>>Craig Barr: All right, good afternoon, everyone.
Thanks for coming by. My name is Craig Barr.
I am with the Enterprise Team with Epic Games,
on the Unreal Engine side of things.
We are going to take a brief overview here
in the next 20 minutes of Twinmotion.
We are going to take a look
at some beautiful visualizations with Twinmotion.
We will do an overview of how Twinmotion works,
and we will talk a little bit about
what is to come with Twinmotion as well.
Before we do that, let us take a little bit of a look
at what we do at Epic Games,
and how this works on the Unreal Engine side
with our Enterprise side,
which focuses on this non-game area;
all these different industries that we work within.
So what does Epic Games do?
Everyone out there has typically heard of Epic Games
either from the beautiful photo-real imagery
that we do through Unreal Engine,
or they may have heard of this little video game
that has come out recently over the last couple of years,
Fortnite.
So I am sure quite a few of you have probably heard of Fortnite.
That comes on our publishing side.
We work in a unique way, that as we build our Engine,
we are tethered to a game development studio
that is actually building games, publishing games.
And in doing so, that helps further our Engine.
So what we have there is kind of the proof
in the pudding with our Engine as it is being developed.
And we are actually developing games on that side,
on our publishing side.
And then over on the other side,
what we have is our software development side.
And this is where we get into, of course,
the development of things like Unreal Engine,
and we will be developing further Twinmotion here,
which we will take a look at how that will be, in a moment.
But on that side, on the software development side,
we kind of divide into two spaces;
the game side, of course, so we cater to other game studios
where they use Unreal Engine to create most of the top AAA
game titles that you are probably familiar with.
And on the other side,
we have what we call our "Enterprise side,"
and that is where we work in the non-games industries.
So four areas of focus that we work with in there;
the AEC, or the Architectural Engineering Construction,
we work in Manufacturing and Design, Product Design,
Automotive Design, Film and Television --
a lot of amazing, exciting stuff
happening in film and television these days.
And of course Training and Simulation is the fourth area
in that Enterprise space as well.
And we have many different customers
out there from all ranges of industries
using Unreal Engine, in really cool
and compelling ways these days.
So the Enterprise team is built to service or cater
to these industry needs here.
So we have a dedicated team that is a global, world-wide team,
dedicated and focused on all of these non-game
or other industry uses. And a lot of these developers
have come from all different industries,
or have even come from the Unreal Engine development side
that have been there for years,
developing the amazing product that is Unreal Engine.
So Unreal Engine, really quickly here,
it is very artist-friendly.
Whether you are a really in-depth programmer,
you can certainly jump in at Unreal Engine,
do a very complex thing on a programming side.
Or you can be completely devoid
of the programming side of things.
And what we have is a very artist-friendly workflow,
where you can do very powerful things,
still, with code in the sense,
without actually having to program or write scripts,
where you can use our visual scripting,
which we call "Blueprints,"
which allows you to connect a bunch of nodes
and have access to functions and variables
that you would not be using typically in a code-based
or programming sense -- Blueprint enables artists
to quickly do the exact same functionality
by connecting a series of nodes to be able to do,
really, unlimited amounts of things,
or whatever it is they may want to do.
So of course, one of the coolest things with Unreal Engine
is production-proven, buy all those AAA
game titles that you have seen over the years.
Unreal Engine is certainly nothing new.
You know, we are coming up to --
this is decades in the development of this Engine now,
so what we strive for,
and what we celebrate with our Engine there
is our capabilities within the photorealistic ability
to build amazing visuals, or standalone applications,
or immersive reality experiences --
very high performance Engine.
One of the cooler things that we have added
over the last few releases is, built-in collaboration.
So you can actually be working in Unreal Engine
and have somebody on the other side of the planet
inside your viewport,
working with that data or that design in there as well.
So some pretty amazing stuff.
The source code is made public,
it is available for Unreal Engine,
so you can customize Unreal Engine
to what you want it to be.
And probably the biggest point on here is that it is all free.
You can download Unreal Engine and use this right now
to create any one of these type of experiences,
whether it is imagery, or animation,
or VR -- whatever it may be.
You can grab Unreal Engine right now and do that.
So this idea of Unreal Engine, with this one asset, many uses.
