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	<title>Realtime - DIGITAL PRODUCTION</title>
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		<title>Epic Games ships Twinmotion 2026.1</title>
		<link>https://digitalproduction.com/2026/04/16/epic-games-ships-twinmotion-2026-1/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 16 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Camera]]></category>
		<category><![CDATA[licensing]]></category>
		<category><![CDATA[Lumen]]></category>
		<category><![CDATA[PathTracer]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[twinmotion]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[visualization]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=269821</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion-release-notes-bannerpng.png?fit=1200%2C210&quality=72&ssl=1" width="1200" height="210" title="" alt="A snowy mountain landscape at dusk, showcasing a research station surrounded by rolling hills. The station features blue buildings with domes, satellite dishes, and steam rising from vents, all set against a backdrop of majestic, snow-capped peaks and a tranquil body of water." /></div><div><p>Twinmotion 2026.1 goes harder on camera realism and faster lookdev, then quietly fixes the boring stuff you actually feel daily.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/16/epic-games-ships-twinmotion-2026-1/">Epic Games ships Twinmotion 2026.1</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion-release-notes-bannerpng.png?fit=1200%2C210&quality=72&ssl=1" width="1200" height="210" title="" alt="A snowy mountain landscape at dusk, showcasing a research station surrounded by rolling hills. The station features blue buildings with domes, satellite dishes, and steam rising from vents, all set against a backdrop of majestic, snow-capped peaks and a tranquil body of water." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:14080,&quot;href&quot;:&quot;https:\/\/www.twinmotion.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:111,&quot;href&quot;:&quot;https:\/\/www.unrealengine.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20151204232319\/https:\/\/www.unrealengine.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 12:26:48&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2025-12-30 15:25:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-02 20:30:37&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-06 15:03:35&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-10 04:35:10&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-13 06:58:45&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-16 19:02:02&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-19 19:09:16&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-23 03:22:56&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-26 10:01:27&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-29 11:03:40&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-01 18:36:23&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-05 05:48:52&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-08 15:13:49&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-11 17:43:59&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-14 18:34:30&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-17 20:27:22&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-22 05:04:54&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-25 22:07:00&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-01 11:10:11&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-04 12:22:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-07 12:49:52&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-10 15:51:24&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-13 19:39:29&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-16 20:28:09&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-20 04:51:34&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-23 11:07:48&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-26 17:41:34&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-29 18:33:16&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-02 05:00:23&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-05 10:16:49&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-08 14:32:15&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-11 18:22:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-14 18:48:25&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-17 19:30:42&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-21 04:01:48&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-24 07:20:38&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-27 07:34:27&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-30 07:54:08&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-05-03 08:10:59&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-03 08:10:59&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14081,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/twinmotion\/twinmotion-2026-1-release-notes&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.twinmotion.com" title="">Twinmotion</a> is a real-time viz app powered by <a href="https://www.unrealengine.com/">Unreal Engine</a>, built for quick scene assembly, lighting, and outputs without living in node graphs.</em></p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9V3_1gZQ8-g?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="photo-matching-now-less-of-a-dark-art" class="wp-block-heading">Photo matching, now less of a dark art</h3>



<p class="wp-block-paragraph">Twinmotion 2026.1 adds a photo matching workflow built around a new Match Perspective tool. You load a background image as a backplate, identify vanishing points (Lines or Grid), and the camera adjusts position and focal length to match the image. The goal is simple: get a 3D model to sit reasonably convincingly inside a 2D photo without hand-tuning camera parameters for an afternoon.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_photo-matching_1920x1080_v01mp4_000005529.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_photo-matching_1920x1080_v01mp4_000005529.png?resize=1200%2C675&quality=72&ssl=1"  alt="A vibrant cityscape featuring historic brick buildings with fire escapes and large windows under a clear blue sky. The street below buzzes with parked cars and greenery, while a traffic light stands prominently at the corner, enhancing the urban atmosphere."  class="wp-image-269919" ></a></figure>



<p class="wp-block-paragraph">The tool also includes shadow projection from 3D objects onto the calculated ground plane. That helps sell integration when the backplate already has strong directional cues. If you do client-facing previz or quick location studies, this is one of those features that saves time. It also nudges Twinmotion closer to the familiar backplate plus camera-match workflow many artists already use elsewhere, just with fewer steps and less guesswork.</p>



<h3 id="autosoft-edge-a-band-aid-in-the-best-way" class="wp-block-heading">Autosoft edge: a band-aid, in the best way</h3>



<p class="wp-block-paragraph">CG edges can read too sharp, especially when you are chasing photo-like results in a simplified lookdev context. Twinmotion 2026.1 introduces Autosoft edge, a rendering effect you can apply to selected objects to soften hard edges to a specified radius.</p>



<p class="wp-block-paragraph">Autosoft Edge works in Standard, Lumen, and Path Tracer modes. That means you can keep one scene and one intent while switching render modes, without losing the edge treatment that helps prevent the razor-cut silhouette look. This is not a replacement for proper bevels when the model needs to withstand close-ups or be exchanged with other tools. It is a pragmatic option for when the scene is already in motion, the imported geometry is what it is, and you want a controllable, consistent soften in teh renderer.</p>



<h3 id="lighting-channels-finally-selective-light-sanity" class="wp-block-heading">Lighting channels: finally, selective light sanity</h3>



<p class="wp-block-paragraph">Twinmotion 2026.1 adds support for lighting channels. Lights only affect objects assigned to the same channel. In practice, this gives you the abiility to isolate what a physical light influences, which is a staple control in many pipelines.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_lighting-channels_1920x1080_v01mp4_000000855.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="269916"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_lighting-channels_1920x1080_v01mp4_000000855.png?resize=1200%2C675&quality=72&ssl=1"  alt="A modern, sleek smartwatch with a glossy black metal band rests on a textured, dark rocky surface. The screen displays a dynamic, fiery design that contrasts vividly against its metallic body. Soft, ethereal lighting highlights the watch&#039;s contours, enhancing its sophisticated appearance."  class="wp-image-269916" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_lighting-channels_1920x1080_v01mp4_000003520.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="269918"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_lighting-channels_1920x1080_v01mp4_000003520.png?resize=1200%2C675&quality=72&ssl=1"  alt="A sleek smartwatch with a metallic bracelet sits prominently on a rugged, dark surface. The watch screen displays an intricate design, illuminated by vibrant, blue lighting that contrasts sharply with the black backdrop, creating an alluring, high-tech aesthetic."  class="wp-image-269918" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_lighting-channels_1920x1080_v01mp4_000006624.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="269917"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_lighting-channels_1920x1080_v01mp4_000006624.png?resize=1200%2C675&quality=72&ssl=1"  alt="A sleek, modern smartwatch with a glossy black finish stands prominently on a textured rock surface, illuminated by shimmering teal accents. The watch displays a vibrant, abstract interface on its screen, while a settings panel for lighting channels hovers nearby, enhancing the tech-forward aesthetic."  class="wp-image-269917" ></a></figure>
</figure>



