Description
Key Learnings
- Understand when to use the ART Renderer and when it would be better to use Arnold
- Learn how to convert Revit models and scenes for compatibility with the Arnold Renderer
- Learn how to work with Arnold lights, HDR images, and physical materials
- Learn how to create 360°, virtual reality, stereo panorama images
Speaker
- MDMatt DillonWith a background as a registered architect, Matt Dillon has over 30 years of experience in Autodesk Architectural applications, and is an Autodesk Certified Instructor at an Autodesk Authorized Training Center. In addition to assisting customers implement Building Information Modeling (BIM) and Revit Platform products, Dillon has also consulted with Autodesk, Inc., development staff in product design and usability for AutoCAD Architecture software. A published author, Dillon was one of the recipients of Autodesk's Distinguished Speaker Award in 2010, and he has been a highly rated instructor at Autodesk University since he first began presenting in 2000.
MATT DILLON: So I'm going to ask you all to do a favor. I'm using this microphone, and I probably don't need it in here. But I have to have it because they're recording the session. If you notice I'm starting to talk too loud, would somebody just tell me-- talking too loud? My wife tells me I have a teacher's voice, so I'll try to keep it down. But sometimes, I forget.
AUDIENCE: [INAUDIBLE]
MATT DILLON: Well, I work for a reseller, and I do consulting and teaching through them. So I teach either on-site at customers' offices, or I teach from my home office up in the loft. So we do a lot of remote training, so we GoToTraining and GoToMeeting if people don't want to have us come to them. So sometimes, it's less expensive that way, easier to schedule. There's downsides to it as well.
AUDIENCE: [INAUDIBLE]
MATT DILLON: Some people like the on-site. I prefer teaching face-to-face because you get the non-verbals, the facial expressions. You get a little bit more synergy going. But it is convenient to do it do it online.
AUDIENCE: [INAUDIBLE]
MATT DILLON: Yeah, ever since I started working out of my house, the commute and the dress code got a lot easier to deal with.
AUDIENCE: Where are you based out of?
MATT DILLON: Well, our home office is in Atlanta, but I'm in San Antonio. So you were in the session yesterday?
AUDIENCE: Yes.
MATT DILLON: How do you think that went? I was a little thrown off at the beginning because when I said, is there anybody here that never used Revit before? I was expecting hands to go up-- no hands. I said OK, how many people have used Revit more than five years? And all the hands went up. That's not who I did this class for. What am I going to show them?
AUDIENCE: Well I've been using it for [INAUDIBLE]. kaqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq it was nice to [INAUDIBLE] and have some of the basics refreshed.
MATT DILLON: Right, or when they get some validation? Yeah, that always helps.
AUDIENCE: And as a high school teacher, [INAUDIBLE]. I actually recorded a couple of the things that we've been doing, because that's what my students are doing at home.
MATT DILLON: OK, so you teach Revit in high school?
AUDIENCE: Yes.
MATT DILLON: Oh, cool.
Not too many high schools are teaching Revit.
AUDIENCE: In Oakland County, Michigan, we have 20 high schools that are majority [INAUDIBLE].
MATT DILLON: Wow, really?
AUDIENCE: [INAUDIBLE]
MATT DILLON: Cool.
AUDIENCE: In Florida, [? they teach them ?] on this.
MATT DILLON: Really?
AUDIENCE: My daughter [INAUDIBLE]
MATT DILLON: You know, I went to my son's high school-- of course it's been a few years. Maybe things have changed. He's 26 now. But 10 years ago, I went in there. They didn't have Revit. They had AutoCAD in the drafting lab. But the instructor really didn't--
AUDIENCE: I think it depends who's teaching it, right? What's [INAUDIBLE] In my home and business, [INAUDIBLE] my advisory team-- not many of them are [INAUDIBLE] But the university is, so they help keep you in it. [INAUDIBLE]
MATT DILLON: You know, a few years ago, we brought in several of the chairmen of, like, the architectural departments in some of the universities and colleges, just around where we are. And we got them together with some of the more forward-thinking principles of architectural firms so they could kind of just discuss OK, what do you need from someone graduating from college? And all of the principals said, you need to be teaching them Revit. We need people that know how to use the tool. If they can't use the tool, we can't use them. And most of the junior colleges and everything, they were listening. They were very attentive. The four-year and the five-year schools-- well, we just teach them theory. So that's kind of disappointing. Hopefully that's changed, too.
AUDIENCE: [INAUDIBLE]
MATT DILLON: That's good.
AUDIENCE: [INAUDIBLE]
MATT DILLON: Yeah, because when I went through architectural school, we didn't-- it was all on the board. But they taught drafting, right? So you would think-- how are we doing? Almost time.
AUDIENCE: Most of the students, [INAUDIBLE].
MATT DILLON: Good. I have 1:29. So we're going to start here in just a second.
AUDIENCE: [INAUDIBLE]
MATT DILLON: Hi.
AUDIENCE: [INAUDIBLE]
MATT DILLON: Sorry?
AUDIENCE: [INAUDIBLE]
MATT DILLON: No, go ahead. Just don't unplug me.
Is that everybody? I think we're close. And it just turned 1:30, so it doesn't matter. We're going to start. OK.
So good afternoon, everybody. For those of you that don't know me, my name's Matt Dillon, and I'm with Applied Software. We are a reseller, all over the country. Our home office is in Atlanta. However, I work out of my house in God's little piece of heaven on earth, San Antonio, Texas-- except in August. It's not heaven on earth in August. Don't come in August.
I've been doing this for a while. My background is architecture. And I started with a very, very early version of AutoCAD. Does anybody remember a program called AutoShade? One person. You just dated yourself. So I used to do a lot of renderings with AutoShade, and there was a program called AutoFlix that did animations-- 16-color, very low resolution. So I kind of started with that, and have migrated along with all the various applications-- 3D Studio, Vis, Max, up to present day.
How many of you currently use 3ds Max? I would expect most of you. OK. How many of you currently use the Arnold renderer? A few. OK. How many of you have tried it, and just-- like, forget it?
AUDIENCE: Going back to 2017.
MATT DILLON: Yeah, OK. So that's the purpose of this class. Now I am not an Arnold expert. I won't even pretend to be. Because like you guys, I was on 2017 up until 2018 came out. And there went the Mental Ray render-- we'll talk about that. And there's Arnold. And what do you do with this thing? So I had to learn it.
But my focus is on building visualization. And that's what I'm going to focus on here. So there's a ton of things you can do with Arnold that aren't really building-visualization-oriented that I'm not going to get into in this class because frankly I'm not the right person to teach that. How many of you were in the class that I taught last year, on Mental Ray? Anybody? Good, because none of that applies now anyway, right?
So here's what we're going to cover today. We're going to talk about the Advance Ray Trace-- or ART renderer-- versus Arnold. That's still an option. It doesn't mean you shouldn't use it. So we're going to talk about-- compare and contrast those. And then, assuming you're going to try to at least try to use Arnold, we're going to talk about what you need to do to get your Revit model renderable with Arnold. There's some things that need to happen to that model. And if you've tried rendering with the Arnold renderer, just by switching to that render, you found that out pretty quick.
We're going to talk about physical materials. So that's actually a material that was introduced-- I guess in 2017, when they added the ART renderer to 3ds Max.
We're going to talk about the Arnold Lights, and the specific ones we're going to use for doing and an interior rendering using exterior lighting, because that's kind of the most complicated type of lighting scenario you're going to have. So we're going to focus on that for the most part. I will do some stuff on the back end with just interior lighting. But we're going to focus primarily on those types of scenes-- exterior light with an interior scene, and how you deal with that.
We're also going to talk about HDR images, so using those as an environment for your scene. And that will lead us into the new capability in Arnold of doing a virtual reality stereo panorama using the Arnold virtual reality camera. So you don't have to go to the cloud to do it anymore. You can do it right inside of 3ds Max. And so that's kind of where I'll end up.
So let's talk about ART versus Arnold-- little history lesson. So like I said, I go back a ways. But I'm not going to go back all the way to the beginning.
But if we just look at Revit versus 3ds Max and the rendering engines that we've had through the years-- when Autodesk first purchased the Revit technology, we had Accurender in Revit. Anybody remember that one? That's what came with Revit originally. And at that time, if I remember right, 3ds Max was pretty much-- we were pretty much just using the Scanline render for the most part. Now there are other renderers than what I'm going to show here. There's some third-party renders, like V-Ray, et cetera, which are very good. And then of course the Mental Ray Iray renderer is also very good. So I'm not really talking about those. But these are some of the major ones that people were using.
Now at some point-- and I'm trying to remember exactly when it happened-- Autodesk introduced the Mental Ray renderer. And they had that both in Max and in Revit. As a matter of fact, they had it in AutoCAD as well. Is it still in AutoCAD? Does anybody know? They took it out?
AUDIENCE: [INAUDIBLE]
MATT DILLON: Don't know. It doesn't matter. I don't use the AutoCAD.
So at that point, Revit used Mental Ray, and Mental Ray was a much better renderer for doing building visualization, especially, than the old Scanline renderer. The Scanline renderer didn't do any kind of radiocity or any of that stuff. It was fast, but that's because there was a lot of things it wasn't doing. So Mental Ray was kind of the standard for several years because it allowed us to do radiocity in the form of final gather, that type of thing. So a lot of indirect illumination capabilities. But it also made it kind of complex. But once you've figured out where to go, it worked pretty well. That's what I kind of focused my class on last year, was where do you go in Mental Ray to do the same kind of rendering that we're going to do today.
Well, with Revit 2016, they introduced the ART render. But you also still had the Mental Ray renderer available. And then in 2017, they took the Mental Ray renderer out of Revit, and it was just the ART renderer. And they introduced the ART renderer to Max, but we still had the Mental Ray renderer. So you could kind of go any way you wanted.
