• Revit to 3Ds Max

Revit to Max

Quick reference guide

Revit export

Turn off all unnecessary categories
Eg. Sanitary, electrical, bins!
Go to a 3D orthographic view
Export as FBX

Revit export

Turn off all unnecessary categories
Eg. Sanitary, electrical, bins!
Go to a 3D orthographic view
Export as FBX

3Ds Max Import
  • Create a new scene

Set system units to feet
Customise/units/system units

  • Link file

File/ references/ manage links
Preset tab
Combine by Revit family type
Modify tab
Uncheck all objects and adjust detail if needed
Attach tab
Choose your FBX file
Attach this file
File tab
Bind the file

3Ds Max Import
  • Create a new scene

Set system units to feet
Customise/units/system units

  • Link file

File/ references/ manage links
Preset tab
Combine by Revit family type
Modify tab
Uncheck all objects and adjust detail if needed
Attach tab
Choose your FBX file
Attach this file
File tab
Bind the file

Revit export

Turn off all unnecessary categories
Eg. Sanitary, electrical, bins!
Go to a 3D orthographic view
Export as FBX

3Ds Max Import
  • Create a new scene

Set system units to feet
Customise/units/system units

  • Link file

File/ references/ manage links
Preset tab
Combine by Revit family type
Choose combine by Revit family type
Attach tab
Choose your FBX file
Attach this file

Marketing + Strategy

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Fill – Move – Copy

Fill with foreground colour: Alt + Delete
Fill with background colour: Ctrl + Delete
Move: V
Copy: hold Alt and drag while in move tool
Copy layer in layer stack: Hold Alt and drag layer up or down

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Revit export

Turn off all unnecessary categories
Eg. Sanitary, electrical, bins!
Go to a 3D orthographic view
Export as FBX

3Ds Max Import
  • Create a new scene

Set system units to feet
Customise/units/system units

  • Link file

File/ references/ manage links
Preset tab
Combine by Revit family type
Choose combine by Revit family type
Attach tab
Choose your FBX file
Attach this file

Marketing + Strategy

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore.

Revit Export
Turn off all unnecessary categories ie: electrical, sanitary, bins etc
turn off section extents
Go to a 3D orthographic view
Export as FBX

3Ds Max import
Create a new scene
Set system units to feet
Customise/units/system units

File/ references/ manage links dialogue
Attach: file
Choose FBX
preset:
Choose by revit family type
Attach this file

A dialogue appears:
you are creating a daylight system etc,
Do not change the EV
Say no to the question and tick the box

In manage links dialogue
Bind the file
Delete the daylight system

Set Vray as Renderer
Mental Ray will be set as the default renderer, who knows why!
return renderer to Vray
F10 to open render dialogue
Common tab
Assign renderer
Set vray as your production renderer

Materials:
You will lose all materials
select glass and make a glass layer.
You can search for glass in the scene materials, put these materials in the material editor and select the assigned objects.
Another way to search is press H.
Type *glass, or *glazing, or whatever the revit modeller prefixed their glass to be.

Convert to vray materials
Use Conversor script to purge all the revit materials.

Convert file to Meters
Save file
Reset max
Open the file
Rescale the file objects to the system units scale.

Tips
Try to use edit mesh
over edit poly
If you use edit poly to modify objects, they become faceted, and sometimes just don’t work

You can’t convert geometry of a linked file to an editable mesh, this is why we bind the file.

If you forget to import as feet, you can reset xform, then convert to editable mesh. You need to go through this process otherwise modifiers and UVW maps will be in feet. It’s a glitch from Revit.
I prefer to use the feet import method as it avoids any problems that can happen converting to an editable mesh.

Photoshop Tip

Here’s a photoshop tip!

Photoshop Tip

Here’s a photoshop tip!

  • Quick render settings

    Settings to use for both draft and hi-quality renders. What to change and why.

Common tab

Output size
1500 x 1000 image size. Lock Image aspect ratio, 1.5
Set width to 1000 for quick low res tests.