<p class="wp-block-paragraph">A concrete example: you can keep your background lighting from touching a hero object in a product or fashion setup. That is useful when you want a clean key and fill on the subject, while the environment stays moody or stylised without contaminating the hero’s exposure and specular response.</p>



<p class="wp-block-paragraph">Lighting channels do not magically solve bad lighting decisions, but they do let you build a scene that behaves more like a studio rig. You can steer light contribution with intent instead of compensating with endless tweaks to intensity and position.</p>



<h3 id="camera-and-lens-effects-focus-breathing-for-people-who-enjoy-pain" class="wp-block-heading">Camera and lens effects: focus breathing for people who enjoy pain</h3>



<p class="wp-block-paragraph">Twinmotion 2026.1 adds Auto focus for depth of field. With Auto focus enabled, the focal point can automatically adjust to the centre of the screen, effectively following the camera’s look-at point. You can set how long it takes to adjust focus.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_camera-lens-effect_1920x1080_v01mp4_000000614.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="269914"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_camera-lens-effect_1920x1080_v01mp4_000000614.png?resize=1200%2C675&quality=72&ssl=1"  alt="A softly lit table adorned with several white and cream candles of varying heights, surrounded by a small green plant in a woven pot. In the background, a shimmering blur of yellow and white bokeh lights creates a warm, inviting atmosphere, with a user interface panel showcasing new lens effects."  class="wp-image-269914" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_camera-lens-effect_1920x1080_v01mp4_000003320.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="269915"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_camera-lens-effect_1920x1080_v01mp4_000003320.png?resize=1200%2C675&quality=72&ssl=1"  alt="A cozy scene featuring an assortment of white candles and a small potted plant on a wooden table. Soft, warm light from the candles accentuates the shimmering bokeh effect in the background, creating a dreamy atmosphere. A settings panel shows lens effect options on the side, enhancing the visual interest."  class="wp-image-269915" ></a></figure>
</figure>



<p class="wp-block-paragraph">There is also a hunting behaviour option. The setting lets you choose whether hunting happens occasionally, frequently, or not at all. That is a very specific kind of realism knob, and it is nice to see it treated as a creative control rather than a bug you have to hide.</p>



<p class="wp-block-paragraph">Depth of field bokeh gets two new characteristics: Anamorphic oval and Petzval. These affect the blur quality in out-of-focus areas, including elongated and swirling bokeh looks. The two can be used individually or combined. Holga-Hipsters, eat your heart out :P </p>



<p class="wp-block-paragraph">A Barrel distortion slider rounds out the lens pack, curving straight lines near the edges of frame like real lenses, especially wide-angle ones. All of this points at a consistent theme: Twinmotion is leaning harder into camera language, not just lighting and assets. Which is excellent, if your deliverable is stills and clips that need to read as photographs rather than renders.</p>



<h3 id="particle-vfx-more-control-less-waiting" class="wp-block-heading">Particle VFX: more control, less waiting</h3>



<p class="wp-block-paragraph">Twinmotion 2026.1 revamps the particle-based effects in the Twinmotion library. The update optimised performance and visual quality, and it adds new examples.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_particle-vfx_1920x1080_v01mp4_000001768.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_particle-vfx_1920x1080_v01mp4_000001768.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up view of a realistic digital fireplace, showcasing vibrant orange and yellow flames dancing above a bed of dark, textured rocks. The glossy reflections on the surface enhance the warmth, while an interface showing &#039;New particle effects&#039; is positioned to the left."  class="wp-image-269922" ></a></figure>



<p class="wp-block-paragraph">More importantly for day-to-day work, the particle effects now have exposed parameters, so you can customise them. The examples called out include fire, fog, smoke, and water.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_particle-vfx_1920x1080_v01mp4_000010100.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_particle-vfx_1920x1080_v01mp4_000010100.png?resize=1200%2C675&quality=72&ssl=1"  alt="A remote, snowy research station on a frozen landscape, surrounded by towering mountains. Buildings with glowing windows emit steam into the cold, still air. Large spherical structures rise, reflecting the dim light of the overcast sky, hinting at advanced technology."  class="wp-image-269921" ></a></figure>



<p class="wp-block-paragraph">If your scenes lean on atmospherics to sell scale or mood, parameterised VFX is much more useful than locked presets. It turns the library from a look-up table into something you can art-direct.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_particle-vfx_1920x1080_v01mp4_000005425.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/twinmotion_26-1_particle-vfx_1920x1080_v01mp4_000005425.png?resize=1200%2C675&quality=72&ssl=1"  alt="A grand ornate fountain stands prominently, with flowing water cascading gracefully from sculpted figures. The surrounding area features lush green trees and vintage street lamps, under a clear blue sky. A panel displays controls for particle effects, enhancing the scene&#039;s visual depth."  class="wp-image-269920" ></a></figure>



<h3 id="european-trees-and-the-stuff-you-only-notice-when-it-breaks" class="wp-block-heading">European trees, and the stuff you only notice when it breaks</h3>



<p class="wp-block-paragraph">Twinmotion 2026.1 adds a European tree pack: 10 new species of photorealistic European trees, each with three variations, added to the Twinmotion library. If you build outdoor scenes for European contexts, that is straight-up practical content, not just another generic “coloured blob” set. And we are not making any political jokes here; we are talking about trees. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=1200%2C675&quality=72&ssl=1"  alt="https://cms-assets.unrealengine.com/AEOpzOpKNRbioUBp6s1Yjz/resize=width:1200/output=format:webp/cmnykof8rexhm08n464ii83sj"  class="wp-image-269926"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?w=1200&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cmnykof8rexhm08n464ii83sj.webp?resize=476%2C268&quality=72&ssl=1 476w" ></figure>



<p class="wp-block-paragraph">The release also changes how asset libraries live on disk. Twinmotion now manages the location of all asset libraries, including user libraries and user-generated content, in a persistent folder structure. This replaces the previous per-version folder structure.</p>



<p class="wp-block-paragraph">The point is to stop making you copy, move, or redownload content each release. The persistent structure is intended to enable content to be shared across future versions and simplify file paths.</p>



