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.