Well, with 2018, got the Arnold renderer now, in Max, mental ray is gone. Accurender went away a long time ago. So now your choices are basically, if you're bringing a Revit model into 3ds Max, you can use either the ART renderer or the Arnold renderer. You can also still use the Mental Ray renderer. Did you all know that is still available? You can go and download it. You just go to the Nvidia website, and you can download the Nvidia Mental Ray renderer for free.
The bad news is, if you want to download it so you can do render farms, back burner, you're gonna have to pay for that. That part of it is not free. But if you want to stick with Mental Ray, it is still available. You just have to go download it. I downloaded it, tried it out. It works the same way it did last year.
So which one do you use? Well, this is not a really good example. But if you look at these two scenes here, this is actually the ART renderer. It's a Revit model brought into ART, and it's, again, a scene very similar to what we're going to do today, where I've got exterior light, but it's an interior scene. And the problem with the ART renderer is it doesn't have a whole lot of controls for controlling how indirect lighting is handles. I mean, it does some, but you can't really tweak it very much. It's got a lot of controls for reducing noise in the rendering, but not much for indirect lighting control it's a very simple renderer. That's a nice thing. It makes rendering really simple. But it also means you don't have a whole lot of control here, other than maybe adjusting exposure.
So here the exposure is adjusted so that the outside is not washed out. Well then the inside is dark. Here, the exposure has been adjusted to make the light on the inside a little bit nicer. But then the outside starts to get washed out. It's a classic dilemma. We've all seen it, right? And that's what a lot of my class was about last year, was how do you not have that happen with Mental Ray. With ART, it's not really an option that I know of.
With Arnold, we can. Now the materials here are a little goofed up. We'll talk about materials a little bit later. So you can kind of ignore those. But in this scene, I'm using the Arnold renderer. And you'll notice I'm getting a decent amount of light in here. I probably could have set it up to get more. But I still haven't got myself washed out here.
You like my background there? Isn't that pretty? Yuck.
But really, just focus on the light. That's really the only thing I'm trying to show here. And this is where Arnold is going to give you better capabilities than the advanced ray trace renderer.
So I don't know what's going on with these slides. It was doing this earlier-- somehow this blue banner. Anyway, we're going to talk about, if you're going to use Arnold, what do you have to do to your render model? Why do you have to convert it? Who here has brought a Revit model into Max, gone to the Arnold renderer, and tried to render it? Anybody? What happened?
AUDIENCE: [INAUDIBLE]
MATT DILLON: How did it look?
AUDIENCE: [INAUDIBLE]
MATT DILLON: Not too good? Yeah. Pretty bad, right? We'll see it here in a minute. I'm going to do it.
The problem is-- and this is the biggest part of it right here-- is materials. Revit materials are still Mental Ray materials. Even though the Mental Ray engine is gone, they're still the same Mental Ray materials we had two or three, four years ago. Those work OK with the ART renderer. They're not the best, but they work OK with the ART renderer. But they're not going to work with Arnold. Arnold prefers either physical or standard surface materials. So the nice thing is the ART renderer accept both physical-- or the ART and Arnold renderer will both accept the physical materials.
So if you stick with physical materials, you're in pretty good shape. But if you just let the materials come across from Revit the way they are, you got Mental Ray materials, which are not going to look good at all.
So you need to convert those. If you're bringing your cameras in with the Revit model, I think they come in as free cameras. I'm not sure-- maybe target. It doesn't matter-- either target or free. It's one or the other. Arnold really works better with a physical camera. It's not that you can't use a free camera or a target camera. It really works better with a physical camera. And the nice thing about a physical camera is it truly simulates a real camera, including allowing you to adjust the exposure with the camera, not as a global setting for the entire scene.
So I've always kind of like that anyway. So if you're bringing your cameras in from Revit, you're probably going to want to convert those as well.
Lights as well-- Revit lights are photometric for the most part, and Arnold does support those photometric lights. You don't absolutely have to convert them, but my experience has shown me that the Arnold lights actually give you better results. So if you go ahead and convert those to Arnold lights, even though the Revit photometric lights technically are supported, yes, they will work, I think the quality of the lighting's a little bit better with the Arnold lights. And Arnold does have a photometric light, which will read an IES file, the whole thing.
Again, exposure control-- Revit models come across with Mental Ray exposure control typically. That's not going to work with Arnold. You need to change your exposure control in your scene to physical camera exposure control to go with your physical cameras.
And then the sun settings-- you bring in a Revit model. If you're bringing in the sun settings with the Revit model, it converts it to a daylight system, which is Mental Ray-- not going to work with Arnold. And it needs to be converted to a sun positioner, which will work with either ART or Arnold. OK, now I'm going to talk a little bit more about this sun positioner because I typically don't use the sun positioner with Arnold either. I'll show it to you, but then I'll explain why I don't use it, and then show you how I do it.
The good news is, yes, all that stuff does have to be converted. But there's a tool now in Revit called the scene converter, which is a really handy tool with presets to allow you to, whether it came from Revit or not, convert a 3ds Max scene from the settings that are optimum for one renderer versus another, relatively quickly. You need to set it up. Once it's set up, it works pretty well.
So I'm going to go ahead and show you that, but let me kind of do a couple of preliminary things first.
So this is a simple little Revit model that I brought in using the file link manager. Let me show you a couple of things to kind of give you the lay of the land. So if I go to file link manager, there's just one file in here. And I use the standard Combined by Revit Material preset. That's the one I use most of the time. I don't think anybody here took my class last year. But one of the things I did in that class was I showed you a lot of little different tricks for doing different things for different outcomes when you link a file. And if you're interested, you can go download my handout from last year. It's available on AU Online. This one's just real simple. I brought in this one view, one model with this Combined by Revit Material.
Now I have modified that preset a little bit. I don't import any helpers. I don't import any lights-- usually. Sometimes I'll turn that on, and go ahead and import the lights. But I tend to do that separately from the regular model. I also don't import the daylight systems, and I don't import the camera. So really all I'm bringing in is the Revit geometry, and it's organized by material for the most part. Again, sometimes there's exceptions. But in this model, it's pretty simple.
So I did add a few things, some props that I modeled in Max, and just kind of merged in from another scene. So this ceiling fan there, that's actually 3ds Max geometry. This little rug here, that's just a Max plane, and I mapped an image of a Turkish rug that I stole off the internet to it. Likewise, this painting on the wall back there, I stole that. I steal a lot of things off the internet. So I stole that one, too. Just some props so the scene wouldn't look quite so stark with just walls, and the furniture, et cetera in there.
Again, no lights yet. So I've also got a camera that I placed. This is a physical camera that I placed in Max. Max 2018 does some weird things. You pick the camera-- in earlier versions, if you picked the camera, you were just getting the camera. In Max, you see what it is? That's why I use the heck out of the scene explorer, because I can just pick the camera itself and actually look at its properties over here.
So the thing on this camera-- again, it is a physical camera. And you'll notice down here, I've got the exposure set. Now if you're a photographer, you'll love this, because you can actually go in there and set things according to film speed, shutter speed, f-stop, all that. I'm clueless when it comes to that. So I use the old style. I just use the target exposure value. I'm lazy. I don't like to have to think. So I use the presets for the color values. So right now it's just set to daylight. But again, you're free to get in there and tweak to your heart's content using the controls.
OK, so that's what's going on in the scene now. I'm going to go ahead and render it. But first I need to put in a light source. We're going to just put in a sun positioner. So I'm just going to put a-- let's see, how do you do that again? You got to put the little compass thing in there, and then you drag that guy out. Now normally when I use the sun positioner, I use that Control Using the Actual Date, Time, and Location. But for this example, I'm going to go to Manual. I'm going to put it where I'm going to wind up putting another type of light later. So I'm just going to swing this thing around that, and do something probably that would never happen in the real world-- bring this way down here. And that's what I like about Max. It doesn't have to be real to be believable.
OK, so let's go ahead and render that. Let me check my exposure first. And right now, my renderer is still set to ART. That's the default. So I'm still using the ART renderer right now. So I'll go ahead and render this-- or we can do the preview. Might need to adjust the exposure on the camera just a bit. So I don't know how well you can see that. It's kind of small. But back in here, it's kind of dark. I am getting indirect illumination. ART does that. But again, I don't have the controls. I would like to have over that. So about the only thing I can do to increase this light in the back of this room here is to come in here and drop the exposure value of the camera. But that's again, affecting the entire image, not just that part of it. So if I could do a quick render here-- I'd probably even let it go the whole way. So I am getting more light back here, but now this area here is starting to get washed out, and my background is going to start to get washed out. And that's the problem. I can't find an exposure setting that's going to work for both. So that's the issue with ART.
The other thing, too, is if you really want to be critical about the materials, they're a little off. Because these materials just came right over from Revit. They're Mental Ray materials. Yeah, they'll render, but they're not quite the way they should look.
So let's try Arnold. Arnold's supposed to be such a cool renderer. You keep reading about it, right? So I'm just going to go up here, and I'm going to change my renderer to Arnold. This should make it all better, right? I don't see anything yet. Anybody ever have this happen with Mental Ray, too? It's really to fix in Mental Ray. That was just you had the wrong exposure setting. That's not going to work Arnold. It's black, right? And yes, I'm in this viewport. I made sure that that viewport was active. So something happened.
Why can't I see anything? Well maybe there's something wrong with this light. Well I'm just going to tell you, there's nothing wrong with that light.
I'm going to put a couple of fill lights in here. Let's just do a test. What happens if I use a different kind of light? Again, I'm going to use a standard photometric free light. I'll stick one right there, and I'll name that Fill 01. And what I want to do, I think I'll raise that up a little bit. And actually, for now, I'm just going to get rid of that guy, and change my exposure control just a little bit, get rid of the background for now. We'll come back to that later.