<p class="wp-block-paragraph">This is the kind of improvement that rarely makes a reel, but it absolutely shows up in the daily friction budget. Fewer duplicate paths also tends to mean fewer broken links, fewer “where did that go” moments, and less time spent doing file system archaeology. N oinformation yet hopw that integrates with existing asset management systems, like <a href="https://digitalproduction.com/tag/das-element/" title="das element">das element</a> or others.</p>



<h3 id="availability-and-pricing" class="wp-block-heading">Availability and pricing</h3>



<p class="wp-block-paragraph">Twinmotion 2026.1 is available to download. Existing users can download it via the Epic Games Launcher, and subscribers can also download via the Developer Portal.</p>



<p class="wp-block-paragraph">Pricing depends on who you are and what you need. Twinmotion is free to use for individuals and small businesses under $1 million USD in revenue in the past 12 months, educational institutions, and students. For individuals and businesses over $1 million USD in gross annual revenue, and/or requiring access to Twinmotion Cloud, Twinmotion seats cost $445 per seat per year.</p>



<p class="wp-block-paragraph">There is also an Unreal Subscription option listed at $1,850 per seat per year, which includes upgrades for Unreal Engine, Twinmotion, and RealityScan for one year, plus access to Twinmotion Cloud. The All-in-one-thingy sub :) </p>



<p class="wp-block-paragraph"><br /><a href="https://dev.epicgames.com/documentation/twinmotion/twinmotion-2026-1-release-notes" title="">https://dev.epicgames.com/documentation/twinmotion/twinmotion-2026-1-release-notes</a><br /><br /></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/16/epic-games-ships-twinmotion-2026-1/">Epic Games ships Twinmotion 2026.1</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">269821</post-id>	</item>
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		<title>Real-time Blender to Unreal Live Link</title>
		<link>https://digitalproduction.com/2026/03/27/real-time-blender-to-unreal-live-link/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 27 Mar 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-02-40-6-blender-to-unreal-live-link-plugin.png?fit=1200%2C488&quality=72&ssl=1" width="1200" height="488" title="" alt="A digital rendering workspace split into two views: the left shows a landscape scene with three 3D shapes (two white cubes and one orange-patterned cube) under a bright sky, while the right displays properties and settings for 3D modeling software." /></div><div><p>One click, fewer reimports: Blender Live Link pushes assets to Unreal in real time and can bake complex shaders into tidy textures.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/27/real-time-blender-to-unreal-live-link/">Real-time Blender to Unreal Live Link</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><a href="https://superhivemarket.com/products/blender-to-unreal-live-link" title="">Blender To Unreal Live Link</a> is built around a simple promise: push models, materials, and textures from <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>into <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a> without bouncing through a traditional export and reimport loop. The workflow centers on a Blender add-on and Unreal-side Python scripts that sit inside your project so the handoff happens from inside your normal working tools. The add-on supports one-click sending, and it also offers an auto-sync mode for iterative work.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/eSu5txN0MAE?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph"><a href="https://www.instagram.com/milad_kambari" title="">Milad Kambari (</a><a href="https://www.artstation.com/Milad_Kambari" title="">Artstation</a><a href="https://www.instagram.com/milad_kambari" title="">)</a> sells the add-on for $18 on <a href="https://superhivemarket.com/">Superhive</a>. </p>



<h3 id="getting-connected-without-guessing" class="wp-block-heading">Getting connected without guessing</h3>



<p class="wp-block-paragraph">After installing the Unreal plugin and the Blender add-on, the two applications connect through a Start Live Link action on each side. In Blender, the workflow uses a Start Live Link button. In Unreal, the workflow uses a Blender Live Link menu with its own Start Live Link action.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-00-29-6-blender-to-unreal-live-link-plugin.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="488"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-00-29-6-blender-to-unreal-live-link-plugin.png?resize=1200%2C488&quality=72&ssl=1"  alt="A split-screen view of the Blender interface. The left side shows a 3D scene with a sunny sky and reflective surface, while the right side displays the properties panel with various options highlighted. A cube is placed in the 3D viewport."  class="wp-image-263354" ></a></figure>



<p class="wp-block-paragraph">The first connection can take longer than later runs because the network communication between the applications establishes itself for the first time. A connected status indicates the link is established. If you want to confirm the setup path executes correctly, the workflow suggests checking the log and watching for errors shown in red. If you do not see red errors, that indicates the path was set up correctly, and the instruction is to keep the plugin and scripts in the right place and stay patient while the connection finishes.</p>



<h3 id="send-selected-send-full-scene-and-why-one-is-a-trap" class="wp-block-heading">Send selected, send full scene, and why one is a trap</h3>



<p class="wp-block-paragraph">Once connected, the basic transfer flow centres on selecting assets in Blender and sending them across. The add-on offers two transfer options: Send Full Scene and Send Selected. Send Full Scene is positioned for smaller to medium scenes, and Send Selected is positioned for larger scenes where you only push what you need.</p>



<p class="wp-block-paragraph">The usage guidance recommends not leaning too heavily on Send Full Scene because real scenes can be heavy, with a large number of objects. The suggested working method is to proceed with Send Selected so you keep control of what moves over, and to transfer heavier scenes piece by piece. The stated goal is better scene management while avoiding the need for extensive hardware resources.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-02-06-6-blender-to-unreal-live-link-plugin.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="488"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-02-06-6-blender-to-unreal-live-link-plugin.png?resize=1200%2C488&quality=72&ssl=1"  alt="A dual-screen setup showcasing a 3D rendering software. On the left, a scene with a cube and sunlight casting a shadow on a grid, framed by a mountainous background. On the right, a workspace with multiple cubes arranged in a row, pending manipulation."  class="wp-image-263353" ></a></figure>



<p class="wp-block-paragraph">The workflow description also demonstrates sending multiple objects at once using Send Selected, where selecting multiple objects and running the send results in both arriving in Unreal.</p>



<h3 id="materials-textures-and-the-two-lane-road" class="wp-block-heading">Materials, textures, and the two-lane road</h3>



<p class="wp-block-paragraph">Material transfer is included alongside geometry transfer. The tool is described as able to send materials along with textures, including transferring a model together with its texture. The product listing also states that simple physically based materials transfer automatically with textures for base color, normal, roughness, and metallic.</p>