So we saw some of those uses before,
but the cool thing, the way Unreal Engine works,
it is very easy to grab some data,
wherever that data may come from.
It may be a complex architectural model
or an automotive model --
it is very easy to go in and create something simple,
like really high-res, photo-real imagery,
or video output right out of Unreal Engine.
But at the same time be able to just --
all of a sudden, the client says inevitably,
we want this to be an immersive experience,
or a standalone, interactive application,
or we need this to be an immersive virtual reality
or augmented reality experience --
simple to do with the data that comes into Unreal Engine.
It is very quick and easy to do that as a development platform.
So that was Unreal Engine on the side of things here.
So what is Twinmotion?
Well, Twinmotion, really simply, is this idea of click and go.
Twinmotion is Unreal Engine underneath the hood of things.
We have a very simple UI over top of it,
and it, of course,
keeps it very simple in the way that you can work with this.
We are going to look at some examples,
and I will jump into Twinmotion here in a moment, as well.
But the idea behind Twinmotion is that we have people out there
that might work with complex CAD data,
maybe on the architectural side as an example here,
that do not have the knowledge or the experience,
or even the want or desire
to know what goes on deep inside Unreal Engine.
They want to put their data in quickly,
be able to create beautiful visuals very quickly,
and output that very quickly.
And that is exactly what Twinmotion is about.
So we get these things like, nice Asset libraries,
the ability to create on-click animation --
we will take a look at a couple of examples here in a moment.
So the fine folks over at Happy Mushroom
were happy enough to let me use this within this presentation.
I thought this was an excellent demonstration
of how Twinmotion works.
It is this drag and drop functionality,
bring in that building dataset and actually create
an environment in the background around it,
start to add in props or different urban structures
to be able to start populating the scene
with something to make it come to life.
And all of these are just using
the Twinmotion Asset library there.
Of course, Characters or things like props,
like park benches, the different Materials,
foliage, trees -- all sorts of different things
that you can apply in a landscape.
And there is the ability to add in people
really quickly into that as well.
And they take this actually to a really cool level,
where they start to add in water,
they deal with the vegetation in here,
and they actually start to add in some birds,
and they even throw a plane into the entire scene.
You can see them dialing in the daytime as well --
you can simply dial in the time of day or the seasons,
or maybe the weather.
You know, here they throw in an airplane
and fire that up in the sky and put a quick animation
on that to have that flying over,
throw some fish in there --
really quick and easy to work with,
and output something really cool
and compelling very quickly as well.
So Twinmotion, again,
that same idea with Unreal Engine --
one asset, many uses.
We want you to be able to get your data in there very quickly
and create beautiful, high-res,
still imagery, interactive experiences,
video output -- whatever it may be.
We have a lot of people that jump in with their data,
and very quickly they are outputting 4K visualizations
of architectural data as well.
So some samples here, some Twinmotion customer samples
that I have here, just as a brief sample,
some different architectural design.
People doing large-scale urban projects,
or maybe they want to do interiors
and work with small-scale,
maybe a housing project or something.
And this idea of grabbing data, bringing it in quickly,
configuring things, dragging and dropping things in there,
putting in things to kind of bring it to life,
doing time lapse like this with time of day,
or whatever it may be.
Working with different camera effects, depth of field,
or different things like that, still imagery here.
Creating beautiful, high-res still imagery
very quickly out of Twinmotion -- and also NPR,
non-photorealistic rendering, so stylized rendering --
maybe something like a Blueprint,
or a sketch approach --
all of this comes with Twinmotion.
I think I also mentioned, just like Unreal Engine,
this is free.
We acquired Twinmotion and we took the product,
and we made it free. You can grab this right now.
It is important to note on that,
that license that you grab is the full version of Twinmotion.
And that license you have will be free forever.
But we are only going to offer that free download
until the fall.
In November, we will cease that free download,
so grab it now and start using it.
And the reason why we are going to cease this is,
we have plans for this.
We are going to update the version of Unreal Engine,
we will bring in some performance enhancements.
We want to bring real-time ray tracing into Twinmotion.
And one of the coolest features is,
we want you to be able to bring your data in really quickly,
win a job with it, convince the client
of what the job is going to be, and then continue developing
that by sending that to Unreal Engine.
