would impact the working file in UE. Moreover, having functional render passes in TM would eliminate the need to transition all but the most complex projects to UE.

If you have something working, please release a beta to the community and let us offer feedback on fit and friction. I think most of us would be very satisfied with this functionality in TM, interface and all. (https://docs.unrealengine.com/4.27/enUS/AnimatingObjects/Sequencer/HighQualityMediaExport/RenderSettings/RenderPasses/)

Thanks for taking the time to engage with the community. We complain because we want to see TM reach its incredible potential.

Hi ,

Sorry for the confusion there. Right now, this isn't possible in Twinmotion, and there isn't a current version of the feature that can be released. What I meant to convey was that the feature currently exists in Unreal Engine, so it is possible to bring the feature into Twinmotion. The work to bring the feature into Twinmotion from Unreal Engine and make it usable would still need to be done and will take time, such as building the framework, designing a user interface for it, and doing the appropriate testing to ensure functionality works as intended with minimal issues. Rather than doing the work to build the feature only to need to redesign it later, the goal is to take the extra time to make the feature rollout as smooth as it can be.

Best,

Raghib

Piggybacking my own comment for visibility.

The question of when we will have Render Passes (elements) came up at the end of the 2023.1 Preview Livestream. "That's still on the roadmap, don't know yet...If you want something, don't hesitate to push the idea on the roadmap."

Well, It's not on the roadmap anymore. Everyone, please go over to the public roadmap and submit "Render Passes". Tell them why this is such an important feature for your workflow. Point out that "LED walls" and "Color Variant on Posed Humans" won't entice a single paid user as long as render passes are absent. Remind them that the industry is adopting other real-time software and buying into other ecosystems (e.g. Enscape+Vray) while they keep delaying this critical feature.

Most of all, point out that TM / Epic is squandering a billion-dollar opportunity by failing to have this foundational feature in place before their partnership with Autodesk went live. I wonder what the influx of Revit users think about this oversight. Epic has the resources to implement this quickly if they understand just how vital it is to their apparent strategy. Let them know how much demand there is for this 1 feature and how crippling its absence is.

Hi Raghib, can you verify whether this is a feature coming soon or not?

I also no longer see it on the roadmap, as someone else mentioned...

If it's not on the roadmap, we cannot vote for it...

HI ,

This is a planned feature, which is why it was removed from the Under Consideration section of the roadmap. It won't be arriving soon, as it will be a long-term development goal.

Best,

Raghib