<p class="wp-block-paragraph">When materials get more complex, the workflow shifts to a different option. The add-on includes a Bake and Send Selected mode intended for complex materials that need baking before they can be sent. The listing describes complex shader setups using nodes such as the <a href="https://docs.blender.org/manual/en/latest/render/shader_nodes/color/mix.html?utm_source=chatgpt.com">Mix</a> node as examples that can require this path. In this mode, materials are baked into clean textures for transfer, and the workflow is described as non-destructive, restoring original materials after the send. The tool detects whether a model has UV maps. If UV maps exist, it does not alter them and uses them for baking. If a model does not have UV maps, it can generate UV maps as needed for baking.</p>



<h3 id="live-sync-but-with-a-leash" class="wp-block-heading">Live sync, but with a leash</h3>



<p class="wp-block-paragraph">Live sync mode sends changes automatically, but the workflow has a specific rhythm. For edit mode changes, the flow relies on exiting edit mode. After you make an edit, you exit edit mode and return to object mode so the edit becomes visible in Unreal.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-05-32-6-blender-to-unreal-live-link-plugin.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="488"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/esu5txn0mae-00-05-32-6-blender-to-unreal-live-link-plugin.png?resize=1200%2C488&quality=72&ssl=1"  alt="A dual-screen setup showing a 3D modeling interface. The left screen displays a landscape under soft sunlight, while the right screen showcases an intricately designed architectural scene with various textures and details."  class="wp-image-263352" ></a></figure>



<p class="wp-block-paragraph">Live sync is also framed as “something to use carefully”. The developer does not recommend using it extensively because it can require hardware resoruces due to the different graphical structures of the two applications. </p>



<h3 id="hierarchies-pivots-and-scale-sanity" class="wp-block-heading">Hierarchies, pivots, and scale sanity</h3>



<p class="wp-block-paragraph">On the scene-structure side, the listing describes parent and child support. Selecting a parent object can include its mesh children automatically, which matters when you are working with grouped meshes or hierarchical scene organisation.</p>



<p class="wp-block-paragraph">It also preserves pivots. Object origins from Blender are preserved in Unreal, so the pivot behaviour you author in Blender carries through after transfer. Scale handling is called out too. The listing describes a 1 to 1 scale relationship between Blender and Unreal, aimed at avoiding the classic scale mismatch workflow pain. Transforms are part of the transfer. Location, rotation, and scale are sent and applied in Unreal.</p>



<h3 id="what-is-included-and-what-it-needs" class="wp-block-heading">What is included and what it needs</h3>



<p class="wp-block-paragraph">The package includes a Blender add-on file and Unreal Python scripts named blender_livelink_addon.py, livelink_unreal.py, and init_unreal.py.</p>



<p class="wp-block-paragraph">System requirements list Blender 5.0 or higher and Unreal Engine 5.5 or higher, plus Windows 10 or 11, with the condition that both applications must run on the same machine.</p>



<p class="wp-block-paragraph">Pricing is listed as $18.</p>



<h3 id="practical-takeaways-for-production-artists" class="wp-block-heading">Practical takeaways for production artists</h3>



<p class="wp-block-paragraph">If your daily loop includes moving assets from Blender into Unreal for lookdev, lighting, layout, or realtime checks, this tool focuses on reducing the friction in that handoff. It provides Send Selected for controlled transfers, Send Full Scene for smaller setups, and Bake and Send Selected for complex material cases that need baking. It also includes live sync for iterative updates, with workflow notes about exiting edit mode so edits propagate.</p>



<p class="wp-block-paragraph">As with any new pipeline tool, test it in your own environment before you rely on it for production.</p>



<p class="wp-block-paragraph"><br /><a href="https://superhivemarket.com/products/blender-to-unreal-live-link" title="">https://superhivemarket.com/products/blender-to-unreal-live-link</a><br /></p><p>The post <a href="https://digitalproduction.com/2026/03/27/real-time-blender-to-unreal-live-link/">Real-time Blender to Unreal Live Link</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A digital rendering workspace split into two views: the left shows a landscape scene with three 3D shapes (two white cubes and one orange-patterned cube) under a bright sky, while the right displays properties and settings for 3D modeling software.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">263102</post-id>	</item>
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		<title>glTF sample assets and fidelity site refresh</title>
		<link>https://digitalproduction.com/2026/03/23/gltf-sample-assets-and-fidelity-site-refresh/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 23 Mar 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[babylon.js]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[GitHub]]></category>
		<category><![CDATA[glTF]]></category>
		<category><![CDATA[glTF Render Fidelity Comparison]]></category>
		<category><![CDATA[glTF Sample Assets]]></category>
		<category><![CDATA[glTF Sample Renderer]]></category>
		<category><![CDATA[interoperability]]></category>
		<category><![CDATA[Khronos]]></category>
		<category><![CDATA[model-viewer]]></category>
		<category><![CDATA[path tracing]]></category>
		<category><![CDATA[PBR]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[render fidelity]]></category>
		<category><![CDATA[sample assets]]></category>
		<category><![CDATA[Three.js]]></category>
		<category><![CDATA[V-Ray]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-1-1.jpg?fit=1200%2C542&quality=80&ssl=1" width="1200" height="542" title="" alt="A rounded bowl with a glossy brown exterior, featuring the 'gltf' logo in green. The bowl is filled with a mix of dark and bright red contents, resembling a textured surface, set against a neutral gray background." /></div><div><p>New glTF browsing and comparison pages make it easier to test assets, spot renderer quirks, and argue about pixels with evidence.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/23/gltf-sample-assets-and-fidelity-site-refresh/">glTF sample assets and fidelity site refresh</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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10:31:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-01 16:19:53&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-01 16:19:53&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13718,&quot;href&quot;:&quot;https:\/\/modelviewer.dev&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260313220533\/https:\/\/modelviewer.dev\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-18 15:10:36&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-23 13:16:56&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-26 14:24:55&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-30 19:05:47&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 18:38:25&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-07 06:41:09&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-22 10:23:26&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-29 06:27:06&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 06:27:06&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13767,&quot;href&quot;:&quot;https:\/\/github.khronos.org\/glTF-Render-Fidelity\/model\/AttenuationTest&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260323080039\/https:\/\/github.khronos.org\/glTF-Render-Fidelity\/model\/AttenuationTest&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-23 13:16:56&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-26 14:24:55&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-30 19:05:47&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 18:38:22&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-08 08:40:27&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-22 10:23:27&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-29 06:27:04&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 06:27:04&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:4694,&quot;href&quot;:&quot;https:\/\/www.khronos.org&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251228163545\/https:\/\/www.khronos.org\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 17:10:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-17 08:22:43&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-06 07:29:11&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-23 13:17:02&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-26 14:24:55&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-30 19:05:49&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 18:38:23&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-22 10:23:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-29 06:27:05&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 06:27:05&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.khronos.org/gltf/">glTF</a> sits between DCC export and runtime playback, and these web tools help you sanity check assets and rendering across engines before shots get spicy.</em></p>