But just to get those out of the way for the moment. So let me move him up, make a little change to the color of the light, make it more of a incandescent type light. And I'll Clone that. And let's see what happens now. Wait a minute. One more thing. I almost forgot. I just went from exterior lighting to interior lighting. I need to change my exposure. So let me just drop that down to something a little bit more appropriate. Let's see what that--
So there's nothing wrong with my lighting-- well I don't think there is-- but if you look at the window, it doesn't look transparent, does it? All I had was the sun. So something's going on with the materials. And if you look at the materials, they don't look anything like they looked before. So that's the big thing here, is the materials. It's all those Mental Ray materials. Arnold does not like it, not one bit.
So let's convert the scene. So I want to go up here to the Rendering pulldown menu, and click Scene Converter.
And you can spend a lot of time in here setting things up. You've got some options here. Sorry, I just dropped my microphone thingy. You've got some options here. We'll take a look at that in a minute. Over here in the editor is where you can tell the converter how you want things to convert. So you'll notice here I'm telling it, well, I want to convert anything from Mental Ray to a physical material, because I know those will work with Arnold. So if it runs across any of these, convert them to a physical material-- maps, cameras, lights. I'm converting any photometric lights to Arnold lights.
But if you notice, this is actually-- it says it's a converter for ART. I'm not sure what this is doing. This is not one I put together. Because it looks like it's going to work for Arnold. It's even changing the render to Arnold. Something there doesn't look right, though. So I'm going to go ahead and open up another one. This is one I put together-- Revit to Arnold. And I know this one will work. I might have screwed up, and maybe saved the other one to the wrong name at some point.
But basically, this one converts everything to Arnold-compatible stuff. I basically just went through this editor, and just chose each one of these things in turn, and said, yeah, when you run across this, convert it to a physical material. OK, pretty simple. The good news is, you don't have to do this if you don't want. If you've gone to the additional materials on the website-- so did you download my handout, there is also additional materials. It's a single PDF, because for some reason they wouldn't let us upload anything but PDF files. It's like, well, what if I had some other kind of file I wanted to upload as additional materials? It's got to be PDF. So on the PDF, there's two links. One of the links will take you to a file I've got in a Dropbox folder, and it's this preset. So if you want, just go up there, download it, stick it in the Presets folder. And if you don't like what it does, you can tweak it. I mean, there's some options here that you may want to play with, but it'll get you started at least.
I'm going to go ahead and convert the scene. Doesn't take very long-- a few seconds, which always seems like a lot longer when you're watching it. OK, so it's done. Now let's re-render.
Yeah, the lighting's a little off because I forgot to set my exposure control for incandescent as well. So it's a little yellower than it should be. But that's exposure control.
But if you notice, my materials are back. I've got the floor, the window's probably transparent. The wood is a little different. It'll look better when I get my exposure and lighting set up better. But the materials are now working. They're still not perfect.
If you notice the couch there, see how shiny that couch is? Sometimes, even after conversion, the resulting physical material is way too reflective, and I don't know why. It's actually gotten better. Because I'll show you an image here in a minute. But it used to be that the gyp board materials also came in very reflective. And somewhere along the way, I think an update of Max or something maybe fixed some of that. It's still not perfect, though. Back in the '60s, my Aunt Grace had a couch like this. You did not want to sit on it in the summertime.
So there's still some work that needs to be done but that's that gives me probably 80% maybe 90% of the way there. So let's talk about physical materials and Arnold lights, I think, is what I said there-- and HDR images.
So first off, we're going to be doing a lot of kind of iterative rendering here. So when you're doing all these test renders, you don't want to sit there and wait for this to render-- this big old image-- while you're just trying to test a little tweak that you just made. So one of the things you'll want to do is change your render settings to settings that won't take too long to render.
So for example, here in the common area of the Render Setup dialog box, in this example, I'm going to the HDTV aspect ratio. But I've got it set to a pretty small size, 320 by 180. That'll take a lot less time to render. Sometimes I'll also set the area to render to just a region of the screen, or an object, or something like that. The other thing is-- and we'll take a look at these Arnold settings a little bit later-- the Arnold renderer does have settings for indirect lighting as well as some other things that we'll look at. I just leave these at the default. As a matter of fact, this is not the default. The default, that's set to 1. But I normally have these set to the default because the bigger these numbers get, the higher quality of rendering you get, and the longer it takes. So when I'm testing, I leave these low. So that's the first thing.
And then, again, we need to work with exposure. So if you're not real familiar with exposure, you just want to make sure your exposure settings are set for physical camera exposure. And on the camera, typically if you're doing exterior lighting, whether you're on the inside of a building or the outside, if you're using a lot of exterior light, you're going to want to set your exposure setting-- you at least start some around 10 to 13. Normally, like 12.5/12 works pretty well. And then you can adjust it from there after you do a preview of it.
On artificial light, usually I go anywhere from 4 to 6. Sometimes it winds up lower, sometimes it winds up higher. But I'll start off here. And again, I'll do a preview. If I don't like it, I'll just adjust the exposure, and you get immediate feedback in this window when you're doing that. So you can see pretty quickly what's going to happen.
So this is the materials that used to-- this is what used to happen, the same scene prior to one or two of the last updates. Everything was shiny. I mean, the couch was shiny. Look at the chairs-- same thing. And then if you look at the wood, here. Look at this. This is a gyp board ceiling. Gyp board don't do that, right? So it's not as bad now. So they must have fixed something. But there's still going to be some things you don't want to convert. So after conversion, it might look something like this. And in this example, what I'm going to do here, I actually made some additional changes to the materials to change their colors, et cetera. And I made a totally new material for the couch because I just didn't like the one that was there.
So let's see. Ah, yes, more stuff, before I get into it.
How many of you all are familiar with the Slate Material Editor? Does anybody still use the old legacy editor? You know, when this thing first came out, I was like, whoa, that's too much. And I stayed with the legacy editor. And then one day I said, I really need to learn the thing. I go back to the legacy editor now, it's like, how did I ever work with that thing?
So if you're not familiar with it-- I think most of you were, but there were a few that indicated maybe you weren't. Just real quick, I would like to get into it. Your scene materials are here, so you can basically just load in whatever material you need to edit from the scene. And the main thing you're probably going to be interested in is this area right here, your reflectivity and the roughness values of the materials. That's typically what you're going to wind up having to change.
There are some really good tutorials out there on physical materials, because that's what you're going to have after running that conversion. And I've put some links in the handout to those. They're YouTube tutorials. They're relatively short. And I think most of them actually have data sets that you can download so that you can follow along. And they really get into the weeds with physical materials pretty quickly. And they talk about this index of refraction, et cetera. And also the emissive materials and subsurface scattering. You can do all kinds of crazy things with them. But for this purpose, I'm going to focus primarily on these settings here.
If you need to create a new physical material, you'll notice when you've got the Arnold renderer set, you've got a little bit more limitations as far as what kind of materials are available to you. You won't see the Mental Ray arc and design materials, or any of those. Those will be gone. You'll want to stick to either the physical materials or one of these true Arnold materials, which in all honesty I have not messed with too much. This is where you can really get into some crazy stuff like you can do here. This one here, standard hair material, that's what it's for. It's for hair. You can have hair that does things.
But I've taken a look at this one here. And that's kind of on my next list, just to kind of try to master that one. But right now I'm sticking with physical materials because they're easy. You can even use a preset. So you know, I want-- something's glass, and choose the kind of glass you want. It'll kind of give you a head start toward getting there.
How many of y'all have used these maps with the Mental Ray renderer before, like the tile map and everything? Well that went away with Arnold. When you go to the Arnold renderer, you don't have those maps available. And I kind of miss some of them.
And I stumbled across this. On the System tab of the Renderer Settings dialog box, is this little checkbox here. And it says, look, you can get your 3ds Max legacy maps back if you want. Warning-- it might be a little bit unstable when you're exporting an ASS file. I looked up ASS file. I don't think I'm going to be exporting any, so I'm not too worried about it.
So the other thing that's missing in 3D Max 2018 is the asset browser. Remember that one? It's gone. It wasn't the most stable thing in the world anyway, but I kind of missed it. Instead, you have this 3ds Max asset library. And it kind of does the same thing. It's a little bit more configurable. Because you can add your own folders to it here as collections of texture maps, et cetera. So you can set this up and configure it more the way you want it to work.
The bad news is it's kind of slow. So if you're going to use it, launch it when you launch 3ds Max. It is a separate program altogether. And that way, it'll kind of be sitting in the background. Because it takes it a while to generate these images. And while it's doing that, their performance can be kind of ragged. You're definitely going to want two monitors if you're going to use that as well.
So let's kind of go through some things with materials. So I want to take care of this couch. That's really bugging me. So I'm going to bring up the material editor. And for those of you, again, that aren't familiar with the Slate Material Editor, real quick, kind of lay-of-the-land tour-- you can have custom material libraries there. It's real simple to create them. You can just right-click and-- somewhere, anyway. It's right here.
Anyway, you can create your own custom material libraries. And don't do like I do. I create new materials all the time, and then just blow them away. If you go to the trouble to create a new material, put it in your material library. All you have to do is drag the wire connector from the output node to the material library, and it's in there, and you can save it, and you've got it.
Again, since I had the Arnold renderer current, all we're seeing here are those types of materials that are compatible with the Arnold renderer. So physical material, of course these are really just collections of other materials, like a multi/sub-object material. Those are always going to be compatible.
