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EnvizPro - Pre/Post Troubleshooting

Prior to the Orchestrator

There are a few parts of the process that you can either do or be aware of to give yourself the highest chance of success so you don't need to go back and modify your scene.

Understanding the Set Up

Whenever you open the plugin, it will automatically create all the needed folders to for the plugin so it's always a good idea to move your scene that you plan on working on to a new folder.

Folder Set-Up:

  • Bakes: The bakes folder is where all of your texture maps will live once they are baked

  • Billboard: The Billboards are separated from the bakes folder because they are an additional step on top of the Bake to Texture method

  • EnvizPro: This folder contains most of the vital information that most of the time never really needs to be checked - this is just for maintenance but we store this folder here because every project has it's own independent information that we don't always want to be overwritten.

    • Orch: This folder stores each step as a saved file so you can always go back and check. Every new run will override the previous Orchestrator run.

    • Upload: This stores your zipped filed whenever you upload to the Enviz app. This also overrides the previous file.

Proxy objects

The Orchestrator runs through your scene and identifies proxy objects/converts them to an editable polygon. However, most of the time these proxy objects are heavy and there is a reason why they needed to be proxies in the first place, so the process will automatically optimize the object down to an acceptable size (typically it will apply a Pro-Optimizer of 25%). The reason for this is to tackle large vegetation areas which typically will use Proxies/scatters although this can sometimes affect the final result of the object especially when you have a bed that has smooth/clean topology.

When it comes to vegetation, I would leave the proxies how it is since the Orchestrator will try to handle this. On the other hand with furniture/decor items, I would suggest converting the proxy objects to an editable mesh (depending on what renderer you use) then possibly breaking up the object by materials since the orchestrator does a "Pre" optimize step which flags any objects over 1 million triangles and reduces it down to an appropriate size - this means that it will only optimize in the final step once it's baked and maintain it's texture quality.

Scatters


Post Orchestrator

Below are a series of issues that you may observe after processing your model for the first time.

Geometry Issues

Black Triangles

Sometimes the back face of a mesh will penetrate through the mesh and will stop light from hitting the correct side of the object.

Example:

A white and black object with a red triangle on it

AI-generated content may be incorrect.

Solution #1: Optimize after baking

Sometimes it is optimization BEFORE you bake that causes this face intersection. Therefore, if you bake before optimizing the light will be baked correctly and the intersecting faces that are caused by optimizing will not be able to cast shadows.

Solution #2: Move/delete

You can resolve this my moving/deleting the geometry that intersects with the correct facing part of the model. Since it won't be seen anyway this should resolve the issue.

It is important to make sure you have "Backface Cull" checked in your object properties

See through objects: single sided objects

This is common with curtains and plants. This issue can be resolved in the Space Editor when you are editing your reflections.

Texture Issues

Texture looks blurry or pixelated

Issue #1: Blurred Bump Map

Check your material doesn't have a high blur level applied as this will blur the texture.

Issue #2: Bake setting too low for specific layer

Assuming you are not already over your texture usage budget, you can simply bump your map up once stage in the Master Layers tab and most of the time this will resolve a noisy texture.

It is important to make sure you're baking for minimum of 30 minutes to achieve a clean texture

Issue #3: Layer with very high surface area

If you have a layer, say a ground and it is very large 4K may not be enough. You could break it up into multiple objects in different layers and bake x2 4K's instead. Just be aware that every 4K takes up 2% of the total scene budget so you may instead want to reduce the size of the plane if it isn't critical to the model

100% texture usage, but texture quality is still too low

Suggestion #1: Cut back quality in other places

We automatically select resolution based on surface area. But each layer will fall into a different bracket depending on their surface area.

These are the brackets:

Surface Area (m²)

Map size

3.125 m²

1024 x 1024

12.5 m²

2048 x 2048

50 m²

4096 x 4096

Because these are brackets, experiment with lowering the quality of some layers and re-baking as you may believe the quality difference is negligible depending on the layer.

Suggestion #2: Reduce surface area of unseen objects

Unless modeled intentionally, it is likely that your model contains geometry that the user will never see if you did not use the Pre-Deleter in the Orchestrator. If you delete faces that can't be seen that will leave more texture space for the rest of the layer. It's particularly good to be thinking about large flat areas that are not visible to someone exploring the space; e.g. the insides of walls, the underside of a roof, the bottom of a large ground plane around the model.

