3ds Max and Revit Interoperability - Part 04 - Cleaning up the Revit Scene

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

3ds Max and Revit Interoperability - Part 04 - Cleaning up the Revit Scene

Before you send your Revit design to 3ds Max, you need to clean it up a little. In this movie, you remove Revit elements that are not compatible with 3ds Max and make some material adjustments to help with the exchange process.

Notes

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

Transcript

00:00:06 --> 00:00:14
Now that you've gotten a good grasp at how to exchange simple files between Revit and 3ds Max, it is time to look at a more complex model.

00:00:15 --> 00:00:22
In Revit 2015, open the provided file named 01-Museum_start.rvt

00:00:23 --> 00:00:28
Use Viewcube or Shift+MMB to orbit around the scene.

00:00:29 --> 00:00:31
Zoom in or out using the mouse wheel.

00:00:31 --> 00:00:35
If you get too close, the line segments may appear thick.

00:00:36 --> 00:00:40
You can change that with the help of the Thin Line toggle button.

00:00:40 --> 00:00:47
The scene shows a moderately complex building, in fact a museum designed by an architect by the name of Mike Pagan.

00:00:48 --> 00:00:54
As a Revit user, your workflow may not always be optimized for interoperability with 3ds Max.

00:00:55 --> 00:00:59
This is why a bit of cleanup is often necessary before you start sharing data.

00:01:00 --> 00:01:08
For example, take note of all those trees, bushes and even people in this Revit scene.

00:01:09 --> 00:01:16
These are called RPC objects, in essence, images of trees, shrubs and people mapped onto flat planes.

00:01:16 --> 00:01:21
When rendered or viewed in "Realistic" mode, they give the illusion of the real thing.

00:01:22 --> 00:01:30
Unfortunately, RPC objects are not compatible with 3ds Max and therefore you're better off leaving them behind.

00:01:30 --> 00:01:35
We will later explore alternative ways to create these effects in 3ds Max.

00:01:35 --> 00:01:40
For now, you need to remove all RPC objects before exporting the scene.

00:01:41 --> 00:01:47
In the scene browser, look under Entourage to remove the RPC People with a right-click.

00:01:48 --> 00:01:54
Similarly, remove all shrubs and trees from under the Planting category.

00:02:00 --> 00:02:03
Let's see what else we can do that's obvious enough.

00:02:03 --> 00:02:08
Typically, you want to make sure most of your materials are set up properly in Revit.

00:02:08 --> 00:02:12
The better they are defined in Revit, the less work you'll need to do in 3ds Max.

00:02:13 --> 00:02:20
It is inevitable that a few material definitions will need adjustments but do try to set as many as you can early on.

00:02:20 --> 00:02:27
Case in point, this brown surface representing grass is currently assigned with a brownish material.

00:02:28 --> 00:02:33
You can easily change that, so you don't have to do this kind of work in 3ds Max.

00:02:33 --> 00:02:41
Ultimately, it boils down to which 3D application you're more comfortable with but I personally like to tweak the Revit model as much as I can.

00:02:42 --> 00:02:47
Select the surface referenced as Floor Grass and click the Edit Type button.

00:02:48 --> 00:02:55
The current material is set as 00 - SITE - GRASS but still doesn't have the look that we want.

00:02:55 --> 00:03:01
Click the Structure > Edit button and then the 00 - SITE - GRASS edit icon.

00:03:02 --> 00:03:08
Graphically this material is represented by a brown color; we'll change that in a moment.

00:03:08 --> 00:03:16
More importantly, the appearance of the material, the one that shows at render time, is based on a brownish gravel texture.

00:03:17 --> 00:03:21
We want to replace it by a nice green grass texture.

00:03:22 --> 00:03:33
Click on the current texture name and replace it with a grass texture of your choice, such as SiteWork.Planting.Grass.StAugustine1.jpg

00:03:34 --> 00:03:39
You can adjust the mapping to define the tiling and the spread of the grass texture by clicking the image.

00:03:40 --> 00:03:45
Here, you can basically define the size of the image in real-world dimensions.

00:03:46 --> 00:03:50
I'll set the image to 10'x10' for this tutorial.

00:03:50 --> 00:03:53
Click Done to go back to the material browser.

00:03:54 --> 00:04:01
The appearance has now changed from gravel to grass. The Graphics tab however still shows a brown color.

