Upload
others
View
36
Download
0
Embed Size (px)
Citation preview
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
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