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    Revit datasmith exporter wishlist

    I though it would be a good idea to create a post for collecting ideas/wishes/remarks regarding the Revit Datasmith Export Plugin.

    First of: great job on the exporter plugin, really nice to see all this effort being put into creating a pipeline between Revit and Unreal Engine.
    It is really nice to see that a lot of effort has been put into keeping the Revit object structure intact as much as possible (level assignment, layers, all that metadata, etc.)

    What I really was hoping for before I installed the plugin was an automatic reduction of triangles/vertices on import. Right now when I import a model from Revit it will almost always be way too big for Unreal Engine to properly handle, The thing is that anything that is a cilinder shape in Revit will be imported into UE4 with an enormous amount of tesselation. Just a small piece of piping will be somewhere around 30.000 triangles. Most buildings have thousands of pipes, so that really adds up: it is not gonna work in UE4. Now the Proxy Geometry Tool is a great way to reduce this, but it will take hours (if not days) to reduce an entire model and even then the result might not be exactly what you want in terms of quality. It would be really great if somehow this could be handled in the Revit export process to udatasmith (if at all possible).
    Before the export plugin I would pipe it through 3DSMax and reduce the number of triangles with the ProOptimizer and such. This made it somewhat manageable before importing into UE4.

    Would love to hear your thoughts on the matter or maybe workarounds that other users have come up with.


    #2
    Before the export plugin I would pipe it through 3DSMax and reduce the number of triangles with the ProOptimizer and such. This made it somewhat manageable before importing into UE4.
    The first implementation was a focus on translating the data and ship something that had some value without waiting to get the dream solution out. But your concerns are totally legitimate.

    A few things you can do now:

    - reducing polygon count can be done in the engine and automated with python. No need to use 3D max for that so we believe we’re not putting an inferior solution than fbx and max. I’ll dig up an example when I can.

    Our next phases of development are related to exactly what you’re saying:

    - dataprep with better ui than python to prepare models from all sources for VR (this is why the exporter don’t do that)

    - rethink tessellation from revit: we get revit’s mesh but sometimes it’s quality is poor. We believe we can override it for specific object type at export time. That would be a phase 2 of the implementation.
    Pierre-Felix Breton

    Sr Technical Product Manager AEC, Unreal Engine Enterprise
    Epic Games - LinkedIn


    Unreal Studio Documentation
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      #3
      I'd just like to add some feedback regarding the export plugin.

      If anyone is having the error message during export from Revit as below. It seems to be due to Revit 2019's new PBR materials.



      Changing them to the old format materials seems to fix the issue.

      Comment


        #4
        thanks for the Revit exporter

        i tried it out last night with a small project with 13 houses. but all the houses are linked in a overal model.
        when i exported it, everything exported except the linked models. can you look in to that?

        over the weeks i wil test things out

        Comment


          #5
          Originally posted by stasis11 View Post
          I'd just like to add some feedback regarding the export plugin.

          If anyone is having the error message during export from Revit as below. It seems to be due to Revit 2019's new PBR materials.



          Changing them to the old format materials seems to fix the issue.
          Thanks We will check this out.! We haven`t noticed that new materials were added to revit 2019. It should be fairly easy to support.
          Pierre-Felix Breton

          Sr Technical Product Manager AEC, Unreal Engine Enterprise
          Epic Games - LinkedIn


          Unreal Studio Documentation
          Unreal Studio Technical Support
          Report Unreal Studio Bugs

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            #6
            Originally posted by Etienneboy0 View Post
            thanks for the Revit exporter

            i tried it out last night with a small project with 13 houses. but all the houses are linked in a overal model.
            when i exported it, everything exported except the linked models. can you look in to that?

            over the weeks i wil test things out
            Thanks, we will have a look.
            Pierre-Felix Breton

            Sr Technical Product Manager AEC, Unreal Engine Enterprise
            Epic Games - LinkedIn


            Unreal Studio Documentation
            Unreal Studio Technical Support
            Report Unreal Studio Bugs

            Comment


              #7
              Thank you, crew!!! I'll try out during weekend if my wife let me do.... It seems to have a really valuable workflow.
              Santiago Rivera.
              > 25 years as 3D and 4D AEC Freelance CGI Artist.
              Worldwide technical AEC and Laboratory projects.


              4dconstructionphasing.com

              Comment


                #8
                Thanks for the reply Pierre-Felix, good to hear that reducing the polygon count already has your attention.
                If you'd be willing to share an example on how to reduce polygons using the engine I'd really appreciate it, thanks!

                Comment


                  #9
                  Seconding on linked models ! All our projects have a main file with multiple linked models (different buildings, MEP, Structure, etc..), and all these files are aligned in Revit.

                  Aligning by hand in Unreal is going to be a bit of a problem
                  Antoine Guillo, FR
                  Virtual Reality Designer
                  https://groupe-legendre.com/

                  Comment


                    #10
                    - reducing polygon count can be done in the engine and automated with python. No need to use 3D max for that so we believe we’re not putting an inferior solution than fbx and max. I’ll dig up an example when I can.
                    Hi, the user guide on python contains an example that should get you started:

                    https://docs.unrealengine.com/en-us/...ints-or-Python

                    Pierre-Felix Breton

                    Sr Technical Product Manager AEC, Unreal Engine Enterprise
                    Epic Games - LinkedIn


                    Unreal Studio Documentation
                    Unreal Studio Technical Support
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                      #11
                      Thanks for revit datasmith plugin, i ve finally exported easily to UE, but when i import datasmith file into UE it creates a map file, then i make some small changes in revit then import again it comes with that changes but sometimes brings same meshes like doors floors again and again on same place , so it doesnt always updates meshes it sometimes brings same meshes on itself again, how should we import our changes to UE , i ve tried alot of things but i get random results, is there a proper way to bring revisions, like only bring changed items option ?

                      Comment


                        #12
                        REVIT 2018.3 export 3D,ERROR,why?

                        Comment


                          #13
                          Originally posted by LegendreVR View Post
                          Seconding on linked models ! All our projects have a main file with multiple linked models (different buildings, MEP, Structure, etc..), and all these files are aligned in Revit.

                          Aligning by hand in Unreal is going to be a bit of a problem
                          I can confirm this also; anything that is in the current file is translated over by Datasmith, but anything linked or referenced in to the current view, is left behind. This certainly makes it 'tricky' for our standard Revit workflows
                          Charlie Morris
                          Technology Research Analyst

                          Rogers Stirk Harbour + Partners
                          www.rsh-p.com

                          Comment


                            #14
                            Originally posted by weizhimin View Post
                            REVIT 2018.3 export 3D,ERROR,why?

                            is there a way we can get the file? We are going to look at it and fix it
                            Last edited by Stephen Ellis; 11-12-2018, 10:07 AM.
                            Pierre-Felix Breton

                            Sr Technical Product Manager AEC, Unreal Engine Enterprise
                            Epic Games - LinkedIn


                            Unreal Studio Documentation
                            Unreal Studio Technical Support
                            Report Unreal Studio Bugs

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                              #15
                              Originally posted by Charlie.Morris View Post

                              I can confirm this also; anything that is in the current file is translated over by Datasmith, but anything linked or referenced in to the current view, is left behind. This certainly makes it 'tricky' for our standard Revit workflows
                              Thanks, this is a very reasonable request. We’re looking at how we can solve it!
                              Pierre-Felix Breton

                              Sr Technical Product Manager AEC, Unreal Engine Enterprise
                              Epic Games - LinkedIn


                              Unreal Studio Documentation
                              Unreal Studio Technical Support
                              Report Unreal Studio Bugs

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