TOPICS. HARDWARE REQUIREMENTS Components Required Suggested Computers. WORKFLOW 1: REVIT - 3DS MAX - UNITY Process Capabilities Limitations

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1 REVIT TO VR WORKFLOW

2 TOPICS 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

3 HARDWARE REQUIREMENTS GRAPHICS CARD - FAST PROCESSOR - RAM * Oculus minimum specifications call for Nvidia GTX-970, Intel i and 8GB RAM DIY BUILD PARTS LIST ($929) GPU: EVGA GTX-970 4GB CPU: Intel i Haswell Quad-Core MOBO: ASRock H97M Pro 4 LGA 1150 RAM: G. Skill Ripjaw X Series 16GB (2x8) DDR PSU: SILVERSTONE 500W 80+ GOLD HDD: WD Blue 1TB 7200 RPM SATA 6GB CASE: APEX TX-381 Black Steel Micro ATX OS: Windows 10 READY-MADE GAMING COMPUTERS (per NewEgg.com on 10/7/2016) ASUS G11CD-DB71 ($1273) *GTX 970, i7-6700, 16GB DDR4 ABS Commander X ALI010 ($1120) *GTX 980, i5-4690k, 16GB DDR4 Cyberpower PC Gamer Panzer VR XL 2000 ($3000) *GTX 1080, i7-6900k, 32GB DDR4

4 WORKFLOW 1: REVIT - MAX - UNITY 1. CREATE SEPARATE 3D VIEWS FOR EACH FAMILY / EXPORT FBX * walls, doors, floors, casework, plumbing, electrical fixtures, railing etc. etc. 2. LINK FBX IN MAX * combine by material / do not combine 3. CREATE MATERIALS AND LIGHTING (materials only Unity 5.0+) * typical rendering workflow 4. UNWRAP GEOMETRY AND BAKE TEXTURES (no baking Unity 5.0+) * save baked textures to Unity Assets Folder 5. EXPORT FBX TO UNITY PROJECT * use same breakdown you used in Revit 6. RE-ASSEMBLE MODEL IN UNITY * always drag Asset to Hierarchy...preserves coordinates 7. ADD INTERACTIVITY & EXPORT * add lighting in Unity 5.0+ LEFT - REVIT MODEL DIRECTLY INTO UNITY RIGHT - REVIT MODEL PROCESSED IN MAX

5 WORKFLOW 1: REVIT - MAX - UNITY 1. CREATE SEPARATE 3D VIEWS FOR EACH FAMILY / EXPORT FBX * walls, doors, floors, casework, plumbing, electrical fixtures, railing etc. etc. Pros Keeps file sizes down Model easier to work with in Max and Unity Cons More Work

6 WORKFLOW 1: REVIT - MAX - UNITY 2. LINK FBX IN MAX * combine by material / do not combine COMBINE BY MATERIAL Pros Fewer pieces of geometry to work with Easier to map textures correctly ALL BRICK WALLS ARE ONE OBJECT Cons Can lead to too few/too large pieces of geometry All walls, floors, etc, are attached DO NOT COMBINE Pros Can easily select elements that are seen together i.e. wall in the one room More surface area when unwrapping Cons Lots of geometry More items to map, unwrap, bake INNER LAYERS OF WALL AS DEFAULT MATERIAL

7 WORKFLOW 1: REVIT - MAX - UNITY 3. CREATE MATERIALS AND LIGHTING Lighting (Global Illumination) wasn t available in Realtime Engines Pros 3DS Max material workflow far superior to Revit 3DS Max lighting workflow far superior to Revit Choice of rendering engine Cons Not back-compatible to Revit MATERIAL MAPS VISIBLE IN 3DS MAX

8 LIGHTMAP BAKING

9 WORKFLOW 1: REVIT - MAX - UNITY 4. UNWRAP GEOMETRY AND BAKE TEXTURES * save baked textures to Unity Assets Folder BAKING your lighting solution requires every face of every piece of geometry to have its own UVW Coordinate real estate Combine by Material - More geometry in every map = lower resolution Do Not Combine - More items to unwrap and bake UNWRAP Use UV Packer or other plugin to automate process CUBE w. CHECKER MAP APPLIED BAKE TEXTURES Lots of rendering time CONVERT TO STANDARD MATERIALS Automatically during baking or with AMC Script CUBE FACES MAPPED TO CHECKER MAP

