# About D5 Render

## :pushpin: What is D5 Render? <a href="#about" id="about"></a>

D5 Render is a brand new product in the rendering field, based on Unreal Engine and NVIDIA RTX technology, with self-developed high-precision GI and de-noise technology to maximize the performance of RTX graphic cards.

Easy-to-use interface, while compatible with the workflow of different verticals. It can be directly applied to architecture, interior, landscape, wedding, and other scenes, bringing designers an unprecedented creative experience.

![](/files/-Mkcm9NZzBHDXv1K3aOn)

## :partying\_face: Watch our progress <a href="#roadmap" id="roadmap"></a>

Check out the [Product Roadmap](https://d5render.notion.site/d5render/565903503c0b4e7289d73dca53102505?v=f05c595a1cb54e24846e991cec155b04) for dynamic updates on our product development progress.

## :mag: Get more help <a href="#more-help" id="more-help"></a>

Please describe your issue in detail and send an email to <support@d5techs.com>

To learn more about D5 Render, you can register and log in to the [D5 Render forum](https://forum.d5render.com/) to join in the discussion.

You can also go to [YouTube](https://www.youtube.com/c/D5Render) to watch video tutorials and featured user works.

[Website](https://www.d5render.com/)｜[Weibo](https://weibo.com/d5fusion)｜ [YouTube](https://www.youtube.com/channel/UCMBBExNMw9ZsTZ1DxrTpvEA) ｜ [Facebook](https://www.facebook.com/d5render) ｜ [Instagram](https://instagram.com/d5render_dimension5/) ｜[ Twitter](https://twitter.com/D5Render)


# D5 Workflow

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

Welcome to D5 Render! We're thrilled to have you on board and can't wait for you to explore the creative possibilities with our software. To ensure you have a smooth and enjoyable start, we've prepared this user-friendly guide just for you. Let's begin your journey to mastering D5 Render!

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe4beYKNzjbPVWFSUp60wayLDG0pqTEgxVXQtl6rCUD2zw551huMxJeDaDATHE7ZrvSISRTbqhC3HxF107vb3I8Xr7-esAsns1tp9Y8wvtPAUaJyCfiIY6itOtgH71wDsaGnZs7?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p>Artist: LINK</p></figcaption></figure>

## Menu

[Interface, Shortcuts, Camera](/getting-started/d5-workflow/interface-shortcuts-camera)

[Model Connection](/getting-started/d5-workflow/model-connection)

[Material](/getting-started/d5-workflow/material)

[Landscape](/getting-started/d5-workflow/landscape)

[Environment, Effects](/getting-started/d5-workflow/environment-effects)

[Image, Animation Output](/getting-started/d5-workflow/image-animation-output)

[AI Features](/getting-started/d5-workflow/ai-features)

<br>


# Interface, Shortcuts, Camera

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

D5 Render provides a real-time rendering viewport and an intuitive user interface.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcFz3p8hec8B9WS-6QUt23T3UFDJGDWXk23zlBx5eWd-vkWRNHazkrBU4eWFQX72ACa3fXO_7Cr-_gtqkpao8ZcJvEhDe2uBFbASUp3tHNgXZh5ERaLC10K8woYwyHCBzDvAwrZ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

## Toolbar and Shortcuts

The top toolbar provides the most commonly used features.

### Left half of the top toolbar:

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe6UBQphkccR8wv0ChGTP-RG15CQM2arWjucNTHjf68yR0BRfsQRgXoBDrpECw5O3mnoz2XuUbV5w7xdDVjbj7qAx75FsVMoqUxbaVTyKfGeKU0KtbzvAY7CzfvWQ7bgPP-wwPx?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

“Menu” includes general settings.

“Model Import” provides a direct import option for .skp / .fbx / .3dm / .abc / .d5a files.

“Asset Library” includes high-quality models, materials, particles, HDRIs, vegetation scatter templates, and terrain templates.

“Text to 3D” utilizes AI to generate 3d models based on your prompts.

“D5 Studio” is a cloud workspace to store presets for environment, effect, scatter, brush, and path.

D5 Render also has multiple advanced features in **Menu > Preference > Widget**, including section tools, stage lights, SR rendering, and VR.

<figure><img src="/files/HJ7twfbqTsvEjq5gKmv0" alt=""><figcaption></figcaption></figure>

### Shortcuts

You can adjust the interface language and review **shortcuts** in **Menu > Preference**.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdncJk7SL5uG-Ln3XyrXKysy-yVhBpyMfhunYgI3XVdl3vDQkAzIzpC3RwK2X8YuJ6VWc9OSDkmYOsyHx0KKjWxUCxT8K7nT_osMkh7VkhGPJ93b4LzABMhTB1ZRP_VEBgZG-0_?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

We also provide **shortcut hints** at the bottom of the viewport, allowing you to conveniently check the shortcuts while operating.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe23fEo1foQPtlrsXDLQRvbMINuGmu0Tm1VCTdPhA3JojQNZyZB6w5265Wzi2i1hBdDtGi956MLzRY9ArjMfvk5e3KBE5WXIIelNC1tZnNoBHsjoPFPWunl8Z-i22y2_5AUC2g?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### **Commonly Used Shortcuts:**

<figure><img src="/files/WePjz6yGCCfsakzsDlSt" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/0IVSDjuAcUKXGihRLRlO" alt=""><figcaption></figcaption></figure>

### Middle part of the top toolbar:

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdmhTeTDJ2tAoHLJtqzetXJpd7QhGrgTWiXiE7sdvZ6HvGCjuGMI-tIUrOhuHi1UGj6c0NYJZO4wHogVA94D2y_45rFp3AcwT6lX7ZH3whvPYmTVGD6r7iB018C1Tz0zYGQJRcr?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

“Light source” provides an array of artificial light sources.

“Path tool” works wonders when you have to arrange characters, plants, or vehicles on a straight or curved line.

“Plant tools” is a tool kit to efficiently add plants.

“Add particles” enables you to add animated particles such as birds, fire, and streams.

“Advanced camera” supports fixing the camera at a specific angle in the PiP window when you move around in the viewport. [Explore more camera settings >](/getting-started/d5-workflow/interface-shortcuts-camera)

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdFdNShH5JkTzIuH8JnuuRuzGTIHXUGu2xV1_aEye5temQTXk9drWZErFCeGuVLsyrUD2w1rb9CIHzDh9y2u2tCDx_3j2sjDfALMDjBu9CkKtphkuzJIbe7ePGfIU5yQ5Ykg856?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

“Section plane or cube” enables you to section a model and review its inside structure.

&#x20;“Scatter” is a procedural plant scattering tool. You can effortlessly create delicate landscape design using this feature.&#x20;

“Terrain” system allows you to manually sculpt terrains or rapidly generate terrains from built-in templates.

### Right half of the top toolbar:

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcpftOYnj4pv5INmoLmsfG9fRAJzCpO074XXuKkP0FNLLl2hfGyHJWJdAX-49qj3Qm1SJ417DCedhywuV8Qo8ijy-fgNzMXt5S0HpytNJdUErf1Vezzpbyq5UsQkjT0KRRTNVfB?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

The right half of the top toolbar provides features relevant with rendering outputs.&#x20;

You can export virtual tours, panoramas for VR, image, and animation. D5 supports adding output tasks to the render queue for batch rendering.

[How to export virtual tours >](https://www.d5render.com/posts/virtual-tour-d5-render)

[How to export images and animations >](/getting-started/d5-workflow/image-animation-output)

You can also post-process rendered images using the built-in [Post-Ai tool](/getting-started/d5-workflow/ai-features).

## Camera

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdGFqwkur54QpvlXlK7u7glK0NU9R5UDzdjtt1kxr-e5J1l4iYPCqQuCOw52SuFcGedOGYezNG6qRYpAvYNshhYXcuQJyjM9Y-unHu96LDR-PPFSrGLc8Oit9DoIfsplXsajU0?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can click the camera icon nestled within each scene to activate the relevant camera.&#x20;

It enables you to set exposure, perspective mode, aspect ratio, focal length, camera clipping, and many other elements.

You can fix a PiP window in the bottom right corner to conveniently check the adjustments.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc75hZY55hPC7dXPlvjnKVKGEZbajoqZn8VCRu-HWBZSMbzL2NH4cDUP73nBM64692HEcBLHYLnOZZoiCX2epOkEL6eJZmpYFMj8YO6b8gsVDYaTtLUMTbw-WlDLRqrNiYkc0sz?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>


# Model Connection

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

<mark style="background-color:green;">Watch the tutorial:</mark>  [<mark style="background-color:green;">Architecture Design Workflow Tutorial EP.01 | Model Connection | D5 Render</mark>](https://youtu.be/x0HlZF0Zq5A?si=X7aNu8fcgzeBbn-P)

D5 Render provides two ways to connect with models: livesync plugins and direct file import options.

### Direct file import

Click the “Import” button on the top toolbar to import models.

D5 Render can directly read .skp / .fbx / .3dm / .abc / .d5a files.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd3XnAxjd8wi2WfoEkY93Hg7FKB2Vjb0gAqlo40kasbW9oD2SpsV4voWxFe6Qph7YGdQGex8GA7lmAPKv-1L5ayXYwxGZwGcYExtvMAuXLWrnbJwPzcWvf4rjIRBNJGX4OAev91?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure></div>

### LiveSync with DCC software

Livesync plugins instantly mirror model changes into D5, making them a top pick for designers who often update their work and want to see their designs come to life in a very realistic setting.

D5 Render supports live sync with 3ds Max, Archicad, Blender, Cinema 4D, Rhino, Revit, SketchUp, and VectorWorks.

*<mark style="background-color:green;">\*Watch our workflow tutorials:</mark>*  [*<mark style="background-color:green;">3ds Max</mark>*](https://youtu.be/-5O8rI0R1Jo?si=_TYsRjFsI5B-8JCy)*<mark style="background-color:green;">,</mark>* [*<mark style="background-color:green;">Blender</mark>*](https://youtu.be/Cv5wi5P5d7M?si=-HY4aYs86-O4n891)*<mark style="background-color:green;">,</mark>* [*<mark style="background-color:green;">Rhino</mark>*](https://youtu.be/SwvdVZE0e7o?si=EIEJLmxml9JF3aeB)*<mark style="background-color:green;">,</mark>* [*<mark style="background-color:green;">Revit</mark>*](https://youtu.be/K_PUGlGCSwA?si=ZpmW_k6JZK9leD1X)*<mark style="background-color:green;">,</mark>* [*<mark style="background-color:green;">SketchUp</mark>*](https://youtu.be/UpRr70m5-us?si=dNTBlZ1QyBe8V5-C) *<mark style="background-color:green;">(More tutorials are coming)</mark>*

#### - Download and Install Plugins

You can download livesync plugins from[ www.d5render.com/download](http://www.d5render.com/download) or from the “Workflow” page in the D5 client.


# Material

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

<mark style="background-color:green;">Watch the tutorial:</mark>  [<mark style="background-color:green;">Architecture Design Workflow Tutorial EP.02 | Realistic Materials | D5 Render</mark>](https://youtu.be/oH5pwOdpCTw?si=j1mpqalOKUNyNEJG)

Once completing the primary modeling process, you can assess the structure's look with its materials accurately shown, which assists in decision making.

With the livesync plugin enabled, material adjustments in DCC software are updated to D5  in real time. To make things easier, try using different colors to identify each material in DCC software. This way, you can effortlessly assign them distinct textures in D5 Render.&#x20;

> In D5 Render, press the shortcut key “I” to activate the material editing panel.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf5mzVNEs1FAEEMXPSMjMwn240H9rMfKk8qwqeZ5oRRGOGpAQy-FG6FaUPcvN6P7Oh2e1vM4yud7QKCVKNafWzabM83dWbEid77nS2NFOOUyrkHKvkg5ifewCmLjUN9nEBBhhI?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

D5 Render has some great options for material creation.

### Method 1: Completed Materials from D5 Material Library

Click the “Assets” button on the top toolbar to open D5 Asset Library.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeNVsvusb8sdDCpg00APDg5XL3LkHB8zwjiXGQYDcgC-eSQN7aoerz04YqR1Br2YFPn4qFGRzlwAwMOmbmAs2piw0QohR8SdTW7JhSFTmZU9yr8e_QphROqNEcqyWgcyxCmSpc?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure></div>

If you focus on experimenting with various materials to find the optimal one, D5 Material Library, which has over 2,000 top-notch materials, is a no-brainer choice for you.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe8rYjhjFPBKvzJFxUAziwm8nLzZSdSdzC1zoJAk5PdPirjxO4yjAWh4XofjVoz0N0Q8VIjZ_n7oY2SIwTo9HfbltkTJDVxzyQxf-jkn_Qtho-rrMFUcBBNZrmWEMH3YDVMT81o?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption><p><em>Materials in D5 Asset Library</em></p></figcaption></figure>

Double-click on your desired materials to download them. Then, click on the material thumbnail once more to apply it to the model surface.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfs11kUGru0xfkvuHHU_WUDFiYHiyiZjn-hSgzAqckb2ZNEusUSk4mGJf5IIFhWDUkzep1GVu47qm99S0C9ma6qyVKYrC_G5f6j6_8cpMI1KeTrO43BFP4De_WosAl29bFS1IKW?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfW2OkEz_-2ImklubYk-T9TqeNz50WcC5tVoeMFrNeEPIE5FXzHehb4rO43dzEgcFrSd49zag4LrlsdCWKtNbqOcKUBWqJD1GIduqiQWcU1agJJsE_vzVCdYUEMtrggqdOoLkbt?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Try different materials to see which one suits best</em></p></figcaption></figure>

### Method 2: AI Material Creation Workflow

If you're seeking greater material creation flexibility without compromising on ease and efficiency, our AI material tools are exactly what you need. Just prepare a base color map, and D5 will take care of the rest for you.

Take this map as an example.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc7uNaJAksS5TUXFdOCQo23RUmeukp8VzZkgwwa8PN-OUpnVPSa8mCu5Gh1XoDmd-d1nPn_eBdsH6tP4Q7ubT2LSTd8IEf7GteTkzUYZU7kMou1A2vVQeZLNUY0Z7C4y1qhv3ZM?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeLKHdJdA4zOWJAxAU2YlLrTqUlfibtaKyGHe6lbQ054_ZPK_w5wNBOcBS6lLcDmtYNOBKCdrl6x0FiiTm6xf6n1MzTAh5xDdZ6sjsjjFyPuLfTt0WzokabHicSvEPtFytMt-1V?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - AI Make Seamless

First, use Make Seamless to remove seams in your base color map.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcAXZYs5rDWBg5PKcW_HOtJcbp8APBQHXXthqyzAPzOXnj_aiRPFkXj7LLXASBzf9QmHUo8AHogohVvftGsnCR5zRc14vUXnOo_yEd_8vGEZNqDmGHQAqeH8IUgATQUgBvHxHg?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe4aOtK6k9c1rhPrHVH_Dqjww_8ERqLCThCP5QkgljWPUwnEHLMXVpyM1YdC4B_opg2vzjjyQA56GeIMhRimgoo6nw7QGnoXn323jBnuIkP5aRWKQlZEC5K9QM3G5cPaRRJ3ZLg?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - Ultra HD Texture

Next, use the Ultra HD Texture option to improve the map’s resolution and remove noises.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcB7cmzJPHUnTUQgEtTgzAeIeJE7I-0XKDcjYhKRi2kb9aIhJnAjwGyAZq86n9ml5GGU1xCMKRc6IxHo0w0DLrxp6FLUr0tCjqpBDDHVsbYUsWZbDow3MNf0YxLFuP1oDy-zjIi?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - AI-generated Material Texture Maps

Then, use AI to auto generate Normal, Roughness, and AO maps for the base color map.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfyqx-OfE4WeiKohU4Prt19TzU7LZxbbNViNxtOMFyBkPTg5vHOSESF9Nli3hX5xuQhNNiWqvAZW70BSxvwh5VL4FzMwSwimsGFHlK4oNeQxG52FH4iimGklqNrBqYB6Fq0EWcH?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcX2xVhZ6_is0QWmm2Tv0Zr4tst2wWKLsQRJdohV00iEwfNEZBJ2gyImN9JLM3J7BllYP3h-9a1PL3fu9ngNf1OGksxlEI52MBFLjpsoNLQxKEsepSIqll3lvLD1-wIfHCzstU?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Now, the base color map has turned into a high-quality wood material.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd0D5lipBImE3-D9fGoTMgVBH5AvKxhmwh2OQ3AkC8X8rPPt1EXWR_7ZfTtURX0D5XyS1l7LGuXbvsnIbPHKoJgC1_iSH9bPmi3nUGvoVPtY1Su9vODsWVd5xD47B4n9MD1r-UU?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

### Method 3: Customizable Material Templates

<mark style="background-color:green;">Watch this tutorial to learn more about D5’s material templates:</mark> [<mark style="background-color:green;">Discover the fun of real-time PBR material rendering at D5 Material Museum!</mark>](https://youtu.be/oje02o0l4HI?si=8fgti89J8WoS2Juu)

If you are a visualization expert who prefers to craft your materials from the ground up, our material template system is perfect for you.&#x20;

It comes with 11 commonly used templates plus a customizable option, giving you all the flexibility you need.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfXXEdDMweU-DoNZJbhw1Zf_m43gb2wAvSZiuUMPOpa7SbIH0TuyQkvhzhO52uT6kIONv8SMhJ0aW8CAdLVS4gD_UmixjKu9fdmcWTV7sXUOa2qTyY-C7WzMNxMD_RpKF3Kf1Lz?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

Each template has several maps for you to tweak and achieve realistic results. We’ll demonstrate how to create a walkway material.

