3ds Max and Revit Interoperability - Part 12 - Linking to an Existing 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 12 - Linking to an Existing Scene

In this tutorial, you import the Museum modeled in Revit and link it to an existing scene modeled in 3ds Max. This would be a good time to test the link preset you created as the Max scene already has lighting and cameras set up.

 

 

 

Notes

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

Transcript

00:00:06 --> 00:00:12
In the last few movies, you have learned how lights and cameras transfer between Revit and 3ds Max.

00:00:13 --> 00:00:20
In some cases, it is important to have that information coming from Revit, in others, lights and cameras may already be set up.

00:00:21 --> 00:00:27
In this movie, you'll explore that scenario by linking the museum model into an already existing scene.

00:00:27 --> 00:00:32
In 3ds Max, open the file named: "CityBlock.max".

00:00:32 --> 00:00:40
If you're a regular on this channel, you might recognize this scene. It shows part of a city, complete with roads, construction lots and buildings.

00:00:40 --> 00:00:47
There are some additional elements hidden from view at this time such as traffic lights, stop signs, bus stops and others.

00:00:48 --> 00:00:53
Although you can't currently see them in the viewport, they are set to show at render time.

00:00:56 --> 00:01:03
That's courtesy of an option named Render Hidden Geometry that you can enable in the Render Setup dialog.

00:01:04 --> 00:01:12
More importantly, you'll also notice that the scene already contains a Daylight System, set for an early afternoon render.

00:01:12 --> 00:01:17
Other adjustments such as exposure control and a background have already been set.

00:01:19 --> 00:01:24
Because a daylight scenario is already in place, you wouldn't want to add another daylight system coming from Revit.

00:01:25 --> 00:01:31
Also, there are a couple of camera shots already defined, and you will be creating and animating others later on.

00:01:32 --> 00:01:37
For that reason, you don't absolutely need to include cameras coming from Revit either.

00:01:37 --> 00:01:45
Therefore, you will import and link the museum you worked on previously but you will use the Link preset you created in the last movie.

00:01:45 --> 00:01:52
This way, you ensure you bring in all geometry but discard any cameras or Daylight Systems that are stored in the FBX file.

00:01:52 --> 00:01:58
In Revit, you can use the file named: "05-Museum_final.fbx"

00:02:03 --> 00:02:13
You need to export this file as an fbx file. You can also simply use the FBX file named 05-Museum_final.fbx that was provided to you.

00:02:16 --> 00:02:20
In 3ds Max, ensure the 3D view is set to Perspective.

00:02:21 --> 00:02:28
Use Views > Restore Active Perspective View to get back to the original shot of the city.

00:02:28 --> 00:02:38
Import and Link the museum file you saved as an fbx file. As mentioned a second ago, you can also use the file named 05-Museum_final.fbx

00:02:38 --> 00:02:42
However, make sure you select the preset you created earlier.

00:02:42 --> 00:02:51
If you remember, you set this one to discard Revit Daylight Systems and cameras, and to also retain any material changes done in 3ds Max.

00:02:52 --> 00:02:58
Attach the file to the scene. After a few seconds, the museum is imported.

00:02:58 --> 00:03:04
Dismiss the Manage Links dialog and dock the scene explorer back to the left side if you need to.

00:03:05 --> 00:03:11
Zoom in on the model in the top view. If you want, press F3 to see the view in shaded mode.

00:03:12 --> 00:03:17
The museum comes in part of a hierarchy, with the main node acting as a parent.

00:03:17 --> 00:03:24
This makes it easy to relocate the museum where you need it, in this case the gray empty lot near the center.

00:03:25 --> 00:03:31
With the cursor hovering over the top view, press Alt+W to maximize that view.

00:03:31 --> 00:03:36
You'll notice that the imported geometry is at a slight angle, 6 degrees to be exact,

00:03:36 --> 00:03:40
This is how the architect set his Revit scene before rotating it.

00:03:40 --> 00:03:48
No matter; with the main parent still selected, use the Rotate tool to rotate the museum 6 degrees on the Z-axis.

00:03:49 --> 00:03:55
Zoom in a bit more and use the move tool to center the project on the empty lot as best you can.

00:03:55 --> 00:04:01
As part of his design, the architect planned the plaza to be sunk under the sidewalk level.

00:04:02 --> 00:04:08
Unfortunately, the lot's surface itself, which is at the same level as the sidewalks, is cutting through the plaza space.

00:04:09 --> 00:04:13
You'll need to make a hole where the gray paving stones are laid.

