As I was seaching for some Revit families from manufacturers last week, I came across the Revit City web site. Now I had heard a bit about this site (both good and bad) and thought it would be a good time to look into what could be obtained from it. So here goes...
There was a lot of material on the site, and even though I have not had to use the CSI standards category for a while, the site had the same look and feel to it. Organized into familiar categories, I went looking for windows. Seems like you can never have enough window types in Revit.
There are some very interesting Revit families to create windows on the site, and I think its commendable that things have come this far with what is a free site fed by community members. The first image is an image of an impressive window with ornamental trim. It does though act more like a traditional AutoCAD block rather than a family. It has two sizes which you can't adjust though parameters, and only the depth of the window was adjustable, and that did not work 100% either.
A couple more examples of windows which again work fine when inserted into your project. But when you search for parameters to change or when you change them things do go ary.
I think that these attempts are good, and that if you take them as they are, (things you have obtained for free) they are great. Play with them on projects you are doing as tests for Revit. When you get into the serious projects you need professionally made families.
Next post, I'll have a look at the Anderson window families. Unitl then, cheers.


It's a great start to be able to view manufacturers products online in 3D. Revit offers even more possibilities. Revit families are the equivalent these 3d elements in the sketchup catalogue but with so much more. Imagine being able to import a model from a manufacturer, and being able to generate a high quality render in Revit's new mental ray engine. Pretty pictures aside, when you populate a building project in Revit with a manufacturer's products you can generate quantity takeoffs from the Revit project into easy to use schedules.
In order to make this the most useful all manufacturers need to get onboard with producing Revit libraries. So an entire project can be populated with information direct from the manufacurer. Sweets would be a great leader in this effort.


I heard it once said tht the best university is one which has a library and a coffee shop. Well I guess CGSociety has accomplished just that. Cheers to them.
When the course wraps up I'll see if I can get some of my students work posted
One of the projects which I had the pleasure to work on recently, was for the Autodesk Media and Entertainment division's education department. The project entailed writing a short tutorial on the process involved in rendering a Revit 3D model in 3ds Max.
This video was produced with Camtasia, and requires the tscc video codec available on the Techsmith website. If you require more info on downloading this video codec click on the link below.
http://rec-blog.blogspot.com/2007/11/codec-for-videos-posted.htmlA number of people believe that the secret behind achieving great renders lies in the fg and gi settings. This couldn't be further from the truth.
The fg settings are essential to produce renders and eliminate light bouncing artifacts. However there are only 3 factors that will significantly improve your renders:
1- The final Image sampling will ultimately change the look of your final image (IE from draft to high end).
2-A strategic use of lights and its colours (IE the placement of lights in areas of the scene where there is going to be an apparent definition between bright and dark areas, otherwise known as depth. Also, highlights in the scene and a wise choice of light colours).There are numerous architecture books focusing mainly in photography that you can use as reference for lighting.
3-Good choice of materials. With mental ray, most of the default shader settings are set to draft. If you have a good understanding these settings and utilize them accordingly, you will obtain superb results. Having objects with correct scale and realistic effects will also contribute to outstanding renders (IE correct bump values, right amount of glossiness; accurate shading and bitmap tiling etc).
In our book, Realistic Architectural Visualization with 3ds Max and mental ray, we have used relatively high fg settings in order to achieve satisfactory results. Generally keeping the fg settings as draft should be enough to render great images. I normally only change the following settings:
Rays per FG Point to 150: Note that higher values will dramatically increase the render times and Initial FG Point Density function can solve most fg problems.
Interpolate Over Num. FG Points to 80 as this won't affect much the fg process render times
Diffuse Bounces to 1/2 if there are any fg artifacts, simply increase the Initial FG Point Density to 3 or 4. Note that higher values will increase the fg process render times dramatically.

The ambient occlusion normally occurs in areas that are not directly lit by light. Most Hollywood CG studios use it also for directly lit areas as it adds an extra depth of reality to the renders. To do so, simply apply the ambient/Reflective Occlusion (base) parameters to the diffuse slot of your pre applied arch design shader.

If you previously had a bitmap applied to the diffuse slot, simply click the bitmap slot inside bitmap parameters.
Double click the ambient/Reflective Occlusion (base) parameters from the material/map browser. The replace map dialog box should appear, choose to keep the old map as sub-map.