<h3 id="two-sites-one-mission-fewer-surprises" class="wp-block-heading">Two sites, one mission: fewer surprises</h3>



<p class="wp-block-paragraph">The <a href="https://github.khronos.org/glTF-Assets/?utm_source=chatgpt.com">glTF Sample Assets</a> site and the <a href="https://github.khronos.org/glTF-Render-Fidelity/?utm_source=chatgpt.com">glTF Render Fidelity Comparison</a> site just got meaningful upgrades. They target the same everyday pain: you export a model, it looks right in one viewer, and then it looks slightly off somewhere else where it matters. The refreshed Sample Assets experience focuses on browsing, filtering, and sharing reference models that exercise specific features of <a href="https://www.khronos.org/gltf/">glTF</a>. The updated Render Fidelity Comparison experience focuses on visual baselines, with side-by-side checks that make renderer differences harder to hand wave and easier to track down. If you build tools, ship engines, validate exporters, or wrangle assets for realtime and VFX, these sites are designed to be the boring, reliable kind of helpful.</p>



<h3 id="sample-assets-gets-a-real-front-door" class="wp-block-heading">Sample Assets gets a real front door</h3>



<p class="wp-block-paragraph">The new landing experience for <a href="https://github.khronos.org/glTF-Assets/?utm_source=chatgpt.com">glTF Sample Assets</a> presents the repository as a proper website. The intent is simple: make it easier to browse and find models by what they demonstrate. Models appear with thumbnails, and animated assets include a small animation preview. The site supports light and dark themes and aims for fast loading and fluid navigation. Filtering and search are first class, with tags that map to features, functionality, and extension coverage.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-24.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="1133"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-24.png?resize=1200%2C1133&quality=72&ssl=1"  alt="A grid of twelve 3D models displaying various objects: a chessboard game, a lamp, a sports car, a watch, a refrigerator, a helmet, a plant, a teacup, a flight helmet, a candle holder, a lamp, and a dish with olives."  class="wp-image-261181" ></a></figure>



<p class="wp-block-paragraph">When you open a model, you land on a dedicated model page with an interactive preview, metadata, and download links. The preview uses the <a href="https://github.com/KhronosGroup/glTF-Sample-Renderer?utm_source=chatgpt.com">glTF Sample Renderer</a>, which is built on <a href="https://www.khronos.org/webgl/">WebGL</a> and targets correct support for official KHR extensions. A context menu in the preview provides presentation options that include debug visualization modes for material properties, variant selection when multiple variants exist, and wireframe presentation when the WEBGL polygon mode extension is available.</p>



<p class="wp-block-paragraph">The model page also links out to external tools and shows a recommendation style list of related assets, which is a surprisingly effective way to bounce between test cases when you are chasing a specific shading edge case across multiple files.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-25.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="975"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-25.png?resize=1200%2C975&quality=72&ssl=1"  alt="A pair of sunglasses with iridescent blue lenses displayed against a gray background. The sunglasses feature a sleek design, highlighted by glowing accents. Below is information about the model and technical specifications."  class="wp-image-261182" ></a></figure>



<p class="wp-block-paragraph">One practical detail matters here: each model includes a screenshot, description, license information, and a live preview. That combination turns the site into a quick reference shelf rather than a scavenger hunt through folders.</p>



<p class="wp-block-paragraph"></p>



<h3 id="render-fidelity-comparison-leans-into-side-by-side-truth" class="wp-block-heading">Render Fidelity Comparison leans into side by side truth</h3>



<p class="wp-block-paragraph">The redesigned <a href="https://github.khronos.org/glTF-Render-Fidelity/?utm_source=chatgpt.com">glTF Render Fidelity Comparison</a> site takes the same library mindset and aims it at output consistency. It frames the core goal as convergence around physically based rendering materials so you can expect a model to appear as intended across renderers and lighting environments. It also notes that this is ambitious, with realtime rendering quality still changing rapidly. *cough* understatement *cough*</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-26.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="863"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-26.png?resize=1200%2C863&quality=72&ssl=1"  alt="A grid of 12 images, each depicting various 3D models including a chess game, animated shapes, a lamp, and an avocado, all presented on a black background with green labels describing their features."  class="wp-image-261183" ></a></figure>



<p class="wp-block-paragraph">The workflow is built for quick comparisons. You choose a model, filter by tags or search, then pick two renders and select a view mode. The comparison modes include side by side viewing, a slider view, and a difference view that shows computed differences.</p>



<p class="wp-block-paragraph">The site spans popular realtime web renderers and also includes path tracers. In practice, that means you can jump between quick interactive engines like <a href="https://www.babylonjs.com/">babylon.js</a> and <a href="https://threejs.org/">three.js</a>, then also look at path traced production renderings from <a href="https://www.blender.org/">Blender</a> using Cycles and from <a href="https://www.chaos.com/vray">V-Ray</a>. It is not about crowning a winner. It is about seeing where two implementations diverge so you can reproduce, triage, and fix.</p>



<p class="wp-block-paragraph">Comparison images are generated offline and submitted via pull requests to the site repository, which keeps the content auditable and repeatable. That approach also makes it easier for teams to add coverage for their own renderer outputs without inventing a new pipeline.</p>



<p class="wp-block-paragraph">The biggest new trick is an experimental 3D comparison mode that enables full interactivity comparison of two realtime renderers side by side. It currently supports <a href="https://threejs.org/">three.js</a>, <a href="https://www.babylonjs.com/">babylon.js</a>, <a href="https://modelviewer.dev/">model-viewer</a>, and three js path tracer tooling. If you have ever tried to discuss a subtle lighting mismatch over screenshots, you know why interactive side by side matters. In one sentence, the updated site encourages you to comapre outputs with fewer assumptions and more pixels on screen.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-28.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="546"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-28.png?resize=1200%2C546&quality=72&ssl=1"  alt="A grid layout displaying six different test results from various rendering engines: babylon.js, Blender Cycles, filament.js, gltf-sample-viewer, three.js, and Dassault STELLAR. The grids show variations in attenuation, thickness, and scale using shades of blue."  class="wp-image-261185" ></a></figure>



<p class="wp-block-paragraph"><a href="https://github.khronos.org/glTF-Render-Fidelity/model/AttenuationTest">https://github.khronos.org/glTF-Render-Fidelity/model/AttenuationTest</a></p>