So you will be able to do that
with the later version of Twinmotion,
once we get into development of that as well.
So here are some examples here of some kind
of more entertainment ideas of developing,
or taking a look at environments, perhaps,
for a non-architectural standpoint;
so it might be building a set or something
that has to put together a very quick proof of concept.
And Twinmotion, of course,
is very capable of doing that as well.
So we will jump forward here to the functionality of Twinmotion,
some of what you get out of the box with Twinmotion.
Of course, things like Reflectivity
or accurate reflection, Soft Area Shadowing,
Translucency with water and glass,
different effects like Ambient Occlusion,
working with things like Sky Lights,
or Image Based Lighting to help illuminate the scene.
Global Illumination overall within Twinmotion,
so that you have accurate lighting based on sunlight,
or even moonlight.
And let us move forward here.
This was a really good comparison to put up here.
So a software that will remain unnamed on the other side here,
using ray tracing -- so that same geometry there,
an hour and 29 minutes, 2K resolution.
With Twinmotion -- same data brought in 0.2 seconds
to build a 4K resolution image of that.
So at the end of the day, like I said before,
faster equals cheaper.
The ability to bring in your data
and create something real-time like this,
versus waiting for something to maybe correct it or change it --
this could be the difference between winning or losing a job,
or convincing a stakeholder or a client, right?
So with Twinmotion, you get all of this right out of the box.
Of course, just as simply,
this could be a real-time video of the scene.
This is a really nice simple display of this idea
of how Twinmotion work. So in this two-click workflow --
but really, before we get on the VR side,
you know, we have these one-click workflows,
products right now like Revit and Graphisoft ARCHICAD,
with one click you can go live from those packages
right into Twinmotion.
And if you take it a little bit further,
and you exhaust yourself with a second click,
you can bring that data right from Revit, for example,
and bring it right into virtual reality and Twinmotion,
and quickly populate it with all these different things
that we have been looking at here as well.
So multiple ways to learn Twinmotion really quickly --
we have a really robust,
amazing online learning library available
that allows you to learn in-depth things, like Unreal Engine.
We are adding more there related to Twinmotion.
We also offer classes at events.
We have academies and classes around.
I am just going to quickly flip right over here
to my little scene of Twinmotion --
one of the scenes that we saw here
on some of my slides and some of the video.
This is one of our sample scenes,
we call this "Norway House." Just like in Unreal Engine,
I have components here that represent
that there are some sound effects placed within the scene,
and some different wind effects
and different things happening there.
I am just going to hit my G key to turn that off --
maybe I do not want to see that.
And I can quickly just tumble around in here.
So let us do something kind of cool, really quickly.
We saw the ability to work with how the drag
and drop functionality is with Twinmotion.
Let us take a look at how that is.
You can see, first of all, how simple the UI is, right?
So we have this scene, and there is not a lot of UI going on;
it is kept very simple, very light, very quick
and easy to use.
So I want to add something to this scene.
There is a little arrow right here,
I am just going to grab that arrow.
And here is the library of things.
So you can see that we have, up on the side,
all of these different libraries of Materials and Assets,
and vegetation and landscape tools,
different lighting -- even human Characters, vehicles.
There are a bunch of different things
that come with Twinmotion right now,
I believe it is upwards of three thousand Assets
that you get out of the box with Twinmotion
in all these different areas.
So if we jump into the Materials, as a quick example,
you can see that we have things like glass, different metal.
If we jump into the wood, for example,
and they give you samples as to what that might look like --
all of this is scalable. So for example, those planks,
we can go in and define the size of them,
given the space that they are going in.
All of these Materials come out of the box here with Twinmotion,
as well as things like vegetation and landscape.
So if I wanted to add quickly maybe some trees to this,
let us go through and look at,
maybe we can add one of these guys --
I can just quickly start to drag
and drop those into my scene there,
and just position it maybe wherever I want it.
Maybe we will pull it along these rocks over in here --
that looks good.
I could add in maybe some different ones here.
We will put in a bit of a bigger tree --
let us put this guy in here.
So if I just drag that right into the background,
I can place that. And at any time, of course,
I can come back and grab any one of these Assets,
if I want to change them, remove them,
or move them somewhere else in the scene.
