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Guidelines

How to create amazing detailed spaces for done-for-you

Updated this week

3ds Max 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 Cameras (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

  • Enviz Spaces differ from static 360 renders as users can explore the entire scene in VR. Ensure every angle is modelled.

  • Supported tools: V-Ray, Corona, Forest Pack, and Floor Generator.

  • Enviz will not modify your scene. Missing elements will not be added during conversion.

  • Avoid hairy, shaggy, wicker, or feathery objects as these can be difficult to process.

  • Enviz does not support exposure settings or post-processing due to our unique workflow. The lighting settings you supply in the scene will be used as-is to create the Enviz Space.
    *Post-processing adjustments from V-Ray and Corona are acceptable. Please export and include the relevant settings file (e.g., .flbl for V-Ray or .conf for Corona) alongside the archived .max file.

  • Check all wall, ceiling, and floor joins thoroughly. Overlaps or gaps can cause light bleeds or Z-fighting issues. While Enviz will assist with minor corrections, persistent issues across projects will be sent back to your team for adjustments, which may result in project delays.

Technical model guidelines

IMPORTANT!! This section runs through the technical limitations for your 3ds Max scene, including supported and unsupported 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 (PREFERRED)

  • 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”. Please use CHAOS Scatter where possible.

  • 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.

Texture Requirements

  • Minimum resolution: 2056x2056 pixels (preferably 1:1 ratio).

  • High-quality textures (up to 16k), this is especially important for surfaces like timber, marble benchtops, marble flooring, and floor tiles.

  • Check for flipped textures (e.g., book titles appearing reversed in VR).

  • Move all glass to a separate layer.

Notes:

  • You may wish to downscale the textures for less important objects where appropriate.

  • Enviz doesn’t support displacement or fall off yet. 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 and 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 unnatural when viewed from the exterior.

Lighting

  • Use global exposure settings for consistent lighting across the scene.

  • Do not use camera-specific exposure controls.

  • Overly exposed interiors can look unnatural when viewed from the exterior.

  • If using post-processing, we support this via the V-Ray (.flbl) or Corona (.conf) buffer settings (VFB) inside 3ds Max. Export and send the relevant pre-set file (.flbl or .conf) with your model.

  • 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.

Environment

  • Include a 360-degree environment sphere for external views.

  • 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

Rendering and Add-Ons

Test Renders

  • Conduct test renders to check textures, lighting, and materials.

  • Ensure the model looks correct from all angles, including low and high perspectives.

360 Photography

  • For external views, include 8k (minimum) or 16k (preferred) stitched 360-degree .jpg images.

  • Ensure the time of day matches your scene’s lighting.

  • Note: a 360 image is not the same as a panoramic image. Please make sure that your background image is 360 degrees. If it is not, then there will be gaps when looking up and down from external windows or balconies.

Placement Tips:

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.

  • Position the camera at 1.5m (16.4 ft) above the finished floor level (FFL).

  • For multi-level experiences, provide one image per applicable level.

  • Supply a site plan with drone photographer guidelines if applicable. Inclusive of the RL's to capture the right drone height.

Important: Enviz is not responsible for incorrect drone image placement. Ensure correct placement before submitting. If you have not supplied the image in the correct location, 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

Creating visually impressive landscaping can be challenging, but it is achievable with the right approach. To ensure successful conversion:

  • Remove any feathers, fine grasses, or flowers from your scene. These elements often consist of high polygon counts that are difficult to process.

  • Use ‘architectural’ plants featuring broad leaves and large surfaces wherever possible to maintain visual quality while optimising performance.

If you are unsure about how to incorporate landscaping or if your planting scheme will be compatible with Enviz, please contact the Enviz team for guidance and support.

Final Notes

  1. Adhering to these guidelines ensures faster processing and higher-quality results. Repeated issues may require technical meetings and could result in project delays or additional costs.

  2. Models must be fully signed off by all relevant parties before submission. Use the Enviz plugin to facilitate your review process.

  3. Non-compliant models may require revisions, delaying your project timeline and incurring additional fees.

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