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REVIT TO VR WORKFLOW REVIT TO VR WORKFLOW

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REVIT TO VR WORKFLOWREVIT TO VR WORKFLOW

HARDWARE REQUIREMENTS Components Required Suggested Computers

WORKFLOW 1: REVIT - 3DS MAX - UNITY Process Capabilities Limitations

WORKFLOW 2: 3DS MAX - UNITY Process Capabilities Limitations

WORKFLOW 3: REVIT - ENSCAPE Process Capabilities Limitations

TOPICS

HARDWARE REQUIREMENTSGRAPHICS CARD - FAST PROCESSOR - RAM *OculusminimumspecificationscallforNvidiaGTX-970,Inteli5-4590and8GBRAM

DIYBUILDPARTSLIST($929) GPU:EVGAGTX-9704GB CPU:Inteli5-4590HaswellQuad-Core MOBO:ASRockH97MPro4LGA1150 RAM:G.SkillRipjawXSeries16GB(2x8)DDR31600 PSU:SILVERSTONE500W80+GOLD HDD:WDBlue1TB7200RPMSATA6GB CASE:APEXTX-381BlackSteelMicroATX OS:Windows10

READY-MADEGAMINGCOMPUTERS(perNewEgg.comon10/7/2016) ASUSG11CD-DB71($1273) *GTX970,i7-6700,16GBDDR4

ABSCommanderXALI010($1120) *GTX980,i5-4690K,16GBDDR4

CyberpowerPCGamerPanzerVRXL2000($3000) *GTX1080,i7-6900K,32GBDDR4

WORKFLOW 1: REVIT - MAX - UNITY1.CREATESEPARATE3DVIEWSFOREACHFAMILY/EXPORTFBX *walls,doors,floors,casework,plumbing,electricalfixtures,railingetc.etc.

2.LINKFBXINMAX *combinebymaterial/donotcombine

3.CREATEMATERIALSANDLIGHTING(materialsonlyUnity5.0+) *typicalrenderingworkflow

4.UNWRAPGEOMETRYANDBAKETEXTURES(nobakingUnity5.0+) *savebakedtexturestoUnityAssetsFolder

5.EXPORTFBXTOUNITYPROJECT *usesamebreakdownyouusedinRevit

6.RE-ASSEMBLEMODELINUNITY *alwaysdragAssettoHierarchy...preservescoordinates

7.ADDINTERACTIVITY&EXPORT *addlightinginUnity5.0+

LEFT - REVIT MODEL DIRECTLY INTO UNITYRIGHT - REVIT MODEL PROCESSED IN MAX

1.CREATESEPARATE3DVIEWSFOREACHFAMILY/EXPORTFBX *walls,doors,floors,casework,plumbing,electricalfixtures,railingetc.etc.

ProsKeepsfilesizesdownModeleasiertoworkwithinMaxandUnity

ConsMoreWork

WORKFLOW 1: REVIT - MAX - UNITY

WORKFLOW 1: REVIT - MAX - UNITY2.LINKFBXINMAX *combinebymaterial/donotcombine

COMBINE BY MATERIALProsFewerpiecesofgeometrytoworkwithEasiertomaptexturescorrectly

ConsCanleadtotoofew/toolargepiecesofgeometryAllwalls,floors,etc,areattached

DO NOT COMBINEProsCaneasilyselectelementsthatareseentogetheri.e.wallintheoneroomMoresurfaceareawhenunwrapping

ConsLotsofgeometryMoreitemstomap,unwrap,bake

ALLBRICKWALLSAREONEOBJECT

INNER LAYERS OF WALL AS DEFAULT MATERIAL

3. CREATE MATERIALS AND LIGHTING

Lighting (Global Illumination) wasn’t available in Realtime Engines

Pros3DSMaxmaterialworkflowfarsuperiortoRevit3DSMaxlightingworkflowfarsuperiortoRevitChoiceofrenderingengine

ConsNotback-compatibletoRevit

WORKFLOW 1: REVIT - MAX - UNITY

MATERIALMAPSVISIBLEIN3DSMAX

LIGHTMAP BAKING

WORKFLOW 1: REVIT - MAX - UNITY4.UNWRAPGEOMETRYANDBAKETEXTURES *savebakedtexturestoUnityAssetsFolder

“BAKING” your lighting solution requires every face of every piece of geometry to have its own UVW Coordinate real estate

CombinebyMaterial-Moregeometryineverymap=lowerresolutionDoNotCombine-Moreitemstounwrapandbake

