![]() I used Revit LIVE and it was all done in about 1hr start to finish. I was asked to do a VR thing and had NEVER done anything in that area. You don't get massive amounts of control over things, but you are able to press one button and in a short time get something back you can use for VR and that something is serviceable for most use cases. This is exactly the reason Revit LIVE was created. The time and knowledge required is a pretty big hurdle for many doing VR. Learning another program like Unreal and then spending craploads of time to get to where you want to be only to find out there are revisions from the client is not a good long term solution. Of course we are not there yet but this is where things need to go. To get the list of your projects with their IDs and folders, run Revizto Console with the projects command.-export: Required: For each model, provide the following pair of parameters separated by spaces: The model's Revizto ID, which can be found in the model property: Revizto. Ultimately, and I would expect this is where things are going, you need Revit to be able to go into VR in a seamless way and produce pretty realistic results without requiring a super computer. For local projects, /.Before I do that, I am going to check out this Revit live and get a feel for the results for me to set a baseline of sorts on the quality of the interactive experience. My next investigation is to look into 3dsmax interactive. A descriptive name will be useful later, as the issues will be tagged with the filename. Learning another program like Unreal and then spending craploads of time to get to where you want to be only to find out there are revisions from the client is not a good long term wrote: With your shorter list showing, click Export Issues Save the. Ultimately, and I would expect this is where things are going, you need Revit to be able to go into VR in a seamless way and produce pretty realistic results without requiring a super computer. ![]() ![]() For the typical architect or architectural firm, this is too cumbersome and costly at the moment. This whole 3D thing is getting quite annoying since it is almost getting to a point where you need to have this vast library of 3D objects set up for still renders and then another set of models set up for low poly uses. This all can be time consuming and frankly, tedious. Also, in order to avoid overlapping maps and thus, flickering animation, one needs to probably unwrap and uv all of the objects. Models can require to be optimized or rebuilt to make the files smaller. One thing I am going to add regarding Unreal is that it can be very time consuming. I know this is a belated post but I have kind of/ sort of dived into this a bit.
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