#### - Base color or base color map

They define the main color and pattern of your material.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfAsPXlsDwoDOYoEcxiWSwdJsr9VX5ceun3SpDgaIOzBSPrFwYg28LqmfOp6rsaHfKAqqssCncdEh_RHNBhhQMt7nRkrQ7M9ON9TEAasyN3jC92hk3HF-zte57oCxgf72yNrcXl?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - Normal map

If the material looks flat-out smooth, try adding a normal map which can enhance the gaps to create an uneven surface.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdyLxTbpSGkYUKwsMjYGtc4oYLzim3j1593a3ClgrIY0Enr0Pv3xpuD0Zh18M5iBkwCCKfQqvc257Cz6thkCCJyzBhzZDKxp6XGabgxmubzYeAUm3KUftQtjQEZPxYxPgAXZF8?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - Specular

It makes the material glossy to better catch and reflect light. If you need to create materials like mirrors, increasing this parameter value is a good choice.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdvyWllBXgC5lvL2UObWmQ4zflhH99-KMA7KDm13Wyw14g5YLR8MhdG5k61u1GSEQzuADpM4y-3NF83UfXB1bp0KOZr9NKJc-YuK8kHXmjKwDMyLLSuLtDsWxtC6waQ6mkSvRJb?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - Roughness

It decides how matte the material looks.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdwhU-1KKCdylj5EDD9kNgWKsvj9efxAD957CYD5XHpyALx-68av6RBsKZNV3kmjz8KF60ypjvz6OyWQJRjOd9jG4mdOoQNbSVHOrlDFc_UJAi8dtIWJA3mVHpLHt5wfn8_iag?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - AO

An AO map can enhance depth and shadows.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfSCcSsJ_S73IiaWYXrwSEvx3sRGdXjb_M1d3Dp6DcQ9rGFx6bjBO0I77ALEmNiWjQBc_YeDT0VtqvI_Ck84ghMQpL9d2JmurCt71EA6MDSkO0FNIux1Kuc7YEdOZh0ec6t2LA?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - Material UV

Simply put, the larger the UV stretch value, the more repetitions of the texture pattern per unit area, making the pattern appear denser.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc9qlDqFVuMtcFSdi5jIwTWe8z_hiRBCQWvZ8zuNXsYghHoXkww91acRT6Gn1-0o2e_x1NjkqcynVGAFL2g_B_sgWdOahZRyguyUU1PuaoRBKV_oiaVoBTl2yZvM8Cst9Jlzx0?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

We won’t explain all the material settings here, but <mark style="background-color:green;">you can watch this video to learn more:</mark> [<mark style="background-color:green;">Discover the fun of real-time PBR material rendering at D5 Material Museum!</mark>](https://youtu.be/oje02o0l4HI?si=8fgti89J8WoS2Juu)

After completing the steps we just introduced, you will get the effect as shown in the following image:

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcSxcJXUh3uOs5pd9jJvN3iiiyLuXC4chiQvjg65DtuiUM4iR-yrReFkx1fJ1gj82-cMLxWxqBGwasnw28akulT9b5F_P10O8DhuBv0EpkuWVU29bow4Imc9FvenlSQr8BUky2O?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>


# Landscape

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

Watch the tutorial: [<mark style="background-color:green;">Architecture Design Workflow Tutorial EP.03 | Landscape | D5 Render</mark>](https://youtu.be/MpHey9wY5W4?si=MRrkf9p2w4KKWU9A)

Understanding the topography and getting input on the landscape design from partners help us make informed decisions. D5 comes in handy when reproducing realistic landscapes.

### Terrain

D5 Render provides simple solutions to simulate terrains in the real world.&#x20;

#### - Ocean

When you need an ocean or lake for your project, simply add a plane model from the library and adjust its size appropriately.

Apply a water material to the plane.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdPYNL9jfF73SxI-Zz1tuCjfcuCDAoMAhD0IdW8QMHM2UNZxj3nQxlIaCCpBd11zeUMVhJ9ns2tqD3DCPJt6EsU36JTKJD8bmpJ25LW1zkNu_Dvl2apd_kTVjNrN-hQHsnCHhWo?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Apply water material from the asset library</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeX17v5Ymam3Mnn-w5adU0uHzqUcAdCHRNnqvjHEMbMEqXl0D_XwBKwXrae3IGEZPUvXBwFOpm9-rRrlDvQyQoZy08VjBE092fcyyzdeCVrOKr3J1hKmX1fcsaNhoxC1080obAZ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Edit the water material UV scale</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXevk_GgI1O9PMEFVdY98ZL-gC0uoCUvjD4iIJIIMBg_KcbiwG1Dq7r_8ill3yBolkwp59baAhxY3swvDtn0bYHRhU_ZQXmZctLCARbZkrkSefGDT0dWyFEJjnPU-wMTE_-swNE?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Import a Normal map and adjust its intensity</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeDDuvTLxAqKXBOUGetqat6WU23SboMpn140XL5SEYD1Bfg-B8QZyusNKnvTuQ3TeqeoaFvky6P_gSvVadNKWXHsI7SSAFaF9_-H74iOuZPBLlO9ZlPfhMsIi14aClPPhaB1-oQ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Adjust the water depth</em></p></figcaption></figure>

You can check the “keep texture shape” option to retain the texture shape after non-proportional scaling and rotation.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdusn40XBQToKZt-Mhs3sRK7yfSRnqnXQMVMbe8pKbOC6kjy2Qboi8J9iAvqd25sZpxHAySiK8gAhgXa7VVmlTMn7dABcy3_vzKQXjR4SKEygj6vnRQmbY7QkgNtfsm2L3XI8DM?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Adjust the water color and scatter color</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdaeBjskegUTb-9nJqEZ4LX1WmVVMZaQcr3Z7iZ-GmbOyl9VMyutrUPh58VCFtl3alC_uGZtxXwRD0ZQsvPUlfgj-LNNDaSdn4TaV9VZK3Z0SXAGrSBp090acNRXrysBkCIpJ8?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p>T<em>urn on the "UV Randomizer" feature to ensure that the water surface is free from repetition</em></p></figcaption></figure>

Now, you’ve created a lifelike ocean material.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfTdOr5JVyNAM96lf_mjh3_Fz84FIJQYCTqGgx8FzC6C2PVYonQt22O8fjmGhZsg9MRarb-op67QJzo7qKUfCtalvJMPxKXdsyCQwk61ZB7IH6QJ3CoNb9IGrEoDMweMWBvWsfD?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - Mountains, basins, and other terrains

We prepare a straightforward approach in D5 for you to create mountains with ease, the terrain tool.

<mark style="background-color:green;">Watch this tutorial to learn more about the Terrain tool:</mark>

[<mark style="background-color:green;">3D Terrain Tutorial | D5 Render | Sculpting Brush, Heightmap, Terrain Templates</mark>](https://youtu.be/hTkHLV5Yeic?si=3e0t_ntr5NW6soLP)

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfveSmEinZvpR3CLTDq_43JkpD2MejcLbQXggtVXCnTBlb4l_fAybgRU_hNilpc4hgnPb4Cx5jVgcLuHB7eNLhI8Ap7OQihJOk5QTUI4Y9q0eXP0kNOKY3duZByHtMm0bId6qCD?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

* Sculpt brushes

The sculpt brush can elevate/sink ground, flatten/smooth out slopes, and remove the created terrains.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeO6zXZAHaG6v3VLfoGNdljPzIC4P3JLDzGT565jaJyOCAZJIkHlo0BEV-DFusU-kIXiHregSKcbaoRL1vZY2SxHIDJ2rbusVly5lckGxrfJpGkz_Q8yanSHy33CsdiMzLPImjW?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

* Heightmap templates

D5 Render offers a bunch of heightmap templates in the D5 Asset Library. Simply choose the template you need and place it to the ground. It instantly generates realistic terrain.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcumNk_R4Q-kp0nal6u1iwAuBRltCCbReN6S1oQjdFLkxcAj5C3LnZTQ4z_TOx-Kb6Ef5nuBnSXXCcPHmvxeY_z4oLACQBYLiZsaMrpy9My1GBIqnze3pxXUl93dNGUnV7QSmAE?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption><p><em>Click the “+” icon to activate the Terrain library</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc7UL1zrmV-ZJ6dqoX3IEJ-lgJ6cL7R7bc65dMz4UCWuXaw591Lldiu7WNBsB7MZhowAfKetz18eG6AKybSOlFeAXbkm04kf_3UHmK39GzX1UUzloM8AJqPCinNLNIyGuZlPUAA?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Choose the template you need and place it to the ground</em></p></figcaption></figure>

These mountains can blend seamlessly with each other.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeqiqg4krfUKSa1AUjZ9vIBw53LeqdiWRgAjvZinLrC6heu6ezuNQISRixNJVI1db-55lADJRJF5aCpvW3JZrVBBgKQsIeuTZvudm19Y3K2z__n1by5zZ1rCrHKFH4EhgLpD_0F?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

* Terrain materials

You can edit materials on different areas of the terrain.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdTj3s9Yn6QRb1RfyM-DBxFTONoMkt7Dj8WNB0YEQxcoJqhCXeGuN7JHrOgCUjf8MyWb_qD8qidLYQPhBhxqUqh_JUc3zTOiPv68m_PsxdUNi3H3okFcVLWPwurpSQjASKFRi7N?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

The ground section manages the textures on the ground surface. We can layer up to six different textures to enrich the ground's appearance.

The slope section controls the material of the middle segment.

The peak texture determines the material at the top of a mountain.

Every texture supports advanced settings similar to other materials.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXffECT3nlfR_lWfGJ0BeuY_rGlg7H0XvKmqJnv4o3tu8bxlPR3CiWVYLKbiqY8bJwmenpSVNF7xnk0WxBflkEfmWrfNAuq-H3pvXlJlTziTDTbBonXpAeM0_C8sgB-_Cp7kl7Kf?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="188"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdYJWTKYcdg8zFu9LRxqGKRSP5YqBbMyFUys4QHCFL_8j5-O9nVMrbtM_iXlqJFfd28bJTqOhqChgr8Hy45R3Yduv7VxIq1ErjC1V5WJzJBJQjaWrZNvibGHIHW2cOYm_USETsT?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption><p><em>Adjust the peak material</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcaxF8RzN0ZhdGZe3-c80jlGWNxpTV5ksaF8FWAzb5k3PlRqiNsq3bq5CmAz63ho0YFua_hmh91ej4YeQaNjTMQmJmAbXQOSX5vcb3J0mAz7TrX7uXvxFXY3AIt2DZqWTzDp4M?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption><p><em>Adjust the ground material</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdRKOFbRFQJP4EnQZFtQ-0JIw-G-m7pwUq8IVAsr11094rDKBoqkdJvl8IWAY1nZCCzrRwOC0lEFu4DUq2JiPMzvvUFFIasyB1asgbpSmBxRk13g-bYAnMbrh_qyMVi2mLo5R3R?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption><p><em>Adjust the slope material</em></p></figcaption></figure>

You can create realistic terrain following the above steps.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeZ3jr9hTzTtp3Lre5IFTEAb5MqFK4_AmyEalgYSZ6RSSCecqy6_29clFDaDN51ign2GwcGNJD2zoS7OMPM1x7L9P0Q7WgTxy6S2jGgtfhf0-o6Y60XmKS_sW9t3ohNVfr6ocxf?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

### Vegetation

D5 Render features over 4,000 high-quality plant models sourced from around the world in the D5 Asset Library, covering distinct species such as bushes, palms, broad-leaves, and conifers.

To help you create landscape with ease, we provide the following user-friendly tools.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdYvW4cxvaZbe-CKUSBcdmDianpYpHBYiHEZxqkrgqnBASZUTamKcTHkJ4B6tj4nlVYMOqzjX778tkU3B0zsz7KJZBmZg4DYHx33r3fwRQ3N-5Z-TO6s9uYljz_pY_lMBSpupU?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

#### - Placeholder Replacement

D5 LiveSync plugin makes it super easy to export placeholder models and swap them with your desired plants in just one click.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfs9qrTbYV_AhQd043qHrE3FTYn89c_4ZCp1TkHvURsmVlF4h-Un8Od5Z87KVdOFIyQv_JbCA7lvs19nhGaBsxnHhOvKnuvyaN8y6StsSYXJnFU50ZUf-VpxSHn9Gg0ReJJLrvD?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdha6USkOXEgfXVEhMH_h-PaCNTlJt0-RxFJ5WSldzu3VJ-yLooqtzC61V0qQXH31OdlELlMpUmocbizPUImGHLtxAf_zGJzoMhfwKUuK0_gbEiYFxZXndoY9szAwMebPa75VA?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Substitute placeholders with plants after group export</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXerZQ0QHI3kwdoBNF_tlGRL2_W0yOvQoeDg6-DwZdkLm-Zpzeehxl6_6RGUMx_SY4IrgK_g1KFsryORsUYVf2jHYVb-hy-cZTDgXrIsanp2MOeQ0mAJG9KZQezYvNJ7glxHXwiZ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### - D5 Scatter

D5 provides a procedural scattering tool ideal for landscapes with complex vegetation patterns. It's particularly useful when you're looking to cultivate multiple types of plants in one area.

<mark style="background-color:green;">Watch the tutorial for D5 Scatter:</mark>

[<mark style="background-color:green;">D5 Scatter Tutorial | How to use this procedural landscape scatter tool?</mark>](https://youtu.be/8W7qGRRBNT4?si=ZRcdwySnBt3QH4FJ)<br>

* **Create Scatter**

First off, hover over the "Add Scatter" button. You can create a scatter area by selecting the material or model.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdgbU72OkCHmAItHyBri0PVvIte3lhhx2mmTm63TprGb1FtYK5RAS2jZnCMRGQbll0OhdOAIdWBJfy4qxZX2cC6yAmNRLUkPbdKSj_8WH12cTNVhxKvvjKe4yihSIbNDxE-rZaO?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure></div>

After creating the scatter surface, numerous highlight points will appear to indicate the area.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeppbWZbTKpQmMBLbKp-EeDsYMiStsnp8UrLd2fCuCv1btQ00wlrW33F5OMWswZjchTdLYlfMVTCZZ1mS0rc4Cny5BI1dvUiVy3Hy3VhUpDMwM21FjHD5pooL8xNRnCGAYOHYdO?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

* **Divide Scatter Areas**

If your landscape design requires following specific patterns for plant distribution, you can create a color-coded map where each color represents a different segment. Select "Image Divide" and import this map, allowing you to scatter different plant species in each sub-area.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXep3uSiUTyvBgeME5xHgCJb5i29ZeDokCL-WeU4HSw2bo6BRc6ccBWS2LSQbcslcQPvuwVMyZtsL4z0RIv_87_wMF48wI0Vhe5EFg-oEq3A7PH10_T2aQAPq5zhIc7o84_IBkay?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

If there are no specific pattern requirements, simply proceed to the next step and select plants for scattering.

* **Scatter Plants from D5 Asset Library**

To scatter plants on each area, you can choose to apply a content preset or manually add each plant species.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe41snJi184K1keoZqKvuQR-dmV6gPfykFSG8XdVJRZD3Wkvy4ebnTFo8IoPJEx044DoqRGUZv7DPBvhJL4ANue2S-J7jZ4gq25kp2G08XJXh5R0-s5KA-_RP4Vllu_e--jImQ3?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdhP3lGxj9q92w3Nu4sH2n2IzSkvMGkPwEDFrAcrBUdIgB-M367Stw-P_V2ZvDV9aF-9L4_YS9rmObzhX_dgp9rK63SODTtnavT_NZW_ny4d-QKacewdP23jzq3d9zVynpBgxLW?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em><strong>Manually add plant species for scattering</strong></em></p></figcaption></figure>

The distribution panel controls the overall vegetation density and the scattering pattern.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcxtraHojU9JyY2IuZm51jhqHk7AYHAA8o9ilJLU6tYLBoIQNzq3odv9dqiDcrqHzeju8Eey9bTwhqOE46YdCwUMvCIpU8RsFo_pObmLHWeoSHbOcNm1bEC08J-39XOAmR5Omz4?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="188"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd71_xRgaCtL0mXO8tu-e1N8MRTw_C1U4kLwIJLxvbBLJZX6_1UlM_hAV_0AI65K_F2I3DMY2lv5HIMu2dZ-oB7v1cgV4NsB5YWhdihOVJ32mt2xigTkU4kzylGUodFukzaJE4?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can adjust the scaling, density, and collision volume for each kind of plant scattered in the area.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdsSHOctPxkfAysQRFv4F19_w9FsZ56NuYcVNfIKAEtuVl4BRQOrid47XPZAEitHRtmULBVstbsqGeYjWHmbt_p1dDSzDxsSa59FNlAangCY8i8Zvc1-3BG-LmB--sc4wXpGlUA?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXePCBaai0l8GDdiAuRZG7WiT1NXyGE1d4hnri5__0RO8sy8ymPjhWU1hYLbbC3Aas0YZ1rQzHRvjFTypgbHHtCSnDphTygHOWroYTHKewVriFheJWhhWcQPyvPntfkKPquFBQ-c?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

The Transformation panel can set random scaling, rotation, and offset for the scattered vegetation to create an organic effect.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfbzlOSfoQgF0xA3Nz9JlRyLiRwoZykM7Mhiphz4qrpLWVhErlhwzC2hIoVW8UOfRfbZyXTXOQsMj3pCBsrz_pL8Muz4o_S8w5wihn8b0qK8iCrH1fjNw_8QHEWTQ8lEMJwlvjJ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="188"><figcaption></figcaption></figure>

* **Save Scatter to D5 Studio**

To facilitate the use of presets across various projects and among team members, you can save the scatter settings to D5 Studio either in your personal space or in the shared team space. You can double click to apply the scatter presets in other projects.

> *\*D5 Studio is our cloud workspace to store environment, effect, brush, scatter, and path presets.*

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd9sr1DrDPJfQE4dK3Q6igVIfEdORWs7uDmrphn27KxXFWnlltHm-yyYg5KlUNM3tMoOmV7zEe1FAxPs6rLn93UCE0-5HNa3LYeHp3j4QInrBtG4zgL8HazyMrBjZbE6jDmj5E?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd-84-2zahiU-JkEZFMqNS00E0PXdsR7nDT_3UPFrgAjAxX3iyGbNoi58Rbz4ge8pEu7wGX5Vf11c21bNv84kkJec6etxiHBfCh3Khnxu8Re_7WlxihQ7SjNy0ck2edUNOU1hUG?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Repeat the steps to finish setting up the rest of the garden, and you will get a natural lawn as shown in the following image.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcmRh_u_sWvDgs1GVTPIerTDtDfAQ-0pRfc6RDqH5-_qgDaglNmoMkxUDmKLGIL4XK-23X9Clr2B_7Wd_NUduGFhWpuCkrJRlr5eLdf7yMwf3fcN7CDnAeChiO-psR4cnPiN5jm?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

<mark style="background-color:green;">To quickly master D5 Scatter, watch this video for a detailed walkthrough of all its features:</mark> [<mark style="background-color:green;">D5 Scatter Tutorial | How to use this procedural landscape scatter tool?</mark>](https://youtu.be/8W7qGRRBNT4?si=ZRcdwySnBt3QH4FJ)

You can also apply the scatter tool to a terrain surface. Simply right-click on a terrain texture and select “Create Scatter Area.”

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcI32oYmfbO0NdWDUkYQ6Yu9bFZKOBuKw3Ms7F_0jv_QdTK9DeChFqXKEzfkCqP1lC2qv8LFTAvJPtjANwoS44rVjEdvED6QsBHXkxTvA3NXTrTMRSSM7rxdipl-1kmJr21Lynb?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="188"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf2Vu1z8zsikVO35wTez9dbuCoSHahIy7u7FgwcVSErTXAqLXByo5O3NeRtMWY_dKPoWhTWHY9n2p4X3PgB-IBPa_DDlJ-6oqwD8Pz5kpeQKd6J0XtJlN7YXrbRYo8nWr9SYp3X?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

#### - Path & Brush

We also provide intuitive asset placement tools such as brush and path.

