Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Lighting - Rendering / Revit to Max Night sceen rendering
  RSS 2.0 ATOM  

Revit to Max Night sceen rendering
Rate this thread
 
32621
 
Permlink of this thread  
avatar
  • Total Posts: 17
  • Joined: 30 July 2009 02:17 PM

Hi, I’m new to 3ds max. I recently imported a revit project using the fbx method. Now I want to render this project in order to be photoshoped into a site photo taken at night. What I would like is for the lighting inside the building to wash outward to the exterior through a curtain wall. All of the lights have been imported from revit. They are all photometric and use IES profiles. I set up my render to use the mental ray photometric light preset and set my exposure control to the mrphotographic one. I also set my sunlight/daylight to 2 am. But, when I render the exterior of the building renders rather light and the interior lighting does not come through or even show up at all. Do i need to turn these lights on? Are there any basic settings that should be used for an exterior night scene?

Thanks



Attachment Attachment
Replies: 0
avatar

Looks like it’s ignoring all of your lighting completely and rendering with the default 3ds lights. I don’t think the daylight system provides any lighting at all at night so the building exterior should be black.
I’d check whether the interior lights are turned on, as you suggest. Just select them and look in the modify panel - there’s a switch at the top marked “on”.



Replies: 0
avatar
  • Location: Minneapolis, MN, USA
  • Total Posts: 3059
  • Joined: 31 October 2007 12:38 AM
  • Permlink of this post

Daylight systems don’t work very well for night renderings.  Actually, that sounds kind of funny.  :) Turn off the Sun, reduce the multiplier on the sky, and try it again.  In fact, disable the sky first, set up Exposure and lighting until the inside looks good, then play with the Sky multiplier until it looks good.  You’ll want a little ambient light from outside.



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

Replies: 1
/img/forum/dark/default_avatar.png

Hey Chris I’m gonna try that thanks. I see you’re using a Quadro FX 1700. I also use that gpu and have been experience some problems with my max 2010. When working on my project in Max, which after import has about 800k polys, I experience terrible response times in the viewports (under 2fps!). It’s killing any productivity, to the point where I’ve talked to my IT guy about switching to a consumer gpu such as a GTX 285. Do you experience such problems? If not, how have you set up your gpu? what driver do you have installed?

Author: davedarch

Replied: 30 July 2009 08:30 AM  
avatar
  • Location: Minneapolis, MN, USA
  • Total Posts: 3059
  • Joined: 31 October 2007 12:38 AM
  • Permlink of this post

Dave, I haven’t been using 2010 a whole lot just yet, but haven’t really noticed anything really slow about the viewports just yet.  Using the Direct3D video driver, viewcube and steering wheel off.  Nothing realy special just yet.  Driver version 6.14.11.6956 currently (updated last 5/28/2008, might be time to try an update?).



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

Replies: 1
/img/forum/dark/default_avatar.png

Chris, your comments about the daylight system helped alot. The night renders are working well. I’m gonna keep looking into this video problem I’m having…
Thanks

Author: davedarch

Replied: 31 July 2009 03:37 AM  
avatar

Dave - has your model imported as hundreds or thousands of separate objects by any chance? I often find when importing files from other applications that performance is shockingly slow until I’ve combined the geometry into a sensible number of objects.



Replies: 1
/img/forum/dark/default_avatar.png

Ya Rich, that could be it. When I see it importing, it does show seperate import of a lot of objometry. When i import from Revit it seperates almost every mullion and even every pane of glass from my building. I am very new to max since I just got tired of waiting 2 days for Revit renders but I want to learn as much Max as I can. How would I go about combining all of this geometry? I can easily select individual objects but can’t figure out how to edit multiple objects.
thanks again

Author: davedarch

Replied: 31 July 2009 03:35 AM  
avatar
  • Location: Minneapolis, MN, USA
  • Total Posts: 3059
  • Joined: 31 October 2007 12:38 AM
  • Permlink of this post

Under the Utilities tab is the Collapse command.  It can collapse several selected objects into a single mesh.  Be careful to only collapse objects with the same material, so you may need to make an MSO and assign material IDs before collapsing.  And many objects being collapsed can go slow, so maybe only do 20 or 30 at a time, not hundereds (like I tried once!).



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

Replies: 0
avatar

Also, check the options when importing your file. I haven’t used Revit but if it’s anything like AutoCAD there may well be an option to combine objects by layer.

I sometimes use the Attach List button from an Edit Mesh modifier to join objects together. This has the advantage of automatically assigning material IDs and MSO (multi/sub-object) materials but can put gigabytes of data into 3ds’s undo buffer. If you’re attaching lots of stuff it can be a good idea to temporarily set the “undo levels” in the 3ds preferences as low as possible.



Replies: 0