<h3 id="contributing-is-part-of-the-design" class="wp-block-heading">Contributing is part of the design</h3>



<p class="wp-block-paragraph">Both sites are open to contributions. For sample assets, new models can be proposed via pull requests to the repository. For render fidelity, you can submit renderer outputs by following the repository guidelines for generating renders of a sample asset and placing the results in the appropriate location for comparison.</p>



<p class="wp-block-paragraph">There is also a straightforward feedback loop via issues in the repositories, which keeps bug reports and feature requests attached to something actionable.  This is the one place where it is worth naming the organizer exactly once: <a href="https://www.khronos.org/">Khronos</a> is clearly aiming to make the glTF developer ecosystem easier to navigate, easier to test, and harder to break quietly.</p>



<p class="wp-block-paragraph"><a href="https://github.khronos.org/glTF-Assets/?utm_source=chatgpt.com">https://github.khronos.org/glTF-Assets/</a><br /><br /><a href="https://github.khronos.org/glTF-Render-Fidelity/?utm_source=chatgpt.com">https://github.khronos.org/glTF-Render-Fidelity/</a></p><p>The post <a href="https://digitalproduction.com/2026/03/23/gltf-sample-assets-and-fidelity-site-refresh/">glTF sample assets and fidelity site refresh</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>JangaFX makes its layoff assistance programme permanent</title>
		<link>https://digitalproduction.com/2026/03/20/jangafx-makes-its-layoff-assistance-programme-permanent/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 20 Mar 2026 07:00:00 +0000</pubDate>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image.jpg?fit=1200%2C615&quality=80&ssl=1" width="1200" height="615" title="" alt="A digital editing interface displaying a scenic landscape of mountains and valleys under a cloudy sky. The interface includes a timeline and various editing tools on the right side." /></div><div><p>Layoff Assistance is now permanent: eligible laid-off artists can get six months of the Janga tool access to rebuild reels without paying.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/20/jangafx-makes-its-layoff-assistance-programme-permanent/">JangaFX makes its layoff assistance programme permanent</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image.jpg?fit=1200%2C615&quality=80&ssl=1" width="1200" height="615" title="" alt="A digital editing interface displaying a scenic landscape of mountains and valleys under a cloudy sky. 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<p class="wp-block-paragraph"><em>For those who don’t know the tool: Think of the <a href="https://jangafx.com/software/pricing">Elemental Suite</a> as a real-time VFX kit that exports flipbooks, image sequences, VDB, and caches for DCC and engine work, with <a href="https://jangafx.com/software/embergen" title="">EmberGen</a>, <a href="https://jangafx.com/software/liquigen" title="">LiquiGen</a>, <a href="https://jangafx.com/software/illugen" title="">IlluGen</a>, and <a href="https://jangafx.com/software/geogen" title="">GeoGen</a> sharing the same ecosystem.</em></p>



<h3 id="the-program-now-with-a-permanent-spot" class="wp-block-heading">The program, now with a permanent spot</h3>



<p class="wp-block-paragraph">The <a href="https://jangafx.com/layoff-assistance-program" title="">Layoff Assistance Program</a> is now a permanent offering, built around a simple promise: artists affected by layoffs or studio closures can request licenses to the elemental tool suite free of charge for up to six months, specifically to rebuild portfolio work.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/BP06E8QouOs?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="what-you-actually-get-for-six-months" class="wp-block-heading">What you actually get for six months</h3>



<p class="wp-block-paragraph">When a layoff license is approved, it grants access to the toolset that sits under the <a href="https://jangafx.com/#leader" title="">Elemental Suite</a>. That includes the core apps named for the program in current materials: <a href="https://jangafx.com/software/embergen?utm_source=chatgpt.com">EmberGen</a>, <a href="https://jangafx.com/software/liquigen?utm_source=chatgpt.com">LiquiGen</a>, <a href="https://jangafx.com/software/illugen?utm_source=chatgpt.com">IlluGen</a>, and <a href="https://jangafx.com/software/geogen?utm_source=chatgpt.com">GeoGen</a>.</p>



<p class="wp-block-paragraph">Each tool targets a different kind of content, <a href="https://jangafx.com/software/embergen?utm_source=chatgpt.com">EmberGen</a> is positioned as a real-time volumetric fire simulation tool that can simulate, render, and export flipbooks, image sequences, and <a href="https://www.openvdb.org/">VDB</a> volumes. The value proposition is iteration speed, with real-time tweaking while looping a timeline and a built-in renderer for immediate results.</p>



<p class="wp-block-paragraph"><a href="https://jangafx.com/software/liquigen?utm_source=chatgpt.com">LiquiGen</a> focuses on liquids, with real-time meshing, forces, sparse simulation domains, and a real-time path tracer. It is described as able to generate flipbooks, image sequences, and <a href="https://www.alembic.io/">Alembic</a> caches, and it explicitly calls out foam, spray, and bubbles as controllable elements.</p>



<p class="wp-block-paragraph"><a href="https://jangafx.com/software/geogen?utm_source=chatgpt.com">GeoGen</a> is framed as a node-based workflow for terrain and planet generation, built with games in mind, and presented as part of the same suite.</p>



<p class="wp-block-paragraph">The net effect for an artist in rebuild mode is straightforward: six months of hands-on time with tools that cover volumetrics, liquids, procedural asset generation, and terrain workflows, under one licensing umbrella, without paying during that period if approved.</p>



<h3 id="rules-that-matter-when-you-are-building-a-reel" class="wp-block-heading">Rules that matter when you are building a reel</h3>



<p class="wp-block-paragraph">The program terms are not hand-wavy. The <a href="https://jangafx.com/layoff-assistance-program?utm_source=chatgpt.com">Layoff Assistance Program</a> spells out the intended use and the boundary conditions.</p>



<p class="wp-block-paragraph">The layoff licenses are strictly for non-commercial use. They are meant to help upgrade skills with new tools and assist with new portfolio pieces. Approval is discretionary. A request can be denied. Commercial use requires a purchased license. That clarity is useful because it prevents the most common licensing misunderstanding: portfolio work is still work, but portfolio work is not automatically commercial work. The program draws the line itself, and you are expected to stay on the correct side of it.</p>



<p class="wp-block-paragraph">It also means studios should not treat the program as a back door for production seats. If your use case is client deliverables, the license you want is not the one that comes through the layoff portal. If you are rebuilding a porftolio, the terms match the real-world need: get access, make work, learn, and do it in a way that does not collide with commercial licensing.</p>



<h3 id="how-to-apply-without-turning-it-into-a-side-quest" class="wp-block-heading">How to apply without turning it into a side quest</h3>



