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Joined: Tue, Jan 27, 2009
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Hi all, I am a student and have learned to use Revit through alot of help from this site. But, now I have a problem. I've resently tried to export a Revit file I am working on (about 40mgs) to 3ds Max using the .fbx method. When ever I do this, 3ds takes a long time to import the file. Then, my model appears very rough and my viewports begin to run at under 2 fps. This causes any movements to take forever and become very unforgiving. Things seem to render without a problem but just moving the camera is a huge chore. When I brought my file into Max, it says it is about 800k polys. Is that alot? should I be experiencing such a slow down? is the .fbx method the best way to go to Max? I need to use max because in Revit my interior and exterior night scenes take days to render. If it is not a fbx or revit file problem, then it must be my video card... what do you think? my comp is: dual xeon quad E5410 @ 2.33 GHz, Quadro 1700, 8gb ram, winxp 64-bit Both Max and Revit are 2010 64-bit versions. Thanks alot
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that is a pretty large poly count. I would recommend going into your revit model and in your 3D views visiblity and graphics turn off everything that will not be rendered then export again. In Max under Customize/Preferences/Files select the "Compress On Save" option and save your scene. Then open a new scene and xref the scene you just saved as an object. This should improve your performace as well as make it easier to update your Revit model into max by just repplacing the xref not the entire scene. Also install the Nvidia Power Drivers for your video card, this will maximize the Direct X capabilities within Max without changing your OS gpu driver.
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Thanks for your help alabaster, will try. I'm interested in the poly count though. My building seems straight forward to me, I do not have a huge amount of furniture or complex families. I do have alot of curtain wall mullions and mullions creating wooden fences. Would this large amount of mullions really increase the poly count and then are there any suggestions how I could replace these with something with less polys? also, I see people that have rendered in Max with very complex interiors, and firms like HOK that have highly detailed buildings that are much larger than mine. How do these people keep their poly count low and work with these models in Max. Also game developers must have huge amounts of polys. This makes me think it could be a problem with fbx. Any ideas? Thanks
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Their workstations are most likely much more powerful than yours, not that yours is weak by any means. I use a Quadro FX 3700 and it treats me very well. In large poly scenes I will navigate my model in wireframe and use the command "shade selected" in order to apply my materials properly. I have found that I have some issues with complex in-place families converting from FBX, also for your fence you may try a solid wall and apply with fence map with opacity to it. I generally try and keep my scenes around 200 polys, but I am not really sure if that will affect your fps.
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That fence idea sounds really promising. Sometimes when modelling it's easy to get carried away when stuff can be easily faked through a render... It's really amazing to think how powerful those computers can be. How do you keep your polys so low... I guess what I'm really asking is what is a poly? I thought that every 3d object just created polys. Also, is there an easy way to tell if a family was created in place... and if a family was created in place, is there an alternate way to use this family but keep the polys low? I have alot of railings, and even railings used to create bench posts. Would simplifying these keep the polys down?
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A poly is basically the triangulated faces that make up the surfaces of your objects. Select an object and go to your modifiers tab, you can then choose the "select poly" now you are able to see what the different polys are on the object. I use in place families for things like curbs and sometimes roof drain piping. I can always see when max converts the FBX that when it gets to these objects it seems to hang on them. I really have no idea why your polys affect the FPS, i'll ask my friend who is an animator to see what he says.
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After looking at a large scene of mine with over 1,000,000 polys and 3 buildings I am getting a FPS of 24, I have no problems panning and zooming. My guess is your graphics card is the source of your problem. I think the drivers could be the issue? Also here is a script to remove all the triangulated surfaces while in wireframe mode.
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Thanks Alabaster, I'll look into the graphics card problems
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