There should be quite a few settings, but simply focus on the first 5 of them. When working with real size models, I normally use the following settings: (assuming that you are using meters as the unit system)

I only use it on every non transparent object.
Note that shaders such as satined metal from arch & design won't enable any bitmap/shader used in its diffuse colour slot. To enable it simply go to the arch & design main template and pan down to general maps parameters, and check the diffuse color function to enable it. In addition, go back up to the diffuse color swatch, copy by right clicking on it, click on the slot. In the ambient/Reflective Occlusion (base) parameters, paste it onto the bright colour swatch

Valuable Tips:
1-Metal shader: At times you may need to darken its original color diffuse swatch when working in relatively bright scenes.
2-By default most arch & design shader settings are set to draft. For best results without compromising the rendering times, simply:
a) uncheck the fast (interpolate) function

b) Change the interpolation grid density to 1(same as rendering)

3-Another method to help prevent loss of memory while rendering, is to increase the memory limit to about 2000

4-At present, direct 3d driver set up, works best with 3ds max 9 or higher, as oppose to any other driver. Users often experience memory, rendering and viewport display problems, when not using the adequate driver set up. To choose the driver, simply go to: main toolbar and click customize. On the dropdown list choose preferences; the dialog box choose pop up. To change the current driver set up simply click on the Revert from ... button.

5-When using mental ray, it is wise to apply the UVW modifier on objects that have shaders containing bitmaps. (IE Satin Varnished Wood; Glossy Varnished Wood; Rough Concrete; Polished Concrete; Glazed Ceramic; Glazed Ceramic Tiles; Masonry; Leather and Brushed Metal) Otherwise, you may encounter some UVW error messages when rendering.
6-At times when working in very bright or dark scenes, use the curve and/or RGB values to correct, brighten or darken materials.

7- You can also use the RGB and curve values as light sources, however you need to have at least one real light source in the scene, even if its multiplier value is only 0.5.
It is often easier to use the RGB and curve values without the exposure controls. This is due to the fact that, exposure controls evens out bright and dark areas of the scene.
In the image below, the coned shaped geometry and other objects had their bitmaps used as light sources to light up the scene. High RGB and curve values were used to achieve the right intensity of brightness and colour. The objects used as light sources had their physical properties set to: not cast shadows, not to receive shadows, not visible to camera, and not be visible to reflection/refraction.


8-The Glass (Thin Geometry) shader should be used mainly on straight surfaces, to avoid artifacts.
9-When using Glass (Physical) shader on surfaces that are not straight (IE revolving doors, spheres etc), its surface may render black at times. To correct this, simply change its diffuse colour swatch to a brighter colour.
10- When Network rendering, keep the backburner files as simple as possible to prevent rendering errors.










http://www.mediafire.com/?7lgzxfpxzdx
http://www.mediafire.com/?2k25u1nydx2


Now you are ready to render the scene and get the same results as when you go through the tutorial in the book.

If you would simply like to download a corrected file it is contained in a .zip file at the following URL.
Well, I have to admit, I am impressed sometimes by small things. Here is something I've discovered recently in AutoCAD Architecture 2008 while working on materials for Autodesk.




Ok, so where do you find these personal trainers? Sometimes you might be lucky to work in a larger company where a mentor or more experienced visualization artist works next to you. But in many situations, you might be completely alone, and find it hard to get someone to help at your location. One of the things that I find most interesting today is using the internet to bring the source of the information and the individual requiring the information together. All the benefits of personal training can now take place using a variety of e-learning tools.
Recently, I provided a training course for a 3D Artist in Texas who used AutoCAD and 3ds max to create visualizations at his architectural and engineering firm. He sent me a few of his renderings which I critiqued, and sent him a plan for a training of 5 sessions of 2 hours each. I'm based in Montreal, so we had a small time difference, some long distance charges to deal with, and we used a Web meeting tool called BeamYourScreen. All in all, it helped this artist who could not find much in the way of training, improve the skills in visualization he wanted to improve at a reasonable cost.
Just when one book gets done and is introduced, here comes another. This one was the fruit of working with Autodesk over the last 5 months on a product which I am a bit less familiar with. The book Autodesk Architecture 2008 - AutoCAD for Architects is now available, you will probably be able to find in on the Autodesk e-store in a couple of days (maybe a bit of wishful thinking).... I'll get images up here when I get my own copy.
Well here it is a final hard copy of the book both Jamie and I have worked on since last May. It is looking really great. Full color, lots of illustrations.

Here is a sample of the interior pages of the book. I'll post some high res photos of the inside of the book for you to see, shortly.