* **Brush**

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdhwEuLH-6rNXO37_ohfGRe0bmpUgXEEJuuMnVV9DXkhlY5yy2y3d-On_SAn-5PDy7OqiEfbCcU6yrAwd0tXP6O2O7sY321Xyp6NaLhe8bCHPtw_8ITJfRY8hufqOyfZ1pom1E?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

You can adjust the brush radius, density, and the size and randomness of the plants. Simply paint over the area where you want the plants to appear.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeXz43xNYHbcSBL5Srn49gYbsUfr5TUV5ghQOtoWdvrVcqgNPdUBfbmWtqmXKBTWnPXKXWJDUTnGnuy96dBNaOGTHxidEmv7t5y48eS_3gnH-flOCaroDopXVvXcAdifi27CdY?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

The Path tool comes in handy when you need to line up plants in a row. You can randomize the plants on a path to avoid rigid appearance.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfY5AhVm2-MkNdx6Cr674WNzScci1m6ERsbF9icY-dnAD2SinqRQVUkSURrFtWeMiZ-7KdEejG6EPQOecclvXoU-zyljeIu01rbcQjCbdr784Tz6JgBAIjDh4s6bdiW8libSmFq?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Completing the above steps, you can create a natural landscape as shown in the following image.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXec0B7uvIlhffcpKw6KUEjYG0cL5w3GymaCTP88VTih_9PQQJ8OxC5OVePrccgDoXZuxJem9kdRTqD-oP17c8RHuJbww4eFzPEz6zP6OSDWH6OrDzH8Uj-bBeb3qh38TDfmuOGq?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>


# Environment, Effects

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

<mark style="background-color:green;">Watch the tutorial:</mark> [<mark style="background-color:green;">Architecture Design Tutorial for Sky, Environment, AI Post-processing | EP.04</mark>](https://youtu.be/cBVaUAYyOJQ?si=iOLNLgLI2mapLoVB)

D5 Render offers multiple intuitive tools that help you effortlessly create lifelike environments and preview your architectural designs under various weather conditions.

### Presets from D5 Studio

> *\*D5 Studio is a cloud workspace where you can save the environment, effect, brush, path, and scatter settings after adjusting them as you like.*

We prepare a dozen ready-to-go environmental presets in the D5 Curated section.

Double-click to download and apply your desired preset. The scene instantly comes to life.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdKRLYQOfMc7W0-E5Rw_TQT84QUDzUb63efNg4r3-M0voWf7wwhZ5N1PUB3fHMzsMUDAARtwvOXQjy8mxrAv8v7lAdQd_4r84nUze0s1olHa3_CBHLvKggFPu2Y-NAGFUmNMig?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXejQDWWz40fe3AMdvqdmQG8UlA0P35F5Ee_RZ-hjavoYWgyVivk-NGyTk4VP9u-Fyx5llV8bPaRsakLlcCujJ6cvVYUbVLPQoImWHW80TD1CcE2q7xzu5UvGrrKBTIlRmN0CRBG?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfJxk4EHOdJCZA1OSDau4A8PtB7B67snMAfTF3WRAWrGKRarfyjxYUUEGx1AX2OmPVpiFwFx4AyFx18WRU4RUglRo3ZFJGyItuEGjmpB7cyjNLZ7S-MDb6FLNOOMlSaBl4aWZz4?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeI6SzI3xEgv36coxgIUx6yraCF3Qe_HXlFIdfvXuYVH7JZt19Xkf0DinjSDKt83wh-rmM3xSZX3ELYG0V4fObVNxugrrgEaP-5oCOmxzDl9A0Fw6vyFzfAYy5c74yK3NNRRwFf?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

### AI Atmosphere Match

D5 has a built-in AI feature to automatically generate sky, weather, and post-production effects from reference images.

Simply choose a reference image to integrate its environmental settings into your current view.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeEXr9k5Cu4pcAog2kfT63g6UFUurBEp6xUhiUM6E-4Cn5QypHBdKg2r9S1pmM3fBj_xLPGbSLg4GM6AusC7wN2WVHlkLGtU3rdYMNODgjaYnKLaYf40vHLaYJSRDUzeqhL0b8?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

### HDRI, Geo and Sky

Both AI-generated or preset environment settings can be adjusted to improve outcomes.&#x20;

D5 Render supports both HDR and Geo and Sky for natural lighting.

<mark style="background-color:green;">Watch this tutorial for realistic natural lighting:</mark>&#x20;

[<mark style="background-color:green;">How to render realistic environmental lighting for exterior scenes | Render Tutorial</mark>](https://youtu.be/sUdlLDxL0AM?si=YaXRuax5uyRiF5qB)

#### HDRI

You can choose an HDRI from our library or import your own HDRI background.<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfepsOcNfNsgptog2RghSiUOJ7da2oMbvAk5IOwAGSdLA1XPslXk0NBDSDO9RJhSBZL8SvJx3gzOPnpdmgFoicuL8rQVK2V1h5rCnt5AZFA8tLYGlAGMXiCeaMnxeqdrVoleqw-?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="188"><figcaption></figcaption></figure>

**Skylight intensity** defines the brightness of the light emitted by the HDRI.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcZelmcDaT6iaML89khBAbqGi62ZfkKtwRCbF5M-q8MRsuAqaYzu79RyqQ5rt0OJclQuFVlBe4sJPZrz7SacI58B5CJ2e8_2N8XQy487UaVWipaDpJpsSqj0Abc4wFEpiKKSG1R?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

**Background intensity** determines the brightness of the HDRI background itself. It has a remarkable influence on the water reflection in this project.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeyZ_O_DZO69p8ryc_7GdSl_bBucSI7lfgEBQsf40S6Vl3ai7BFHSPf_b-5rY16qKhxbvgvL71Z2Fo2K9YZWrK_MxSiHMpft0SvOlEIHxFEz_8I29c8SvygqgEYNUlaa5-iG2Q5?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

**Rotate the HDRI** to an appropriate angle to create beautiful lighting and reflections.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXedSYjVMPw8ubH89EW7y6qi4y-4rz_PLa6O8K_lQT19t7tWVked6oIUGVL_MQq3-vgMSNsmJDJ2es_staLwBRgnWgRCa65OUDUHBbkCuvcB50Zy8tp1Q-YdxlXeCdOJbhVwEIM?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

**Temperature** influences the color tone of the sky light/background/both.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeJpRlnR3jUWFgfDv3BCZGb0IQh2NWubsEnpAj9PMQeTCajzaz33aF5TvGqZKeVZ8NiuN1sAmSgYCdYAG5g8muctj-VK85OY2ZwsIKaBW9gENRn7seqGyQneRW2hvcO1u-jS9XE?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

The '**Custom Sun**' option enhances sunlight when your HDRI doesn't have a pronounced sun. 'Sunlight Intensity' determines the brightness of the sunlight, and 'Sun Disk Radius' controls the softness of shadow edges.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdRXhKMYLnvLid6ss1q-DEsInAOSDuyS1kVvNQJbZlF9DzA5nEoQwOmJrljmGNINZOb72AdUUVT6VP8xk17AWWDD2sJjWzhnkUqn5olqKvxX0GnwyiVs67C_CwKE17QHlOyTOz6?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can also change the sun’s position by rotating the HDRI or adjusting the altitude/azimuth.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfRN1XTavQD1fSJ10_60R_v6yxBmmUSVI-7u01u7gmckAvDS6IvOyZzGXUN4wc7Q7xFAuB70L_ZsZjl6wvQZjPFZeEp4hm1YXy_NXFACuFpVx7HcSTSFt2CtSnoFN6l4lYU5qQ1?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

The weather panel enables you to easily adjust fog, wind, rain, snow, and cloud(only for Geo and Sky).

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd21fAl_DDuV2qHUGGJ2JgH1Kq9c84XGA_sTYcviVicVQggllJt9hU8o8gz8tof8KK0sP4LLVIv4YIO3C6WxMmlwlgOVMAJmGwWfe87CtufyP73f13FNHalHQ3Wd26lbuqBMdg4?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### Geo and Sky

You can also select Geo and Sky to simulate local lighting conditions. Simply input the date and location as needed, and adjust the time to observe the lighting conditions throughout the day.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdE6Epk1Tx7eCJGmmeHfn-dr2U79XGu66DETuIFWvCe1mhtzUYfdXEnxYIe5Dq_ny-89I8C_0ySKVB1zx0Nds6F66f287rtCT_c4_9sSAWvEbTy9SKeEtx4y-g6WZYUWfhsmZw?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Turn on the "Cloud" feature and there'll be appealing reflections on the water surface.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXev4jJniwGllfYR-6-bS6gaZckQALLfcf1SOjKoSpUKVolh47YAPEpgbzzp7eiXC2nQzm8wErp5my87vNThjUiluWQzwfKzAGbSmc9haoobCOTUY9H6ne2qqmCwsmQOU3pbV73r?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure>

### Effects

D5 provides professional post-production effects including exposure, contrast, slope, shadow, among others.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdQeExyCbNCgXQIjeno-vuB61xVxfGTkprFKdTkEVskaFqOiGpnIeaQCngu67lFcHZf6X5Jgr-qRBE3KwpipvhBy_In1BwWWy4u1ejg6qKJjFrifp4OPpL9o59PaGoiAQv80qMr?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>


# Image, Animation Output

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

<mark style="background-color:green;">Watch the tutorial:</mark> [<mark style="background-color:green;">Architecture Design Workflow Tutorial EP.05 | Image, Animation, Post-production | D5 Render</mark>](https://youtu.be/Sy9rqLloud4?si=ixFr4FrPmr3aMAgF)

You can render stunning images and animations using D5 Render.

### &#x20;**Image**

After configuring the FOV, resolution, and channel maps, you can proceed to render images.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf7APrNR-eTIa_mVMD097h_uFHgrmUhDHR9391AuZQcu1945NKZy55jdad8LP6jd9LZ7MSBsEciwBhoHT0W4ttcwbq0aDq2jFiTMOx7V2peag8yERXoKhUAVnWMzQJByk2OGjI?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

D5 includes the AI Style Transfer feature, enabling you to transform your images into various styles with just one click.&#x20;

Moreover, you have the option to enhance rendered images using AI. The AI Enhancer optimizes materials, characters, fog, and many other subtle details to elevate your images.

<mark style="background-color:green;">Watch this video to delve deeper into our Post-AI feature:</mark>

[<mark style="background-color:green;">3D AI Post-production Tool: AI Style Transfer, AI Enhancer, Effects | Post-Ai in D5 Render</mark>](https://youtu.be/9mAzl4FobY4?si=qXnUzPFwuYWo5LEW)

#### AI Style Transfer

We have integrated an AI post-production tool into D5 that allows you to transform a rendered image into various styles with just one click.&#x20;

Aftering rendering a test image, you can proceed to conduct AI style transfer.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfNtOsg2V1SWB5YtVwqeII0JaU391fWa3MDDoa0ME306bhmsPn2CjlZFWiiSkWhZ274ox2X8_3yy6dPdSBtAj3IAFBwIoQuK6LVb3U5jhioWSpBO-6Q9XS2QXRdXWWqgjjzZgkI?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Click the AI post-processing button to activate the tool.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcYcUavKwZYVkYVwLCmYzJqSGPK5EQKCPolwXsJVgSHzNmFsDj3UeFcSVt8Q8bSQ9j1i7B6X3qvCcOVnKJqcZdUpG5wgjFCpABubrKwPRiDGI02yA67fjKnf61mqrMN5EzlnCKD?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

D5 Render provides both stylized and realistic styles. Simply choose the style you need and click the transfer button. The integration will be automatically completed, without any material or model adjustments.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcH0XYPCj8yswilrbU4oaAAVFsmwwP99aVk9CNxrypiyxhoo2Qif0aipr1eNDBc7HBqz-irWevgeG2uGsswH9mb5LBii3jCOza8CIvotTPBLywcqsmVoA4FFFuunn4JoHrF6ibX?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Watercolor style transfer</em></p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf1ghNYiiqpnBn9oPgr3MP28Q0N-6X1RnvVvrHDeg7s3ABm0CLXcvQyBS-B5xZfoVTEX2hXw1HEZtEvTs3KCtbRJaTB7adSmw5Y3jPqigf1xTs0seCmuBRtRcHcm3jSkxV1sSo?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption><p><em>Autumn style transfer</em></p></figcaption></figure>

#### AI Enhancer

Moreover, you have the option to enhance rendered images using AI. The AI Enhancer optimizes materials, characters, fog, and many other subtle details to elevate your images.

You can improve the entire image or selectively enhance specific areas of it to achieve desired effects.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc5GTK3DdXbwtORggZHqwZrO8hrg5u3MumTFIaeMbSwDe3Vxm9BPCZ31RfxCJl9Ww46Y0AqUcorFfra6uMUV3n-ySPvKwCJ_F5dOlIKfJihm7xs0cVRwgtFKkjJ1qrgUn9nTu0?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXftdltb6fs45_6__JXTs8cqGQ5FkooUC0brKGacxyZbe8feecCjKKoQq8-4Fg1gJ0j3Gc1-9IbJbUqlfvWUC9tKmK5kQCmIV_3bir5pswJQePVAxz8eJVG-ZC7ErO4hA28puzBJ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcluWVZgk2mA-0svtHhTCS98ywp4py_Wl46rUQD4oPzqdXU1fApuVWs1K-VeqQ_P8_sN-yGK3mBGBl8rNeKGNNRjl2immwrsDiN8B9J4LZJv7nsYFaG6pqzbs-zLQnKYy61DqZV?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="375"><figcaption></figcaption></figure>

### Animation

The timeline in D5 consists of two essential segments: one for controlling camera movement and the other for sequencing objects, each containing relevant templates.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeWm59cWWalXsNYg2Cig-OvTrA27NBCcqFed6Wb_RYgGabXrVhaKPB_2GLq9zgJ-N_WRN34h_IMl9OaCGiMH3s2BHEec9QyCwXbOPJXCX7465-x5hksTAGDGhhrKAg78c9ouBPx?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### Camera Movement

When you need to create a shot, simply choose your desired template and D5 will generate a shot based on the current view.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd43PM_4rxNpYh0dVHUDv4qA8e-4uuNCa-yR76Favfz7JtIHQptwoCa4Cuz93UBMUwyy0BmYjQFS9NnNhG0fdNmS-2ORb92pXg3yi55nmf6THKHkYaDFx1vX_M40c_hVDaXJpY?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can freely edit the path to achieve advanced camera movement.

For a 360° panning shot, for instance, you can adjust the radius to expand the path.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe7vylSUc1jV1bSQ1iRtY7Ov5Fak1gZdh8XPRrewD-7URxuxSLn0OtbyEvTTRhWX2OOGATBD-xEA5CBqLTtLpHDXWBW7rFDz1W2WaTSQvii5HAkb58q2gTFP7226ojpAt4doHU?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can freely move the path to your desired position and use the PiP window to review the camera's perspective.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc9_BCpWP5WCfPag-5TwrWVyopBEA8BYX7BJIqEUIPHVpGcAxNN3hZ0DEOjAV-33-5Lx4U6YFb7jnMWzQ4o1OSijPKg9Z0deu3M8Ztx_36xii3LRECbrpWu5HVhV6ezWBXEbg7-?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Next, modify the movement degree which determines the travel distance for your camera. Now, a rotating camera is set up.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfsNT_E5XGNQXdARdZ5nbbcbJUcZq9VP4xYpLB0258I_wa-XKN1uJKxbtU05prbevfM50_-9zLKFfY1bS547rDc3Mlt3EjkVVPF_H9AL72dGQF3a46eP7DVyqGu48hJ6vYvziFj?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

If you prefer to start from scratch, simply add a view as the initial frame, adjust the camera, and set the final frame. A shot will be generated accordingly.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc9Z0z8Ywt0p_yGYMQvYOMOe7b2aXiodq9b1KkpVWJ2Z5DmL3j63t6KRgO5kEeihq8sdsgcPPbM1r-hAZTInY0d43uk5FDangYLvGlAxSJ8VQNwVniXWqVzQvsvSalctc_ES6yU?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

#### Phasing Animation Effects

<mark style="background-color:green;">Watch the tutorial for phasing animation:</mark>&#x20;

[<mark style="background-color:green;">Phasing Animation Tutorial | D5 Render</mark>](https://youtu.be/mc4Bhzc9aDg?si=Xgm4tTsb8QihJ3hU)

D5 Render supports creating phasing animations using templates.

> *\*Note that you can use D5 LiveSync plugins for SketchUp, Revit, Rhino, and 3ds Max to export models while retaining their group/layer/family structure after importing them to D5. Support for more workflows will be updated in the future.*

After selecting your desired effect, you can click to add the objects for animation. D5 Render enables you to add objects individually or in groups. Under the “add by group” mode, you can click a group to add all the models it includes.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdIOSMnbNXnc_gxq_EzakG_fup7635vaK_AeGRm0TkXKpn4Fj2EQpGOteDxy-TiFIBiRwoFmmY7J3q7EAscy1bCbnbVqlh8GhgfUr4TmDNhUqjKvQiAHsvYtqBNge77XqzmzQBp?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can customize whether they should appear based on the order of the object list or their location in the world coordinates.

Sort by the object list:

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe5Yshqa66pwZwszdCrKMNXZKwDMwrNCVFa17YfKZcMR0krMnDTXYXqTA3oknarJT9VD60jnOBga-Kz2FnYQVakbytj-KkMNC73NnBvuMNTh1BR7sVI1RDp5bXJ7ammnD7dOutJ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdzVQ0MZmtEpIbfEPDXLc4YxHi8zMJPna-TCjGuJdn_Fm2dTOUOzOcOXeF2nXi9-kQq-cexY9iuisXx4mHq5rGnvCl6qps7Kyv6MtxEf29uAIPoMtL3QfOiyBBa7m4fcfZJl91i?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXekpM3sDjUMeVZ3H3SFHOrX3eZDi59Ougy5d6f0q6pqSXT3SWMJBh7zUq6EQcpE1EzKvCpS-N9_aqUEDm8oXVRat00_wxz8RQQmhSWoJkbg95TyYVF2WzziBt7DRaPBWG3PUdJZ?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Adjust the motion distance of each object and the time interval between their movements to achieve a more polished effect.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeY1sJZRmhrK7A0Pd95VaPEevB1HojDNkjlHGKyyUAmAB0br9QuFCwQav2sqbjlcV8_YKuUZeB_BomQnEmuY2pgROIlHCRhHa3iOrBe-yNqBHHUuBZ5q7dsPKk084vN9v5ECqV0?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

You can add extra fun effects like rotation and bouncing.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc7pHbnPqG5yNU5WUhU39Qojge_TTlw41lS18X5GIpXDB23GzgESdMCCJTH4oeQH2U_S1x7kNYkGCce8bjWmj2nshjg7wGeSQCjSnOaohii4lxw4Qk9-7qSaBLpHGzpY83c_uI?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Set the video format, resolution, and frame rate. Now, you can output animations.<br>

That concludes our on-boarding on the architectural workflow. We hope you found it valuable. Many thanks to LINK for creating this project.


