Indigo for Revit 3.6.24 Beta - Revit 2014 support
Posted: Wed Oct 30, 2013 6:08 am
This is a Beta release.
If you spot any bugs or problems, please make a post about them in this thread or email support@indigorenderer.com.
Thanks!
Download
Installer for Revit 2013/2014 (32 and 64 bit): http://downloads.indigorenderer.com/dis ... _Setup.exe
This new beta version of Indigo for Revit adds support for Revit 2014. The 2014 version of Indigo for Revit brings significant improvements to workflow and quality that weren't possible with earlier versions of Revit.
These improvements include better material conversion, more reliable mesh export, procedural grass and an improved installer.
Materials in Revit 2014
The material editor dialog has been removed for now, as the material conversion is so much better than before. Some material types only have basic conversion, but most types should be converted to Indigo's material system quite well.
Here's a list of what materials should be converted:
- Hardwood: most parameters are supported. Hardwood tint is currently not supported, the "Common Tint" parameter is supported, though.
- Generic: most parameters are supported. Translucency currently isn't converted properly.
- Plastic/Vinyl: most parameters are supported.
- Concrete: most parameters are supported, including automatic weathering.
- Masonry/CMU: most parameters are supported.
- Stone: most parameters are supported
- Metal: most parameters are supported. For perforations, only the "Custom" mode is currently supported.
- Solid Glass: Only very basic conversion.
- Glazing: Only very basic conversion.
All other material types are converted with the default conversion code, which will likely not produce any decent results but *might* at least catch the surface texture.
For all parameters that can either have an image texture or shaders (noise, gradients, etc) only the image texture mode is currently supported.
Procedural Grass
In the Indigo renderer settings, there is a new tab, "Procedural Grass", which can be used to scatter procedurally generated grass onto any material used in the rendering. To add grass to the site, look up which material is assigned to the site and add the name of that material to the list under "Procedural Grass" tab. For example "Site - Grass".
The "Density" defines how dense the scattered grass will be and the "View Culling" option specifies if grass will be scattered outside of the view (in most scenes that should stay turned on in most scenes).
Depending on how big the area is that should have grass scattered on it, the scene startup can be somewhat slow, as there could be several million grass instances placed in the scene, and also could consume quite a bit of RAM.
If you spot any bugs or problems, please make a post about them in this thread or email support@indigorenderer.com.
Thanks!
Download
Installer for Revit 2013/2014 (32 and 64 bit): http://downloads.indigorenderer.com/dis ... _Setup.exe
This new beta version of Indigo for Revit adds support for Revit 2014. The 2014 version of Indigo for Revit brings significant improvements to workflow and quality that weren't possible with earlier versions of Revit.
These improvements include better material conversion, more reliable mesh export, procedural grass and an improved installer.
Materials in Revit 2014
The material editor dialog has been removed for now, as the material conversion is so much better than before. Some material types only have basic conversion, but most types should be converted to Indigo's material system quite well.
Here's a list of what materials should be converted:
- Hardwood: most parameters are supported. Hardwood tint is currently not supported, the "Common Tint" parameter is supported, though.
- Generic: most parameters are supported. Translucency currently isn't converted properly.
- Plastic/Vinyl: most parameters are supported.
- Concrete: most parameters are supported, including automatic weathering.
- Masonry/CMU: most parameters are supported.
- Stone: most parameters are supported
- Metal: most parameters are supported. For perforations, only the "Custom" mode is currently supported.
- Solid Glass: Only very basic conversion.
- Glazing: Only very basic conversion.
All other material types are converted with the default conversion code, which will likely not produce any decent results but *might* at least catch the surface texture.
For all parameters that can either have an image texture or shaders (noise, gradients, etc) only the image texture mode is currently supported.
Procedural Grass
In the Indigo renderer settings, there is a new tab, "Procedural Grass", which can be used to scatter procedurally generated grass onto any material used in the rendering. To add grass to the site, look up which material is assigned to the site and add the name of that material to the list under "Procedural Grass" tab. For example "Site - Grass".
The "Density" defines how dense the scattered grass will be and the "View Culling" option specifies if grass will be scattered outside of the view (in most scenes that should stay turned on in most scenes).
Depending on how big the area is that should have grass scattered on it, the scene startup can be somewhat slow, as there could be several million grass instances placed in the scene, and also could consume quite a bit of RAM.