But then we have the true Arnold materials down here. And you'll notice the maps are just those maps that are compatible with Arnold, as well as the Arnold-specific maps. And you don't see the Mental Ray maps. But if you want them, you can just go to your Render Settings, go to System, and then check on legacy map support. But stay away from the ASS. And there's your material for your maps. So you've got the tile map and the other stuff. I might turn that off because I really don't need them. And then of course the materials that are your current scene here-- the Physical Sun and Sky Environment is supported with Arnold. That does work. That's part of the whole sun positioner thing. So that will work for your background if you need it.
So what I'm going to do is I'm going to bring in this material here. And I could go to my scene materials to grab it. But if I want to make sure I'm getting the right material, I'm going to use this eyedropper here, and pick on that couch, and that'll put the material in here. I don't where that material name came from, but I didn't make it.
So here's the problem. It is a physical material, because I ran the converter on it, but it's way too reflective. So I'm just going to dial reflections. I mean, this is a fabric. I really don't want it to be reflective at all. I'm going to be kind of heavy-handed here. I want to dial these all the way down, these all the way up-- roughness. Now I could probably a little bit more surgical here and get a little bit better material. But in the interest of time, I'm just going to do that.
And let's see what that looks like. I'm going to change my render settings just a little bit here, and tell render I'm just interested in rendering this region right here. And let's see if that makes any difference. No more reflections. So again, if you just play with those three settings, you should be able to get something more appropriate for what you're trying to do.
So a few more things I'd like to change-- the gyp board probably is not as reflective as it used to be. It might still be a little bit, though. Besides, I want to change the colors a little bit. Those materials, again, came right over from Revit. And even though they were converted, the converter still keeps these bitmaps. And I honestly don't know why they're using a bitmap to make this white. That's all they're doing. It's a white bitmap. Well, why not just leave the base color map white, and you don't have to drag that bitmap around. And I'll leave the bump map on there. Let's just make sure that that's white. And actually, to make sure that it's going to look the way I want, I'm going to use one of those presets. Because there is a preset here for matte paint. And that'll actually get rid of that bitmap. That's fine. I'm going to you use the preset. It's got a little bit of reflectivity to it. We want a little bit of light to reflect off of it. I don't want it to be purple though. I don't know why they make the default purple.
So there's my ceiling material. Now I'll take care of the walls. Same thing, I'm going to use a preset. Be careful, by the way. I just double-clicked on this thing. And I'm not editing that material. I get burned by this all the time. I'm still editing the other material. Until you see those dashed lines around that node, you're not editing that. Double-click carefully. If you double-click too fast, it ignores you. That's fine. But the way I double-clicked a minute ago, it was a little bit faster, and it ignored me. I get burned by that almost every single time I edit materials.
So I'm going to go ahead and make this a matte material as well, just make it a different color. So let's just kind of make it kind of a bluish, sort of like that.
And this isn't really a problem. The only real reason I'm not seeing the wood here-- it'll render. We just saw that. But if I want to feel better, just for peace of mind, I'm going to grab that eyedropper, grab that wood material, and simply, over here, check on this box here to show it in the viewport. Again, that's not affecting the rendering at all. It just makes me feel better.
I really still don't like this material or these materials. So I'm going to create a brand new physical material. So I'm going to grab the physical material over here from the material map browser. I'm not going to use a template or anything. I'm just going to go out and grab some texture maps. So here's the Asset Library. I've actually got it running. I launched it before class. But the first time you launch it, you probably won't have it right away. I mean, once you have it installed, it's actually a desktop icon. And you can either launch it from Max or from your desktop. But if you've just installed Max and you haven't installed the Asset Library yet first, just go to there, launch 3ds Max Asset Library, and it'll actually take you to a web page where you can download it, and then install it. And then from there, whenever you launch that, it will activate or launch it.
All right, so what I'm looking for is leather. One of the nice things about this, it does have some for search functionality. It's not as robust as I would like. If I type in "leather," it's not going to find it. But if I type in "furnishings," it will at least take me to that node of the-- well, if I type it right-- furnishings. There we go It will at least weed out the materials that aren't furnishing materials.
And if I scroll down here, I'll see I've got some leathers. I'm going to go with this blue leather. I'll drag that map over. And I'll use this bump map for it. I'll just minimize those, put that on the bump map, put this on the base color map. There we go.
But I'm not done yet, because if we look at the maps, this image here basically represents 1 inch, which that's a little tight. I'm thinking that looks more like about 1 foot, if I'm looking at leather. I'd really rather that represent one foot. So I'm basically scaling that image up. And if I'm going to do that to the color map, I might want to do that to the bump map as well. So pay attention to the scaling values of your maps at least, if nothing else.
The other thing is, if I take a look at the material here, it's a little bit lighter than I think it should be. And again, if I look at that material, look, it went to Standard here. So you don't see reflectivity here. When you're working on physical materials, set the material mode here to Advanced, and then you'll see the reflectivity.
This always defaults to 1. I'm going to set that down again, just like I did the couch earlier.
And now I'll go and apply it to the couch, and I'll apply it to the chairs as well, and I'll turn on the map in the viewport to see it. And let's see what that looks like. Let's go ahead and just render again. Again, my exposure control is still set for daylight, so it should be a little bit cooler-looking than it is. By cooler, I mean cooler in temperature, not awesome cool. But the materials are looking fine. So far, so good? OK.
So let's talk about lights. So this is really the cool part of Arnold right here. Arnold has lots of different kinds of lights. Some of these types you should be familiar with if you've been working with Max. Point lights in Arnold do the same thing that point lights in Mental Ray do, spotlights work the same, et cetera. But you'll notice they got these others, like disks, cylinders. That basically is the shape of the light. And you play with those.
But if we're doing an interior rendering with exterior lighting, the three lights that we really want to focus on are the distant, the quad, and the skydome. Now we'll look at a couple of the others a little bit later. But for now, we're just going to focus on the distant, the quad, and the skydome. The distant light is what we can use in place of a sun positioner if we choose. And we can use that to simulate the sun. It casts parallel rays of light. But you'll notice, with the distant light, I get no light back in here. Because again, Arnold doesn't work quite the same as Mental Ray. You don't have final gather, et cetera.
To get light back in here, the next step is to add a skydome. Skydome is just a light. You can just drop it in your scene. It doesn't matter where you put it. But that's what adds the indirect lighting. So then you'll start to see the indirect lighting in here where the direct light from a distant light isn't happening.
It's still noisy. So all these black things here, that's just noise. And so we start to reduce noise with a quad. So a quad light can be a true light source, and actually cast light. But it's got this special mode we can set to, called portal mode, which causes it to just start to remove noise from the scene. Now this is a lot darker than it is on my screen. So trust me, it actually looks a lot better than what you're seeing. Something about the projectors here. They don't always show rendered images the way you'd like to.
So three lights-- the direct light, the skydome, and then the quad light. So some light settings that you need to be paying attention to-- pretty much any type of light, you want to pay attention to the exposure value of the light. You can adjust the intensity or the exposure value. Either one will actually increase or decrease the intensity of the light.
I like to work with the exposure, just because the first few tutorials I went through, that's what they did. And I've just kind of gotten used to working with exposure. Higher exposure gives you brighter light.
Also, sampling here-- set your samples-- I usually just go to 5. That's just kind of a default for me. What the sampling does is it reduces noise in any of the shadows that are a result of that light. So when that light hits something, it casts a shadow. If you notice or some fuzziness in the shadow, up those sample values, and that shadow will get a little bit cleaner. 5 is actually a fairly good number, and it doesn't really increase rendering time much-- maybe a little bit, but not much, not enough to really notice.
And then the skydomes-- if you're using a skydome on an interior scene, you want to set the portal mode. There's two possibilities-- interior only, or interior and exterior. So for example, if I was rendering a scene where I was looking out a window, and maybe there was a patio or something that I wanted to see clearly as well, I would set this to interior and exterior. In this scene, I'm pretty much just looking at the inside of a room. I'm going to set it to interior only. But again, you'll still have the exposure values and the sampling values to work with as well.
Quads-- if you're going to use a quad light strictly as a portal to reduce noise, when you check on Portal, pretty much all the other settings go away. Now if you're using a quad light as a true light source, you'll still have those. But if you're using it as a portal, they go away, and you're really only worried about the size of it.
We'll come back to that. We're not ready for that yet.
So let me show you a few things with lights. Now before I get into the Arnold lights, let me go ahead and put that sun positioner back in there. So we can see how that works. Now we've got the scene all converted, how does that sun positioner work? So we'll go ahead and put that back.
And again, I think-- yeah, it looks like it's already in the right place. That's another thing I've noticed about the newer version of Max. If you make a change to a light, the next light that you place, if it's the same kind of light, it's one you changed earlier, the default settings for it will be the same as the one you modified earlier. Watch out for that. They don't come in with the same defaults every time. It's what you edited last. It's a little goofy.
Let's see what happens. I think I still need to change the exposure on the camera. I didn't change the color before. The illuminate was still set to daylight, but the value-- so let me bump that back up to about, oh, let's go to about 12.5, and test that. Yeah, it could maybe go a little lower-- right about there.
So again, this is just the sun positioner-- perfectly compatible with Arnold. It'll work. Now it's going to be kind of dark in the areas where there's no direct light. You are getting some indirect light because of the environment. The physical sun and sky environment does contribute some indirect lighting, but not a whole lot. But the sun positioner is acting as a light source. So you can certainly use that.
The reason I don't is because I want something a little bit more interesting as a background than just that physical sun and sky environment. I want maybe an image. So if I do that, that means that in my exposure settings I need to clear this. I don't want to use the physical sun and sky as the environment map, just the sun. I just want the sun, and I'll put something else there as the environment. Well, when I remove the physical sun and sky environment map, I'm back to just my interior lights. The sun isn't working anymore. So that's not going to work too good. So I need to find something else.
