Twin Motion vs Unreal Studio


I’m a sort of new to Unreal products.

My background is in REVIT and Enscape3D.

What is the difference between Twin Motion and Unreal Studio.

They both seem to do the same thing.

Can Unreal Studio achieve the effects done in this video.

I love how they throw a paint ball onto the couch and it changed colors at 1:20.

Thanks for your help.


Twin motion is built off the the unreal engine 4.

  • This is an application based of unreal.

Unreal Studio is the workflow to get 3rd party assets into unreal engine through datasmith.

  • This is unreal engine.

This is comparing an apple to an orange.

If you stick around using the program eventually you will be able to take twin motion into unreal engine 4.

Unfortunately this did not help.

Twin Motion produces renderings and movie walkthroughs but Unreal Studio does the exact same thing what’s the difference?

I wish there was a customer phone support help number.

What the difference between Unreal Studio and Unreal Engine 4.

with Unreal Studio you can achieve the same results. Perhaps it is done with Unreal. There is no description with which software it was made.
The difference between Unreal Studio and Unreal Engine4 is the Datasmith plugin with which you are be able to automate the import process of your 3D models from CAD packages like Revit, Sketchup, ArchiCAD or 3D modelling and animation software like 3DS Max, Cinema4d, Rhino and others like Blender in the future.

In very large lines we can say that unreal is an open and twinmotion product a closed product where you can only use the existing library.
They both render and film if you care about that.

No, this is comparing an apple to an apple pie.

Twin Motion already made their pie. If you like it, then good for you, if you don’t, tough luck.

Unreal Studio is the apple. You can make your own pie from it, just the way you like it. However, if you don’t know the recipe, tough luck.


iteachrevit, did you find out how to do that?

Is the pie making process free in the sense that I could use Unreal Engine to produce renderings and videos that I could post on YouTube and social media without needing a license because Unreal Engine is open source?

Unusual but effective way to explain it, I like it :slight_smile:

I would add… if you want a really tasty pie, then u learn the recipe and use datasmith… or if you want a quick pie that most people would enjoy go with TwinMotion

If you don’t know the fundamental differences between Twinmotion and Unreal Engine, and you want to pick which one to use, then definitely use Twinmotion, as you probably won’t get very far with full fledged Unreal Engine.

I find all of these answers are missing a huge problem with Twinmotion — in that it is not really a serious tool for architectural rendering. Its interface is all but absent of flexibility and customization and it cannot possibly handle any serious architectural / visualization projects that require proper geo-location / elevation data. The product seems to be more of a toy than an actual tool, really. I can see Unreal Engine, with its myriad of features and extensibility, to be a better candidate for custom projects (or serious commercial projects, for that matter).

I have spent quite a lot of time working with the demo, and I have to say one would have to be out of their minds to put any money down on this product for any serious applications. Just to give you an example — we have a need to render some buildings and landscape on uneven terrain (at high elevations), but there is absolutely no way to accomplish such a task in Twinmotion. We import a building that is scoped for construction on a slope, and it’s just thrown onto a flat canvas. Apparently, if you want that slope, good luck. The product designers presumed that a) everyone will work on a flat surface 100% of the time and b) will not need ability for 1:1 measurements with real-life objects, scenes, locations, etc.

There is a grab function for maps that is quite laughable, really — it is sequestered to the lower 1/4 to 1/5 of the screen (with no possibility for re-sizing) and it appears to simply download OSM data directly to the 3D view (buildings, roads, etc.) Again, the map data is not 1:1 meter for meter, so if your intention is to model real-world architecture or, rather, maybe just create a complex scene that is not on a flat surface, then you had best look elsewhere.

To summarize — you can put a few nice looking plants with sunlight shining on them … and import your buildings and 3D objects, but you will never be able to visualize them in an environment that is modeled after, for example, real-world terrains and their uneven altitudes. The entire premise behind Twinmotion seems to be as a high-end toy for now. I don’t see how it could be useful for any serious projects that require duplicating real-world environments… unless those environments are very simple, flat, and without contours. If anyone would like to enlighten me and explain what I have missed, please, I am all ears.


why not import 3d terrian to twinmition?

I might be wrong but the biggest difference between Tweenmotin and Unreal studio I found is baking light.
Unreal studio can generate very high-quality GI and light effects with the baking light feature. Twinmotion seems to have just screenspace GI and Dynamic lighting which you don’t need to bake lights but it doesn’t have a good quality to it comparing to Unreal studio. However, Twinmotion still has OK and acceptable quality considering the learning curve.
Also, I’m not sure if Twinmotion supports Raytracing reflection which allows you to have a scientifically correct reflection. Sometimes, reflection prob(fack reflection) doesn’t really work with what you want to achieve.

Correct me if I’m wrong but Twinmotion doesn’t have a collision capability so it might not be possible to make first-person gaming like a walkthrough.

I thought I would weigh in on this…because why not. Unreal is an actual game building solution. It has features and scripts and things that Twinmotion will never have. Twinmotion is like a game that mimics a game engine. If UE4 is Photoshop, then Twinmotion is Lightroom. It can accomplish many of the same things for arcviz, but lacks many of the fine tuning features, and oversimplifies others (not always a bad thing, but still). If you want your files to look professional, use prograde assets (Evermotion and Turbosquid) and textures (Substance and Arroway), and remember that many professional renders have post production work done like color grading.

Easier to quickly design and present concepts. I would not use this for final art.
Easy tool use.
Surprisingly decent import from apps like Sketchup, and the ability to quickly refresh a model with changes. I use sketchup primarly to design my basic geometry. this is a huge Pro for me.
VR and panoramic export.
Xbox controller support

There is no direct PBR workflow, like the Substance plugin for UE4. Moving on from that textures are Meh at best.
REALLY small built in library, while you can import your own models, it is a PITA to import, say a tree from SpeedTree without going thru hoops.
Twitchy and crashy
No access to Unreal Marketplace assets. (this one just astounds me)
Lighting is adequate at best. cant bake lights (as mentioned above)
no Ray Tracing Support.

Bottom line: Twinmotion is something you use if you need to get a concept off the ground quickly, and present it the next day. It gets the job done is the same way that using Lightroom to edit photos gets the job done. If you are looking for AAA quality cinematics, lighting, and UHD texture support, i would say forget about it.