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Commercial Scale BIM into Unity 3D

Discussion in 'External Tools' started by Siusega, Apr 7, 2015.

  1. Siusega

    Siusega

    Joined:
    Mar 5, 2013
    Posts:
    7
    Hi
    Does anyone have some tips/research/reading materials on methods of combining massive Revit models from Revit to Unity 3D on a commercial scale?. That is to include 100% detail - pipes, ducts, walls, floor, Structure, fittings etc.. into a Unity walkthrough.

    I have been doing for some time now but it takes a very large amount of time optimizing and combining mesh material within 3DS Max - especially with Revit meshes from MEP packages i.e. the most polygon dense models.

    I have simulated a few mega models but none with 100% detail - I have always had to ignore smaller detail (with high polygon count) as a result of Unity crashing at that stage from excess content.

    So I wanted to start a discussion on - what are the best methods for porting & simulating 100% detail for commercial scale mega 3D models into Unity from an AEC based application - such as a Revit.
     
  2. frankrs

    frankrs

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    Aug 29, 2009
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    The closest I've come to that is running the fbx through 3dsmax and using some maxscripts to seperate meshes by material names and then exporting to Unity. Still very laggy though, as you're talking millions of verts.
     
  3. mgear

    mgear

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    Deep Exploration or similar for cleaning / optimizing up the model (removing duplicate materials, faces, hiding internal objects etc)
    3ds max: ProOptimizer, Collapse objects, custom scripts to select small objects (to hide), export multiple smaller files, (so the import wont take forever, especially when changing import settings and then it re-imports..

    Cylinders/Pipes usually break when polygons are reduced though..
     
    sirxeno and theANMATOR2b like this.
  4. LaneFox

    LaneFox

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    Jun 29, 2011
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    There is no good workflow at this time. You basically just have to run the models through Max and export as fbx (or a Unity supported) format. Blanket style optimizations are the only feasible types and you can't really intend to continue updating the Unity model with the current designer model on a regular basis (ie, weekly) because its simply too much to do and inconsistent.

    You can run into a ton of issues with the models but its depending on the original software. For instance PDMS is database driven and their exporter to dxf files makes absolute garbage with missing faces, duplicated verts and a slew of other problems... whereas pushing from Autocad is nearly problem free most of the time aside from some weirdness with Block References.

    64k limit on meshes is another issue, but this also depends on how your models are grouped and is often easy to overcome.

    Overall I strip out all of the greebles like bolts, nuts, anything too small to notice, most 3d text, etc... and also reduce curved shape accuracy until I get about 12 - 18 sides for circular objects and don't lose too much in the elbow fitting shapes.

    It's really just trial and error, try on some crazy equipment and get some ideas, then repeat on more models.
     
  5. theANMATOR2b

    theANMATOR2b

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    Completely agree with mgear and LaneFox.

    What is the need for 100% detail?

    I just worked with a "part" that could of been completed in about 20k polys with very nice/acceptable resolution but without mesh editing the imported model was nearly 3 million polygons. Obviously there is wasted resources used by such high resolution models.
    The best optimizer I've ever used (as a trial) was deep exploration. But I experienced varying results when dealing with different types of models, so tweaks to the settings was always required. This was around 10 years ago so modern updates may have improved greatly.
     
  6. Siusega

    Siusega

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    Mar 5, 2013
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    @theANMATOR2b - I work for a contractor company and in our role we evaluate every bit of detail in 3D models before construction begins- especially the small stuff in Architectural models that need specialised design. So having a walkthrough showing that Level of Detail is a big plus for the sub contractors that do not have access to 3D modelling packages. Especially if its free using a web player (although now we have cloud simulators).

    We generally use Autodesk Navisworks/TeklaBIMsight/Solibri for these simulations (as those are built for it) but simulations that need more flair & special effects with animated characters - we would prefer to use Unity 3D. Except the 3D models from Revit (or other applications) are severely stripped out - for performance.

    I guess trial and error will be the way to build the simulations for now until hopefully the engine develops further for heavy AEC BIM Models.

    Cheers!
     
  7. Maximvs

    Maximvs

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    Oct 10, 2016
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    @Siusega - I know this is pretty old thread but still would recommend you to check out Tridify Convert (https://www.tridify.com/convert/). We're talking about converting BIM models to Unity friendly format with UV's, so no need for 3rd party software. When using convert you get the original BIM data available in Unity, which helps a lot when working with, let's say, a huge hospital model for VR purposes.
     
  8. Maximvs

    Maximvs

    Joined:
    Oct 10, 2016
    Posts:
    12
    Hi Guys, for some unknown reason Unity has removed our Tridify BIM Tools plugin from Asset Store.
    But don't worry, You can still download Tridify BIM Tools plugin from here https://www.tridify.com/developers/unity/

    Cheers!
     
  9. Miia_Tridify

    Miia_Tridify

    Joined:
    Oct 4, 2018
    Posts:
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    Because our service is an online, cloud-based service, that requires a user to register and sign in, and since our Asset Store Partner Agreement with Unity ended, we are not qualified in Asset Store anymore (Submission Guidelines, section 1.4).
    We are sorry for any inconvenience.
    We will continue to develop and support our tools and, like said earlier, You find Tridify BIM Tools for Unity here:
    https://www.tridify.com/developers/unity/