# AI Features

> Project inspiration in this doc: Koala Heaven
>
> Architect: Mart Studio (<https://www.martstudio.de/> )
>
> Visualization: LINK

D5 Render's AI tools elevate each step of the visualization journey.

* **AI Spatial Concept Generation**

[D5 Hi](https://d5next.ai/) is D5 Render’s AI spatial concept generation tool. Input prompts to generate conceptual images for your model.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXemFQSgOaztXVBzEsPwdYKmZJr2HjA0XV7VQWTuwYVRO2PJd7oTMaWLmnEKGO4bNS6Jsziz_j7YKxJBQ7nGa-GIEfBq1bI0VWl1VRjATQ0YeVnlmLqHMRA3DkiDdHBoajQFBNWA?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

* **AI Material Workflow**

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdRXw5UZ9f320kbVWiv0YYSKriMo7YDPmX2-5BK0AnQq67vdf28Oh8qldjd0wMrsVFuWLiO0VjvG4sDT-YRLpZ8Inzvob8XcD6-Dx4thCnVQUQcn8rk2aXZTu0QPzJHcn2IpBY?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdqA-AIeELnhLhxiRRwxc3l3qWSbtxGMfTBygaM1V5sJjncLqGUdVD7gyFjf_kFg7R3gp_1pMu3HlhGo5bUDLcC-7uuj2jsgDpPOSWOEixpXwn6tOZTdwZ-1xB8A_egSZEyZ8tl?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

Make Seamless: One click to remove seams between texture maps for material perfection.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXflNa2IHxO8dqQdFlFd_UFAmXxQ0C9p0EFLPav-kgjh3PEvK16SiyzTjKVzyBfxsR6gEN1H1W390CkPbJkUyUjp-SJ_ihlpbivoURDmf2uRGhk0w48k7JsSLVaC3UHYhcGX_kSN?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

Ultra HD Texture: Upgrade texture resolution up to 4K, eliminating noise and imperfections from fuzzy and grainy maps.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXecNYT3BnFQdUIXIRt01oEx_Xx6QGk3PumiExdOlJXmySHb6JTYziOUxP7Lvu0fmFWtm5wW3f8R3OHQuMFWqignHE3TlrjqClCY_V-K8WVm3Vx1V5Gv6NVb7oBXiyK5xZr6lZo?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt="" width="563"><figcaption></figcaption></figure>

AI Texture Map Generation: Import your diffuse map into D5's base color map slot, and D5's AI will generate corresponding normal, roughness, and height/AO maps.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeM3STYtjEKhROdxxbb0BAIcyCKFcHVjeyvwKton10ke98x77-YJnXHd3b69e2A4P3_Oq5lsDUim7xvND9X6qIdfnG5NEPMx1pduZ_GoxkKrwMyz38OIEXJGx9B9zbX5ijx_kfR?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

* **AI Atmosphere Match**

Simply upload a reference image and the AI Atmosphere Match feature will auto-integrate the weather, sky, and post-production effects of the reference into your project.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe8Za8x9gnIvtnjHKQDDWKMZBd09RpkU5ixaHW0AOAdyVZ1aXcr9IVM6ljwJ95a5LmuekBJDUyPMTxzoKixmBAA9FtsyovQe0NqkliOD1XdlNWq7UK-GufMTMrVMU0kTNgxBBaz?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeBU1Yx-_LXLY_fGm0tB2qXWBoFQYF5pMMBE18NRza1OjJSFp-B89cJS_gFtIfnFe7klu0K0yuhv9ZgMni7LMcUADjxJWs6McnktOi1jVq9Dfv-2Ism98mu7NvsBn8Nj77ijSZu?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

* **AI Post-production**

AI Enhancer: Enhance various elements within your renders, such as lighting, materials, characters, fog, and vegetation.<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXda4xpXVubxP1oLaDDH3MlA_XsvtE1Qx2ZZ168cEJVvxsDN55AIgLs9l74zqUNgB_YKyTIyyFctY-dLL_0gxb2Cm7tDsmZk6h9T2d1nkFJsj8ssSfGXURiC8RMTXoeJzh54_jZX?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

AI Style Transfer: Transform your renders to different stylized/realistic styles with one click. No need to adjust models or materials.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXccIa9HpL3CzbkufYI54Smn5vwnN-_Gf0OcbrNNw8OAKp_CDHsKPBRHNnI-kB0KwDxD-7__oshgvZH5rsQWFDbBMYCPTUYLm_xO4oCC0_lj9H9Xg7HWZYDfXRQqtqAy1l-H5i8?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeB5mLaqLMxvYrlcPems44fQ_N8fAperz_g6XLfWUev-oMmVmEXwtmXvT70DkNJrbrOAMMOXx_hgEMKZtmz_C2hZpusEOKcE4YSn7gfvVZL5vqwhleugikvCsrPMlBdmLVvcBXE?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfagYndv8DwmVNoc-aBapSFDxV5-25s75e1P7z9eilnZDEwEq0O60utJI6m6RF8SUIwvd9ZWXNu4VC7syKKBNcTDWI96EE59bXdNuJHfET1n8d4DKGJAQ7XDRLBZlcR8iWwaKip?key=Fj3gEvh4f7dQWs61CsH4SzuA" alt=""><figcaption></figcaption></figure>


# Quick Start

Hi! :wave:

Welcome to D5 Render. Here you can find help documentation and instructions for using D5 Render and the various workflow plugins.

If you are just getting started, you can take a look at the brief introduction below, or use "Search" to find the content you are looking for.

## System Requirement

The minimum GPU that can run D5 Render is NVIDIA GeForce GTX 1060 6GB.&#x20;

Recommended configurations are NVIDIA GeForce RTX 2060 or higher, or Quadro RTX series graphics cards.

Also, D5 rendering pipeline is based on DX12 and DXR. Therefore, your computer system needs to be Windows 10 and version 1809 or higher, and a graphics driver of Nvidia 471.68 or higher is recommended.

{% hint style="warning" %}
It is recommended that you upgrade your graphics card driver to the latest version.
{% endhint %}

A configuration check is performed at the first launch of the software to ensure that the hardware and system configuration is up to standard for a smooth rendering experience.

![](/files/-MkcnC8NeiyJr7KwtAfx)

***

## Download & Installation

Download directly from the official site <https://www.d5render.com/?_sasdk=fZ2xvYmFsXzExMDM4Nw>

Versions prior to 2.5: Unzip the installation package after downloading, and follow the prompts to install D5 Renderer. The default installation path of D5 Renderer is in C drive, user-defined installation path is supported.

The software downloads assets in the installation path by default, and after the installation is complete, it supports the migration of assets to a custom path in the "Preferences". If you don't want to migrate the assets temporarily, it is recommended to reserve a larger installation space.

### - Version 2.5 (Simplified installation process)：

After downloading the installation package, the download and installation process will be executed automatically. Support selecting the path of the workspace in the installation interface, selecting in advance the location for storing assets, local resources and temporary files. In the permission settings, you can choose to install only for the current user or use administrator privileges to install for all users.

### - Versions after 2.11 (welcome page upgraded to D5 launcher)

#### Download and Install

**D5 Launcher:**

* Versions after 2.11 require the installation of D5 launcher before downloading.
* After downloading the installation package, the download and installation process will run automatically.
* Changing the installation directory is not supported.
* You can select the workspace directory in the installation interface to choose the location for storing assets, local resources, and temporary files in advance.
* In the permissions settings, you can choose to install for the current user only or use administrator permissions to install for all users.

<figure><img src="/files/7KxRWJAxTtEm7bOHgxy4" alt="" width="488"><figcaption></figcaption></figure>

**D5 Render:**

* Open D5 Launcher.
* Click the download button on D5 launcher homepage, select the download location, download and install.

<figure><img src="/files/6zcFshTQnp1eQcjLiWPy" alt="" width="563"><figcaption></figcaption></figure>

<figure><img src="/files/z7YsZvFFHAECNBOkx6UB" alt="" width="563"><figcaption></figcaption></figure>

#### What is D5 Launcher?

In version 2.11, we introduced the all-new **D5 Launcher**. After upgrading, the original welcome page will be replaced by this independent launcher. When you open a D5 scene, the launcher will automatically minimize to your system tray. This ensures it won't interfere with your workflow, but it can be called up for use at any time.

<figure><img src="/files/cwUq6VyiKQiV3Kz9tNqx" alt="" width="563"><figcaption><p>D5 Launcher</p></figcaption></figure>

**Home**

● You can choose to create a **new project** or **open an existing one**.

● In **Recent**, you can view the projects you've saved. You can also download and install plugins on the workflow page for seamless integration with your familiar modeling software.

● You can stay informed with **D5's updates and announcements** directly on the homepage, where you can also explore **case studies (Demo Scene Files)** created with D5 Render.

● You can also view the current renderer version on the homepage.

**Workflow**

● The **D5 Launcher** now integrates D5 Render, D5 Lite, and the D5 Sync plugin, with plans to gradually incorporate even more D5 tools and resources in the future.

● Through the D5 Launcher, you can now **log in, download, install, and update services.** It also lets you quickly **start new rendering projects**, access your **recent or all projects**, and get the latest **tutorials, demo scenes, news, and event information.**

<figure><img src="/files/Dggg7NsHAdOBfFxuvMNQ" alt="" width="563"><figcaption></figcaption></figure>

***

**Works**

D5 Works is a 3D platform for architecture, landscape and interior design professionals, designed to help creators efficiently access and manage high-quality resources.

<figure><img src="/files/fOJpswOfRLHky3pKGZXp" alt=""><figcaption></figcaption></figure>

**Online Library:**

* You can directly browse and download 3D models, materials, and other assets in Works. Click on the asset to start downloading. The asset card will display download progress, providing an interactive experience consistent with the online assets library in the current renderer.
* Download Location: The default path is`D5 WorkSpace\content\OtherAssets`; The Asset details page supports customizing the download location of a single asset.
* Right mouse button material thumbnail, call out menu options:
  * Download (when not downloaded)
  * Show in folder (when downloaded)
  * Favorite
  * View Details
  * Report a problem
* Click on downloaded footage to move it into the Lite or D5 Render and add it to the current scene with one click.
  * The mouse moves into the Lite or D5 Render viewport, and the mouse cursor style becomes the asset thumbnail style.
  * After confirming the placement position, click the left mouse button, and the asset import progress bar will appear in the middle of the interface. After the import is completed, the placement will end.

**My List:**

* Focus on viewing the list of favorite and purchased assets (including free assets) for convenient calling.

<figure><img src="/files/10EMfb572ACge7gxLvqb" alt=""><figcaption></figcaption></figure>

> 💡Tip:
>
> The "combined model" is placed into the scene in Render from the Launcher. You need to manually click to \[Update] assets (when the dependent model is not downloaded)

***

**Projects**

* From the **Projects menu**, you can **open an existing project** or **create a new one**.
* You can **view and access all your projects** within the project interface.
* The **Project menu** also offers a **project merge function** (this is a Professional access feature).

<figure><img src="/files/UyWlOWtNyxA27wrejGdC" alt="" width="563"><figcaption></figcaption></figure>

**Setting**

In the settings menu, you can set parameters related to D5 launcher.

<figure><img src="/files/riyS9OpECImfVIPAjUwx" alt="" width="563"><figcaption></figcaption></figure>

> Note: Renderer-related parameters need to be set in the renderer.

**Help**

The **Help menu** provides links to D5 Render's official accounts, the Help Center, and the official forum. From here, you can also collect logs and view system information.

<figure><img src="/files/SAkQXmHvzETyT6Mpzx1e" alt=""><figcaption></figcaption></figure>

**Account**

**Log in to your D5 account** via the bottom-left of the window; once logged in, you'll be able to **view your account status.**

<figure><img src="/files/k4ZwDkHPjM6QgXvjznBa" alt=""><figcaption></figcaption></figure>

***

## D5 Render Interface Overview

D5 Render is comprised of several different parts: the **main interface, material library window**, and **rendering mode**.

**Main interface:** This is the primary area for creating scenes, adjusting models, and editing materials.

**Rendering mode:** Added rendering settings and editing panels to the main interface.

**Assets library:** Accessible once you've entered the main interface, this library is displayed independently.

## Supported formats

D5 Render can load these file formats directly:

* .d5a (D5 render): D5 Render model format
* .skp (SketchUp): **SketchUp 2017 and higher**
* .3dm (Rhino): **Rhino 6.5 and higher**
* .fbx: supports reading model data, does not include material information.
* .abc: only supports importing .abc files into the project scene.

If you use other modeling software, you can use the workflow plugins to import models into D5 Render.

## Preparation

* Check the model surface orientation, make sure the model face normals are oriented correctly, surface rendering with reversed normals may be incorrect.
* Please make sure the model is complete, try not to have broken or overlapping surfaces in the camera to avoid rendering problems.
* The UV coordinates of the model are important, try to organize them well before importing them into D5. After importing into D5, you can also do stretching, offsetting, rotating, tri-planar mapping, etc. on the textures' UVs.


# How to import model files into D5 Render?

Key words: Import model | File format | Workflow

## Overview

<mark style="background-color:purple;">D5 Render primarily supports two methods for importing external model data files</mark> <mark style="background-color:purple;">:</mark>

1. **Directly open or import model files** on the welcome page or when editing the scen&#x65;**.**
2. **Through livesync plugin D5 Converters**, establish a connection between modeling software and D5 Render.

In addition, D5 Assets Library contains various high-quality models such as vegetation, characters, indoor furniture, and commercial backgrounds that can be directly used in projects.

|                                 | **Direct import** | **D5 Converter** |
| ------------------------------- | ----------------- | ---------------- |
| **SketchUp（.skp）**              | ✅                 | ✅                |
| **Autodesk FBX （.fbx）**         | ✅                 |                  |
| **D5 model（.d5a）**              | ✅                 |                  |
| **Rhino（.3dm）**                 | ✅                 | ✅                |
| **Alembic animated file（.abc）** | ✅                 |                  |
| **Wavefront OBJ (.obj)**        | ✅                 |                  |
| **Collada (.dae)**              | ✅                 |                  |
| **3D Studio (.3ds)**            | ✅                 |                  |
| **Aseprite/3ds Max ASE (.ase)** | ✅                 |                  |
| **Assimp Binary (.assbin)**     | ✅                 |                  |
| **AutoCAD DXF (.dxf)**          | ✅                 |                  |
| **Stereolithography (.stl)**    | ✅                 |                  |
| **gITF (.gltf/.glb)**           | ✅                 |                  |
| **MikuMikuDance (.pmx)**        | ✅                 |                  |
| **Gaussian Splatting (.ply)**   | ✅                 |                  |
| **Revit**                       |                   | ✅                |
| **3ds Max**                     |                   | ✅                |
| **Cinema 4D**                   |                   | ✅                |
| **Blender**                     |                   | ✅                |
| **Archicad**                    |                   | ✅                |
| **Vectorworks**                 |                   | ✅                |

## Import models

### 1. Open files from D5 Launcher to start a new scene

![](/files/GFa0t77WkGrwMMHemZsi)

From D5 Launcher, you can select "Open" to select a model file directly to create a D5 scene file. If the model contains cameras or scene data, they will be imported into D5's scene list as well.

Models imported in this way default to coordinates of 0,0,0 and are locked by default after import.

### 2. Use the Import button when editing scenes

<div align="left"><figure><img src="/files/uPvzYjPjs9iTAjpoRwZ3" alt=""><figcaption></figcaption></figure></div>

When editing scene files, we can also use the Import button at the top left corner then select files needed to be imported.

Through this method, the imported models will be displayed in the Imported list on left sidebar. Click on the file name, load it, and the model will be placed in the scene. The model is unlocked by default.&#x20;

This method supports importing multiple model files at once.

### 3. Add models from D5 Assets Library

Go to D5 Assets Library (online) > Model to select models for downloading. After the download is complete (only necessary for the first time use), you can place the model in the scene, and the model will be unlocked by default.

### 4. Use D5 Converters to sync models or export .d5a files

After installing D5 Converter add-on for modeling software, we can start live sync to send models to D5 or export the model files in .d5a format.&#x20;

<mark style="background-color:purple;">Currently supported workflow for D5 Converters :</mark>

1. SketchUp&#x20;
2. Rhino
3. Revit
4. 3ds Max
5. Cinema 4D
6. Blender
7. Archicad
8. Vectorworks

## FAQ

### Q: Why imported .fbx models do not animate, move, or have materials?

1. Currently, FBX import with bone animation is not supported. It is suggested to convert bone animation to abc animation before exporting and then importing .abc files into D5 render.
2. D5 2.6 version began to support FBX import with materials, but does not support complicated material nodes. In this case, it is recommended to import directly or use converters to import the model into D5.

### Q: Why imported .abc models do not have materials?

Currently, import of .abc files with textures is not supported in D5. You will need to separate the textures in modeling software and then re-apply them in D5. We will consider adding support for this in future iterations.

### Q: Why I can not select materials of imported models by clicking?

Models opened from the welcome page are in a locked state by default in the scene, and you can directly click to select the material.&#x20;

Models imported when editing scenes are unlocked by default, and clicking on them will select the models instead of materials. We can use the material selection tool at the top left corner (material picker) to select the materials. Alternatively, we can lock the model and then click to select the material.

<div align="left"><figure><img src="/files/2ZGRkb80qJLhphXlsbxj" alt=""><figcaption></figcaption></figure></div>


# How to edit models?

Key words: Scene Tools｜Move｜Rotate｜Scale

<mark style="background-color:purple;">D5 Render primarily supports two methods to move, rotate and scale objects.</mark>

### 1. Scene Tools

You can use the "Move & Rotate" Tool to change the coordinates and rotation angle of object such as model or light in the scene by selecting it directly with the mouse in the non-locked state. Use "Scale" to adjust the size of the object.

The default position of the center of the coordinate axis is the center of the bottom of the model.

### 2. Basic Parameter

The "Basic" parameter in the right sidebar also supports adjusting the "Location", "Rotation" and "Size".

## Tools and Parameters

### Move Models

1. **Scene Tools** : In the scene, drag the arrow on the axis with the mouse to move the model in a single X / Y / Z direction.

* Drag between any two arrows to move the model in the XY / YZ / ZX plane.
* Click the square in the center of the axis and drag it to move the model freely to any position in the scene.

2. **Basic Parameter** : In the "basic" of the right sidebar, you can view the coordinate information of the current object.

For multi-selected objects, you can enter values to unify the coordinates. Or hover and drag the mouse over the input box to move the model uniformly to a certain direction.