Maybe I need a different scale or proportion of them --
very easy to do.
Something else that we saw on the video that is very cool
and quick and easy to do -- let us get out of the --
let us actually get right out of the library here.
Actually, we will take a look at the Characters in here.
So we have different kinds of humans,
male and female, all different cultures,
a whole library of different things in there.
You can even add in a dog, you know?
Maybe we have a cow sitting over here on the grass --
so I have a cow just sitting in there.
Things like birds are very easy to quickly add in here.
I am going to get out of the library
and I am going to add in some Characters in here.
So I am going to go down below on this UI.
This little urban icon -- it looks like a city.
We have these things along the bottom,
you can see, again, the UI is very simple.
We have these things -- Context, Pass, Camera, Line Measure --
we can take a look at those another time,
but right now I am going to jump into the paths.
And what I want to do is just quickly create
some animation here with a Character.
So I am going to go to Character path --
you can see that we have these big icons,
and I just simply click on them, and then I go and I create;
I drag and drop and create. This is really cool,
this is such a simple way to create something with people,
humans interacting with the landscape.
I am just going to hit my little pen nib here,
and now I have activated that. I have turned it on.
I want to hit G though -- just like in Unreal Engine,
hitting G is like going out of game mode here.
I can get all my different Assets of --
you know, as I mentioned,
there are some lights happening there,
there are some sound effects.
Now I have got my little ball.
And this is my path drawing ball.
I might want to start here, click here and have a Character
move around in this scene, simply maybe this guy walks down
and crosses our little bridge here.
I do not know where he goes, let us just have him
go through the trees here and disappear into the woods.
I will hit Escape to get out of that.
And then when -- now you can see, right away
I have people walking around on that scene.
Well, this looks kind of creepy,
it looks like something out of a cult film, right?
I do not know where they are going
or what is happening in that room,
but they are on their way over the bridge,
near the forest. It is a little creepy.
So let us get rid of that and just get it down to one guy.
What I want to do is to adjust the density.
If I crank this little bar up here,
you can see that we actually get an enormous amount of people
coming out of that house,
as to whatever was happening in there.
So again, too many people for my liking here.
Let us bring that down to a smaller level.
Here, the density here,
maybe I want it down to something like one percent.
There is a guy in there -- where did he go, though?
Oh, there they are.
There is a guy right here underneath the tree.
We can zoom in and down onto that person there.
We could change what that person is doing.
They are carrying a shopping bag.
Maybe that is not the right context in there,
so we could change the street clothing here.
Maybe we want them to be in a travel mode --
this guy has got some luggage, that is not going to work.
So maybe they are at the beach.
This guy is on his cell phone walking around,
he is probably going to miss the bridge
and fall in the river.
But he will not though, actually,
because he is going to follow that path all the way along.
But you can see how quick and easy that is --
just a couple of clicks,
and I have already got someone walking around.
Maybe I want to increase the density of that,
or the actual width of the path as well,
so it gives it a little bit of play
as to how far they are walking or able to walk.
The cool thing about this is that I could do this
with a couple of different things as well.
I can make a vehicle path -- so I could add cars,
I could add a bicycle riding through there --
any number of a bunch of different things on there.
So let us jump out of this right now,
because I think I am running low on time.
I am just going to switch back to where we were.
Again, if you want to find ways to learn about Unreal Engine --
plenty of ways online.
We have an amazing, robust online learning library.
I just wanted to last put this up here --
remember, this is free until November.
Grab this version now.
We are going to be doing substantial updates to this,
feature enhancements,
performance enhancements, quality enhancements.
I mentioned we want to add real-time ray tracing to this.
We want to be able to do the functionality
to take what you create in here
and send it over to Unreal Engine
to further develop it, to have all the control
that Unreal Engine brings with it.
So definitely check it out online
and be able to grab and work
with your data really quickly, in Twinmotion.
We see people creating amazing things
in the architectural space,
but we also see people creating stuff
even in the entertainment space,
where they are creating set extensions,
or set concepts, set designs, even.
So that is it for me.
I want to say thanks for coming by and watching.
I will be doing an AEC thing at 5:30,
if anyone is interested as well. Thank you.