10 WORKFLOW 1: REVIT - MAX - UNITY CUBE w. CHECKER MAP APPLIED CUBE FACES MAPPED TO CHECKER MAP CUBE FACES UNWRAPPED TO SUPPORT TEXTURE BAKING / LIGHTMAPPING

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12 WORKFLOW 1: REVIT - MAX - UNITY 4. UNWRAP GEOMETRY AND BAKE TEXTURES * save baked textures to Unity Assets Folder BAKING your lighting solution requires every face of every piece of geometry to have its own UVW Coordinate real estate Combine by Material - More geometry in every map = lower resolution Do Not Combine - More items to unwrap and bake LIGHTMAP OF FLOOR UNWRAP Use UV Packer or other plugin to automate process BAKE TEXTURES Lots of rendering time CONVERT TO STANDARD MATERIALS Automatically during baking or with AMC Script LIGHTMAP OF DIVIDER

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14 WORKFLOW 1: REVIT - MAX - UNITY 5. EXPORT FBX TO UNITY PROJECT * use same breakdown you used in Revit Do NOT embed materials Do NOT include cameras Do NOT include lighting 3DS MAX FBX EXPORT SETTINGS Export in Meters UNITY 3D FILE IMPORT SETTINGS

15 WORKFLOW 1: REVIT - MAX - UNITY 6. RE-ASSEMBLE MODEL IN UNITY * always drag Asset to Hierarchy...preserves coordinates Decide on Automatic Colliders vs. Custom Colliders Check Texture JPGs are set as textures and correct resolution STAIR AS SEEN IN MAX / UNITY COLLIDER ALLOWS SMOOTH WALKING UP STAIRS

16 WORKFLOW 1: REVIT - MAX - UNITY 7. ADD INTERACTIVITY & EXPORT * add lighting in Unity 5.0+ Use Unity scripting to give user choice of: - floor plan, furniture options, wall color, etc. etc. Unity 4.3+ includes simple UI tools CORNER OPTION 1 Use Unity 5.0 Global Illumination to create lighting CORNER OPTION 2

17 WORKFLOW 2: MAX - UNITY 1. MODEL ENTIRE PROJECT IN 3DS MAX * potentially faster than cleaning a Revit model 2. UNWRAP GEOMETRY AND BAKE TEXTURES (no baking Unity 5.0+) * save baked textures to Unity Assets Folder 3. EXPORT FBX TO UNITY PROJECT * use same breakdown you used in Revit HOUSE AS SEEN IN 3DS MAX 4. RE-ASSEMBLE MODEL IN UNITY * always drag Asset to Hierarchy...preserves coordinates 5. ADD INTERACTIVITY & EXPORT * add lighting in Unity 5.0+ HOUSE AS SEEN IN UNITY

18 WORKFLOW 2: MAX - UNITY 1. MODEL ENTIRE PROJECT IN 3DS MAX Pros Cleaner Geometry Lighter Model Visualization Pro Workflow Cons Visualization Pro Workflow De-coupled from BIM

19

20 WORKFLOW 3: REVIT - ENSCAPE 1. MODEL IN REVIT 2. OPEN 3D VIEW WITH ENSCAPE PLUGIN SCHEMATIC FLOOR PLAN AND ENSCAPE SETTINGS

21 WORKFLOW 3: REVIT - ENSCAPE Pros Fastest Workflow Realtime updating of plans Global Illumination in non-vr version Export as.exe ENSCAPE PAPERMODEL MODE - NO VR Cons No Global Illumination in VR mode Relies on Revit materials - custom materials more difficult to map correctly CONSIDERATIONS Client will need compatible computer ENSCAPE PAPERMODEL MODE - VR SUPPORTED

22 CONCLUSIONS TRAITS WORKFLOW 1 REVIT - MAX - UNITY WORKFLOW 21 MAX - UNITY WORKFLOW 3 REVIT - ENSCAPE Ability to Maintain BIM Link YES NO YES Speed DEPENDS NO YES High Quality Visuals in VR DEPENDS YES NO Custom Interactivity YES YES NO Cross-Platform Exporting YES YES NO

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24 REVIT TO VR WORKFLOW

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