<figure><img src="/files/I8iCvyVKTjABXAfjPgVu" alt=""><figcaption></figcaption></figure>

### Rotate Models

You can rotate the model by clicking on the upper semicircle on the coordinate axis.

1. **Scene Tools** : Perform the rotation operation on the Preview:
   * The position of the mouse click on the rotation axis and the center of the three axes will be used as the starting point of the reference line.
   * The rotation automatically adsorbs 0°, 90°, 180°; when the rotation axis is activated and the shortcut key Shift is pressed, it will no longer be automatically adsorbed for precise rotation operation.
   * A line from the gizmo center to the mouse position will appear on the screen. The greater the distance between the mouse and the gizmo center, the more precise the rotation adjustment becomes.
2. **Basic Parameter** : The information of the model will be displayed in the "Basic" column of the right sidebar, and you can adjust the value of "Rotation".<br>

<figure><img src="/files/qh2LpwQEdh5sFvvIGhng" alt=""><figcaption></figcaption></figure>

### Scale Models

1. **Scene Tools** : Select the "Scale" tool (shortcut \* V toggle) and drag any of the axes to change the size of the model.
2. **Basic Parameter** : The "Size" parameter in the right sidebar shows the actual size of the current object in millimeters (mm).

> <mark style="background-color:purple;">In combination with the locking function of the "Size" parameter, adjustments can be made simultaneously or in one direction only:</mark>

* When locked, the model is scaled up and down proportionally.
* When unlocked, the model is scaled in each individual direction.

![](/files/mskpHZbKTXseJGceTpNm)

***

## FAQ

### Q : Why some models have incomplete size parameters or cannot use the scaling tool?

Some models do not support scaling, such as particle models, path models, etc;

Some models only support scaling of flat surfaces, such as surface light models, decal materials, etc.

### Q : Why can't 2D characters rotate?

The 2D character is a plane model material that always faces the currently viewed camera viewport and does not support rotation.

<br>


# How to duplicate the model?

## Function overview

<mark style="background-color:purple;">D5 Render provides multiple ways to duplicate the scene resources：</mark>

> * Shortcut keys support custom modification.&#x20;
>
> Please refer to: [How to view and change the default shortcuts?](https://docs.d5render.com/user-guide/preference/how-to-view-and-change-the-default-shortcuts)
>
> * Please note: the duplicate operation supports not only models, but also path tools and other assets.

| Function                       | Shortcut key \*           | Usage                                                                                                                                                                    |
| ------------------------------ | ------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Associative duplicate**      | **Ctrl + D**              | After duplicating the model, the material of the same part is associated with each other. Adjust the material on one model, and the other model will follow the changes. |
| **Independent duplicate**      | **Alt + D**               | The duplicated models are independent of each other, and the materials are not associated. When adjusting the material, the models do not affect each other.             |
| **Drag associative duplicate** | **Shift + Drag the axis** | Copy along an axis in a certain direction. After duplicating the model, the materials are associated with each other.                                                    |

## Operation

### Associative duplicate

Use the shortcut key "Ctrl + D" to duplicate, and the materials are associated with each other by default. Arbitrarily adjust the material on one model, and the other model will follow the changes. Click the "Duplicate" function in the menu or the right sidebar.

### Independent duplicate

Use the shortcut key "Alt + D" to duplicate the model to avoid material association.

### Drag associative duplicate

Press the "Shift" first, and click the axis in any direction to duplicate the model along the specified direction.

<div align="left"><figure><img src="/files/IAfaCCbhSJwcwxHQcV5K" alt=""><figcaption></figcaption></figure></div>

***

## FAQ

### Q: How to cancel the associate material from a model?&#x20;

Unassociate a material from a model by "Make unique".

> Reference: [What is "Make Unique"?](/model/what-is-make-unique)

### Q: How to duplicate the model in situ (the position of the duplicated model remains unchanged)?

After duplicating, click the mouse in the scene (without moving the mouse) to duplicate the model in situ.

### Q: Do lights support parameter association?

Duplication of lights does not support parameter association. After multiple selections or grouping of the same type of lights, the parameters of the lights can be edited uniformly.


# What is "Make Unique"?

Similar question: How to unassociate a material from a model?

## Operation

If you need to unassociate a material from a model that was created by the **"Associative Duplicate"** operation, click on **"Make Unique"** in the right sidebar to unassociate it.

<div align="left"><figure><img src="/files/VPIx775d0rIaDfXxQCsS" alt=""><figcaption></figcaption></figure></div>

## FAQ

### Q: Does the unassociated model can be re-association??

"Make Unique" supports undo, but not supports of the re-association.


# How to quickly adjust models in the asset library?

## Feature Overview

<mark style="background-color:purple;">When you use in the D5 Asset Library, or import your own models, you can use shortcut keys to adjust the direction and size of the model before you place them.</mark>

Supported model types:

1. Most Asset Library models (online library + local library)
2. Imported models

Not supported types:

1. Decal models
2. Particles
3. Lights
4. Brushes and Path Tool

***

## Quick placement

When you add a model from the material library to the scene, or directly place a model in the scene, the model will follow the mouse before you place it in the scene. You can use the shortcut key to adjust the rotation direction and size of the object before you place it.

You can also do this when you duplicate a model.

### Rotating before placing

Rotation: click <mark style="background-color:purple;">the shortcut key R</mark> to adjust the orientation around the Z axis of the object. Press each point once, and the object rotates 90 degrees. Press and hold the R key and drag the mouse to circle around the object at the same time to control the rotation direction of the object.

### Zooming before placing

Zoom: <mark style="background-color:purple;">The shortcut key C</mark> adjusts the size of an object. Press the C key once at each point, and the object will be enlarged 1.1 times by default. Press and hold the C key and drag the mouse left and right at the same time to reduce the size of the object to the left and increase the size of the object to the right.

***

## Random Placement <a href="#random-placement" id="random-placement"></a>

> Note:
>
> * **Random Location does not support the 'Reset' feature.**
> * The Random feature **is not applicable to special scene resources such as procedurally-generated Vines, Path, Scatter, Light, Camera, and Section.** When you select these unsupported resources or include them in the selection, the 'Random' feature button will turn grey, indicating it's unavailable.

### Random before placement <a href="#random-before-placement" id="random-before-placement"></a>

<mark style="background-color:purple;">After 2.9 version, it supports random size and random rotation effects when continuously adding assets from the Asset Library-Nature category.</mark>

> Use the **shortcut 'U'** to switch random placement on/off.

### Random after placement <a href="#random-after-placement" id="random-after-placement"></a>

<mark style="background-color:purple;">Added Random Size, Rotation, and Location buttons to the right sidebar.</mark>&#x20;

* Supports single or multi-selection. Keep clicking to generate new random effect until you are satisfied. Custom shortcuts can be set in Preferences.
* Use the ‘Reset’ feature to restore size and rotation parameters to their original settings.

<figure><img src="/files/eSRs1L9glfV3loS3M0lR" alt=""><figcaption></figcaption></figure>

***

## Other FAQs

### Q: Is the material size restored to the default value every time you use it?

It inherits the last adjustment by category. If you use the amplification (2 times) before placing plant A, and then choose Plant B to place, Plant B will follow the amplification notes of Plant A, which will be amplified by 2 times by default.

### Q: How do I cancel the last adjustment to restore the default size of the material?

Switching between different categories can interrupt inherited adjustment parameters. If plant A has been placed, then Vehicle B is placed. When returning to plant classification, plant A becomes the default size.

### Q: Why do plant models sometimes become big and small?

When placing the plant model, the parameters "size" and "random size" in the lower left corner of the material library still affect the size of the material.


# How to make the material drop with one click?

<mark style="background-color:purple;">When the model on which the placed footage is placed changes, you can use the "Drop" feature to make the model fall to the surface closest to it.</mark>&#x20;

The landing function includes two types of functions:&#x20;

* **Drop Vertically** : The material will land vertically on the surface of the nearest object.
* **Drop along the terrain** : The clip will be rotated according to the direction perpendicular to the model surface at the same time when it lands on the nearest model surface.

> This drop function is not supported for path, brush, and scatter materials.

<figure><img src="/files/FeSGSZRZnW7IJGwRTD3D" alt=""><figcaption></figcaption></figure>


# How to align models imported separately?

Keyword：Separate import｜Align｜Coordinates

Similar question:

\- How to align the axes of a model?

\- How to use the align function?

\- How to align the coordinates of different models?

## Overview

When the model is large and has lots of faces, using the D5 converter to export d5a may take up a lot of resources, and the process may be less efficient or even fail. You can first split the model according to the scene, and then export it separately. For example, split the building, plot, and environment, and then import them into D5 for alignment.

Similarly, modeling formats that support direct import can also be imported in chunks for alignment.

## Operation

#### Align

If the models are from the same model file, you can multi-select the models and select the "Align Coordinates" in the right sidebar. Then the selected models will be grouped into alignment according to the original modeling axes, keeping the relative position of the coordinates in the modeling software unchanged.

The rule of alignment is that the model selected later will move to the first selected model. That is, the position of the first selected model is fixed and the coordinates of other models will move.

<div align="left"><figure><img src="/files/HQsdMcOWh37ZNgDEMmhs" alt=""><figcaption></figcaption></figure></div>

#### Sync Coordinates

If the models are from different model files or even different modeling softwares, you can use the "Sync Coordinates" feature to restore the model directly to the absolute modeling coordinates. This function is in the resource list menu on the left side.

<figure><img src="/files/Yd6vWvlkvPTDeBjvPz93" alt=""><figcaption></figcaption></figure>

When you click on "Sync Coordinates", the view will move to the model's position at the same time.


# What is "Sync Pivot" and how to use it for rotating/opening and closing doors animation in D5?

Keyword：Origin｜Modeling coordinates｜Axis position｜Pivoting point

> Similar question:
>
> \- How to modify the axis position/pivoting point of a model?

{% embed url="<https://www.youtube.com/watch?v=KuvK9-ykZEc>" %}

## Overview

In D5 render, the axis of the model will be placed at the bottom center of the model by default.&#x20;

<mark style="background-color:purple;">You can't modify the axis position directly, but you can combine the</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**"Sync Pivot"**</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">and keyframe function to create the door opening/closing animation.</mark>&#x20;

Please refer to the following method:

1. Select a separate door model, and move the axis of the model in the modeling software to the door axis.
2. Place the door axis to the world coordinate origin (0, 0, 0) of the modeling software.
3. Import the model into D5 and select "Sync Pivot" .
4. Use keyframes in D5 to realize the door opening and closing animation.

## FAQ

### What is the difference between Sync Pivot and Sync Coordinates?

1. **Sync Pivot**: Synchronizes the world coordinate origin in the modeling software to the origin of the axes of your entire model.
2. **Sync Coordinates**: Synchronize the world coordinates position of the model in the original modeling software with D5.&#x20;

* **Sync Pivot** is to synchronize axes, the axes' position will change, not the model.
* **Sync Coordinates** is to synchronize model position, the coordinate axis will remain at the bottom center of the model.


# Why do models become displaced after replacement/update?

Keyword：Replace｜Update｜Mismatch｜Location change｜Coordinates

> Similar question:
>
> \- Why does the brush plant produce an offset after updating/replacing the model?

## Solution:

1. **Import the model directly in D5** : <mark style="background-color:purple;">After importing the model, click the "Sync Coordinates" immediately.</mark> Then, if you update the model, even the overall range (bounding box) of the model changes, the model will remain in place.&#x20;
2. **Use D5 Workflow Plugin** : If the D5 converter is used in the sync workflow, there will be no displacement issues.

<div align="left"><figure><img src="/files/L10s1fjOUFdOJBHCiEjU" alt=""><figcaption></figcaption></figure></div>

## The reason for the issue:

The coordinates of the model that is imported directly into D5 is set to the default point A at the bottom center of the model.&#x20;

If the overall range(bounding box) of the model is changed after replacement, the position of the coordinate axis will be recalculated and changed to point B, which can cause displacement issues.

<mark style="background-color:purple;">By clicking the "Sync Coordinates" after selecting the model, the model will be restored to its absolute modeling coordinate position.</mark>

{% hint style="info" %}
**Note:**

**If the imported model is a .d5a file with group structures**, please <mark style="background-color:purple;">perform the ‘Sync Coordinates’ after the first import and after replacing the model, respectively</mark>.

<img src="/files/Vtw7rrZLHaIKHZzvlXvr" alt="" data-size="original">
{% endhint %}

***

**e.g.**

(As shown in the figure below) if you have three models, a square, a circle, and a rectangle, and the coordinate origin of the models is at point A (D5's coordinate axis is set to the bottom center of the model by default).

<figure><img src="/files/A1mGw1zynaTAVxuU2GkO" alt=""><figcaption><p>If we delete the rectangle, the coordinate origin of the model will change from point A to point B.</p></figcaption></figure>

<figure><img src="/files/3H84oOxTYNKt6RJw0dAP" alt=""><figcaption><p>If we align the coordinate axis at this time, the models will move.</p></figcaption></figure>

***

This is why the model stays in place even if the bounding box changes.

<div align="center"><figure><img src="/files/PvL1ifqUIIj1C5lGP2zA" alt=""><figcaption><p>By using the "Sync Coordinates", the model will be moved to the position of the coordinates in the modeling software.</p></figcaption></figure></div>

<div align="center"><figure><img src="/files/cm1jqOLMqufeBGXqVb2P" alt=""><figcaption><p>If you make changes to the model at this time (with the little tiger as the reference object), the position of the model will not be displaced anymore!</p></figcaption></figure></div>


# How to select multiple models in the scene?

1. In the viewport, there are two ways to select models:

* Long press on Ctrl and left-click on the models in the scene;
* Long press on Ctrl and drag the mouse to select models in a box.

2. By filtering the "Object" list on the left side, you can select a specific type of element by dragging a box around it.

> e.g.&#x20;
>
> If you only want to select lights in the scene, when you drag a box around them, only the lights will be selected.

<div align="left"><figure><img src="/files/8NeonarmX7B6zdjQ6Sh1" alt=""><figcaption><p>Filter and Multiple Selection</p></figcaption></figure></div>


# How to flip/mirror models?

## Operation details

### Flip Function

Select the target model in the "Object" list or in the scene, and the information of the model will be displayed in the "Inspector" panel on the right. Then choose "Flip" in the operation panel.

<div align="left"><figure><img src="/files/KcCkEMu7fXSLmDojMBv5" alt=""><figcaption></figcaption></figure></div>

### Right sidebar size parameter

Enter ( - ) negative value to mirror/flip the corresponding axis


# How to replace models in the scene?

Select the model in the scene or in the scene resource list, the model information will be displayed in the "Inspector" column on the right. Select "Replace from Assets" in the operation menu.

1. **Replace from Assets** : The current model can be replaced with a model from the asset library (both the online and local libraries).
2. **Replace from Local :** The current model can also be replaced with a model file from a local folder.&#x20;

<div align="left"><figure><img src="/files/CLdsuoJHUHu2Kf3Cnl2L" alt=""><figcaption></figcaption></figure></div>

At the same time, the group will be replaced as a whole object. You can select more than one models and replace them, and the materials will still be associated with the models after replacement.

The model replacement function supports various file formats such as abc, d5a model group, decals, particles, etc. Currently, all object types except for lighting and path tools can be replaced.


# How to switch between an object's own coordinates and world coordinates?

<div align="center"><figure><img src="/files/InAfsI8HJwwwvRIECuiF" alt=""><figcaption><p>World Coordinate System</p></figcaption></figure></div>

<figure><img src="/files/uswqpR9JwAVJaU7lvO29" alt=""><figcaption><p>Local Coordinate System</p></figcaption></figure>

<mark style="background-color:purple;">After selecting the model, you can switch between the</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**Local Coordinates System & World Coordinate System**</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">options in the coordinate axis tool located in the upper-left corner of the scene.</mark>

1. When you switch to world coordinates, the direction of the x, y, and z axes of the object is along the world coordinates. **When the object rotates and creates an angle between it and the world coordinates, the direction of the three axes remains unchanged.**&#x20;
2. However, **after switching to the local coordinates, when the object rotates, the direction of the three axes changes according to the rotation angle**.

{% hint style="info" %}
After switching between local coordinates and world coordinates, all models are uniformly set to the local or world coordinate system state.
{% endhint %}

* World Coordinate System: Refers to the absolute coordinate of space. The world space is the outermost space, and the concept of absolute position is similar to the latitude, longitude, and altitude in the real world.
* Local Coordinate System: It is the model's independent coordinate space. Each model or object has its own front, back, left, and right directions, and rotating or moving and scaling the model cannot change its own directions.


# The imported model in D5 is a whole. How to separately adjust individual objects?

Currently the model is imported into D5 as a whole and relies on the materials to differentiate.&#x20;

<mark style="background-color:purple;">It is recommended to</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**differentiate the materials in the modelling software before importing the model into D5**</mark><mark style="background-color:purple;">. A</mark>fter importing into D5, you can use the shortcut key "i" to quickly pick up the material for editing, or you can lock the model in the left sidebar--object list, and click on the model for material editing.

<figure><img src="/files/31dSDXQ33AtQdbgh6ZHt" alt=""><figcaption><p>No material differentiation</p></figcaption></figure>

<figure><img src="/files/jGwDaS0AxPC1WQukMgXJ" alt=""><figcaption><p>Simple material differentiation in SketchUp</p></figcaption></figure>


# How to quickly focus the camera on a model?

<mark style="background-color:purple;">There are</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**two ways**</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">to achieve this effect:</mark>

1. Select the target model in the scene resource list or in the scene > The "Inspector" panel on the right will display the model's information > Select "Focus on".
2. Alternatively, select the target model in the scene or in the scene resource list, and press **"Z"** to quickly focus the camera on the model.

<figure><img src="/files/unR3axuL26rPbzTb38F2" alt=""><figcaption></figcaption></figure>


# How to restore the imported model's built-in materials?

### Solution:

1\. Change the material name in the modeling software.

2\. If it's during the sync process, click the "Update" button in the D5 Converter.&#x20;

If it is a directly imported model, right-click on the model in the resource list and select "Reload" from the menu bar.

<div align="left"><figure><img src="/files/iC6Pir8J3jI5xLJzFIL1" alt=""><figcaption></figcaption></figure></div>

### The logic of sync materials

Currently, the logic of sync materials through the converter are as follows:

1\. If the material parameters have not been changed in D5, always sync the plugin parameters.

2\. If a parameter has been changed in D5, the D5 parameter will take precedence, and the corresponding material parameter in the modeling software will no longer override the D5 parameter.

3\. If a material template has been switched in D5, all parameters in the current material template will still follow the rules of \[2].

4\. If a material's name has been changed, it will be treated as a new material and resynchronized.

5\. If you use a material from the asset library, it is equivalent to completely replacing a new material, and cannot be reset.

