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Thread: Problems updating linked Revit2016 into 3dsMax2016?

  1. #51
    Senior Member willsud's Avatar
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    Just for the record, direct linking of latest version Revit 2016 files into latest 3ds Max 2016 still leaves the odd surface black at render time, so FBX export seems to be the only reliable linking method still.

    There is mention in the What's new in Revit 2017 of options for FBX export depending on versions of Revit.

  2. #52
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    Hi All,

    I've just joined this group, but have been working with Max and Revit for some time now, and have a lot of experience linking Revit files direct into Max. Here is what I know:

    Max and Revit 2015 and before:
    Linking direct to a Revit file from Max works, but there is a simple workaround to allow correct scaling for textureing. By default the Revit file has an underlying Imperial units system, and therefore when importing to a metric file in Max you have a scale applied automatically to every linked object. This is simply to make the objects appear the correct size in the Max file. In order to use metric world mapping, the simple solution is to select all geometry linked from Revit and apply a "reset X-Forms" modifier. This can be found under "utilities" in Max. Once this has been applied, it cannot be removed without causing a rescaling of all the geometry, but it does allow correct scaled mapping using metric units. By leaving the X-Form modifier on the geometry, it also allows you to update the geometry by updating the link through the Revit link dialogue.

    Max and Revit 2016:
    This version seems to have fixed the scale issue! Geometry linked from Revit 2016 seems to come in correctly scaled. However, there is now a much more irritating problem! The geometry comes in with all the normals to all faces oriented to the X, Y and Z axes. This is particularly evident when a building is not oriented to the grid! This in turn causes very strange render output as the effective angle of the surfaces is not oriented to the actual angle of the surface, so rendered shading is not correct. This can be fixed with a similar workaround to the above, by selecting all linked geometry in the scene and applying an "edit normals" modifier. With the normals sub mode editable, select all the normals and hit "Reset". This seems to fix the problem, but I doubt that it is totally correct. The other thing that you need to then do is, re-do the smoothing groups, as the normals are associated with the smoothing groups.

    I wonder if the above comment from willsud about the black surface at render is related to the normals problem? The other possibility is that it is simply a double surface; two polygons in the same place, resulting in the rendering of the one casting a complete shadow on the other.

    There is one problem that I cannot find a quick solution for: objects that are mirrored in Revit have their normals inverted when they are linked into Max. As far as I can see, the only solution is to select the inverted objects and flip the normals, but this is a time consuming task when there are many objects.


    I'm looking forward to seeing what screw up they've done with 2017 as they never seem to get it quite right!

    Cheers all,

    Bill
    Last edited by JtpCommunity; May 12th, 2016 at 03:41 PM.

  3. #53
    Junior Member skisouth's Avatar
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    Quote Originally Posted by JtpCommunity View Post
    Hi All,


    There is one problem that I cannot find a quick solution for: objects that are mirrored in Revit have their normals inverted when they are linked into Max. As far as I can see, the only solution is to select the inverted objects and flip the normals, but this is a time consuming task when there are many objects.

    Thus the basis for Will's comments. Why use a process that just consumes more time (everytime you update by the way).

  4. #54
    Senior Member willsud's Avatar
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    Thanks Bill, that's very helpful - you've set me off thinking again about all this

    I've sort of assumed the issue with black surfaces in renders is to do with normals but as the FBX linking seems to work OK in 2017 versions then I've just stuck with that.

    As skisouth implies, we are always up against deadlines with no time to explore and fix things that should be working, as rendering is often done just before client presentation (sometimes 20 minutes before )

  5. #55
    Senior Member willsud's Avatar
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    Just wondered if anyone else had noticed that after the last update to 3ds Max 2017, updating linked FBX models in 3ds Max 2017 (previously exported from Revit 2017 and linked to 3dsMax 2017 before the update), the cameras are now miles away from the updated model in 3dsMax 2017?

    Maybe I have just messed up some scaling factor somewhere - but nothing I try seems to rectify this and I end up having to recreate the cameras in 3ds Max 2017.

    Weird.
    Last edited by willsud; September 13th, 2016 at 07:48 PM.

  6. #56
    Member rbcameron1's Avatar
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    No doubt it'll be fixed in another service pack update.

    I still have many projects on 2016, so I'm still fighting that uphill battle. Sad to think its no better in 2017 Max.

  7. #57
    Senior Member willsud's Avatar
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    I'm losing faith in 3dsMax I have to admit - I've given up trying to get Backburner to work as well which worked fine in 3dsMax2015 - like much else - so my $6k render node sits idle.

  8.    #58
    Junior Member skisouth's Avatar
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    Here is my latest Revit FBX to 3ds 2017 and vrayAttachment 28858Attachment 28858Attachment 28859
    Attached Thumbnails Attached Thumbnails Problems updating linked Revit2016 into 3dsMax2016?-grants-kitchen.jpg   Problems updating linked Revit2016 into 3dsMax2016?-sidewalk.jpg   Problems updating linked Revit2016 into 3dsMax2016?-entry.jpg  

  9.    #59
    Junior Member skisouth's Avatar
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    just for laughs, here is a corona rendering test.Problems updating linked Revit2016 into 3dsMax2016?-rework-noe-corona.jpg

  10.    #60
    Member rbcameron1's Avatar
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    With the release of 2018 in a few months, I don't think this will be fixed. On the Brightside, I didn't know you could link previous versions of Revit into a max file!
    Has anyone else noticed when you export to FBX, random materials don't match up?

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