00:04:01 --> 00:04:05
This is the color that appears in the viewport if it's set to Shaded mode.

00:04:06 --> 00:04:10
If you want, you can change that to reflect the color of the grass.

00:04:11 --> 00:04:14
Click OK to save the changes and dismiss all dialogs.

00:04:16 --> 00:04:21
Click anywhere to deselect the object and notice that it is now green in color.

00:04:21 --> 00:04:25
Next let's take a moment to study the floors of this building.

00:04:27 --> 00:04:33
Currently, they're all of the same type, concrete floors with a concrete material applied to all sides.

00:04:34 --> 00:04:41
Let's say in this example we want the bottom and the sides to be in concrete but the tops to be on a different material.

00:04:42 --> 00:04:45
Perhaps a nice tileable pattern would be adequate.

00:04:45 --> 00:04:55
On the other hand, you would want this to apply to some but not all the floors. The roof for example, needs to have a concrete finish.

00:04:56 --> 00:05:00
Select one of the floors you want to change and then click the Edit Type button.

00:05:01 --> 00:05:05
Duplicate the family type and name it Interior Floor.

00:05:08 --> 00:05:11
Click the Edit button to edit the new type.

00:05:12 --> 00:05:19
Decrease the thickness to 1'-2" and then click the Insert button to add a "tile" layer on top.

00:05:21 --> 00:05:25
Set the thickness to 1" to compensate for the inch you took off the cement.

00:05:26 --> 00:05:30
You can use the Preview mode to see the current structure.

00:05:31 --> 00:05:37
The main structure is still made out of a concrete texture but the new layer needs to be defined.

00:05:37 --> 00:05:41
Click the little material icon to define a material for the tiling.

00:05:43 --> 00:05:45
Create a new material and name it:

00:05:48 --> 00:05:54
00 - FLOORS - TILES to stay with the adopted naming convention.

00:05:55 --> 00:05:59
Change the Graphics color to something light, maybe an off-white color

00:06:00 --> 00:06:07
In the Appearance tab, click on "no image selected" to select a tile pattern that you like.

00:06:07 --> 00:06:15
For this tutorial, I think I'll use Finishes.Masonry Flooring.Slate.1.jpg

00:06:16 --> 00:06:23
Note that there is a black and white version of the same texture that can be used as a bump map to enhance the realism.

00:06:24 --> 00:06:27
For now, use the color image as a color map.

00:06:28 --> 00:06:37
You also need to adjust the real-size dimensions. Use large tiles for this project and define this layout as 6'x6'

00:06:40 --> 00:06:47
If the sample geometry seems confusing, you can change it to a simpler look such as Sphere or Canvas.

00:06:51 --> 00:06:57
If you want shiny and reflective tiles, you can adjust these values accordingly.

00:06:58 --> 00:07:01
Scroll down and expand the Bump section.

00:07:02 --> 00:07:09
Enable this mode and define the associated B&W image you saw earlier.

00:07:09 --> 00:07:14
Remember to set the sizes similar to the color map at 6' across.

00:07:17 --> 00:07:21
When you're done, click OK to exit the dialogs and save your changes.

00:07:22 --> 00:07:27
Deselect the floor and notice how it's now different from the others in this project.

00:07:28 --> 00:07:32
Now that you have defined a new floor type, both in structure and in material,

00:07:32 --> 00:07:38
you can select any other floor and painlessly switch it to the new type.

00:07:38 --> 00:07:44
While it's good to fine-tune materials in Revit, sometimes it's easier to leave that task to 3ds Max.

00:07:45 --> 00:07:49
In some cases, editing materials in Revit can be somewhat convoluted.

00:07:50 --> 00:07:53
This is mainly true when dealing with hybrid components.

00:07:54 --> 00:08:02
These sunshade elements for example are hybrid objects, made of various family elements nested with a modeled-in-place wall.

00:08:02 --> 00:08:08
You will notice that you can't edit the materials simply by using the Edit Type button as you did before.

00:08:08 --> 00:08:11
You would need to edit the nested elements individually.

00:08:12 --> 00:08:16
In this case, it's probably easier to do this kind of work in 3ds Max.

00:08:17 --> 00:08:24
Save your file and then export it to an .fbx file named mycurtainwalls.fbx

00:08:25 --> 00:08:30
In the next movie, you learn to adjust the level of detail of the two curtain wall types in this project.
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  • 3ds Max
  • 2015
  • Interoperability
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