It seems like it's never enough memory to upload a presentation to Epic Cloud! There's no clear understanding of where and how we could optimize. If we are blocked to that 13.6 Gb storage limitation, there is no way we could build a success market for our business! Appealing Scenes require lights, a lot of assets, some animations, nice shaders, etc.
Of course, it becomes heavy at the end. Please clarify this. How to get under that 13.6gb limit?
Thank you for posting in the community and at this time there are no differences with a paid license in terms of the Cloud Presentation hardware limits. We are aware of this current limitation and as the cloud hardware gets better we will be improving on this.
Here is a similar question regarding how to optimize your files for a Cloud Presentation:
I have read this article you mentioned, but it's absolutely no help to me, because all my assets, materials, lights are already optimized (I'm a UE4 technical artist)! I even deactivated all shadows, reduced materials' albedo to 1K, sometime 512px, I deleted Twinmotion characters, objects and props from my scene, selected Low res, deactivated HDRI skydome, and I even deleted EVERYTHING from it: assets, lights, ground, surfaces and every time I quit the app, restart fresh and tried to upload but still, always the same warning, decreasing amount but over the top allowed!
I have a completely blank scene with NOTHING in it (see attached), and if I try to push it to cloud, I still have this message: "Warning this scene uses approximately 14.4 GiB of Memory and the current limit to run on the cloud is 13.6 GiB..."
I know it's early access, but man, this app is really bugged or what?
I'm becoming mad with all the time lost to improve, understand, resolve that thing, and I'm very frustrated with this because my plan is to deliver to Twinmotion cloud my work, but this TM Cloud option is clearly not working AT ALL the way it's supposed to be!
Aucune réponse de la part de Twinmotion. Dois-je conclure que le sujet est enterré et que ce n'est pas la peine de développer ? Twinmotion ne serait donc pas opérationnel. Inutile alors d'acheter la version payante ? Dommage l'idée était bonne, je reviendrai dans 2 ou 3 ans...
Thank you for posting in the community. At this time when you work in Twinmotion it saves information for the Undo command steps so you can go back and other important information for the scene to function while working.
In order to clear the memory you need to save the TM file then closing and re-opening the scene is usually needed before you try to upload to the cloud to make sure the Hardware check before uploading the scene will be more accurate.
We have also recently increase the memory to 20GB and larger scenes will be able to be uploaded. We are still in early access and developing a lot new features and improving the existing ones.
We have also released a Panorama Set so you have more options on how to present and share your work. This Panorama set is also a way to upload those really large scenes in a format that is easier to stream. We have also updated our documentation website with instruction for you to reference: https://www.twinmotion.com/docs/2022.1/en-US/SharingAndCollaborating/TwinmotionCloud/
If you have any suggestions or features request please send them to our road-map as this goes directly to the development team:
Here are some steps you can take to help for the current Presentation to upload with a better memory usage:
You may need to create a separate Twinmotion file so you can manipulate certain elements differently than your primary scene.
When sending a presentation to the cloud, every element in the scene graph even off will be taken into consideration thus it is important to completely delete unnecessary elements.
Check the statistics and how many polygons and textures you have in your file. Remove any unused Materials and use instances for objects that are supposed to be the same.
Reducing the size of the largest textures, for custom material.
Using the most simplified trees models as different tree models in Twinmotion have different size in MB.
Using datasmith plugin as it skips the back faces of the models, thus the number of polygons will be smaller.
Also consider using the Collapse All method for imported elements.
Remove unnecessary QuixelMegan scans 3D assets.
Remove unnecessary humans/characters.
Before uploading to the cloud you will need to save the Twinmotion file in order to update the statistics, then close and reopen to clear any temporary data.
Depending on your scene maybe splitting it up the interior and exterior content could help and uploading 2 files.
We also have updated our FAQ and our documentation site for further helpful information, and might be helpful.
I agree mate. It's laughable that even the two demo models in the Twinmotion start up can't be uploaded to the cloud. I had the same issues and this part of the software, albeit a great tool, simply doesn't work for even the most average sized models.