Getting started 1: Upload by Viz4D Plugin

Getting started 1: Upload by Viz4D Plugin

Getting started part 1: Upload scene by Viz4D Plugin

In this part, we’re gonna upload scene from 3dsMax to Viz4D with our plugin.

Click here to download Viz4D plugin

The video below is an overview of this part (Upload scene by Viz4D Plugin):

Step 1. Open plugin and validate scene

  • At the main menu bar, open the Viz4D menu and click on the “Open Viz4D Plugin” item.
  • Login to your account.
  • Then you must click the “Validate scene” button, for Viz4D Plugin to automatically detect unsupported features and recommend a solution. It’ll take a few minutes for the first validation.
  • image
  • After clicking, a window will appear. This window has 4 sections:
    • Important : Must be solved. If not you can’t upload scene to Viz4D.
    • Warning : Should be fixed but you can ignore them. If you ignore it, the result might be different from the original scene, but mostly can be fixed manually later in Viz4D Editor.
    • Advice : Nice to have, giving better optimization.
    • Summary : Summarize information such as total triangle, required credit, etc.
    • 💡
      Tip: Right-click on any item to show commands that will help you solve problems quickly.
  • After solving the problem, press “Re-validate” to update the status.
Pick camera used for baking lightmap:

Viz4D will bake lightmap with the lighting in the active viewport. So in your active viewport, switch to the camera that you want to bake lightmap.

(Active viewport is the viewport with highlighted yellow border)

If you used LightMix. Follow the instructions:
  • You must transfer LightMix to actual lights by clicking the button “> Scene” (Corona) or “To Scene” (V-Ray).
Warning: If you disable the light in LightMix, you must turn off that light in the scene by yourself.
  • After transfer, we suggest you turn off LightMix and re-render to guarantee the light is exactly what you want.

Step 2. Fix incorrect face orientation

Lightmap only contains lighting on the front-facing, so you must solve the incorrect face orientation.

  • Click the “Preview Backface” button to detect the back face easily. After clicking, all back faces are highlighted in green.
  • In most cases, you need to choose the faces with the incorrect orientation and flip it:
Where the flip command is not effective, use the modifier “Shell”:
  • When you solved all back-face, click “Exit Preview mode” button.
  • image

Step 3. Setting Lightmap density

Lightmap Density will determine resolution of lightmap, triangles of mesh and texture size.

1/ Let’s edit Lightmap Base Density based on your scene.

Note: Lightmap, mesh and texture are proportional to lightmap density. The higher lightmap density, the higher the resolution of lightmap, triangles of mesh and texture size.

Our suggestion:

For interior: 120px/m (default)
  • For exterior: 80px/m
For single object: 500px/m
Your scene’s dimension must be real-world scale to have the best result because all of the px/m calculated above is based on real-world scale.

2/ To have the most optimal lightmap, Viz4D Plugin allows you to adjust lightmap density for each object (called Density Ratio).

Explanation of each option:
Because Viz4D Auto Ratio had automatically analyzed and decided the optimal density ratio for each object.

So all you need to do for Density Ratio is:

  • Set Density Ratio to x3 or higher to increase resolution for object that you want to see up close, or that has a hotspot, configurator.
  • Set Density Ratio to 1/4 or lower to decrease resolution for unnecessary objects:
    • For interior scene, the unnecessary objects are those used as background (usually outside the window, maybe a building, a road …).
    • For exterior scene, the unnecessary object is the surrounding landscape such as a yard, a road, a mountain …
  • How to set Density ratio:
Case to note when setting density ratio
After baking, if you are dissatisfied with the quality of lightmap, you can rebake the lightmap again with a different setting of Lightmap as many times as you want (free of charge). Follow this guide: Rebake lightmapRebake lightmap
Render setting preset:

Recommendation about lightmap:

Step 4. Upload

  • Fill out the title and description (you can re-edit this information in Viz4D Editor).
  • Please make sure you have followed the steps above, especially setting density ratio. Then click the “UPLOAD SCENE” button.
  • Check all things again and click the “CONFIRM UPLOAD” button.
  • Now, Viz4D will automatically process your scene. When the process is complete, the window below will appear and you’ll receive a notification through email. After that, you can go to part 2.
  • image
  • Don’t close this Max instance while it’s processing. You can use your PC as usual, including working on other Max instances and you can upload several scenes at a time.
If the processing is interrupted before it is complete. Please follow this guide:  Resume interrupted process in Viz4D Plugin Resume interrupted process in Viz4D Plugin
What does Viz4D process on the cloud server?


  • It would be better if your scene is at real-world scale. Some of our tools require real-world scale to operate correctly (i.e. measure tool).
  • Use as few materials as possible. Similar materials should be reused. We recommend having less than 300 materials to ensure good performance on mobile. (Total materials used are written in the “Summary” section in the “Validate” window)
  • Should be limited use of similar textures to MultiSubTexmap and AO because they require baking, which will make scene heavier too much.
  • The mesh of objects such as grass, fur, macrame, rattan ... can not optimize much. So avoiding these meshes to reduces load time and increases interaction performance for the viewer.
  • Although we support converting all types of materials, you should prioritize using simple materials. Because the results of complex materials are more likely to be different compared to the original (you can always adjust the material in Viz4D Editor later).
Enhance Design Value - Build your Metaverse.