If you look at the baked PNG's in the Bake folder next to your max file you can identify layers with lots of non-visible wasted texture space by looking for things that are entirely black/unlit (see example below).

A black and white wall

AI-generated content may be incorrect.

Process Example: Say there is a roof layer where 50% of the surface area is just the inside of the roof of a house that is not accessible by the user. The steps below are also applicable to improving texture quality by not editing the resolution

  1. Delete the faces on the inside of the roof

  2. Drop the resolution from 8K to 4K for the object

  3. Re-unwrap the object

  4. Re-bake the object

  5. You will get a similar level of quality now you've reduced the surface area by half. Leaving more texture space for other more important layers.

Output (bake) comes out incorrect

Potential reasons:

  1. Falloff map only applying 1 bitmap instead of the 2 - Falloff is not supported due to the material being based off camera angle so it is tied to only 1 of the colors chosen

  2. Displacement was turned on - This is located in the Render settings under the Common tab

  3. Lighting was not properly checked - This is a common mistake after altering parts of your scene, there may be unwanted objects that may be visible or the lights themselves may be hidden. It is highly advised to check your render before baking the scene so you can identify if there are any issues.

  4. Overlapping UV islands - This is a highly rare occurrence and there may be other underlying issues. The best solution to overlapping (wrong) UVs is reverting back to the beginning of a layer via the Undo buttons, split up your layer further and re-process the layer

Note: When your Baking (rendering) is complete, you will have multiple images located in your “Bake” folder (you can view these image at any time to adjust/edit and check for issues). Currently the baking feature does not support Displacement or Fall-off maps and the displacement option will produce a black map if it is not turned off in the Render settings, however it is automatically turned off as part of the EnvizPro Process. Rarely does the unwrapping process make mistakes but you can make edits to the UV map located as the highest channel if you need to.

Solutions:

If you have maps that obviously don’t look correct, then the first point of action will be to check the UV channel 8 for overlapping UVs. These are colliding UV islands that can create fractured images and are obvious to identify.

A screenshot of a red and grey grid

AI-generated content may be incorrect.

Next you can double check the displacement is turn off in the Render Settings > Common tab.

A screenshot of a computer

AI-generated content may be incorrect.

Lighting can always be a factor that can affect the final output i.e.: missing or turned off lights. You should always double checking your lighting before rendering if you’re not confidant in your scene or the scene being too large to manage.

Performance Issues

Stutters or the app freezes (common in VR or low-end mobile)

This is most likely due to the scene containing too many assets. Unfortunately every project and it's nearly impossible to identify whether or not a scene will run into issues. The obvious scenes are when you have large forest areas & large spaces with many objects in a single view but even then it's hard to tell you will run into performance issues until you finally upload your scene and view it in VR.

The best recommendation for this is sticking to our visual limits shown in the Master Layers

Model crashes the app when opened

Total triangle count is too high

Total texture usage is too high:

  1. Use the 'Bake Lighting' tab to modify the resolution values of specific layers to reduce the total texture usage below 100%

  2. Re-bake any layers with where you changed the values

Reach out to [email protected] if you are within budget and crashing is still occurring.

Plugin Issues

Layer was submitted in 'Processing Layers' tab is now gone

This is normal, when layers are submitted to the cloud we remove them from your scene so things cannot be submitted twice, this also prevents users from modifying their layer. When the layer is processed it will be returned to the scene. If anything goes wrong we store a backup of the layer in a sub-folder next to your max file that we will automatically restore from if the cloud fails to process a layer.

Disappearing layers while processing

As a 3dsMax artist, you may be used to clearing your hierarchy of layers while using the software. When you are processing, this can remove the layers from your EnvizPro plugin.

A screenshot of a computer

AI-generated content may be incorrect.

As shown above, the image has the 150_BLD_Ceiling Lights layer processing and while this is happening, the plugin will remove the layer from the scene whilst being processed in the background. Clearing the hierarchy (Remove empty layers) while a layer is being processed and the layer will disappear from the plugin, however if you recreate the layer with the same name "150_BLD_Ceiling Lights" and click refresh list it will then return to the listbox.

Reach out to [email protected] so one of our staff can assist.

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