One of the most common Revit-to-Blender 3D export problems is that Revit will not export a Revit file to Blender. This article will show you how to prepare your Revit model for export and avoid this problem.
A Revit model is an Autodesk Revit file. This is a file type that contains construction drawings and related data for building design, but it cannot export to Blender in the same format as other .dwg files like AutoCAD or Sketchup users can.
Exporting from Autodesk Revit to Blender
Revit is a building design software for architects and engineers. It’s not the same as Sketchup, AutoCAD or other software that can export to Blender in one click. Revit will import any file type (.jpg, .pdf) but it doesn’t allow exporting of Revit files like an Autodesk Revit file (.dwg) to Blender. Revit is one of the most common CAD programs for architects and engineers that use AutoCAD or Sketchup but need an intermediary step between Revit and Blender
- There are two ways of converting Revit files – exported as an FBX, or converted using CNC machine simulation software such as CAMWorks, Fusion360 or Onshape.
- Preparing the model for export involves simplifying the mesh as much as possible. The technical performance of the model and its low-poly vs high-performance ratio must be evaluated. High-poly, complex models can be imported to Unreal Engine, but this may lead to increased load time. It’s also important that you assess the scale of your scene before beginning the export process – some scenes will need to be broken up into smaller more manageable scenes.
- Exporting the Revit model to Unity is a quick and simple process. The user needs to enter a 3D view (see Figure 4.1) and enter the Visibility Graphics settings (see Figure 4.2) in order to switch off unwanted model categories that may add to the poly-count of the mesh. During this step, you need to dissect the model into layers, namely terrain, static building, roads, and vegetation.
- From this 3D view, export layer by layer to .FBX.
- Import the .FBX into Blender 3D.
- If the typology is not ideal, i.ie if it has triangulated, you might need to re-typologize the mesh in Blender to quads.
- To re-typlogise, go into Edit mode by hitting TAB on your keyboard.
- Select all the triangulated mesh by hitting A on your keyboard.
- In the top left-hand corner, select Face> Tri’s to quads. this should get rid of most of the triangles in your mesh. You will need to manually dissolve additional edges to remove all the triangulation, but note that doing so might result in you losing some detail in your geometry.
Thanks for reading this quick tip and don’t hesitate to add your questions in the comment section below.