Converting Models

3ds Max is recommended for optimizing and enhancing models developed in other modeling software (e.g. Revit, Sketchup) before loading them into Vizible.

  • Shader effects and baked lighting can only be added in 3ds Max.
  • 3ds Max is the best choice for fixing common issues with FBX exports and converting Autodesk specific materials to generic materials.

Pre Max Cleanup

When it is known that your source model (Revit, SketchUp, etc.) will be used in a real-time application from the start, a few modeling approaches should be considered to make sure the workflow to VR goes as efficiently as possible:

  • Appropriate Materials should be assigned to all objects. Use descriptive names.
  • Hide alignment objects and internal structural detail, or at least assign them separate materials.
  • Watch out for stock models that are poorly modeled or have missing pieces.

Material Conversions

WorldViz maintains a script for converting certain Autodesk architecture materials to Standard materials. This is primarily for Revit materials, but also for Mental Ray and Scanline architecture materials. The script runs through your materials and converts any properties that it recognizes into Standard materials to maximize its compatibility with Max's OSG exporter.

To use it, download the files and either:

A. Drag it the Max viewport from a folder

B. Or go to Scripting -> Run Script

FBX Cleanup

The following are common issues with FBX imports that can be cleaned up in 3ds Max:

  • Geometry issues like unwelded verticies, corrupt geometry, or flipped normals
  • Loss of material information or texture coordinates
  • Incorrect “Up direction”, where a model comes in sideways
  • Gibberish text appended to the end of object names
  • LinkComposite (block style/parent) nodes from DWG imports

See the Cleaning up FBX Imports article for instructions on model cleanup.


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