Here you will find the guidelines that we ask you to follow for all of your Enviz Life-like spaces. It is important to read through them carefully. They will help you create the best outcome for your experience and avoid costly delays to your project.
3DSMax model requirements
To commence your project, Enviz requires a 3DS Max file with all building elements, fittings, fixtures, furniture, styling and planting completed and signed off by your client. The scene must be lit using global illumination settings and not camera exposure controls. The 3DS Max scene must contain the following:
All geometry, materials, textures, etc.
Lighting settings using global illumination settings
360 Camera’s (used for review and client sign-off only)
Modelled external environment (or 360 rendered image of external environment
No unnecessary geometry, meshes or layers (a clean file please)
Glass on a separate layer
All doors are open
Important information
Ensure you model the entire scene. Enviz Spaces are different to a 360 render as the end user can view the entire scene from any point of view in VR.
We currently support 3DS Max, V-Ray and Corona scatter as well as forest pack and floor generator.
Enviz will not adjust or add to our partners 3DS Max scene – if it is not provided in the scene, it will not be added in the Enviz Space project.
We can’t support any exposure settings (or post processing) due to our unique workflow. The lighting settings you supply in the scene will be the settings used to create the Enviz Space.
*Post processing from V-Ray and Corona is acceptable. Settings will need to be exported and sent alongside the archived .max file.
We request that you avoid any hairy, shaggy, wicker or feathery objects in your scene
Check all wall, ceiling and floor joins. Any overlapping or gaps will cause light bleeds or z fighting. We will support you as best we can in fixing any small issues however, please be mindful. Any on-going projects with repeat issues will be sent back to be fixed by your team likely causing you project delays.
Technical model guidelines
IMPORTANT!! This section runs through the technical limitations for your 3Ds Max scene, including supported and un-supported software. We strongly advise you to read through this with your team to ensure there are no possible delays.
If you have a question about your model in relation to the technical limitations feel free to reach out. Our team of technical experts and developers are ready to offer help and support where needed.
3Ds Max
Quad Topology or Clean Geometry
Modifiers
Chamfer, leave un-collapsed
Chamfer, odd numbering of segments
Chamfer, no overlap edges
TurboSmooth, leave un-collapsed
Instances
Retain Instances as much as possible
Floor Generator Modifier
Remove ‘Grout’ from FloorGen, unless grout is to be shown. No gaps.
Leave modifier in stack
Groups
Remove all Groups
Supported
CHAOS Scatter
Multi-scatter plugin
Floor Generator
Rail Clone * {As collapsed mesh}
Unsupported
V-Ray Hair / Fur
Particle / Fluid Physic Simulations {CHAOS Phoenix or similar}
Displacement Modifier / Displacement Maps
Models – Trees / Plants / Landscaping
Forest Pro – Use "Forest Tools”
Convert all to ‘Instances’ using “Instantiate” from the Forest Tools rollout.
Materials & Maps
Feel free to send through your file with textures up to 16k. This is especially important for large 'high quality' surfaces such as timber, marble benchtops, marble flooring, and floor tiles. You may wish to downscale the textures for less important objects where appropriate. We ask for a minimum texture size of 2056x2056 pixels and prefer a 1:1 ratio for all textures. We do ask that you check to make sure no textures are flipped (this is especially obvious on books in VR). Please help our team by moving all glass onto a separate layer.
Enviz doesn’t (yet) support displacement or fall off. If your scene has either we will craft an alternative to match your scene. If you have any concerns, please reach out.
IMPORTANT! You must own the rights to any objects and textures, including Artwork in your scene!
Supported Materials:
Corona Physical / Corona Legacy
V-Ray
Autodesk Physical
Standard Legacy
Unsupported Materials:
V-Ray Material Scatter
V-Ray Fur / Hair
Supported: Maps / Textures:
Bitmaps
Corona Bitmaps
V-Ray Bitmaps
Color Correction
Bump (Normal Map)
Reflection – (Re Calculated in Unity)
Refraction – (Recalculated in Unity)
Unsupported: Maps / Textures:
Fall Off Map
Displacement Map (Use Normal Map)
Sheen / Coat / Sub-surface scattering
Lighting & Environment
When producing a real-time scene, it’s important that the lighting is consistent throughout the entire scene, as the viewer will be able to walk between all rooms. If you have an exterior scene, please be mindful of how you light the internal and external. An overly exposed internal scene may look un- natural when viewed from the exterior.
