A Catalogue Quadruplex

A retrospective look at a short visualisation study project from back in October 2020, nearing the end of the Noroff course when time was running short for blog posts.

This fictional project was conceived as an exercise to produce sales documentation images for a catalogue house company. It is an original design for a small apartment building containing four dwellings, required to be between 50-70m2. The ‘company’ required drawings for a new catalogue design including simple plans with areas, dimensioned floor plans, elevations and realistic visualisations of both interior and exterior views.

It was one of the most time-restricted projects of the entire course, with only a week to produce drawings, visualisations and an animation and incorporating newly learned techniques in image compositing. I also embraced the opportunity to expand the layout and adapt the apartments to my own design.

Design Ambitions

I spent the first day designing and modelling the apartments. The design was less experimental than the previous Forest Cabin project, mostly functional since time budget was relatively small here. The aim from the outset was also to deliver something that resembles conventional construction comparable that seen on the current market. I used marketing brochures from projects based in Norway for inspiration.

Import and compatibility of BIM objects.

It took a couple of attempts to import the model for rendering. I was impressed with the compatibility between Revit/3DSMax. At the second attempt I added lighting, and was pleasantly surprised at how well this information imported across. Realistic lighting was almost instantly created with correct temperature and luminosity values. BIM families from Simes and Nordlux were used to drop into the Revit model.

The kitchen was also modelled in Revit, using casework from Finsa and a worktop from Cosentino. This took some extra time, but I had identified the main living space as the room I wished to furnish and render and this was an important element.

This extra commitment to loading in BIM objects was a worthwhile exercise, and I feel this has been a considerable step forward in using real-world elements in the drawings. Some license was taken with materials and finishes, e.g. kitchen fronts, but knowing that other suppliers have laminates in this colour without having BIM models available.

Materials, furnishing and rendering

The materials process was a little rushed, with the deadline fast approaching. Some reuse from previous projects was a tactic willfully employed to attempt to cut down the time used in furnishing.

Some new techniques were also attempted, though rapidly. The tree models were downloaded and rendered to .tga, then used as single plane materials in the final model. Previously I had relied on Photoshop to add entourage, but this a more effective method. Grass was also quickly attempted using the hair and fur modifier. Due to time constraints this was not fully configured, but gave a better effect than the original flat surface. Some compromise was taken on the quality of the render in order to achieve a result within the deadline.

Image Compositing

This was a welcome new topic which I can see great benefits of. I managed to set up the rendering of various passes for export to photoshop. Z-depth was also attempted for export, but came out blank. In later work, I learned it could be adjusted in Photoshop with the Exposure settings. I created a manual Z-Depth channel in Photoshop and applied that to a Lens Blur, as if it was the render output. At this stage I couldn’t see another way to render Ambient Occlusion than to replace all of the materials in the model, so I chose to save this as a separate 3DS file and use the render from that in the composites. I later learned there were ways around this using the diagnostics panel of the render setup menu.

Animation

A sweep of the living area is completed over 15 seconds at 25fps, totalling 375 frames. Some experimentation with rendering settings allowed this to be rendered at a reasonable quality over a couple of days. Using the OptiX Denoiser and a minimal amount of camera samples, an optimal rendering time of approx. 3 mins was achieved for each HD frame of 1920×1080. The frames were rendered out to a sequence of individual .png files. As was half expected, 3DSMax crashed midway through this process. Exporting it this way meant it was possible to continue rendering the sequence from the last finished frame. The final image sequence was then imported into Adobe Premiere, where a lens flare was added for additional effect along with some ‘marketing titles’ before exporting and uploading to Youtube.

The quality is satisfactory for this purpose, though it still has some noise and a slightly grainy quality. The smoothing of the OptiX Denoiser has helped improve this but has sacrificed much of texture detail to achieve a low render time. The option of using a render farm was also investigated, and in a commercial application would make sense in order to get the best results. For now, this was a useful exercise in balancing quality vs speed.

Conclusion

This was a complicated task, not only in terms of delivery but time management. Some quality was compromised because of these demands, but to have spent less time on design in the beginning would have made the work less personal and less valid in my portfolio. In hindsight, it was worth it!

Much was learned through this project and the images were an improvement on earlier work. Learning the concept of how to build composite images has been achieved to some extent in a very short period of time, if not yet fully fine-tuned. Some new techniques for modelling landscape entourage in 3DS Max have also been learned, as well as an improved understanding of integrating downloaded product families into Revit.