UNWRAPUseUVPackerorotherplugintoautomateprocess

BAKE TEXTURESLotsofrenderingtime

CONVERT TO STANDARD MATERIALSAutomaticallyduringbakingorwithAMCScript

CUBEw.CHECKERMAPAPPLIED

CUBEFACESMAPPEDTOCHECKERMAP

WORKFLOW 1: REVIT - MAX - UNITY

CUBEw.CHECKERMAPAPPLIED

CUBEFACESMAPPEDTOCHECKERMAP CUBEFACESUNWRAPPEDTOSUPPORTTEXTUREBAKING/LIGHTMAPPING

4.UNWRAPGEOMETRYANDBAKETEXTURES *savebakedtexturestoUnityAssetsFolder

“BAKING” your lighting solution requires every face of every piece of geometry to have its own UVW Coordinate real estate

CombinebyMaterial-Moregeometryineverymap=lowerresolutionDoNotCombine-Moreitemstounwrapandbake

UNWRAPUseUVPackerorotherplugintoautomateprocess

BAKE TEXTURESLotsofrenderingtime

CONVERT TO STANDARD MATERIALSAutomaticallyduringbakingorwithAMCScript

LIGHTMAP OF FLOOR

LIGHTMAP OF DIVIDER

WORKFLOW 1: REVIT - MAX - UNITY

5.EXPORTFBXTOUNITYPROJECT *usesamebreakdownyouusedinRevit

Do NOT embed materialsDo NOT include camerasDoNOTincludelighting

ExportinMeters

WORKFLOW 1: REVIT - MAX - UNITY

UNITY 3D FILE IMPORT SETTINGS

3DSMAXFBXEXPORTSETTINGS

6.RE-ASSEMBLEMODELINUNITY *alwaysdragAssettoHierarchy...preservescoordinates

DecideonAutomaticCollidersvs.CustomColliders

CheckTextureJPGsaresetastexturesandcorrectresolution

WORKFLOW 1: REVIT - MAX - UNITY

COLLIDER ALLOWS SMOOTH WALKING UP STAIRS

STAIRASSEENINMAX/UNITY

WORKFLOW 1: REVIT - MAX - UNITY7.ADDINTERACTIVITY&EXPORT *addlightinginUnity5.0+

UseUnityscriptingtogiveuserchoiceof: -floorplan,furnitureoptions,wallcolor,etc.etc.

Unity4.3+includessimpleUItools

UseUnity5.0GlobalIlluminationtocreatelightingCORNER OPTION 1

CORNER OPTION 2

WORKFLOW 2: MAX - UNITY1.MODELENTIREPROJECTIN3DSMAX *potentiallyfasterthancleaningaRevitmodel

2.UNWRAPGEOMETRYANDBAKETEXTURES(nobakingUnity5.0+) *savebakedtexturestoUnityAssetsFolder

3.EXPORTFBXTOUNITYPROJECT *usesamebreakdownyouusedinRevit

4.RE-ASSEMBLEMODELINUNITY *alwaysdragAssettoHierarchy...preservescoordinates

5.ADDINTERACTIVITY&EXPORT *addlightinginUnity5.0+

HOUSE AS SEEN IN 3DS MAX

HOUSE AS SEEN IN UNITY

1.MODELENTIREPROJECTIN3DSMAX

ProsCleaner GeometryLighterModelVisualizationProWorkflow

ConsVisualizationProWorkflowDe-coupledfromBIM

WORKFLOW 2: MAX - UNITY

1. MODEL IN REVIT

2. OPEN 3D VIEW WITH ENSCAPE PLUGIN

WORKFLOW 3: REVIT - ENSCAPE

SCHEMATIC FLOOR PLAN AND ENSCAPE SETTINGS

WORKFLOW 3: REVIT - ENSCAPEProsFastestWorkflowRealtimeupdatingofplansGlobalIlluminationinnon-VRversionExportas.exe

ConsNo Global Illumination in VR modeReliesonRevitmaterials -custommaterialsmoredifficulttomapcorrectly

CONSIDERATIONSClientwillneedcompatiblecomputer

ENSCAPE “PAPERMODEL” MODE - NO VR

ENSCAPE “PAPERMODEL” MODE - VR SUPPORTED

CONCLUSIONSTRAITS

AbilitytoMaintainBIMLink YES NO

NO

NO

NO

NO

DEPENDS

DEPENDS

YES

YES

YES

YES

YES

YES

YES

Speed

CustomInteractivity

Cross-PlatformExporting

HighQualityVisualsinVR

WORKFLOW 1REVIT - MAX - UNITY

WORKFLOW 1MAX - UNITY

WORKFLOW 3REVIT - ENSCAPE

2

REVIT TO VR WORKFLOWREVIT TO VR WORKFLOW