So if you just want to use the physical sun and sky environment, you can use the sun positioner. But if you want something else, you're probably going to have to use a distant light instead. So I'm going to kind of reset. I've been messing around with this thing a lot just to make sure everything's where I need it to be.
I'm going to do a reset and open up another file. And this is basically just the same model at the point it was at after I converted all the materials and everything. And I haven't got a sun positioner in here. I don't have any other lights in here. But all the materials have been converted pretty much the same way I did before.
If I look at the camera-- just check the exposure on that real quick. Did it again. So right now my exposure is set to 12.5. I'm going to go ahead and add a distant light now. So I'm going to go over here to the command panel, choose on the light tool. But instead of doing a photometric light, I'm going to choose Arnold, and then pick the button for-- if that's the only button they're going to have there, why should you have to pick it? Shouldn't it already be picked? Anybody from Autodesk in here? They're not going to raise their hand.
So I'm going to just pick on Arnold light here, and then choose the type that I want. So I want this to be a distant light. I want to be targeted. And I'll go ahead and place the light source here, and just kind of drag the target over to there, and then raise it up a little bit.
I know, I should be using the quad menus, right? Because I teach, I'm in the habit of picking things off the menus. So don't do like I do. If you want to be more productive, use the quad menu.
So I'm just going to put that more or less at the same kind of angle, et cetera, that the sun positioner was in earlier. And let's see what that does. Let me go ahead and make a few changes to it. One of the things I always try to do is rename something as soon as I create it, to make more sense.
So there is the sun. We're going to go ahead and leave the initial exposure set to 8. I always start there. And I'll set the samples here to 5, like I showed you earlier. And let's see how that looks. Let's do a quick exposure control. I always test that whenever I add my first light source.
And I think I might've got one thing wrong on this. It just struck me. Yep, I did. Be careful with your lights. Make sure you got the right color. Because this isn't set for the same color as the sun. And there is a preset here. So if I change this preset to daylight instead of fluorescent, we should get a little better quality of light.
So again, I've got, now, the direct light coming in with the distant light. Now, here's another advantage to using the distant light instead of the Sun Positioner. If I want to make this a little brighter, I can. I can't really do that with the Sun Positioner. It is what it is, based on the settings that you're giving it. But with the distant light, I can just go in here and bump up the exposure a little bit, if I'm thinking, I just want that to look brighter. I'll set it up here to 9.
Now, don't go crazy or you'll really wash things out. But again, you can play with that a little bit if you want. So there is the distant light. The next thing I want to place to start getting some indirect light is the sky dome. So again, I'll go back to my Arnold lights. This time, I'll choose Sky Dome.
I'm going to turn Portal mode on and set it to Interior only. And again, it's taking the same defaults. Exposure is now 9. I'll set that back to 8. I'll probably bump that up. But again, I always like to start with 8. I'll leave the sampling at 5. And I'm just going to stick it in there somewhere. It doesn't matter really where I put it. I'll go ahead and rename it.
And let's try another rendering. So hopefully, you can see a difference there. Again, it's a lot brighter on my screen than it is up there. But hopefully, you can see the difference. So I want to let this render just a little bit, because I want to see what happens up in this corner. Eh, I liked it a little bit brighter. So I'm going to, again, maybe bump that up to 9 on the exposure and render again.
I don't want to go too high, because I don't want to wash things out. And even though it might still look kind of dark, remember, a lot of those black dots that you're seeing there, after it's actually started its final render pass-- it's not a lack of light. It's noise. I haven't addressed noise issues in the scene yet at all. First, I get the lights setup. And then, I'll start addressing the noise.
So this is as far as I'm going to go with the skydome for now. I might adjust it later. But now, I'll start addressing noise. And that's going to be done first with that quad light. So distant light for direct sunlight. Sky dome for indirect light. And then the quad I'm going to use to start reducing noise. I'll choose On Quad.
And I'm going to turn Portal mode on. And when I turn Portal mode on, most of my settings gray out. They become irrelevant. And when you place a quad, it's very much like placing a free camera or a free light. When you place it, it doesn't ask you a From point and a To point. You place it. And it's automatically going to default pointing away from you.
So I'm going to place it in this front viewport, because I want that quad to wind up sitting in front of these two windows here. If you've ever used a daylight portal or a metal ray--
AUDIENCE: Sky portal.
MATT DILLON: Thank you-- metal ray sky portal, it's kind of the same concept, in that sense. Except the sky portal actually amplifies light coming in. This really just cleans up the noise. But the way you place it-- it's the same concept. So I'll go ahead and place it right here.
And then I'll set the size. You don't have to be super accurate. I'm just going to drag this spinner until it covers those windows. And then I'll move it into position. I'll go ahead and use the Quad menu here, because I know it's bother some of you, isn't it? So I'll go ahead and do that-- all right.
So I'll just get it in front of these windows. And again, you don't have to be super accurate. Let's see what happens. Again, it may look like there's more light. It's not that there's more light, it's just that there's a lot less noise. I still have some noise. So this is just the first step in noise reduction. But this is enough for me to see, OK, do I have enough light?
For now, I think I might actually raise that skydome up just a little bit. Yeah, it could be a little brighter. So let me increase the skydome amount just a little bit. Oh, and before I forget, let me rename that. Rename your lights. Otherwise, you'll never remember which one's which.
AUDIENCE: Can you increase quality of your quad by multiplying it? Have two quad lights?
MATT DILLON: No, not in my experience. If I put one in front of another, I haven't really noticed any difference. Now, if--
AUDIENCE: One with one window-- one with another one. It's the same thing. It's--
MATT DILLON: Oh, yeah, yeah. You know what? I don't know if I've ever tried that. Every tutorial I ever saw, if it had some windows on one wall, they always put one quad in front of all those. And then we'd put another quad if there were windows on another wall. I never saw anybody doing one for each. I might try that sometimes-- see what happens. I don't think it would though.
OK, where was-- oh, yeah. I was going to change the intensity of the skydome here. So I'm just going to maybe raise that skydome up. I don't want to go too high. I'm going to go to, like, 9.5. And we'll see what that does. Yeah, it's a little better.
OK, so I'm going to leave it there, because if I take it up too high, I'll start washing out too many there. So far, so good? Does this make sense? Yes, ma'am?
AUDIENCE: Do the Arnold lights and materials export to FBX?
MATT DILLON: Do the Arnold lights and materials export to FBX? I don't know. Why do you ask?
AUDIENCE: [INAUDIBLE]--
MATT DILLON: Such--
AUDIENCE: [INAUDIBLE]
MATT DILLON: Yeah, I would suspect that they do. But without testing it, I don't know how well they do. Yeah, so I'm sorry. I can't answer that definitively. So the question was, do they export to FBX? Does the Arnold lights and materials export to FBX? Anybody tried it?
AUDIENCE: Yeah, the physical--
MATT DILLON: Yeah.
AUDIENCE: --materials are just [? PBR ?] materials.
MATT DILLON: Right.
AUDIENCE: [INAUDIBLE].
MATT DILLON: And I would think there should be no problem with the lights.
AUDIENCE: It's not compatible.
MATT DILLON: Yeah. But the material-- OK. So I don't know about the Arnold standard materials. But right now, I'm just using physical materials, because they're easier. The other thing too is, earlier in the week, I thought, you know, before I teach this class, I might want to see what happens, when I run the converter, if I just convert materials directly from art to standard Arnold materials.
It's not an option in the converter. You can convert them to standard materials. But those are scanline materials, right? So that tells me something right there too. So for now, I'm just sticking with physical materials. And as he said, that should come across fine, OK?
All right, so distant, skydome, and quad lights-- that's really the key to getting the basic lighting setup. But again, I said that I didn't want to use the Sun Positioner, because I didn't want to use the physical sun and sky environment, because I wanted to use an image for a background. And the specific type of image that I want to use for the background is an HDR image. Does anybody not know what an HDR image is? What is it? High Definition Resolution, I think, is what that stands for.
Basically, it's a very high-resolution image-- can be. Sometimes, they're not. But they usually are. And it basically defines a dome. You're creating an environment. It's not just a flat image. So if you then take your scene and you do, say, a 3D stereo-panorama-- and so you load that panorama in your goggles, and you're looking around-- the flat image doesn't follow you as you move around, because you're in an environment. It looks more realistic.
Plus, the HDR images-- you can actually set them up to affect your lighting as well. Because what's happening on the outside of the building isn't just the sun in the sky. It's light reflecting off of things outside of the building as well. It can have a subtle effect on what's going on inside the building. So it gives you more realism.
I'm going to talk about these Color Correction Maps. This is definitely something you're going to want to use, If you're going to have these contribute to the light, especially. So the setup is pretty straightforward. Most of it's going to happen, initially anyway, in the Material Editor. You simply drag the HDR image into your Material Editor.
And I'll go ahead. I'll do the first one without using these color correction maps. But you're going to want to put those in there. And then those will, in turn, connect to the skydome, if you want them to control, to some extent, the color of the light and the background, or what's called the back plate-- but it's the background for you're scene in the Arnold Renderer Settings
Again, you don't have to do this. You can just connect this directly to here. But if you do it this way, it gives you a little bit more individual control over the two. And I'll demonstrate that in a minute. Now, this next slide-- I'm just going to apologize in advance. One of the rules of PowerPoint is you don't make your slides too complicated. And this next one, it just-- god!
So let's just take this bit by bit. Let's just focus on this side here. When you drag that bitmap in, one of the things you're going to want to do is set it to be an environment map, instead of a texture map. And you set it up as a spherical environment.
I was told that you want to also set the tiling in the U value to negative 1. Because what that causes it to do is flip the image. And the reason I'm told that you do that is because you're trying to look at the inside of the bubble, instead of the outside of the bubble. My attitude is, what am I trying to accomplish? How do I want it to look? Do I want it to be this way or that way?