Vray global switches

Right Click ‘Basic’ and select switch all to expert
Un-tick hidden lights
Un-tick probabilistic lights

Image Sampler (Anti-Aliasing)

Type: Adaptive
Un-tick image filter
Min Subdivs 1, Max Subdivs 4
Use DMC sampler threshold

Global DMC

Adaptive amount 0.85
Min samples 8
Noise Threshold: 0.01
Global Subdivs multi 1.0

Colour Mapping

Type: Reinhard
Gamma: 2.2
Muliplier: 1.0
Burn value: 1 to 0.5 (to reduce burnouts)
1.0 is linear multiply, 0 is exponential
Colour mapping only (no gamma)

Global Illumination

Tick Enable GI
Irradiance map / light cache
Irradiance:
tick show calc. phase
tick Show direct light
Subdivisions: 50
Interp. samples: 20
Min rate -3, Max rate -1

If you want really fast but bad GI set, for 1000px width set to -3 -3, it won’t be adaptive but it’ll be a rough estimate. For 1500px -4 -3

Light Cache

Subdivs 600
sample size 0.02
Scale: screen
tick Use for glossy Rays
tick re trace
tick show calc. phase

Settings

Bucket size: 16
Render bucket sequence: top to bottom
Ram: 16000 (16gig)
Turn in embree
Tick low thread priority
Render and make sure gamma preview is ticked in the vray frame buffer

High quality Settings

Edit these fields for higher resolution and a better image quality

Common tab

Output size:
4000px as the largest dimension
(Depending on job requirements)

Typically, 6k will be more than enough for any situation

Vray Frame Buffer

Set your frame render location and file type.
Tick Separate Render Channels
tick Save RGB
tick Save Alpha

Image Sampler (Anti-Aliasing)

Tick Image filter
Catmull-Rom

Adaptive image sampler

Min subdivs: 1
Max subdivs: 6-12

Global DMC

Adaptive amount 0.85
Noise Threshold: .005 to .002
Min subdivs: 16
Global subdiv multiplier: 1.5 – 2.0

Irradiance Map

Min rate -5
Max rate -2

Subdivisions:
50-60 exterior
80-100 interior
Interp samples: 40% of your sub div figure

Light Cache

Subdivisions: 1200 – 2000
Sample size .02
Scale: Screen
tick Use for glossy rays
tick retrace
tick pre filter

Settings

Bucket width: 16
Sequence: Top-> bottom
Dynamic memory limit, mb: 24000
tick use Embree
tick Distributed rendering if needed

Notes on Irradiance Map

Max Rate: The maximum resolution of the irradiance map.
Zero is full resolution, so 4000 pixels in this case.
We are looking for a resolution equivalent to about 1500 – 2000 pixels.
So for a 4000px image:
Zero = 4000px,
-1 = 2000px,
-2 = 1000px.
Set to -2 and raise to -1 if you need better definition in the shadows.

Min Rate: The lowest resolution of the Irradiance map.
Aim for 3 passes, so if you choose -2, choose -5 for min.

Subdivisions: 50 – 60 exterior, 80 – 100 interior
When a GI ray hits a surface, rays are bounced in all directions from that point.
They then hit other objects in the scene and record the light and colour information at that point.
The rays then return along their original path and transfer the information to a hemisphere above the GI point.
This light and colour information is averaged and returned to the camera. The more Primary rays generated, the more accurate the indirect lighting estimate is. The number of samples is the square of this figure.

Interp samples: 40% of your sub div figure.
This is render time process.
higher will blur more samples.
Fewer will give noticeable splotches.
Higher will slow the rendering as more samples need to be interpolated.

  • Vray.

    Linear workflow in 3Ds Max & Vray.

    Quickly set up linear workflow.

    FIND OUT HOW

  • Vray & 3Ds Max.

    Troubleshooting.

    No matter how experienced you are in the world of 3D, sometimes things just go wrong… This oughta help though!.

    FIND OUT HOW