Purpose of the exercise
The idea is that inside Archicad we have a graphic override that simplifies the actual materials in a reduced number of textures (wood, glass, white…) and then we send the information to an Unreal template that has some “studio light setting” and that via Dataprep can automatically map the AC materials into nice-looking Unreal materials and also change some of the Archicad objects into HQ UE assets. This process is done using Dataprep and the intention will be to continue developing these templates for different render-type output, allowing the integration of the viz part into the BIM process, seamlessly sending updated model information and thus not stopping the design process.
Prepare Dataprep Recipe
Prepare Data Table
This Data Table will help to interpret the Archicad materials into high-resolution Unreal materials.
Load Datasmith/IFC files and Execute
Commit to Unreal World
Set up a template file
1. Lightings
Create some rectangle lights around the model. In this case, we used one main light from the top and four supporting lights around the model
2. Shadow (Optional)
To create the shadow for the project, we used one Directional Light
3. Volumes
Then add LightmassImportanceVolume and PostProcessVolume, and make sure to scale these volumes to cover the whole model
4. Cameras
Set up a few cameras for the project
The issue is: the size of projects will vary. So after we import a new project, we just need to adjust those set-up parameters to match with the new one. And then the process will automatically be updated
Compare imported information from Datasmith and IFC
1. Gumble
DATASMITH
IFC
2. Sub-component (Handrail)
3. Metadata Table
4. Tree
Estimate the process
Datasmith | IFC | |
Archicad Export Options | No Options | IFC Translator |
File Size | Smaller | Larger |
Model Elements Hierarchy | Similar to IFC, but metadata for certain sub-components (e.g. mullions of curtain walls) are not visible until committed into Unreal World, meaning potentially certain metadata could not be manipulated by the recipe pre-commitment. | Typical IFC hierarchy and naming convention. All elements are visible upon importing. |
Light Import | Yes (certain lights) | No |
Camera Import | Yes | No |
Properties-based surface override workflow: Surface override didn’t work for certain elements (limited by AC’s graphics override ability to override certain sub-components.