You can play with the negative 1 and the positive 1 to get what you want. Inside or outside means nothing to me. So that's the first step-- is we get this set up over here. And then, if you're using these color correction maps, basically, you connect the image to the input slots of the color correction maps. And then the color correction maps have their own exposure value.
So what this allows you to do is change the intensity for the skydome to one value and the intensity for the background to another value, because you're probably almost definitely not going to want them to be the same. And by putting these on two different color correction maps, you have that individual control. So I'm going to work up to this.
I'll just start by getting the background image in here. So I want to bring up the Material Editor and the Asset Browser. I actually have my images in the Asset Browser here or the Asset Library. And I'm going to drag this one in here. And again, the first thing I want to do is set it as an environment map and spherical.
And I'm just going to leave the tiling at 1. The reason I'm going to do that is, if I flip it, there's a big blue thing in there. And when I try to make that control the skydome light, it really makes the light blue looking, because it's reflecting off that big blue-- it's like a tarp or something that they've got set up. This is like a bitmap image of a rooftop. So that's all good.
If I connect this directly to the back plate. So the back plate-- it's in the render set-up, under the Arnold Renderer tab. If I just pan this up, like so, you'll notice that, by default, we're just using the scene environment. You can actually connect this just up to that environment slot in the Exposure Editor. But I usually, for whatever reason, just connect it this way.
I'll set my source here from the scene environment to custom map. And then I'll just connect this to the Custom Map button here that currently says No Map and make that an instance. That way, anything that I edit here will translate over to my back-- always use instance. Don't use copy.
Let's see what happens when I render. It's kind of there, but kind of dim. Oh, the other thing-- you got to watch out for this. Whenever you connect this up to the back plate, it wants to go back to screen mapping. Set it back to spherical. But again, it doesn't look all that bright.
It's there-- trust me. But it's not really showing very well. And I could go down here to the output settings of that map and just simply increase that output amount till it looks good. But again, I'm going to want separate controls for this and the skydome. And this would be global for everything, right? So I want to do that.
So instead, I'm going to go over here to my Arnold maps. Down here, there's a color correct map. You can also just-- this one here-- drag that in. Or I can right-click, go to Maps, Arnold, and Color Correct right there-- same thing. And I'm going to go ahead and name this, so I can keep them straight.
I'm going to call this Background. And I'll drag that slot over to the input slot of the background map. And then I'll just drag In this guy back over here and make that an instance. So now, this is still contributing over here. But it's passing through this color correction map first. And again, it went back to screen. Watch out!
So I'll set that back to spherical. And I'm going to go ahead and increase the exposure value now in this background color map. I'm going to change the exposure value up to about-- I'm going to just go to 6, because I think I've done it a few times. But you'll see what happens. Now, you can actually see the image through the glass there.
And what you're looking at, again, is a rooftop. There's some chairs and stuff out there. But that's essentially it. OK, now it's not contributing anything to the light. Right now, it's just a background image. So now, to make it work with the skydome, I'm just going the clone that. And I'll rename this one to Sky Dome to keep it straight.
I'll grab my skydome light. It's already selected. And then over here, for the color and the intensity, I'll set that to Texture and, again, just connect this up to the No Map button there. And let's see what happens. Holy moly-- right?
That's why you don't want the background and the skydome connected to the same node, because the background's fine at 6. It's way too bright for the skydome. So all I have to do now is just go to this color correction map and drop that exposure from 6 down to about 3. But you can see the effect now. The lighting is changed. It's a little bit different color in certain areas of the wall.
And if that's a little bit too much-- and it might be-- and I'm not going to let the whole thing render here. All you have to do is, maybe, go up here to the Saturation value. Maybe drop that down a little bit. I'll take it down to 0.8 or 0.5 or something. And it won't be quite as pronounced. So you can control how much of the light that that HDR image is affecting, using that saturation value. Does that makes sense?
So that's essentially how you do the HDR. But again, that's not going to work with the Sun Positioner. You've got to use a distant light if you're going to do that. So at this point, this is where we finish up. So this is where, now, we get rid of the rest of the noise and increase a little bit more of the overall lighting.
So I purposely left it just a little bit dark, because we're going to bump these values up under the Arnold Renderer tab. We're going to bump these values up. Usually, I'll set Diffused to about 5 or 6. And what that does-- setting that diffuse value up is reducing your noise. That starts reducing the noise drastically.
If you bump this number up here-- the Ray Depth-- that allows for more light bounces back in here, to increase the indirect lighting a little bit. And I've found, if you go over 4, it doesn't make any difference in the light. But it sure does increase rendering time.
So I never go past 4 here-- rarely go past 5 or 6 here. But then I also bump this guy up to 6. And that's a global multiplier for everything here. Now when you do this, your render time is going to at least quadruple, if not more. So you wait till you're at the very end before you do this. I'm not even going to do it here, because we'll sit here for the next 10 minutes, waiting for this thing to render.
So I'll just show you the difference. This same scene-- a little bit different materials on the walls, I think. I'm going to use the RAM player to show you this. Is everybody familiar with the RAM player? If you're not, this is a real handy tool for comparing images when you're making changes to settings and so forth.
So I'm just going to open up-- but see, like, right here, you can open your last rendered image in channel A or channel B and compare the two. But in this case, I'm going to open up a couple of files. So here's the image before the final output. It looks similar to what we have now-- a little bit different, but close-- a little bit different materials. I think I left some of the settings on the HDR image a little differently.
But kind of noisy, right? If I open up the same image after making those settings the way I just showed you-- quite a bit different. Not a whole lot more light, but the noise is pretty much gone. And so at that point then, you go to your Common Settings and bump up the render size to get the actual final resolution that you want, which takes even longer.
But at least now, you know that you're going to get a decent image. Any questions on that? So that's, again, exterior light with an interior scene. What about interior lighting? One of the things I noticed, the first time I rendered an interior scene-- let's review this real quick-- sorry-- before I go too far. I got ahead of myself.
So again, first link in your Revit geometry with whatever presets you normally use. I normally use the Combine by Material. Convert your scene. And start off with the preset that I provided. And then you can edit that to tweak it to your own preferences. But you don't have to start from scratch.
I usually go ahead, at that point, and place just a temporary couple of fill lights to play with materials. I'm not going to work with the lighting too much at that point. But I'll just place a light, to give me something to work with. And then I'll do a test render to check the materials-- see which ones need to be modified. And then I'll go ahead and edit those materials, either to change them, because they're too reflective, or I may just not like what came in from Revit and want to switch it to something else.
Then I'll start working on my lighting. So I'll get rid of that temporary light and then place the distant light or use the Sun Positioner, if that's what I want to use. Adjust the exposure for the exterior scene. And then place your skydome. That gives you the global illumination. And do your quad light to reduce the noise.
And then, if you're going to use an HDR image, that's the time you do that. And again, don't forget to use those color correction maps to separate background from skydome. And then do your final render-- and again, two final renders. I usually do it small first to check it and then, once it's good, go up to the larger size.
So interior scenes-- and this is a really bad example. This is not a bad situation, as bad as what you can get. But you get these things called fireflies. And they'll ask, what do they look like? They look like little fireflies all in you're scene. And you'll reduce noise till you're blue in the face. And they won't go away. It's like, what's going on?
Well, it's something totally different. They're very easy to get rid of. You just set your clamping values. This is an old image. In one of the recent updates-- these clamping values, actually, they added another value here. So I'll show it to you. But by adjusting these clamping values-- you see these little speckles here? They're now gone.
Now, I've got an example it's way worse than this. Oh, one more thing before I go on-- the other thing-- I've never run into this. I've never had to do this, but I wanted to mention it. And I'll show you how to set it up. How we doing? OK, we're good.
Apparently-- and again, it's never happened to me. But sometimes, apparently, you can still have noise after doing everything I showed you. And you can use these AOVs to diagnose-- OK, what setting, out of all these other settings, which one do I need to adjust? And these AOVs will tell you where you have a problem.
Now, I really don't have a problem here. This is a diffuse AOV, basically telling me, hey, you're diffuse settings are too low. Those are the ones that I normally set up higher. And after setting them to where I normally am, this is the clean image. All I'm trying to show you here is, this is what it looks like when you have a problem with a setting-- like here.
If I had noise in the specular image-- this is actually clean-- then I'd know that I need to adjust my specular values. So here's a noisy diffuse value. I need to increase my diffuse samples. And I'll get a clean image there. Does that make sense? And I'll show you how to create these in a second. But let's talk about the fireflies first.
I used to like fireflies when I was a kid, but they're not good in Max. All right, so let me open up another scene. So this is the same scene, but using interior lighting. And I think I've got all the exposure things set up. So let's just go right to the rendering and-- yeah-- so a little bit different materials, et cetera.
One of the things that I've noticed that tends to contribute quite a bit to the fireflies-- this lamp light here, when I do the interior scene, I change the material to be emissive. You all know what an emissive material is? Basically, it's self-illuminating. And when you do that, that tends to add quite a bit more fireflies.
Also, if you have a lot of reflective materials near a light source, that's going to contribute to fireflies. And you get all these dots. And the more it renders-- you're waiting for them to clear up as it renders. And they're just getting worse. It's like, you're going the wrong way, man. OK, so that's obviously a problem.
And again, this is real dark. I don't know. It looks way better on here. Y'all don't want to gather around my monitor here to see? So to fix it, it's real simple. The most I've ever had to do is just go into, again, the Arnold Renderer settings here. And I'm going to go down to Clamping.
And see, they've got two values here now. They've got AA Max Value and Indirect Max Value. What I usually do is just start off setting this top value to 0.1 and the bottom value to 0.01. That's worked every single time. And it doesn't really increase render time. But now you'll notice, all those little fireflies are gone.
