3ds Max and Revit Interoperability - Part 14 - Adjusting the Building Materials

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Industry
  • Design Visualization
Subject
  • 2015
  • Interoperability
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
8 min

3ds Max and Revit Interoperability - Part 14 - Adjusting the Building Materials

In this tutorial, you adjust the remaining building materials that need it to get the scene ready for animation.

Notes

  • Recorded in: 3ds Max 2015
  • This tutorial is intended for use with 3ds Max version 2015 or higher.

Transcript

1
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You're almost done with material work, there are still a couple to fix before you move on to scene animation..

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Continue working on your file or you can use the provided file named: "Museum_bldg.max"

3
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The scene looks quite decent once rendered. There are however one or two things that need attention:

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If you recall, the walls of the museum were built in Revit as curtain walls.

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The upper portion had a defined grid that we removed in Revit to minimize poly count.

6
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It was mentioned at that time that a Grid or a Tiling effect can be simulated with the help of materials.

7
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This is one topic you still need to tackle.

8
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Another problem is the railing on the roof. This is a custom railing of metal with glass panels that was created as a Revit Family.

9
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However, not much attention was given to the family materials when this railing was conceived.

10
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A closer render shows that the panels on the railing are reflective instead of transparent, as glass should be.

11
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You'll start by fixing this problem first.

12
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Go to the Material Editor, you need to take a look at the current railing material.

13
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If you want, you can delete the existing nodes. This clears out the space but doesn't remove applied materials to objects in the scene.

14
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Go ahead and sample the railing material.

15
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You can plainly see that it's made of a single material that's metal-based and reflective.

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This material is used elsewhere in the scene and works well for handrails and balusters, but not for glass.

17
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Zoom in even closer and select the railing object.

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Enter Polygon mode and select any face that's supposed to be made of metal, either on the balusters or the semi-circular attachments.

19
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In the Surface Properties rollout, notice that these polygons are set to ID #1

20
00:02:03,681 --> 00:02:08,896
Select a glass panel, and notice its ID is set to 2.

21
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Because the glass panels and the balusters/attachments have distinct IDs, then it becomes easy to separate their materials.

22
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For that, you need to use a Multi/Sub-Object material.

23
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Double-click it and set its number of sub-materials to 2, that's all you need in this example.

24
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Now connect the railing's material out-socket to sub-material ID #1 in-socket.

25
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This ensures the railing material affects all faces with ID #1.

26
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You still need a glass material for those faces with ID #2.

27
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Instead of creating one from scratch, sample the glazing on any part of the project that shows transparent glass.

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Connect that material to ID #2.

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Finally, with the custom railing still selected, assign the newly created multi/sub material to it.

30
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The railing now behaves better at render time.

31
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Sometimes, there may be some artifacts related to transparent materials.

32
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Notice how the railing becomes too dark when viewed through the curtain wall.

33
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To fix that, you need to increase the Max. Refractions value. This increases render time but sometimes, it needs to be done.

34
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A value of 6 should work well here.

35
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The doors have a somewhat similar problem to the railings.

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They have glass panels and a frame. The frame though looks more plastic than metal.

37
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This is because it is currently using a non-reflective material, albeit a shiny one.

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However, the door frames are set to ID #1 and the glass to ID #2, which means you can assign them with the same material used for the railings.

39
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It so happens that it's also the same material used for mullions, making for a better integration of the doors and the curtain walls.

40
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You may want to revisit the railings around the plaza and ensure they are also applied with the correct material.

41
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You can select the railings and simply apply the reflective material you used for the balusters.

42
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This ought to make the render more consistent.

43
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Finally, let's take a look at the opaque portion of the curtain wall.

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The idea is to use tiled panels, rather than a large plain surface.

45
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First, go ahead and sample the material as you have learned to do.

46
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Initially, it's based on a somewhat reflective material, which is fine, but it also has a tad of transparency.

47
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That was back when it might have been made of frosted glass.

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You'll make it fully opaque instead.

49
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Disable transparency and adjust reflectivity to 15 and 25 for direct and oblique situations.

50
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You can experiment with these values on your own.

51
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To create the tiling effect, you will use a Bump map.

52
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Enable Bump map,

53
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and for an Image, use the Tiles procedural map.

54
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Double-click the new map to edit its properties.

55
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You can also enlarge its thumbnail to see it better.

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It is set to 4x4 tiles which is fine, but you need to specify the dimensions of this 4x4 layout in the real-world.

57
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We'll assume that each tile is 6 feet across, so this gives us a layout of 24 feet.

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Adjust the dimensions accordingly;

59
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you can also make that map visible in the viewport for better feedback.

60
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In the Advanced Control rollout, you can make further adjustments, such as making the "grout" between the tiles smaller.

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Bump maps are based on grayscale values, so you can increase the contrast between the colors.

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You can also increase the intensity of the bump map at the material level, using the bump slider

63
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Zoom out and adjust the scene for a better view.

64
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Test render the scene. It should look quite good by now.

65
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Experiment a bit more and see if you can make it more interesting by adjusting more materials.

66
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See what you can do with that center structure, or with the sunshades at the back.

67
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Otherwise, save your scene. In the next movie, you add and animate cars to bring the scene to life.
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  • 3ds Max
  • 2015
  • Interoperability
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