<p class="wp-block-paragraph">The application flow described in the official program materials is short. You create an account, or you log into an existing one. You submit a request for a layoff license through the portal linked from the program page, using the <a href="https://account.jangafx.com">Apply Now</a> button. Requests are reviewed. If approved, a license key is issued by email and also appears in the account. That is the whole process , with no extra hoops listed on the program page itself.</p>



<p class="wp-block-paragraph">The program messaging also asks people to share the page with anyone who might need it, which is a rare example of a support initiative that is designed to spread by simple forwarding rather than by gatekept referrals.</p>



<h3 id="pricing-for-when-you-are-back-on-your-feet" class="wp-block-heading">Pricing, for when you are back on your feet</h3>



<p class="wp-block-paragraph">Even if you are applying for the six-month program, pricing matters because it tells you what comes next when the clock runs out, or if you need commercial usage.</p>



<p class="wp-block-paragraph">The official <a href="https://jangafx.com/software/pricing">pricing</a> page lays out an Indie and Hobby tier for revenue or funding under 1 million USD.  For the <a href="https://jangafx.com/software/pricing">Elemental Suite</a>, the price shown is 525 USD for the first year, with 315 USD for optional maintenance annually. For individual tools, the page lists 300 USD for the first year for <a href="https://jangafx.com/software/embergen?utm_source=chatgpt.com">EmberGen</a>, 300 USD for the first year for <a href="https://jangafx.com/software/liquigen?utm_source=chatgpt.com">LiquiGen</a>, and 300 USD for the first year for <a href="https://jangafx.com/software/illugen?utm_source=chatgpt.com">IlluGen</a>, each with 180 USD for optional maintenance annually. For <a href="https://jangafx.com/software/geogen?utm_source=chatgpt.com">GeoGen</a>, the page labels it as beta and lists 150 USD for the first year, with 90 USD for optional maintenance annually.</p>



<p class="wp-block-paragraph">The pricing page also notes that displayed prices do not include taxes and that final prices are shown during checkout. It states that tier calculations use revenue, project budgets, and funding depending on whichever is greater. For artists who are currently laid off, the immediate takeaway is that the program offers a time-limited, no-cost runway. For artists who land a contract mid-runway, it is also a clean reminder to switch to a commercial license if the work moves beyond non-commercial portfolio building.</p>



<h3 id="a-note-on-intent-and-a-note-on-reality" class="wp-block-heading">A note on intent, and a note on reality</h3>



<p class="wp-block-paragraph">In the accompanying message around the program, the founder describes frustration with recurring layoffs across the industry and positions the program as a way to help artists stand back up, using tool access to support portfolio rebuilding. The same message states that over 100 artists were assisted with free licenses last year.</p>



<p class="wp-block-paragraph">None of this changes the usual production reality: every new pipeline ingredient should be tested before you depend on it. Even when a tool is fast, friendly, and installed locally, you still validate exports, check integration points, and run a small end-to-end test before you bet a deadline on it.</p>



<p class="wp-block-paragraph">If you qualify and you are rebuilding, the offer is practical: time, access, and a clearly labeled license boundary. That is not a job, but it can be the difference between stalling out and shipping that next reel shot.</p>



<p class="wp-block-paragraph"><br /><a href="https://jangafx.com/layoff-assistance-program?utm_source=chatgpt.com">https://jangafx.com/layoff-assistance-program</a></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/20/jangafx-makes-its-layoff-assistance-programme-permanent/">JangaFX makes its layoff assistance programme permanent</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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		<title>Maxon ships Redshift for Archviz</title>
		<link>https://digitalproduction.com/2026/03/17/maxon-ships-redshift-for-archviz/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 17 Mar 2026 16:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Newsletter]]></category>
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		<category><![CDATA[AEC Viewer]]></category>
		<category><![CDATA[ArchiCAD]]></category>
		<category><![CDATA[architectural previews]]></category>
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		<category><![CDATA[Redshift]]></category>
		<category><![CDATA[Redshift for Archviz]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://digitalproduction.com/wp-content/uploads/2026/03/core-benefits-realtimesync.avif" width="1200" height="675" title="" alt="A digital rendering showing a modern urban plaza with a stylized sculpture at its center, surrounded by trees. Two views depict the plaza, showcasing paths, greenery, and contemporary buildings in the background under a clear blue sky." /></div><div><p>Redshift Archviz moves BIM scenes from waiting to tweaking, with real-time previews, assets, and a one-click hop to Cinema 4D for the fancy shots.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/17/maxon-ships-redshift-for-archviz/">Maxon ships Redshift for Archviz</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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15:28:22&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 15:28:22&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.maxon.net/en/redshift">Redshift</a> is a GPU renderer built for fast lookdev and final frames. <a href="https://www.vectorworks.net">Vectorworks</a> is a BIM (Building Information Modeling) and CAD hub where buildings get drafted and organised. </em></p>



<p class="wp-block-paragraph">Architectural visualisation pipelines love a clean handoff, but they hate the part where you wait for it. <a href="https://www.maxon.net/de/archviz?utm_source=chatgpt.com">Redshift for Archviz</a> positions itself as a single-environment loop: preview inside your <a>BIM</a> tool, iterate while the model still feels editable, then render without rebuilding the whole look in a second app.</p>



<p class="wp-block-paragraph">The core pitch is direct integration with <a href="https://www.vectorworks.net">Vectorworks</a>, aimed at letting artists and designers stay in the same workspace while moving from real-time previews to final renders. The platform targets the usual ArchViz pressure points: quick iterations, look development that stays consistent from draft to final, and visuals that survive client meetings without the dreaded “we will render it later” disclaimer. Maxon describes this as an expansion of the same rendering technology used in its existing ecosystem, tuned for real-world, real-time architecture design workflows</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/RfWEluBJwRA?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="real-time-lighting-that-behaves-like-a-grown-up" class="wp-block-heading">Real-time lighting that behaves like a grown-up</h3>



<p class="wp-block-paragraph">In the feature set, the real-time preview leans hard into lighting, materials, and environment response. The toolset includes controls to change the time of day, sun position, and cloud cover, to show how natural light interacts with the design as you adjust conditions.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-the-right-light-at-any-hour.jpg?w=1200&ssl=1"  alt="https://maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-the-right-light-at-any-hour.jpg?fm=webp&auto=format,compress&w=1920&h=1080&ar=16:9&fit=clip&crop=faces&q=80" ></figure>