The logic of sync materials through directly importing and reloading models are as follows:

6\. Once imported, the material parameters in the modeling software will no longer affect the material parameters in D5.

7\. Only renamed materials will be treated as new materials and resynchronized.

The most effective way to restore the material to the one in the modeling software is to rename the material in the modeling software and then update the model/resynchronize.


# How to sync/update modified/moved models to D5?

## Directly Import from Workflow

<mark style="background-color:purple;">If the model is directly imported into D5, after the model file is modified, you can right-click on the original model in the scene resource list, and select</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**"Reload"**</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">or</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**"Replace from Local"**</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">from the menu bar.</mark>

1. If you make modifications to the original model and the file path or file name are not changed, you can choose **"Reload"**. D5 will automatically update to the modified model and retain any adjusted materials in D5. The progress of update will be displayed in the scene resource list, and when the update is completed, a completion indicator will be displayed in the list.

> * If the model's file name or location changes, it can cause the update to fail. You can try re-importing or replacing the model.
> * The updated or replaced model cannot be restored, so please confirm before proceeding with the operation.

2. If you make modifications to the original model, and save it as a new file with a different file path or file name, you can choose **"Replace from Local"**. D5 will automatically update to the modified model and retain any adjusted materials in D5.

<div align="left"><figure><img src="/files/YDhfa3GrfpLogXWcKx6J" alt=""><figcaption></figcaption></figure></div>

## Sync

<mark style="background-color:purple;">To sync the model to D5 using the D5 converter, during synchronization, after modifying the model file, you can</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**click the "Update" button in the D5 converter**</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">to synchronize the modified model to the D5 Render and retain any adjusted materials in D5.</mark>

### Modified the model after stop syncing and the file path remained unchanged

Modifications were made on the original model and saved without changing the file name and path of both the model file and D5 scene file.

Solution: You can directly open the modified model file by clicking the "Launch D5 Render" button in the modeling software using the D5 converter. This will allow you to continue with the linkage, and D5 will automatically update to the modified model while retaining the adjusted materials in D5.

### Modified the model after stop syncing and the file path unchanged

A new file was saved, or the file name or file path of the model file/D5 scene file was changed due to moving the file location.

Solution: First, open the model file and D5 scene file separately, click the launch button in the D5 converter, and when the D5 popup appears, click "Select File":&#x20;

<div align="left"><figure><img src="/files/3orARB16nfoSM9HDE3LB" alt=""><figcaption></figcaption></figure></div>

After selecting the corresponding model, click "Replace" to continue with the linkage:

<div align="left"><figure><img src="/files/650dldjDRXood88d1oPg" alt=""><figcaption></figcaption></figure></div>

## Other FAQs

### Q : Why is the "Reload" button grayed out?

There are two reasons:

1\. The model is from the asset library. As there is no source file, the model can't be updated.

2\. The current model was sync to D5 using the converter. If you need to update the model, you can use the update model feature in the D5 converter.

> Note:&#x20;
>
> Do not mix up the workflow of sync and direct import! The models/lights may overlap each other!

<div align="left"><figure><img src="/files/eJsmb5i1p8JQBwzbqZkC" alt=""><figcaption></figcaption></figure></div>

### Q : What is the difference between "Reload" and "Replace from Assets"?&#x20;

**1."Reload"** is applicable when the file name and file path of the model have not changed, and all model updates are based on the original model file. Clicking "Reload" will update the model file to the latest version, and adjustments made to the same named materials in D5 will be preserved.

Otherwise, the update will fail, and you will need to manually select the location of the model file.

**2."Replace from Assets"** follows the same strategy as "Reload", which updates the model file to the latest version and preserves adjustments made to same named materials in D5. Compared to "Reload", there is an additional step where you need to manually select the file path.


# Why "Reload" shows gray when using the D5 Converter to sync the models?

<div align="left"><figure><img src="/files/1oYu9EQv7AbZNl6YD4yy" alt=""><figcaption></figcaption></figure></div>

1. You can only use the "reload" feature when you **import the models directly**.
2. If **the models synced to D5 through the D5 Converter plugin** need to be reload, you can use the sync feature of the plugin.
3. If you **use the D5 Converter plugin to export .d5a files and import them to D5 (import directly) without changing their file path**, you can use the reload feature. If you **have changed the path the updated models**, you need to use the "Replace from the local folder" and manually select the model files path during update


# Why can't the model in the scene be selected?

<mark style="background-color:purple;">It may be caused by the following reasons:</mark>

**1. The object is locked in the "Object" list (as shown below).**&#x20;

The locked model cannot be directly selected in the scene, but can be selected in the "Object" list. After unlocking, it can be selected in the scene.

<div align="left"><figure><img src="/files/tdKYL7YtOcBCZQWPh1h3" alt=""><figcaption></figcaption></figure></div>

**2. The layer where the object is located is locked.**

If the layer where the path is located is locked or hidden, the name of the object in the scene list will be grayed out.

<div align="left"><figure><img src="/files/FX9pxs0pfWKkBUBTVPYA" alt=""><figcaption></figcaption></figure></div>

**3. If the object is far away from the origin point** , due to precision limitations in calculations, it may be difficult to select the object. You can move the object back to the origin point to select it. Alternatively, you can select the object in the "Object" list and use the shortcut key "Z" to quickly focus on the selected model.

**4. The model is in a group (as shown below).**&#x20;

When the model is in a group, clicking once will select the entire group where the model is located, while double-clicking on the model will select the elements within the group.

<div align="left"><figure><img src="/files/bHsi7MYkJwXcV2Q8h1K2" alt=""><figcaption></figcaption></figure></div>

**5. Category filtering is enabled in the "Object" list.**&#x20;

When filtering resources of a specific category, only the filtered category can be selected in the scene.

> e.g.
>
> If light sources are filtered in the scene, only the light sources will be displayed in the "Object" list, and only the light sources can be selected in the scene.

<div align="left" data-full-width="false"><figure><img src="/files/C21O3wSKqYhigGepVMDS" alt=""><figcaption><p>Before</p></figcaption></figure> <figure><img src="/files/EUDdBzRWOq08wuBEkaTY" alt=""><figcaption><p>After</p></figcaption></figure></div>


# How to use "Customize Pivot"?

#### **Function Introduction**

| <img src="/files/nZ5TuWT1YqghfV0rOa0v" alt="" data-size="original"> | <img src="/files/dioPaxy7a0nHdnvRO6Bn" alt="" data-size="original"> |
| ------------------------------------------------------------------- | ------------------------------------------------------------------- |

Customizing the coordinate origin allows users to manually adjust the model's pivot position, enabling transformation operations such as rotation and scaling to be performed from a reference point that better aligns with the design intent. For example, moving the pivot of a door to the hinge allows for a natural opening and closing effect when rotating.

#### **Function Entry**

After selecting a model, you can enter through the following two methods:

* Right parameter bar → 「Edit Pivot」 button
* Right-click menu → 「Edit Pivot」
* *This feature is **unavailable** (button grayed out) when multiple objects are selected.*

#### **Adjustment Method**

<figure><img src="/files/J85sLiucYk8MzqUaWawc" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/jLiQvEueiT67rkCBE8dB" alt="" width="485"><figcaption></figcaption></figure>

* **Drag**: Directly drag the pivot ball in the scene, supporting automatic adsorption to the object surface
* **Precise Input:** Enter X / Y / Z coordinates and rotation angles in the right panel
* **Feature point snapping:** Key points such as the bounding box center and centroid will highlight and trigger auto-snapping when the cursor is nearby.

> All operations support **Ctrl+Z** undo

#### **Save and Exit**

* Click "Done" or press Enter: Save and exit
* Press Esc: Cancel, axis returns to its original position
* Right-click on the blank area: Save and Exit
* Switch to other tools: Automatically save and exit

#### **Reset Origin**

* Right parameter bar → 「Reset Pivot」

<figure><img src="https://d5.feishu.cn/space/api/box/stream/download/asynccode/?code=NTY4NGUyY2UxM2FhNjliODkzNjZhMjE1NTAxNmQ0ODVfOXBtS1JPVzkzeDV1dGxNVndyc2tXMWhlM1Q1cjYzZDJfVG9rZW46TGM3QWJZTmVmb3RieVZ4ZlJWemNuUEM1bnliXzE3ODM1MjQxNTE6MTc4MzUyNzc1MV9WNA&#x26;add_watermark=true&#x26;scene_type=CCM" alt=""><figcaption></figcaption></figure>

#### **Group and Hierarchy**

* You can set a Customize Pivot on a group itself. Group a double door, move the group’s pivot to the hinge, and the whole group swings open naturally when rotated.
* Modifying a group’s pivot does not affect the individual pivots of the sub-objects within that group.
* When you ungroup, the coordinate data at the group level clears, but each sub-object keeps the pivot you set for it.

#### **Precautions**

* **Keyframe data**: Modifying the pivot of a model with keyframes will reset its keyframe data. A confirmation pop-up will appear; selecting "**Continue"** will clear keyframes and enter edit mode, while selecting "**Cancel"** will discard any changes.
* **Copy inheritance**: Models created via `Ctrl+D`, `Alt+D`, `Shift` will automatically inherit the custom pivot of the source model.
* **Asset replacement**: Replacing a model from the Asset Library will not inherit the old pivot; it will use the default pivot of the new asset .
* **Export**: When saving as a `.d5a` file or adding it to the Local Library, Custom Pivot information is saved. The Pivot will remain consistent when the asset is opened in other scenes.


# Abnormal situations


# Abnormal situations when using LiveSync(real-time plugin)

Key words: LiveSync | Workflow


# After LiveSync(real-time plugin) syncing, how to deal with material picking up abnormalities in D5?

### Why when using SU and other LiveSyncs, partial models experience abnormal material picking up?

{% hint style="info" %}
**This problem has been fixed in 2.8 version of D5 Render** (i.e. no need to do the followings can still pick up materials normally).

* If you still have the problem of can't pick up materials when using live sync plugins, but it's fine if disconnecting the connection , please check with the official technical supports.
  {% endhint %}

Why is it that when using SU and other live workflow plugins, some of the models are abnormally sucked up after being synced to D5, but it is normal to absorb materials when D5 directly reads the .skp models or when using non-live version of plugins to link/convert live models to non-live?

A known issue in current version 2.5/2.6: If an individual model is scaled to be extremely small, but the boundingbox is very large, it will cause the abnormality of absorbing textures in D5 in real time.

Suggestions:

* Use version 2.6.1, add and save corresponding fields in D5Config-config.ini;
* Re-synchronize the model using the real-time plugin. The model with the abnormal boundingbox size will be displayed in D5;
* Delete the model with the abnormal boundingbox size in the modelling software and sync the model modification to D5, then it can be absorbed normally.

We will fix the issue in subsequent releases.

> * Path of config.ini file: Search for %appdata% in the Windows taskbar and enter to display the D5Config folder, and find the config.ini file under the folder with the most recent modification time.&#x20;
>
> &#x20;      For example <mark style="color:red;">`C:\Users\Administrator\AppData\Roaming\D5Config`</mark>
>
> * Corresponding fields needed to be added:&#x20;
>
> &#x20;     <mark style="color:red;">`[Debug]`</mark>&#x20;
>
> &#x20;     <mark style="color:red;">`VerySmallScale=1`</mark>

<figure><img src="/files/Fj8hTJWhQkIt3JUJX1Rb" alt=""><figcaption><p>Path to config.ini file to be modified and fields to be added</p></figcaption></figure>


# Abnormal situations when using Sync(non-real-time plugin)

Key words: Sync | Workflow


# Why does the model become misaligned when replaced using Sync for 3ds Max (non-real-time plugin)?

**Background:** No “sync coordinates” and “sync pivot” have been used, and changing the plugin's coordinate switch method does not resolve the issue.

**Temporary solution:**

1\. Open the D5 old archive

2\. Manually record the current model's XYZ axis coordinates

3\. Link and replace (at this point, the model position should be misaligned)

4\. Manually change the XYZ coordinates in the linked D5 file to the previously recorded coordinates, and the position will display correctly.


# General questions


# How to install plugins?

It is currently supported for users to install the online version of **D5 LiveSync plugins** using silent installation mode through the command line.

## Method 1: Install using installation packages

### 1. Download the plugin <a href="#header-1" id="header-1"></a>

<figure><img src="/files/wqdEJceGN8dVfFykm1BM" alt=""><figcaption></figcaption></figure>

### 2. Launch the file

<figure><img src="/files/VRwK4hAo5GrAoZChm9P6" alt=""><figcaption></figcaption></figure>

### 3. Tick the corresponding DCC version

<figure><img src="/files/RZcq4ib784pEOJFZy29g" alt="" width="447"><figcaption></figcaption></figure>

### 4. Start the installation

<figure><img src="/files/BU5QYmDAJpnMTuPbwkUM" alt="" width="446"><figcaption></figcaption></figure>

### 5. Complete the installation

<div data-full-width="false"><figure><img src="/files/FAy0q06UIHT73gobSURA" alt=""><figcaption></figcaption></figure></div>

## Method 2: Silent Installation (command line) <a href="#header-0" id="header-0"></a>

### 1. Download the plugin <a href="#header-1" id="header-1"></a>

### 2. Open Windows Command Prompt <a href="#header-2" id="header-2"></a>

Enter CMD in the Windows search bar and select ‘Run as administrator’ to open the Command Prompt.

### 3. Utilize the "cd" command in the command line to navigate the directory containing the plugin installation package (.exe file). <a href="#header-3" id="header-3"></a>

> E.g. If the plugin installation package is located under the path **C:\Users\User\Desktop**, we can type <mark style="color:red;">`cd C:\Users\User\Desktop`</mark> and then Enter.

### 4. Enter the name of the plugin installation package (.exe file) and add the extension <a href="#header-4" id="header-4"></a>

> E.g. <mark style="color:red;">`D5_LiveSync_Sketchup_usa_latest.exe`</mark>

### 5. Enter the installation instructions on the command line <a href="#header-5" id="header-5"></a>

Paste the command <mark style="color:red;">`/sp- /silent /allusers /norestart`</mark> OR <mark style="color:red;">`/sp- /silent /currentuser /norestart`</mark> after the plugin extension.

> E.g.\
> In the image below, use the command line to install the D5 LiveSync for SketchUp, the download location of the plugin is at **C:\Users\Administrator\Downloads**

### 6. Click Enter to start the silent installation <a href="#header-6" id="header-6"></a>

<figure><img src="/files/50eMeTsocTroCm5i2AaI" alt=""><figcaption></figcaption></figure>

## FAQs

### Q1. Why does it prompt 'please install the latest version of D5 Render, if you have already installed the latest version'?

If you encounter this error, please check if you have installed only D5 Converter but have not installed D5 Render.

The D5 Converter is a bridge plugin between the modeling software and the D5 Render.  If you want the run the plugin, please install D5 Render first.

If you want to download D5 Render, please go to the official website. <https://www.d5render.com/?_sasdk=fZ2xvYmFsXzExMDM4Nw>


# How to uninstall plugins?

Workflow | uninstall | plugin

### Method 1: Click on "Windows System-Start Menu-Plugin Uninstaller-Uninstall D5 Converter for 3ds Max".

<div align="left"><figure><img src="/files/uZtdhrNimFnTbm3St8xE" alt=""><figcaption></figcaption></figure></div>

### Method 2: Uninstall it through "Computer-Control Panel-Programs-Uninstall a program".

<figure><img src="/files/BYtdqQcP5wsyqlQBL89O" alt=""><figcaption></figcaption></figure>


# Re-linking File Process Introduction

If you change the path or name of the model file, you can update the D5 project using the re-linking function, ensuring that previous lighting and material settings are preserved. This process is compatible with **SU/SketchUp** and **3dsMax** real-time plug-ins.

* Data synchronisation after model renaming/path changes
* Avoid duplicate light overlays
* Preserve historical material parameters
* Inheritance of model attributes

## Workflow

### Method 1: Models linked to .drs before

**Scenario:** The model has been linked to a D5 project, but the local storage path or name has been altered.

#### **Operating Steps:**

**Activate Connection**

1. Click the ‘Connect to D5 Render’ button in the DCC plug-in.
2. Select the ‘Sync local Project’ mode in the pop-up window.

<figure><img src="/files/iylZdoU46qCai8brE1SB" alt="" width="374"><figcaption><p>Step 1</p></figcaption></figure>

**Select the model to replace**

Tick the target model to be replaced in the popup window. (D5 materials will be inherited after replacement)

<figure><img src="/files/A0QUhS5eCvFtitRx4UgQ" alt="" width="424"><figcaption><p>Step 2</p></figcaption></figure>

Click ‘Replace and link’ to complete the synchronisation.

### Method 2: Open .drs and the modeling file together

**Scenario:** need to update both the model file and the associated project at the same time

#### **Workflow:**

1. Open the D5 project file (.drs) and the modified model file at the same time.
2. Click the ‘Connect to D5 Render’ button in the DCC plug-in.

<figure><img src="/files/C3iCSxIXVfECKveFzHqW" alt="" width="563"><figcaption><p>Step 1</p></figcaption></figure>

3. Select the corresponding model in the Replacement pop-up window.
4. Tick the ‘’Light‘’ / ‘’Material‘’ options as required.
5. Click ‘Replace and link’ to complete the synchronisation.

<figure><img src="/files/gl3ntN3yjiJ6aoyiMnC5" alt="" width="424"><figcaption><p>Step 2</p></figcaption></figure>

<figure><img src="/files/n5w2thcJAi9TaYQdwBd2" alt="" width="563"><figcaption><p>Replace and link logic</p></figcaption></figure>

### Option Description:

* Tick ‘’Light‘’: Replace the light group with the same ID (historical parameters are preserved)
* Tick ‘Material’: Replace materials with same names (historical parameters are preserved).

{% hint style="warning" %}
**Note:**

* ‘’Light‘’ replacement only supports SU/3dsMax LiveSync plug-ins.
* No light/material ticking options for non-real-time plug-ins and direct imported models.
  {% endhint %}

## FAQs

### Q1: Why does the DCC prompts "Please retry after exit rendering mode or finish the rendering within D5 Render"?

A：

The general situation is: after entering the picture/video mode in D5, and then performing the increase or decrease model operation in DCC and transmitting new data (real-time update or manual update) to D5, this error will occur.

<figure><img src="/files/rRmDWwQK7a4OMrwyRl5s" alt="" width="238"><figcaption></figcaption></figure>

In this case, exit the picture/video mode, and then re-associate the synchronization.


# Why does it prompt "Could not reach server (timeout)" during syncing?

<figure><img src="/files/exKl2V58QRcCEopM4QgH" alt=""><figcaption></figcaption></figure>

This error is usually caused by **port** conflicts. <br>

Suggestion: Please restart the device and connect with D5 again.


