What’s new in Twinmotion 2025.2
Nanite virtualized geometry
Two years ago, we brought you Lumen—Unreal Engine 5’s game-changing dynamic global illumination system. With this release, Twinmotion introduces an equally groundbreaking feature from UE5: the Nanite virtualized geometry system.
Nanite automatically streams only visible data on demand. Essentially, this enables you to work with multiple extremely high-resolution complex meshes consisting of hundreds of millions or even billions of polygons while maintaining real-time performance. And that makes the need to optimize files before importing them a thing of the past—adding up to potentially massive time savings.
This release offers another easy way to add realism to your scene. With 17 new animated fog cards included in the VFX folder of the library, you can easily art direct fog placement with a simple drag-and-drop action, and do so with minimal performance impact. Fog can react to either the scene wind or a wind speed and direction specifically set for each fog card.
Not surprisingly, we talk a lot about photorealism with Twinmotion, but sometimes what’s called for is a looser style. Nonrealistic rendering effects can be used for stylized imagery or for previsualization purposes where overly realistic “finished” renderings can deter stakeholders from experimentation and iteration.
To this end, the entire FX post-processing system has been reworked to offer greater flexibility and improved visual quality with a strong emphasis on painterly and sketch-style effects, such as hatching, Kuwahara filtering, and pen-style outlines. All parameters are fully exposed, allowing for complete customization and preset saving.
In addition, you can now import your own lookup tables (LUTs) in .cube format, enabling you to achieve specific color looks, maintain color consistency across different shots or projects, and streamline the color grading process.
Another new feature is the ability to apply linear or radial motion blur to static objects. These tools are useful for quickly simulating movement in a static scene, such as using rotational motion blur on the wheels of a car, or linear motion blur to subtly de-emphasize people in architectural imagery, while maintaining focus on the building.
On the flip side, we’ve added an option for higher-quality true motion blur (at the expense of rendering speed) when exporting videos or sequences.
And finally, you can now activate different technical viewport modes to help with scene debugging, including Unlit, Wireframe, Lumen, and Nanite.
Animation enhancements
Including animations in your scene adds a whole different dimension to the final experience, and there are a number of new features in this release that enhance your ability to get things moving!
Twinmotion’s Animators, like Translators and Rotators, have always enabled you to create simple animations that you can optionally trigger by proximity. With this release, we’ve added a new type of Animator: Exploders.
The Exploder moves children objects outwards from their original position or inwards to that position, based on a shape (plane, cylinder, or sphere) that you select, making it easy to create animated exploded views for technical presentations and dramatic effect.
A variety of presets enable you to easily create different animations, including Gentle push, Deconstruct, Inflate, Ring peel, Pressurize, Plan split, and Stack reassemble. You can also create your own animations and save them as presets, editing the distance travelled, the stagger offset, and the direction of movement.
Existing Translator and Rotator Animators have also been enhanced with the addition of a stagger offset, enabling you to easily create dynamic cascading effects such as scenes assembling by dropping in from the sky or rising up from the ground, as well as staggered rotations.
Animators are now also available as tracks in the Sequence tool, enabling you to easily change the start time of the animation, retime its duration, and synchronize it with other animated elements. Animated characters and control paths also now sync with the Sequence tool playhead.
While animation brings life to scenes, when you’re trying to create a still image, it can make it hard to get exactly the composition or point of action you want. To address this, we’ve added a new global Static / Real-time animation playing option in the properties of images, enabling you to pause the animation and select the precise point in time you want to capture for each image.
And finally, anyone who imports animated files into their scene will be happy to hear that those files are now included in the scene, rather than being referenced from the local disk. This makes it easier to package and share projects, and enables animated files to be used in both local and cloud presentations. In addition, scenes containing animation will load faster.
Virtual Camera (VCam)
With application for everyone from cinematographers to visualization specialists, the new support for using virtual cameras introduced in this release brings interesting potential. By connecting Twinmotion to the Unreal VCam app on either Android and iOS, you can position a virtual camera in the scene by simply moving your handheld device.
For shot exploration, this enables you to freely navigate through a scene, experimenting with camera placement, angle, and settings—including exposure, focus, and scale factor—from a first-person perspective. For design reviews, you can physically walk around the virtual asset, examining it from all angles. In either case, you can capture snapshots during navigation, which are automatically saved as media/images in Twinmotion, enabling you to easily return to that view later on.
Enhanced material assignment, editing, and organization
Working with materials is an essential task for every Twinmotion user, so we’ve taken several steps to improve the UI and workflows in that area.
First up, it’s now possible to organize your materials into folders within the Materials dock, as well as searching for them by name. You can also choose to sort your materials alphabetically, and enable a Flat view at any point in the hierarchy to see all materials beneath that level in a single view.
We’ve also added a multi-drop tool button in the tool bar to quickly apply a material in the scene with each mouse click—eliminating the need for repetitive drag-and-drop actions.
And we’ve organized the material property panel into tabs, improving clarity and making key settings easier to access. In addition, it makes it possible to change some properties, such as UVs, X-Ray or Two-sided, across multiple selected materials of different types.
One of those tabs houses the new ability to see which meshes a material is assigned to, and to select them from there. You can also now select a single asset that has multiple materials assigned to it (such as many of the Twinmotion library assets), and see all of those materials in the asset’s property panel; you can also add them to the Materials Dock.