So that's usually sufficient. By the way, you see how noisy this fan blade is here? That's because the light inside that fan-- the sampling values are set to 1. If I bumped it up to 5, it'd be a lot cleaner shadow. It's what I was talking about earlier. So let me show you how to do AOVs.
If you need to do them-- I don't here-- but here's how they work. First, on the AOV tab, you tell it what type of file you want. I usually just go with a JPEG. And then I'll say, OK, I want to add some AOV files. And there's a bunch of them that are built in. I'm just going to grab a few here.
I'll grab some diffuse. I don't need direct-- specular. And these correspond to those sliders, those settings, in the Renderer tab here. So you got diffused, specular, transmission, et cetera. So this will help tell you, well, if you need to address any of those, this is the subsurface scattering, transmission. And specular, I think I already got.
So I'll just say, yeah. Add those all to the list. Oop, sorry-- Not that. Add-- add-- there we go. There's, like, three Add buttons. And I think I missed it. Did I miss it? I only got one. OK, well, it's my fault. Let me just delete that. We'll just add some more. I'll just add a few here, because I messed up-- just to show you how to do it.
So pick the ones you want. And I'll just grab these three here and grab one that might look a little better as well. So let's go with this one and that one. And then I'll click-- I think, I want to click this button here. Add-- there we go. Now, I've got those added in.
Now, it's giving me a warning here. I've defined the AOVs, but I haven't told it to save to a file. So if I go back here to the Common Settings and tell Revit to go ahead and save it to a file-- and I usually create a special folder for them. So I'll just create a folder here and call it AOV and then just give them a prefix of-- how about Test? And then make sure they're JPEG.
Now, when I do the render-- I'll go ahead and let that render out-- it just takes a minute-- it's actually rendering them to those files as well. Come on. I swear, it went faster when I was practicing-- almost done.
By the way, a Dell laptop is probably not the most optimum rendering platform for Max. I'll talk about that in a little bit.
AUDIENCE: [INAUDIBLE].
MATT DILLON: Do what?
AUDIENCE: [INAUDIBLE].
MATT DILLON: Send that to your tech guy! Yeah, I'm on the road a lot. So they gave me a laptop. It suits most of my needs. But for Max, it's probably not the best. But it works. So anyway, that's done. Now, if I go out to-- I'll just pull these up from here-- if I go to the AOVs-- so here's the diffuse.
So that's just the diffused lighting. That's not a dirty image. So I don't have any noise there. Here's the specular. There's no noise there. It's dark, because all you're looking at are the specular properties. But there's no noise. Here's the actual full-blown image.
Here's the albedo image. I don't usually use those. But those are basically how you do them. And so you run through those. And if any of them have any noise in it, that'll point you in the direction of which setting you might need to increase. Again, I've never had to do that. But I've been told that sometimes it happens.
All right, so any questions so far, real quick? And then we'll move on with virtual reality. Yes?
AUDIENCE: Do you have any tips on HDR images and how to make them?
MATT DILLON: I wish. That's of on my next To-do list, how to create an HDR image. What I do-- there's actually some links in the handout of where to go get some for free. I'm all about free. So there are some out there that you can just grab and use. But yeah, if you want to use one for a specific location, I'm not the person to talk to about it.
Maybe next year, I'll know. And I'll teach a class on that at AU. How's that? No promises. OK, so let's talk about the new Arnold virtual reality camera. It's real simple. There's only one camera type for Arnold. It's the Arnold VR camera.
The one thing you want to watch out for though-- it is not a physical camera. So what you want to do, if you've got a render done and it's like, I like the exposure values and the lighting in here, now I want to make this a panorama-- well, take note of the exposure value of the camera that you use to create that. Once you've got that, match your global exposure in your exposure settings to that value. And then you're good.
You're going to want to use a 2-by-1 output ratio. So if you're rendering, say, 3,000 on this way, you're going to go 1,500 this way. Use high resolution. This would be the bare minimum. And quite frankly, I wouldn't even consider that acceptable. I think this one might be at 2,000 by 1,000. And when I put that in the goggles, it was kind of blurry.
There's some other settings that you want to be aware of. But quite frankly, for my purposes, usually, for the rest of them, the defaults typically work. Actually, I got one here ready for this. So let me just go ahead and open. So basically-- again, same scene. It's ready for the VR camera. But before I do anything, I'm going to check the exposure of the camera that I used to set this up. And it's at 12.5.
Now that I know that number, then I'll go up to the Exposure Control settings. And I'll set this Global Exposure value down here. Still it's, set for physical camera exposure control. Don't go to mental ray, whatever you do. That won't work. Just leave it for physical camera exposure control, but set your exposure value down here, under global, to 12.5.
And what that does is, if the camera you're using isn't a physical camera, it'll still use physical camera exposure control and just apply that number. So I'm just going to set that to 12.5, with the illuminate set to Daylight. And then I'll place a VR camera. So we'll go to the Arnold camera. And there's only one-- VR.
And I'm just going to place it-- in this view-- it's like placing a free camera. So it's going to be looking away from me. There it is. And look at that focal length or field-of-vision-- whatever. I'm going to move that, more or less, in the middle of my room here-- right about there. And then we'll set this view up for that camera.
Ain't that cool looking? And here's what you want to pay attention to over here. So I've got everything set up. Depending on the viewer that you're going to use, it may have certain preferences. You just have to play with them.
The one that I use-- I downloaded a free viewer. I'm all about free. It's called Mobile VR. It works real well on my iPhone. And it likes the over-under. I leave the other settings at the default. One thing you do want to watch out for-- and you may want to run a few tests. The eye separation can be important. If you don't get that right, it can be a little disorienting. But I'm leaving it set to the defaults, and I have no trouble.
When you do the rendering, again, your render settings-- you want a good quality image. So when I did mine, I think I set diffuse here up to about 8. And I set the ray depth to 4 and the multiplier here to at least 6. I think I even went up higher. So these numbers are getting pretty big.
I went over here to Common. I set the output size to custom and set a width of-- I think, for mine, I went 4,000 and then-- 4,000-- set an aspect ratio of 2,000-- so 4,000 by 2,000. I'm not going to push the Render button. Because when I did that, I started at 7:30 PM. And when I got up the next morning-- about 8 o'clock-- it was almost done. So it took over 24 hours on this computer to do it.
It's going to take a while, because those are some pretty ramped up settings. So be ready for that. Budget the time for that. OK? I'm glad I have a solid state drive, because if it was not, I probably would have fried the hard disk. I'm just constantly hitting it, because it was using physical virtual memory. It was going nuts. Again, this is not the optimum machine to be doing that on. You need something with a good graphics card, lots of memory, that kind of thing.
OK, so I'm not going to hit the Render button. I do have an image. And there is a link in that same additional materials. There's a link to this image. So if you want to download it-- this is a really bad viewer. This is one for the desktop. And it's-- what's it called? GoPro VR player? You can see how it warps the walls over here.
Now, when you're looking at something dead-on, everything looks fine. But it's kind of goofy. It looks a lot better in the goggles, trust me. But basically, this is the image that took about 24 hours to render. It's also kind of blurry in here. It looks really good in the goggles. But you can go up there, download it, take a look at it.
All right-- so let's review a few things. And then we'll take questions. So you don't have to use Arnold. Again, don't misunderstand. The Art Renderer is still a good renderer. If you're doing an exterior scene, the Art Renderer may be all that you need. But if you do an interior, I think, you're going to get better lighting effects if you take the time to learn how to use Arnold and get comfortable with it.
Don't forget to convert your scene. But again, use the presets. You're still going to need to edit your materials. Make sure that you're using either physical materials or the Arnold Standard Shader or Standard Surface material. I haven't mastered that one myself. Physical materials work just fine for me.
Again, don't forget the three critical lights-- so, distant for the sun, skydome for indirect light, and quad lights to remove the noise. And then when you're ready to do your final rendering, that's when you bump up the diffuse samples and the depth. And then don't forget that global multiplier on top.
And then if you do do an interiors scene and you get fireflies, then use clamping. You probably never will-- but if you have to, use the AOVs for further diagnostics. And with that, we've got a little bit of time. And I'll be happy to stick around out in the hall afterwards, if necessary.
If anybody has any questions-- don't forget to fill out your surveys. And thank you for coming. Enjoy the rest of AU. And I'll open it up for questions. Yes, sir?
AUDIENCE: Is the Arnold the GPU or CPU renderer?
AUDIENCE: CPU.
MATT DILLON: Yeah, CPU.
AUDIENCE: [INAUDIBLE]
MATT DILLON: It utilizes the-- yeah.
AUDIENCE: [INAUDIBLE] is acceleration possible for CPU as well or [INAUDIBLE]?
MATT DILLON: I would imagine that if you have a really good graphics card with plenty of on-board memory and et cetera that that's going to improve it as well. One of the problems I have with this one too is-- my graphics card-- I have to set it to the software renderer as well-- the software driver. And that's impacting performance in a huge way.
AUDIENCE: Is yours multi-threaded?
MATT DILLON: Uh-huh.
AUDIENCE: So that's doubling your [INAUDIBLE].
MATT DILLON: Right.
AUDIENCE: [INAUDIBLE].
MATT DILLON: Right-- so again, that's not going to work. But you can get a pretty good desktop computer that'll be multi-threaded and-- beefy CPU, good graphics card. And your render times go way down.
AUDIENCE: I got one more question for you, in those regards. So [INAUDIBLE] and then [INAUDIBLE] dome those lights.
MATT DILLON: Uh-huh.
AUDIENCE: Is there anything in Arnold for that?
MATT DILLON: I don't think so. There's not an area like we have in Mental Ray. The closest thing--
AUDIENCE: [INAUDIBLE] light.
MATT DILLON: I'm sorry.