# Why does the modelling software show a different orientation compared to the top view in D5?

Reason: D5 uses Left-handed coordinate system while 3ds Max/SketchUp and some other software use a right-handed coordinate system, so there will be discrepancies between them.

Solution: It is suggested to **use the D5 Converter plugin to sync the top view perspective in modeling software.** This can make the top view effect be consistent with that in the modeling software.

<div align="left"><figure><img src="/files/qgmyoHjpz4sd7kYXeM1X" alt=""><figcaption><p>Effect of top view in modelling software and D5 respectively</p></figcaption></figure></div>


# Why do independent parts in modeling software become one entity in D5 after syncing/importing?

Currently the model is imported into D5 as a whole and relies on the materials to differentiate.&#x20;

<mark style="background-color:purple;">It is recommended to</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**differentiate the materials in the modelling software before importing the model into D5**</mark><mark style="background-color:purple;">.</mark>

<figure><img src="/files/31dSDXQ33AtQdbgh6ZHt" alt=""><figcaption><p>No material differentiation</p></figcaption></figure>

<figure><img src="/files/jGwDaS0AxPC1WQukMgXJ" alt=""><figcaption><p>Simple material differentiation in SketchUp</p></figcaption></figure>


# How to re-import/replace models and keep the materials modified in D5?

<div align="left"><figure><img src="/files/q32esthDEAQy8XyeUgBo" alt=""><figcaption></figcaption></figure></div>

## Replace from local

Click the "Replace from local" button and select a model file from the local folder to replace the model in the current scene.

## Reload&#x20;

After the model source file has been modified and saved, click reload and D5 will automatically sync the model to be up-to-date and consistent with the source file.


# Why the .d5a file with group structure info could not use align/sync coordinates?

In the current version, after the objects with group structure exported by D5-3ds Max converter are imported to D5, the feature of align/sync coordinates would be unavailable.


# When launching D5 from D5 Converter, why is the window not displayed fully/stuck/shows white border?

<figure><img src="/files/BSVplaWDcsXTGrC621iE" alt=""><figcaption></figcaption></figure>

There may be process conflicts during the launch of D5 from the modeling software, resulting in D5 not being fully launched.

Solution: You can try to start the D5 client via D5 Launcher, and then click the \[Connect to D5 Render] button from the D5 converter in the modeling software.


# Launching D5 from the D5 converter gives the error "default error".

Key words: Import model | File format | Workflow

<div align="left"><figure><img src="/files/dsEtba4XNrs6zUuv1b5B" alt=""><figcaption></figcaption></figure></div>

When the D5 client detects an abnormality in the network connection of the current device, it will prompt "default error".

Solution: Disable the firewall and the VPN, then sync again.


# SketchUp

**D5 LiveSync for SketchUp**

{% content-ref url="/pages/gBsYFDUcmvFK8yafzGrn" %}
[Feature Introduction | D5 LiveSync for SketchUp](/workflow/sketchup/feature-introduction-or-d5-livesync-for-sketchup)
{% endcontent-ref %}

{% content-ref url="/pages/eZwSasKh7bvAxlRis4Rg" %}
[Syncing Objects and Properties](/workflow/sketchup/syncing-objects-and-properties)
{% endcontent-ref %}

{% content-ref url="/pages/4VpuoocKwlIs2Ugs0Q0S" %}
[Update | D5 LiveSync for SketchUp](/workflow/sketchup/update-or-d5-livesync-for-sketchup)
{% endcontent-ref %}

{% content-ref url="/pages/pOLom9sKu1Dhv5Q4aHBW" %}
[Common issues | D5 LiveSync for Sketch up](/workflow/sketchup/common-issues-or-d5-livesync-for-sketch-up)
{% endcontent-ref %}

**D5 Sync for SketchUp**

{% content-ref url="/pages/3Lga2p4ctA0SwXCnyCmu" %}
[Workflow | D5 Sync for SketchUp](/workflow/sketchup/workflow-or-d5-sync-for-sketchup)
{% endcontent-ref %}

{% content-ref url="/pages/GyAQ2PZUtccKqcAsuKhr" %}
[Update | D5 Sync for SketchUp](/workflow/sketchup/update-or-d5-sync-for-sketchup)
{% endcontent-ref %}

{% content-ref url="/pages/dSAInHHQJ1pwqhs5FHbB" %}
[Common issues | D5 Sync for Sketch up](/workflow/sketchup/common-issues-or-d5-sync-for-sketch-up)
{% endcontent-ref %}


# Feature Introduction | D5 LiveSync for SketchUp

Real-time sync with D5 Render while editing models, materials, etc. in SketchUp, no need to manually update. Use F9 to enter full-screen mode, and experience real-time rendering immersively.

## Download and install

### Installation environment and version support

* D5 Render **version 2.5 and above**
* SketchUp **2020.1 - 2025**

> Note: The detailed version number of SU can be found in the SketchUp menu bar by clicking “Help - About SketchUp” in SketchUp.

### Download exe

<mark style="background-color:purple;">Download URL :</mark> [<mark style="background-color:purple;">Download | D5 Render</mark>](https://www.d5render.com/download)

You can download the latest version of the plugin at the above URL.&#x20;

> The downloaded file format is exe.&#x20;
>
> Double-click the exe file and follow the prompts to complete the installation.

## Feature Introduction

<div align="left"><figure><img src="/files/ZroiuTjhth6k30T1ClT6" alt=""><figcaption></figcaption></figure></div>

### Connect to D5 Render

One-click to launch the D5 renderer to establish the connection and sync the current SketchUp project to D5.

### Sync Once

Click to apply incremental updates of model and material from SketchUp to D5 Render.

### Live sync/ Stop

Stop/ continue live sync. Click the Live sync/ pause button and then the modifications of models and materials in SketchUp will not be real-time synced to D5. Click the button again, the live sync will continue.

### Sync Viewpoint

After clicking "Connect to D5 Render", sync view will be performed by default. By clicking the "Sync view" button, you can interrupt the sync view during the real-time sync process.

### Send Scenes

You can sync scenes from SketchUp to D5's scene list with one click.

### Light Toolbar

Click the "Light toolbar" button will call out the D5 Light panel of the plugin. You can add point light, spot light, strip light and rect light in SketchUp, and support to hide/show all D5 light in SketchUp.

### Settings

<div align="left"><figure><img src="/files/sG7tNq8a8txAjs1EQtYh" alt=""><figcaption></figcaption></figure></div>

* <mark style="background-color:purple;">**Texture Folder**</mark>\
  Customise the storage location of all texture resources used by the current SketchUp file.
* <mark style="background-color:purple;">**Sync structure of light component**</mark>

|                   | **No Sync**                                                                                               | **Sync**                                                                                                              |
| ----------------- | --------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------- |
| Applicable Scenes | Users with a small number of lights who are used to grouping lights in D5                                 | Large number of lights, modelling software projects with large number of lights duplicated by light groups/instances. |
| Differences       | Lights are synced to the D5 and **exist individually** in the D5 scene list, with **no group structure**. | When lights are synced to D5, **lights of the same property will automatically be grouped**.                          |

> **Commonality:**\
> 1\)  Modify the position, rotation, and size of the lights in D5, resync will reset these parameters to keep them consistent with the modelling software.
>
> 2\)  Other parameters, such as changing light names or grouping these lights, it only remains the same as in the modelling software when sync is first initiated, resyncing does not reset these parameters.
>
> 3\)  In the current version, if you delete synced lights in D5, subsequent updates/re-linking/clicking 'Send Lights' again will not resync the previously deleted lights to D5. Please note: If you **re-start the D5 file**, subsequent updates/re-linking/clicking 'Send Lights' again will resync the previously deleted lights to D5.

### Export

<mark style="background-color:purple;">Supports exporting grouped models from .skp files as .d5a models.</mark>

> Note: The efficiency of the exported file is affected by the file size, components and number of faces.

* The export supports exporting **all or only selected** objects.
* The **default** export is one layer of group structure, and **the maximum of two layers** is supported.

<div align="left"><figure><img src="/files/WVjhcuuJ1sEgOpsXWtTX" alt=""><figcaption></figcaption></figure></div>

## FAQ

### Q1 : Does the (non-real-time) Sync plugin work with version 2.5?

The original (non-real-time) sync plugin is not restricted in any way and can continue to be used with D5 2.5. The SketchUp-D5 real-time sync plugin is only supported in D5 2.5 and subsequent versions, with no support for D5 2.4.

### Q2 : Is it possible to continue to sync a scene created with D5 2.4 using the (non-real-time) sync plugin with the 2.5 version?

This is possible. Just open the scene directly in D5 2.5 and click the plugin's start button in SketchUp.

### Q3 : Is it possible to continue to sync a scene created in D5 2.4 with a real-time plugin and D5 2.5?

Yes, just open the scene in D5, click the "Connect to D5 Render" button of the plugin in SketchUp, select the model in D5 and replace it to continue the connection.

### Q4 : Could a scene created using the Live Sync plugin with D5 2.5 be opened in D5 2.4?

This is possible.&#x20;

If you want to use D5 2.4 to open the scene created by real-time sync plugin and D5 2.5 version, you need to open the scene in D5 2.5. <mark style="background-color:purple;">Select the live sync skp model in the resource list, right click, select "Non-Live sync mode"</mark>, save the D5 scene and open it with D5 2.4.

<figure><img src="/files/fykG0lHeh9hRWcFaxIQh" alt=""><figcaption></figcaption></figure>

### Q5 : Is it possible to use the (non-real-time) sync plugin to continue to link a scene created with D5 2.5 with the real-time sync plugin?

Yes. You can use real-time sync plugin with D5 2.5 to create the scene, if you need to use (non-real time) sync plugin with D5 2.4/2.5 to open and continue the linkage, you need to open the scene in D5 2.5. In the resource list, select the real-time synchronised skp model, right-click and select **"Non-Live sync mode"**. Save the D5 scene and open it in D5 2.4/2.5. Click the plugin start button in SU, select the model in D5 and replace it to continue the linkage.

### Q6 : During the process of using the real-time sync plugin, could the materials modified in D5 be reverted to the materials in SketchUp?

During the process of using the real-time sync plugin, could the materials modified in D5 be reverted to the materials in SketchUp?\
You need to select the material in SketchUp and click create material, rename the material name and apply the material. Then the material in D5 will revert to the material in SketchUp.

<div align="left"><figure><img src="/files/2CsJcc7QmFz0asAmia1o" alt=""><figcaption></figcaption></figure></div>


# Syncing Objects and Properties

This plugin supports synchronisation of objects and attributes between Sketchup and D5 Render for collaborative work across software. Below is a description of syncing objects and attributes:

<figure><img src="/files/m4ui1fCBKjjpN4JW0uTC" alt=""><figcaption></figcaption></figure>

## Details of Syncing Objects and Properties

### Syncing Model

#### Supported properties:

* 3D Transformations (Pan/Rotate/Scale)
* Component
* Material Assignment
* Outliner (show/hide)
* Tag (show/hide)

#### Not supported yet:

* Tag/Layer

#### Notes:

* SU has double-sided materials, while D5 only supports single-sided materials (front materials). If there are double-sided materials in the scene, it may lead to rendering errors.

<figure><img src="/files/PkbOdUP9s5T5akHI6xtc" alt="" width="563"><figcaption><p>Double-sided material in SU</p></figcaption></figure>

<figure><img src="/files/jD4WOrtzIxHyCzKSCrbs" alt="" width="563"><figcaption><p>Abnormal scatter plants</p></figcaption></figure>

<figure><img src="/files/xaZ7KA0usuWHbb8zQxf0" alt="" width="563"><figcaption><p>Subsurface scattering(SSS) material</p></figcaption></figure>

<figure><img src="/files/G9pSZI2Ybx0mqhEvbiLs" alt="" width="563"><figcaption><p>Abnormal terrain grass</p></figcaption></figure>

### Syncing Material

#### Version Compatibility:

* SU version 2024 and earlier: Supports Basic Color / Opacity / Texture / UV.
* SU version 2025: Added PBR material support.

#### Syncing Rule:

* Material priority：Front Material > Parent Component Material > Reversed Material&#x20;
* How to revert back to material in SU after modification within D5:
  * Method 1: Modifying material names in Sketchup to trigger synchronisation
  * Method 2: After clicking ‘Reset’ parameters in D5, then re-adjust parameters in SU.

### Syncing Light

<figure><img src="/files/m84Swtj16QYvwh5mN7Cl" alt=""><figcaption><p>D5 Light</p></figcaption></figure>

#### Supported types:

* Point Light / Spot Light / Strip Light/ Rect Light/ Disc Light
* 3D transformation properties
* Outliner (show/hide)

#### Note:

* Light intensity to be calibrated at SU en

### Scene and Viewpoint

#### Supported:

* 3D transformation properties
* Perspective/Two-Point Perspective

### Geo and Sky

#### Supported:

* 'North Angle' parameter
* Sync 'time/date' parameters from 'Shade' panel in SU automatically

#### Not supported yet:

* HDRI Sky

<figure><img src="/files/eeBE3T8dsyg7sylImkAz" alt="" width="368"><figcaption><p>North Angle</p></figcaption></figure>


# Update | D5 LiveSync for SketchUp

Key words: Import model | File format | Workflow

## Ver.1.7.0.0001

`Release date: 20260106`

#### New and Optimizations <a href="#new-and-optimizations-2" id="new-and-optimizations-2"></a>

1. Added compatibility and interchangeability between models imported via D5 LiveSync and directly imported .skp files to D5 3.0.
2. Supports parallel projection and two-point perspective for scene synchronization.
3. Supports synchronizing proxy assets from D5 Lite.
4. Supports installing D5 LiveSync for SketchUp for all users.
5. Enhanced sync efficiency and stability for live sync.
6. Optimized material display logic which first reads parent component materials when a SketchUp model face has no material applied.

#### Fixes <a href="#fixes-3" id="fixes-3"></a>

1. Slow/stuck progress and crashes when exporting .d5a models.
2. Sync time build-up when linking with the same scene after synchronization breaks for multiple times.

#### Other Notes <a href="#other-notes-4" id="other-notes-4"></a>

1. Sync with D5 version 2.9 and earlier is no longer supported.

***

## Ver.1.6.1.0020

`Release date: 20251016`

#### New <a href="#new-6" id="new-6"></a>

1. Supports SU2026

***

## Ver.1.6.0.0015

`Release date: 20250715`

#### New (Requires D5 Render version 2.11) <a href="#new-requires-d5-render-version-211-2" id="new-requires-d5-render-version-211-2"></a>

1. Supports syncing orthographic views.
2. Supports syncing disc lights.
3. Supports syncing HDRI files.
4. Added quick access to Help Center.

#### Optimization (Requires D5 Render version 2.11) <a href="#optimization-requires-d5-render-version-211-3" id="optimization-requires-d5-render-version-211-3"></a>

1. Optimized sync of top/front/right/left/back/bottom views.

#### Fixes <a href="#fixes-4" id="fixes-4"></a>

1. Fixed the issue where models would disappear or jump to a distant location, previously requiring users to explode or scale them in SketchUp as a workaround.

***

## Ver.1.5.0.0017 <a href="#ver1500017-5" id="ver1500017-5"></a>

`Release date: 20250319`

#### New <a href="#new-6" id="new-6"></a>

1. Supports SU2025
2. Supports 2025 PBR Parameter Mapping
3. Supports syncing geo and sky from SketchUp

#### Fixes <a href="#fixes-7" id="fixes-7"></a>

1. Occasional abnormal crashes of SU2024
2. Abnormalities in model coordinates and dimensions may occur when connecting for the first time.
3. Fredo’s morphing frame stretching feature leads to slower push/pull syncing of basic blocks.
4. Under some non-Chinese systems, if the installation path of D5 contains Chinese characters, the connection may fail.
5. Some particular scenes-abnormal hide/show status of tags during real-time synchronisation.
6. D5 crashes due to abnormal surfaces within the scene.

***

## Ver.1.4.0.0017 <a href="#ver1400017-8" id="ver1400017-8"></a>

`Release date: 20241120`

#### Fixes <a href="#fixes-9" id="fixes-9"></a>

1. Fixed occasional SketchUp crashes caused by pushing and pulling models during linkage
2. Plugin loading failure caused by configuration file issue (manual deletion of D5LiveSync.conf file required)
3. SketchUp 2024 crashes when loading plugins on some Windows 11 systems
4. In some cases, materials modified in D5 for non-group models are lost
5. Fixed occasional SketchUp freezing caused by deleting models after disconnecting linkage
6. Fixed occasional plugin errors caused by grouping components with images during linkage

***

## Ver. 1.3.0.0035 <a href="#ver-1300035-10" id="ver-1300035-10"></a>

`Release date: 20240808`

#### New <a href="#new-11" id="new-11"></a>

1. “Single Sync” incremental update button
2. Supports synchronizing model show/hide status when switching scenes
3. Supports synchronizing model show/hide status when tag visibility changes
4. Pop-up notification for abnormal texture information during the first linkage

#### Optimization <a href="#optimization-12" id="optimization-12"></a>

1. Significant linkage performance improvements
2. Remember the toggle states of Live Update and View Sync buttons
3. Monitor the abnormal state of D5 and take action to either wait or disconnect in real-time synchronization

#### Fixes <a href="#fixes-13" id="fixes-13"></a>

1. Slow disconnection from linkage
2. SU2024 crashes from sync plugin
3. D5 crashes after syncing from excessive SU components
4. Slow loading or errors when opening scenes with many lights in SU2024
5. Occasional linkage timeout errors with ‘connection abnormal’ messages
6. Material loss during initial file synchronization
7. Occasional abnormalities in other components caused by component updates
8. Occasional mesh or material modifications fail during linkage
9. Occasional model loss when entering or exiting a component during data transmission
10. Continuous light data sends occasionally trigger default light selection in D5
11. Incorrect display of exterior facade of the attached model when moving surfaces of this component in real-time
12. Errors in linkage and export caused by hiding the default layer “unlabeled”
13. Loss of material names when exporting .d5a models

***

## Ver. 1.2.0.0006

`Release date: 20240419`

#### **New**

1. Supports SketchUp 2024

#### **Fixes**

1. Fixed the issue of imported grouped SketchUp models getting stuck due to incorrect root group information
2. Fixed the issue of missing materials after synchronization caused by the non-existent drive where the Workspace is located.