00:04:18 --> 00:04:23
In the top view, go ahead and select the existing ground surface and go to the Modify panel.

00:04:23 --> 00:04:27
Enter Polygon mode and then select the construction lot.

00:04:28 --> 00:04:33
You need two vertical cuts to subdivide this surface, in order to get rid of the center piece.

00:04:33 --> 00:04:40
Use the QuickSlice tool to specify two points defining a vertical line along the left edge of the plaza.

00:04:41 --> 00:04:45
Use the F3 toggle to see which display mode works better for you.

00:04:48 --> 00:04:55
Repeat for another slice at the right edge of the plaza. The surface is now divided into three parts.

00:04:55 --> 00:05:03
Exit QuickSlice mode and select the center surface; and then delete it. Exit Polygon mode when done.

00:05:03 --> 00:05:08
Maximize the perspective view and zoom in on a corner of the plaza.

00:05:08 --> 00:05:16
It's a little bit high because the top of the plaza is set to two feet above level 0, and the lot is only about 6 inches high.

00:05:17 --> 00:05:23
Select the FBX root again, and then move the museum down on the Z-axis.

00:05:28 --> 00:05:32
A value of about -1'8" should work nicely.

00:05:32 --> 00:05:39
The plaza surface has its own material defined in Revit, but here, you want to use the existing paving stone material.

00:05:41 --> 00:05:43
Open the Material Editor.

00:05:44 --> 00:05:50
Use the Material Picker to sample the plaza's surface. A new material appears.

00:05:50 --> 00:05:55
It seems to be based on some bitmaps but you can't see that effect in the viewport just yet.

00:05:56 --> 00:06:00
Select the material and then use Show Shaded Material in Viewport.

00:06:01 --> 00:06:07
The material appears but the scale is too small. That's not an issue since you are planning to replace it.

00:06:08 --> 00:06:16
In the Material Editor, ensure the option Move Children is enabled and move the material to the side to make space.

00:06:16 --> 00:06:22
Use Pick Material again but this time, sample the gray pavers.

00:06:22 --> 00:06:30
A very long material definition appears. It encompasses all materials used for the road markings, sidewalks and lots.

00:06:30 --> 00:06:39
The one you are interested in is the one before last. Drag the out socket of that material and drop it on the surface of the plaza.

00:06:40 --> 00:06:45
It looks good but you can tweak it further to ensure it is aligned with the existing layout.

00:06:45 --> 00:06:53
Make sure the plaza surface is selected and add a UVW Map modifier. This controls the projection of the bitmap onto the surface.

00:06:53 --> 00:07:01
Make sure the UVW Map modifier is set to Planar mode and that it is using Real-World Map Size.

00:07:02 --> 00:07:05
Expand the modifier and select the gizmo.

00:07:08 --> 00:07:13
Use the Rotate tool and give it a -6-degree rotation in Z.

00:07:19 --> 00:07:23
It still needs a 90-degree rotation to align itself with the existing pavers.

00:07:24 --> 00:07:30
Zoom in and fine-tune the Move Y-values for a perfect match.

00:07:35 --> 00:07:38
Exit Gizmo mode when you are happy with the results.

00:07:38 --> 00:07:45
This is a good start, but we're not done yet. There are some additional materials to adjust, almost everywhere around the museum.

00:07:45 --> 00:07:49
You can certainly try to do that in Revit and update the link.

00:07:49 --> 00:07:56
However, as you get comfortable with 3ds Max's Material Editor, you may find it easier to do that kind of work here.

00:07:56 --> 00:07:59
This is the approach you will take for the rest of this project.

00:07:59 --> 00:08:08
In fact, once you know the geometry is finalized, you can opt to "bind" the fbx file to make it a permanent part of the 3ds Max scene.

00:08:08 --> 00:08:15
Caution, this is something you would do ONLY when you are absolutely certain no more changes need to happen in Revit.

00:08:15 --> 00:08:20
If that's the case, then you can go back to the Manage Links dialog,

00:08:22 --> 00:08:24
and under File,

00:08:25 --> 00:08:27
Bind the linked geometry.

00:08:27 --> 00:08:31
You get a warning reminding you that updates are no longer possible.

00:08:31 --> 00:08:37
If you are sure, click Proceed with Bind to make the museum independent from the FBX file.

00:08:37 --> 00:08:44
This way, you can take the max scene and copy it to another system without needing the fbx file to tag along.

00:08:45 --> 00:08:49
In the next movie, you adjust more materials around the plaza area.

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  • 3ds Max
  • 2015
  • Interoperability
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