AUDIENCE: There's a mental ray--
MATT DILLON: Well, yeah. But it's a mental ray light. It's not going to work with--
AUDIENCE: [INAUDIBLE].
MATT DILLON: Well, you know what? You could try it. Because those photoelectric lights-- they work. So try it. Just see what happens. The photometric lights that are mental ray lights work with Arnold. So it might work.
AUDIENCE: Yeah, I think that the mental ray area light is a standard light.
MATT DILLON: Right.
AUDIENCE: So it's relevant. But if you increase your--
MATT DILLON: Just increase everything.
AUDIENCE: Instead of being 15, multiply it to be direct [INAUDIBLE] disk or [INAUDIBLE], you can take it--
MATT DILLON: The Arnold disk light. That's probably the closest thing to an area light-- yeah. So basically, it's a flat disk. And you can make it any size you want.
AUDIENCE: Thank you.
MATT DILLON: Yeah.
AUDIENCE: So Backburner or the distributed bucket render--
MATT DILLON: Backburner is not available, unless you pay for it through NVidia now.
AUDIENCE: [INAUDIBLE].
MATT DILLON: I know that Autodesk is-- I think they're offering it now-- is the cloud-based pseudo render farm. You can render to a remote computer. I'm not exactly 100% sure how it works. But you might be able to use that in place of Backburner. And I don't think it costs anything.
AUDIENCE: Cost-- I think, your Revit--
MATT DILLON: Right.
AUDIENCE: --A360--
MATT DILLON: Right, it's included with that-- right.
AUDIENCE: And for animations, do you have any issues with the flickering lights?
MATT DILLON: I haven't tried animation with Arnold yet, so I don't know. I've heard some people on the forums complaining about flickering. But I haven't tried it myself, so I don't know. Because yeah, one of the things we can't do here is reuse the maps. Remember that's setting in Mental Ray where you could reuse the maps and eliminate some of that?
But we don't have that setting here in Arnold. So it could be a problem. Any other questions? Yes, sir?
AUDIENCE: The [INAUDIBLE] Renderer is gone. Is there anything that's close to that? [INAUDIBLE] thing?
[DEEP EXHALATION]
AUDIENCE: [INAUDIBLE].
MATT DILLON: Yeah, Iray-- yeah, because that's NVidia as well.
AUDIENCE: It does? OK, very good.
MATT DILLON: Yeah.
AUDIENCE: [INAUDIBLE].
MATT DILLON: You might see if it's available through NVidia. The Mental Ray renderer is. I haven't looked for Iray.
AUDIENCE: [INAUDIBLE].
MATT DILLON: OK. It is, but you--
AUDIENCE: [INAUDIBLE] to the Iray-plus guides that are on [INAUDIBLE] 4?
AUDIENCE: I'm going to go see them.
MATT DILLON: Yeah. Any others?
AUDIENCE: I've got another question. It kind of plays in with what he was asking about Backburner [INAUDIBLE] and whatnot. And because you said you haven't done animations-- maybe more than anyone else in this group. But in Mental Ray, I used to call the stacking.
MATT DILLON: Mm-hm.
AUDIENCE: So if my computer is really powerful I can open up, like, [INAUDIBLE] at the same time and then have them all rendering at the same time. And have you run any tests with [INAUDIBLE]?
MATT DILLON: Not on that. No, I don't have the horsepower to even try to test something like that. I would never even attempt that.
AUDIENCE: What iteration--
MATT DILLON: Can I just back that up? Sorry.
AUDIENCE: [INAUDIBLE].
AUDIENCE: Yeah, and that's what I would do-- yeah.
MATT DILLON: Yeah.
AUDIENCE: It could cut down, literally--
AUDIENCE: Yeah.
AUDIENCE: --days or weeks out of--
MATT DILLON: Sure.
AUDIENCE: [INAUDIBLE] just one machine running non-stop is a couple days.
MATT DILLON: Yeah, I don't know-- well, I would imagine you could. Because all you're really doing is you're just setting the different values and the time output--
AUDIENCE: Yeah--
MATT DILLON: --settings.
AUDIENCE: [INAUDIBLE] told me that it doesn't create confusion with [INAUDIBLE].
MATT DILLON: Yeah.
AUDIENCE: [INAUDIBLE] the whole time. The cores that were used on the-- again, CPU-driven-- I'm actually pretty hopeful that it would be. GPU-wise, I've had a lot of issues with that.
MATT DILLON: Mm-hm. Do a real quick test. Like, try two and see what happens. If two will work, eight will work, right?
AUDIENCE: Is there any benefit to using suite workflows or FBX?
MATT DILLON: I'm not a big fan of the suite workflows. So the question is, is there any benefit to using suite workflows or FBX instead of just linking the Revit file, like I did? In the class I taught last year, I talked about that a little bit. But the problem with the suite workflows-- like, if I just say, OK, I want to take this Revit model into Max, well, it launches another session of Max, whether you have a session of Max running or not.
And then it generates an FBX, if I'm not mistaken. And it puts that FBX in a folder. And the FBX file has its own folder for all the material maps and everything. And if those things ever get disconnected, all your texture maps break. And you've got to go fix them all. And it actually, in my experience, takes longer for it to do that than if you were just to open up Max and link the Revit file in directly.
And if you link the Revit file in directly, the texture maps remember where they originally came from. It doesn't have that extra folder that has to follow the file around with it. And so you don't lose those textures, unless you move the original location. And you'd lose them anyway then.
The other thing is-- well, I still use FBX. What I use FBX for are for the lights. So whenever I bring lights in, I typically set up a view in Revit just for the lights. And I export that view out to FBX. I don't use the suite workflows. And then I take that FBX file. And I import that into Revit as a separate entity altogether than the model. And I put them on a different layer in Max. So if I don't want the lights right now, I can just turn off that layer.
But I don't use the suite workflows. To me, it's almost like a placebo that makes things actually worse than they really are.
AUDIENCE: We've had issues where that resolved the issues.
MATT DILLON: Really?
AUDIENCE: Yeah.
MATT DILLON: Resolved what issues?
AUDIENCE: Ah! I forget what it was, but I think a users was having a problem where they couldn't even bring the FBX into Max.
MATT DILLON: Really?
AUDIENCE: He was exporting. And the only way to resolve it was with suite workflows [INAUDIBLE].
MATT DILLON: Did they try just doing the Revit file directly?
AUDIENCE: I don't recall.
MATT DILLON: That's pretty much how I do it. The only time I use FBX, really, is for lights.
AUDIENCE: Yeah, in your Revit workflow, you think it's linking the [INAUDIBLE] file.
MATT DILLON: It's not.
AUDIENCE: It's going to FBX [INAUDIBLE].
MATT DILLON: Yeah, yeah.
AUDIENCE: So--
MATT DILLON: Yeah.
AUDIENCE: --it's one of those things.
MATT DILLON: The way I do it, it's bringing the Revit file in directly. There's no FBX involved. Yeah?
AUDIENCE: Do you know of an [INAUDIBLE]-- they fixed the issue with linking FBX with a scaled [INAUDIBLE]--
MATT DILLON: You know what? That's a good question, because it used to be that, if you did an FBX versus a Revit file, the scale was all wonky. And I think it was the FBX file, where the scale was, like, 12 times too large or something. And the last time I tested it, it was coming in the correct scale.
But I don't guarantee it, because I don't do FBX that much anymore. But it seems like I recall that it was actually coming in correctly. I did, like, a 1-foot cube in Max. And I brought it in and compared that cube to something that should be a foot. And it was pretty much right on. But if that doesn't happen, it's not my fault. But--
AUDIENCE: It would have to--
MATT DILLON: --pretty sure it's fixed.
AUDIENCE: [INAUDIBLE] in Max. And Revit is Revit, your basic [INAUDIBLE]. And Max is [INAUDIBLE]--
MATT DILLON: Yeah.
AUDIENCE: --unless you change it.
MATT DILLON: Unless you change it-- right. Yeah, and I think that was one of the fixes for FBX-- was change your system units, which I never think that's a good idea. Any other questions?
AUDIENCE: Can you give me a little bit more information about how [INAUDIBLE] work with Arnold? Meaning, you said that [INAUDIBLE]. Is that actually [INAUDIBLE] from your Revit model into something else that Arnold recognizes? Or how does that work exactly?
MATT DILLON: So the IES files that come in with your Revit lights--
AUDIENCE: Correct.
MATT DILLON: If I recall, what happens in Max, is that IES file just goes to a generic IES file. You have to move those IES files, along with the lights, from the folder that they're stored in where Revit finds them, right? And copy them into-- no?
AUDIENCE: In Revit, there's storage within [INAUDIBLE].
MATT DILLON: No, it's just a pointer to them.
AUDIENCE: He's right. There's a [? link-up ?] link.
AUDIENCE: [INAUDIBLE].
AUDIENCE: But yeah, you can make a [INAUDIBLE] points to another.
MATT DILLON: OK.
AUDIENCE: [INAUDIBLE].
AUDIENCE: And then, when it goes, it goes into the FBX folder-- yeah.
MATT DILLON: OK, so what he's saying-- if you do the license in FBX, then it's setting is in the FBX. So there you go.
AUDIENCE: Otherwise, you would have to actually drag all your IES files out of your folder and [INAUDIBLE].
MATT DILLON: Yeah, but if what he's saying is true, if you just do it as an FBX, then the FBX file will have the pointer to the original location.
AUDIENCE: Oh, OK. Excellent.
MATT DILLON: So you should be good.
AUDIENCE: Thank you for the tip, sir.
MATT DILLON: Yeah.
AUDIENCE: Appreciate it.
MATT DILLON: OK, any others? We're done. Thanks, guys.
AUDIENCE: Thank you, too.
[APPLAUSE]