Forest Cabin: Embracing Revit as a creative design tool

This short project was given a time allocation of only two days, and intended to provide a platform to develop a more creative workflow in Revit.

The task is to design and model a small private house according to given specifications, with 2 bedrooms, 1 bathroom, 1 hallway and a living space. The design is of free choice, but the overall Gross Floor Area is to be within 120m2​ and the walls and floors are to be of a set specification.

The brief also requires that detailed section drawings are produced for the exterior wall/floor joint, and if possible wall/roof, using the drawing annotations panel in Revit.

Consideration for Universal Design regulations should also be incorporated, ie. the building should be fit for purpose in accordance with Norwegian building regulations: https://dibk.no/byggeregler/tek/3/12/i/12-1/

Research

Finding some inspiring source material was something I decided was critical to the success of this task, so time was taken to scour a number of books and journals to find suitable references.

Most of the examples I found to be relevant were cabins, so naturally enough this project became a design for a cabin in a woodland setting. ​Norderhov Cabin ​proved to be a useful reference, particularly the plan form and exterior treatment:

Norderhov Cabin, plan

Design Concept and Development

After reviewing various sources I sketched up a rough plan concept based on the layout at Norderhov, with the two bedrooms placed at the end of two fingers, and the living room in the crossing point with a fireplace in the centre.

That plan was then modelled and developed further in Revit, with converging wall lines and acute angles. The thinking behind this was to escape from conventional construction and extend to a more creative use of Revit in design workflow.

Though Revit is offering me a more creative platform now as I become more familiar with it, I doubt there is anything which can beat sketching an idea with pen and paper, however rough it may be!

The room schedule was implemented early on in the design process to ensure a Gross Floor Area of 120m2​, achieved with precision by this method. The brief stated a floor area of less than this total, but in this case I chose to maximise the floor area by adjusting the layout according to the schedule.

Roof modelling

During the preceding practical project, drawing Kilden Barnehage, I researched the technique of modelling roofs from mass forms to achieve an irregular form. The following tutorial video was also helpful in discovering how to achieve these shapes: ​https://www.youtube.com/watch?v=tTmBA4mMKK8&t=107s

I wanted to implement this newfound knowledge in the design of the roof, so created a mass within a maximum/minimum roof level. It took a little time to learn the massing technique using reference lines and hosts, but this could easily be edited afterwards allowing for adjustments further along in the design process. The only problem I encountered was that the roof geometry had to be divided into various sections to complete the model without an error message.

Detailing

Constructing the detail in Revit was approached with the aim of producing a convincing looking drawing, rather than a thoroughly researched piece of detailed design. I attempted this for both floor and roof junctions as part of the additional tasks, laying them out together on a single sheet together with other relevant cross sections.

That the detailing isn’t more refined was largely due to time constraints, and the development of material choices having not necessarily been finalised in the design process. At this stage, being able to produce this type of document was the sole focus of the task.

Universal Design

Understanding and adapting to the Norwegian regulations is an important part of my reason for choosing to study. This was a useful introduction to designing within those regulations and some of the key points were considered from the start. This is not an exhaustive list, but some of the regulations specifically observed were:

  • The annotated plan has been marked with a turning circle diameter of 1500mm for wheelchair users in key locations, including main entrance, bathroom and bedrooms within the furnishing zones.
  • Minimum ceiling height is achieved at 2400mm, as per section 12-7. In this instance as a leisure home (hytte), it could have been 2200mm, and with the design of the ceiling the corners could even have been lower.
  • Storage space was included at the minimum of 5.0m2​ ​as per Section 12-10.
  • All internal doors are 8 x 21 M giving the minimum clearance width of 0.76m and height of 2.0m, as per Section 12-13.

Enscape

Though not required, I couldn’t resist creating quick visualisations using Enscape 3D. It is a fantastic plugin which gives real time rendering capabilities, enabling the designer to see the quality of the space and check for defects. It is also capable of creating some fairly reasonable renderings using a selection of drop-in furnishings/planting (I love that the trees are animated!). As with the previous project, I found this to be a fantastic way to present a project to a client; it is possible to export a walk-around model (compatible with VR devices) to give a guided tour of the project. Here is an export for web browsers, where you can explore the project for yourselves:

Click for a virtual viewing!