<p class="wp-block-paragraph">Cloud cover control is quite precise, spanning conditions from clear to fully overcast, specifically to visualize how clouds affect natural light, shadows, and the overall mood of an architectural render. That kind of environment knob matters because it ties directly to decision-making. When lighting direction and softness update instantly, material choices stop being theoretical and start becoming compositional tools.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-clear-skies.jpg?w=1200&ssl=1"  alt="https://maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-clear-skies.jpg?fm=webp&auto=format,compress&w=1920&h=1080&ar=16:9&fit=clip&crop=faces&q=80" ></figure>



<h3 id="assets-materials-and-the-eternal-fight-against-empty-rooms" class="wp-block-heading">Assets, materials, and the eternal fight against empty rooms</h3>



<p class="wp-block-paragraph">The content side is framed around libraries that help you get to “inhabited space” faster. A growing asset library includes materials, lights, and ready-to-use assets intended to speed up scene building while keeping physical accuracy and visual consistency.</p>



<p class="wp-block-paragraph">On top of that, the feature descriptions call out drag-and-drop population of interiors and exteriors with a selection that includes furniture, vehicles, realistic plants, and people, and these assets interact naturally with surfaces.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-fill-every-space.jpg?w=1200&ssl=1"  alt="https://maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-fill-every-space.jpg?fm=webp&auto=format,compress&w=1920&h=1080&ar=16:9&fit=clip&crop=faces&q=80" ></figure>



<p class="wp-block-paragraph">Material coverage is physically correct, spanning concrete and metal through glass, wood, and textiles, with the promise that materials react naturally to light and environment. The workflow emphasis stays on applying, adjusting, and previewing changes in real time, so look development can happen while you are still shaping the design.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-materials-to-let.jpg?w=1200&ssl=1"  alt="https://maxonassets.imgix.net/images/Products/ArchViz/Powerful-features-materials-to-let.jpg?fm=webp&auto=format,compress&w=1920&h=1080&ar=16:9&fit=clip&crop=faces&q=80" ></figure>



<h3 id="mac-and-windows-parity-right-from-the-start" class="wp-block-heading">Mac and Windows parity, right from the start</h3>



<p class="wp-block-paragraph">Platform coverage is plain: <a href="https://www.maxon.net/de/archviz?utm_source=chatgpt.com">Redshift for Archviz</a> is available for <a href="https://www.microsoft.com/windows">Windows</a> and <a>macOS</a>, andfeature parity across both platforms from the outset. That matters whether you bounce between machines in a studio or your clients do. It also matters if your pipeline includes artists who bring their own gear and do not want a surprise feature gap halfway through a project.</p>



<h3 id="the-cinema-4d-escape-hatch-for-the-fancy-stuff" class="wp-block-heading">The Cinema 4D escape hatch for the fancy stuff</h3>



<p class="wp-block-paragraph">When a still image turns into a walkthrough, you need more than a preview window. The workflow includes the ability to send a project to <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a> with a simple click, with the intent of enabling more advanced architectural visualisation work, including procedural animations and simulations.</p>



<p class="wp-block-paragraph">The <a href="https://www.maxon.net/de/archviz?utm_source=emailsubscribers&utm_medium=email&utm_campaign=2026_AEC_Vectorwork_redshift_email_V2#getting-started-with-redshift-for-archviz" title="">FAQ </a>describes export from the <a href="https://www.maxon.net/de/archviz?utm_source=chatgpt.com">Redshift for Archviz</a> plugin to <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a>, and states that geometry, materials, cameras, and basic lighting generally transfer well. Once in <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a>,  refining scenes, materials, and lighting with a higher level of control is as usual, and then extending the project with animation and simulation.</p>



<p class="wp-block-paragraph">This is a practical bridge for teams who want the speed of in-app previs but still need a DCC stage for shot craft, camera choreography, or heavier scene management. It also keeps the promise of visual continuity: the same scene, lighting, and materials across preview and final output.</p>



<h3 id="installation-and-the-beta-shaped-reality" class="wp-block-heading">Installation and the beta-shaped reality</h3>



<p class="wp-block-paragraph">The tooling around installation is explicit enough to be useful. The install notes state that the current availability is for <a href="https://www.vectorworks.net">Vectorworks</a>, with <a href="https://www.autodesk.com/products/revit/overview">Revit</a> and <a href="https://graphisoft.com/solutions/archicad">Archicad</a> coming soon.</p>



<p class="wp-block-paragraph">For the <a href="https://www.vectorworks.net">Vectorworks</a> side, the guide references installing <a href="https://www.vectorworks.net">Vectorworks</a> 2026 using default settings, downloading and signing into the <a href="https://www.maxon.net/en/downloads">Maxon App</a>, installing an AEC Viewer, then activating the plugin inside the host application by customising the workspace and adding the Redshift entry from the Rendering category. Launch is a Auto Synch button inside the host environment. Use requires creating a <a>MyMaxon</a> account and accepting an <a>EULA</a>. The subscription bundle (<a href="https://www.maxon.net/en/buy">Plans and Pricing</a>) supports multiple instances with up to eight GPUs on a single computer.</p>



<p class="wp-block-paragraph">Because this is new workflow territory, treat early adoption like you treat any new renderer, plugin, or bridge. Run a proper test scene, push the corner cases, and validate the round-trip before you bet a deadline on it. Do that before you put it into production.</p>



<p class="wp-block-paragraph"></p>



<h3 id="what-this-means-for-working-artists" class="wp-block-heading">What this means for working artists</h3>



<p class="wp-block-paragraph">The practical story is simple: real-time previews inside a BIM host, asset and material libraries geared at architectural scenes, cross-platform support on <a href="https://www.microsoft.com/windows">Windows</a> and <a>macOS</a>, and a pipeline bridge into <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a> for animation and simulation.</p>



<p class="wp-block-paragraph">If you live in the overlap between design and storytelling, this kind of integration can reduce handoffs and shorten iteration loops. If you live in the overlap between client expectations and physics-based lighting, real-time environment controls can turn “maybe” into “yes” quickly.</p>



<p class="wp-block-paragraph">Just remember the unglamorous part: new tools and innovations should be tested before use in production, even when the marketing copy sounds like it was written by a very confident sunbeam.<br /><br /><a href="https://www.maxon.net/en/article/maxon-introduces-new-real-time-rendering-and-cinematic-previews-solution-for-architects">https://www.maxon.net/en/article/maxon-introduces-new-real-time-rendering-and-cinematic-previews-solution-for-architects</a><br /></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/17/maxon-ships-redshift-for-archviz/">Maxon ships Redshift for Archviz</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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