IMPORTANT! Your 3DS Max scene needs to use global exposure settings for the entire scene (rather than camera exposure values). We understand this can be an adjustment so please allow enough time to do test renders and speak to the team if you have any concerns.
As we are using your 3DS Max scene as the basis for the Enviz Space we can’t support any post-production edits you would normally do on the resulting 2D renders.
However, we can support post-production global adjustments made using the V-Ray (.flbl) or Corona (.conf) buffer settings (VFB) inside 3DS Max. Please send the relevant pre-set file (.flbl or .conf) as the relevant settings don’t always transfer across with the archive 3DS Max model. You need to include the settings file in your file transfer/upload.
Environment – 3DS Max Settings
Exposure Control Set “<no exposure control>”
VFB Settings
Corona VFB
Use ‘Tone Mapping’
Applied to all baked renders
Use ‘Denoising’
Applied to all baked renders
V-Ray VFB
Use ‘Layers’ for Postproduction
Exposure / White Balance / Filmic Tonemap / Etc.
Applied to all baked renders
Use ‘Denoiser’
Applied to all baked renders
Requires ‘VRayDenoiser’ render element
Render
Once you are happy with your scene, we suggest you do some test renders to check textures, lighting, and materials. Remember your scene will be able to be viewed in VR from any angle so don’t forget to check down low and up high.
Add Ons
Add extras to make your project pop.
360 Photography
If your project has views that your client wants to showcase you may want to incorporate 360 photos into the Enviz Space. To add 360 photos to the Enviz Space, Enviz requires 8k minimum (16k preferred) stitched 360 degree .jpg images.
Any ‘view’ photography should match your CGI renders time of day i.e. morning, noon or dusk.
Please note, a 360 image is not the same as a panoramic image. Please make sure that your background image is 360 degree's. If it is not, then there will be gaps when looking up and down from external windows or balconies. Remember, there are no limitations to where your viewing capabilities in VR.
Here is some helpful information to supply to your drone photographer if you wish to engage with one:
Images should be centre of the apartment. If your experience is large you may wish to take one at each furthest point. Eg North balcony and South balcony.
Image should be 1.5 meters or 16.4 feet from the finished floor level (FFL) of the proposed apartment/unit.
If you have experiences over multiple levels, you will need one image per applicable level.
You may wish to provide your drone photographer with the site plan and dot points at each apartment. Inclusive of the RL's to capture the right drone height.
IMPORTANT! Enviz take no responsibility for the correct placement of a drone photograph in your scene. If you have not supplied the image in the correct location to begin with, we will need you to supply us with an updated 3Ds Max scene, where the drone image has been placed in the correct location. We will also require at least 1 x 360 render to be taken from within your updated scene.
Any placement of the drone image done by Enviz will need to be signed off by yourself and/or your client.
Landscaping
Great looking high polygon count landscaping can be difficult for Enviz to convert, but not impossible! We require that you remove any feathers, fine grasses or flowers and request you to use ‘architectural’ plants with broad leaves and large surfaces, where suitable.
If you are unsure of how to complete a scene with landscaping, or if your planting scheme will work in the experience, please reach out to the Enviz team to discuss.
Final notes
These guidelines should be simple adjustments alongside your existing process. Its important to adhere to these where possible, and not just for your first experience. If we find that your models are not aligning to these guidelines we may need to organise a technical meeting to provide additional support.
Please keep in mind that models that do not align will take our team longer to process. We may be required to mitigate this with price adjustments.
Lastly, it is crucial that your experience is 100% signed off by all relevant parties before you submit to Enviz. We have provided you with a helpful plugin which can be used as a part of your review process.
Any model that is supplied to us which has not been 100% signed off will likely cause delays and could incur additional fee's.