## Ver：1.1.0.0033

`Release date: 20231214`

#### **New**

1. Supports export .d5a

## Ver：1.0.3.0001

`Release date: 20231020`

#### **New**

Supports SketchUp 2023.1.340

1. Open files from the welcome page to start a new scene

## Ver：1.0.1.0011

Release date: 20230907

#### **New**

1. Supports SketchUp 2020.1 and higher versions.
2. Added progress bar prompt for initial sync.

#### **Optimization**

1. Improved stability of live sync.

#### **Fixes**

1. Fixed the failure of the plugin loading for the first time in some environments.
2. Fixed the loss of models within D5 due to rapidly clicking to start sync multiple times.
3. Fixed the model misalignment after sync in some scenes.
4. Fixed the abnormal model coordinate positions after sync in some scenes.
5. Fixed the inability to sync images imported from SketchUp in real time.
6. Fixed the loss of models caused by disconnecting and re-linking during modifications within components.
7. Fixed the issue where real-time changes to material within components do not take effect.
8. Fixed the UV anomaly caused by modifying material within components.
9. Fixed the loss of material caused by showing components after disconnecting and re-linking during sync.
10. Fixed an error of abnormal connection that occurs when synchronizing scenes containing a large amount of grass material.

#### **Known issues**

1. Live sync delay when synchronizing scenes containing a large amount of grass material.
2. Use tags to hide items is not yet supported for live sync, disconnection and re-synchronization is required.
3. Switching scenes to hide items is not yet supported for live sync, and disconnection and re-synchronization is required.


# Common issues | D5 LiveSync for Sketch up

## Why does the terrain grass not show up when a group/component is imported into D5 after mirrored in SU and given terrain grass?

If you sync the model via D5 direct reading/SU-D5 live sync plugin in the current 2.5 version, and mirror the model after creating the group/component, the mirrored model will not show the terrain grass. This is a known issue in the current version and we will fix it in future versions.

The current recommendation is to explode the mirrored part of the component and then sync it through the plugin or read it directly into D5 to get the correct effect.

<div align="left"><figure><img src="/files/2LFqVLiLuYiH8WrVGm5g" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/4Fp7oFD8VCd4iNMnh3Yl" alt=""><figcaption></figcaption></figure></div>

## Why the model is misaligned when using 'replace and link' the model via plugin connection after SU crashed?&#x20;

This is a known issue with the version 2.7, and we will modify it in subsequent versions.

The current temporary solution:

1. Users manually open the corresponding D5 scene file.
2. Select the corresponding SU model in D5, perform the ‘Sync Pivot’ command, and manually change the model coordinates to 0,0,0.
3. Click to connect again in the SU plugin, then select the replace and link.

## How to switch graphics engines in SketchUp 2024?

The new graphics engine function of SketchUp 2024 can be switched in **Preferences** window.

{% hint style="info" %}
Note:

Relatively speaking, the new graphics engine is not stable.&#x20;

<mark style="background-color:green;">If you are prone to crashes of SU2024 during use, it is recommended to Use a classic graphics engine.</mark>
{% endhint %}

<figure><img src="/files/DIFeVsdqC3tulm1lRxlV" alt=""><figcaption></figcaption></figure>

## Why prompt ‘The following issues have been detected, which may cause data errors’ when connecting?

> Newly added function **since SU LiveSync 1.3.0.0035**: Popup window on first time connection to indicate abnormal texture information.

If it prompts ↓ image content when syncing for the first time, i.e. ‘Material "Material" - Unsupported texture formats: xxx (currently in .psd format)’.

<figure><img src="/files/2xlLDp9Bdi37fGigNfCx" alt=""><figcaption></figcaption></figure>


# Workflow | D5 Sync for SketchUp

Key words: Import model | File format | Workflow

Currently, the D5 renderer supports direct reading of .skp format model files. The D5 Converter - SketchUp can help you seamlessly link SketchUp.

{% embed url="<https://www.youtube.com/watch?v=3pAcmZFofLw>" %}

Download Demo Case：<https://forum.d5render.com/t/scene-express-vol-110-sketchup-d5-workflow-tutorial-demo-scene-living-room-by-qu-c-vi-phan/11025>

## Download and Install

### Installation environment and version support

SketchUp 2017 - SketchUp 2023.

### Download exe

{% embed url="<https://www.d5render.com/workflow/sketchup>" %}

After the download is complete, double-click the .exe file and follow the prompts to install D5 Converter-SketchUp.

### Download rbz

{% embed url="<https://forum.d5render.com/t/light-group-changes-and-different-versions-for-downloading-d5-converter-for-3ds-max-and-sketchup/15616>" %}

1. Download and unzip the .zip file
2. Click on "Window" - "System Settings" in the menu bar
3. In the pop-up system settings dialog box, click on the "Extensions" option, then click on "Install Extension"
4. In the pop-up file window, select the D5\_Converter\_SketchUp\_cn\_X.X.X.rbz you want to install, then click "Open", click "Yes" in the pop-up dialog box to complete the installation

### <mark style="color:orange;">The difference between version 0.8.5.0001 and 0.8.4.0004</mark>

<mark style="color:orange;">The two versions refer to different ways of grouping lights. For details, please refer to this post:</mark> [<mark style="color:orange;">https://forum.d5render.com/t/light-group-changes-and-different-versions-for-downloading-d5-converter-for-3ds-max-and-sketchup/15616</mark>](https://forum.d5render.com/t/light-group-changes-and-different-versions-for-downloading-d5-converter-for-3ds-max-and-sketchup/15616)

## Feature Introduction

### Launch D5 render with one-click in SketchUp

* Import the currently edited new model into the D5 render, and start real-time rendering work.
* Please sync in perspective view for the best viewpoint sync experience.
* When the model file of the ongoing rendering project needs to be modified, you can start a linkage to establish a connection with the original model or replace it with a new model.

### Model/Material/Scene Sync

* After making changes to the current model in SketchUp, use the Sync button to quickly sync the changed model and materials to D5, while preserving other parameters such as materials and scene that have already been adjusted in the D5 render.
* Supports one-click synchronization of the scene list in SketchUp to the D5 render.

### Viewpoint Switch

* Keep the viewpoint consistent in the horizontal direction between SketchUp and D5 renderer.
* Supports one-click to turn on or off viewpoint linkage.

### Light Sync

<div align="left"><figure><img src="/files/mJ4TonRsNPsvmEKC9zDU" alt=""><figcaption></figcaption></figure></div>

* Click the "Add Light Source" button, you can select the D5 light source (point light, spotlight, strip light, rect light) in a new window and add it to the scene.&#x20;
* The position and related parameters of the added light source will be synchronized to the D5 render in real time.

### Uninstall

<div align="left"><figure><img src="/files/r7CATZitSdFSBklBRw7o" alt=""><figcaption></figcaption></figure></div>

* Select "Extensions Manager" in the SketchUp menu bar, select "su\_to\_d5render" and choose Uninstall.
* Find the file "su\_to\_d5render.rb"  in the directory C:\Users\Administrator\AppData\Roaming\SketchUp\current SketchUp version\SketchUp\Plugins, and delete it.


# Update | D5 Sync for SketchUp

Key words: Import model | File format | Workflow

## Ver. 0.8.4.0003

Release date: 20230504

Now we provide two versions which have different solutions on light sync.\
For details, please read this topic: [Light group changes and different versions for downloading | D5 Converter for 3ds Max and SketchUp 44](https://forum.d5render.com/t/light-group-changes-and-different-versions-for-downloading-d5-converter-for-3ds-max-and-sketchup/15616)

### **Fixes**

1. For solid color materials which do not have textures, the UV will not be correctly sync-ed.
2. Error opening recovered files in SketchUp.
3. A large file with many components imported into D5 engine will display abnormal highlights and purple light.

## Ver. 0.8.3.0001

Release date: 20230321

### **New**

* SketchUp 2023 supported
* Now we provide two versions which have different solutions on light sync\
  For details, please read this topic: [Light group changes and different versions for downloading | D5 Converter for 3ds Max and SketchUp 44](https://forum.d5render.com/t/light-group-changes-and-different-versions-for-downloading-d5-converter-for-3ds-max-and-sketchup/15616)

### **Fixes**

* The light group’s hierarchy in D5 Render changes after re-sync.
* “Please launch D5 Render manually before sync” error.


# Common issues | D5 Sync for Sketch up

1\. Why doesn't the model appear in the D5 render after clicking the D5 Converter - SketchUp sync button?\
There are two possible reasons:
-------------------------------

1. The version of your graphics card driver is too old, it is recommended to update to the latest version of the graphics card driver.\
   Reference: How to check and update the graphics card driver?
2. There is encryption software on the computer, D5 does not have the permission to read the files.\
   Different encryption software may have different handling policies, you may need to contact the corresponding IT department of the company for assistance.

## 2. Why doesn't the D5 converter - SketchUp show in the toolbar of SketchUp after installation?

1. Please select "Window" - "Extension Manager" from the menu bar in SketchUp. Enable D5 Converter in the pop-up window.
2. If it still doesn't show up, use the rbz installer to cover the installation.

Reference: rbz installation method

## 3. Why the D5 converter - SketchUp indicates "load error su\_to\_d5render"?

Since the SketchUp installer used is missing the D5 Converter runtime dependency profile, it is recommended to reinstall SketchUp using an installer from another source, and then reinstall D5 Converter - SketchUp.

## 4. D5 Converter - SketchUp indicates "Please install the latest version of D5 Render, if you have already installed the latest version, please manually select the installation path".

1. The D5 Render must be installed before running the D5 Converter.
2. If D5 has already been installed, please manually select the installation path of the D5 Render when this pop-up appears (right-click on the D5 Render icon on the desktop - open the file location, the folder that opens is the installation path of the D5 Render).
3. If there is still error reported, it may be affected by third-party software and D5 installation is incomplete. It is recommended to close and exit all antivirus software and then re-download and install D5 renderer on the official website.

## 5. Why the lights become solid model after importing .skp file into D5 render?

**Solution:** Open this skp file in SketchUp, hide all the light source by D5 Converter - SketchUp with one click, save the skp file, and then import it into D5 render directly.

<div align="left"><figure><img src="/files/rWWV1c3RRv7QGX2rcm7C" alt=""><figcaption></figcaption></figure></div>

### <mark style="color:orange;">The light source tool of D5 Converter - SketchUp is only applicable to the workflow of plugin synchronization.</mark>

<mark style="color:orange;">Under the direct read workflow, the D5 light source added through the plugin will become an entity model and the light source be read directly. Under the workflow of plugin synchronization, the D5 light source added in SketchUp is hidden by default, and the light source is displayed in the scene of the D5 Render.</mark>

## 6. Why are some models not displayed when imported into D5 directly or linked through the D5 Converter - SketchUp?

**Solution:** Explode and scale define the model in SketchUp, then import or link to D5.


# 3ds Max

D5 Converter - 3ds Max Link Plugin

## Download and Installation

Supported Versions: 3ds Max 2014 - 3ds Max 2026 versions (2020 and above versions are highly recommended)

V-Ray 3.6 for 3ds Max or higher must be installed.

You can download the latest version on the official website, or download from the Welcome Page > Workflow.

After the download is complete double-click the .exe file and follow the steps to install D5 Converter - 3ds Max

## Start D5 Render

Launch the D5 renderer with a single click of <img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line"> button and establish a connection with the current model in 3ds Max.

Use<img src="/files/-MkYRwsw3sj31PMpBolk" alt="" data-size="line"> button to turn off sync and disconnect D5 Render from the current model.

* **OK:** Create a new empty .drs scene and import the current .max file to establish a connection with D5 Render.
* **Select file:** associate the current .max file in 3ds Max with the model file in the existing .drs scene.

When a model file already exists in D5 Render, the first time you synchronize it, you need to connect the synchronized model to an existing model in the resource list or create a new model.

## Sync

Use <img src="/files/-MkYT1emzDsDMVcxxVaV" alt="" data-size="line"> button to Sync. Laod model files faster by syncing the current model and corresponding materials with incremental updates. Suitable for changing materials and models with the synchronization function when adjusting details.

### Viewport Sync

Use <img src="/files/-MkYTsdr8HTi0icyuKQ7" alt="" data-size="line"> to turn on viewport sync to synchronize the current viewport of 3ds Max with the view of D5 Render

Use <img src="/files/-MkYV9uzrzwHIK9X90DO" alt="" data-size="line"> to turn off viewport sync and disconnect viewpoint sync between 3ds Max and D5 Render.

### Camera Sync

<img src="/files/-MkYVQUG_mUxWmcIjnk2" alt="" data-size="line"> One-click synchronization of 3ds Max standard camera and V-Ray camera to D5 Render scene list.

### Light Sync

Click the Sync Light <img src="/files/-MkYVomZfEy7Y3svtOAu" alt="" data-size="line"> button to sync the light type (point, spot, strip, area), light position, and area/strip size parameters of the current V-Ray or Corona lights in 3ds Max to D5 Render.

| **D5 Lights**     | **V-Ray Lights**   | **Corona Lights** |
| ----------------- | ------------------ | ----------------- |
| Point Light       | V-Ray Sphere light | Sphere            |
| Spotlight         | V-Ray IES          | Disk              |
| Rectangular Light | V-Ray Plane light  | Rectangle         |

## Exporting d5a/skp files

* D5 Render can not directly load the .max file. You can use the D5 converter - 3ds Max to convert max file into .d5a file which can be directly imported into D5 Render.
* Support exporting model files in .skp format for importing into SketchUp and D5 Render.
* Support fast optimization of surface

## Mapping resolution settings

Support setting mapping resolution up to 4K when syncing and exporting d5a format files.


# Function Support Description

Vary | Corona | 3ds Max

## Version Support

* Corona version support
  * Corona 6.0\~13.0
* Vray version support
  * Vray 3.6\~7
* OpenPBR
  * 3Ds MAX 2026

## Function Support

* [Corona Function Support Table](/workflow/3ds-max/corona-function-support-table)
* [Vray Function Support Table](/workflow/3ds-max/vray-function-support-table)


# Corona Function Support Table

Corona | 3ds Max

### CoronaPhysicalMtl

| UI                                                                                                  | Name                  | Support         | Note                                                                                               |
| --------------------------------------------------------------------------------------------------- | --------------------- | --------------- | -------------------------------------------------------------------------------------------------- |
| <div><figure><img src="/files/rOVKWUXTVbRDdYndIttZ" alt=""><figcaption></figcaption></figure></div> | Metalness             | Yes             |                                                                                                    |
|                                                                                                     | Base Color            | Yes             |                                                                                                    |
|                                                                                                     | Roughness             | Yes             |                                                                                                    |
|                                                                                                     | IOR                   | No              | This parameter is not supported, but can be converted into an equivalent highlight intensity value |
|                                                                                                     | edge color            | No              |                                                                                                    |
|                                                                                                     | Bump                  | Partial Support | Supports bump mapping, but does not support procedurally generated bumps.                          |
|                                                                                                     | Anisotropy            | No              |                                                                                                    |
|                                                                                                     | Translucency          | No              |                                                                                                    |
|                                                                                                     | Refraction            | Partial Support |                                                                                                    |
|                                                                                                     | Caustics              | No              |                                                                                                    |
|                                                                                                     | Thin absorption       | No              |                                                                                                    |
|                                                                                                     | Opacity               | Partial Support |                                                                                                    |
|                                                                                                     | Displacement          | Partial Support |                                                                                                    |
|                                                                                                     | Clearcoat Layer       | Yes             |                                                                                                    |
|                                                                                                     | Sheen Layer           | Yes             |                                                                                                    |
| <div><figure><img src="/files/VRFLmIX31KVtzs45LokU" alt=""><figcaption></figcaption></figure></div> | Volumetric Absorption | No              |                                                                                                    |
|                                                                                                     | Volumetric Scattering | No              |                                                                                                    |
|                                                                                                     | SSS                   | Partial Support |                                                                                                    |
| <div><figure><img src="/files/HLDbmUd4BrqwXwYyfLbf" alt=""><figcaption></figcaption></figure></div> | Self-illumination     | Yes             |                                                                                                    |
|                                                                                                     | Override              | No              |                                                                                                    |

### CoronaLegacyMtl

| UI                                                                                                  | Name                  | Support         | Note                                                                                               |
| --------------------------------------------------------------------------------------------------- | --------------------- | --------------- | -------------------------------------------------------------------------------------------------- |
| <div><figure><img src="/files/8XtEu6f4B9oEA0WNsoZA" alt=""><figcaption></figcaption></figure></div> | Diffuse               | Yes             |                                                                                                    |
|                                                                                                     | Translucency          | No              |                                                                                                    |
|                                                                                                     | Reflection Color      | Yes             |                                                                                                    |
|                                                                                                     | IOR                   | No              | This parameter is not supported, but can be converted into an equivalent highlight intensity value |
|                                                                                                     | Reflection Glossiness | Yes             |                                                                                                    |
|                                                                                                     | Reflection Anisotropy | No              |                                                                                                    |
|                                                                                                     | Refraction Color      | Yes             |                                                                                                    |
|                                                                                                     | Refraction IOR        | Yes             |                                                                                                    |
|                                                                                                     | Refraction Glossiness | No              |                                                                                                    |
|                                                                                                     | Dispersion            | No              |                                                                                                    |
|                                                                                                     | Opacity               | Partial Support |                                                                                                    |
|                                                                                                     | Bump                  | Partial Support |                                                                                                    |
|                                                                                                     | Displacement          | Partial Support |                                                                                                    |
| <div><figure><img src="/files/VRFLmIX31KVtzs45LokU" alt=""><figcaption></figcaption></figure></div> | Volumetric Absorption | No              |                                                                                                    |
|                                                                                                     | Volumetric Scattering | No              |                                                                                                    |
|                                                                                                     | SSS                   | Partial Support |                                                                                                    |
| <div><figure><img src="/files/4TowAIn2vNGkroY1Gvcz" alt=""><figcaption></figcaption></figure></div> | Self-illumination     | Yes             |                                                                                                    |
|                                                                                                     | Override              | No              |                                                                                                    |

### Other Materials

| Name                   | Support | Note                                                                      |
| ---------------------- | ------- | ------------------------------------------------------------------------- |
| CoronaLayeredMtl       | Yes     |                                                                           |
| CoronaRaySwitchMtl     | Yes     |                                                                           |
| CoronaShadowCatcherMtl | No      |                                                                           |
| CoronaSkinMtl          | No      | will enable Subsurface template and sync the SkinColor and SkinColor maps |
| CoronaHairMtl          | No      |                                                                           |
| CoronaSlicerMtl        | No      |                                                                           |
| CoronaScannedMtl       | No      |                                                                           |
| CoronaUnsupportedMtl   | No      |                                                                           |
| CoronaSelect Material  | Yes     |                                                                           |
| CoronaLightMtl         | Yes     |                                                                           |

### Bump

| Name   | Support         | Note                                                                              |
| ------ | --------------- | --------------------------------------------------------------------------------- |
| Bump   | Partial Support | Procedurally generated bump maps are not supported, intensity needs to be aligned |
| Normal | Partial Support | Procedurally generated bump maps are not supported, intensity needs to be aligned |

### Displacement

| Name                  | Support         | Note                                                                                                  |
| --------------------- | --------------- | ----------------------------------------------------------------------------------------------------- |
| Normal Displacement   | Partial Support | Currently D5 does not support displacement of model deformation, only displacement of visual effects. |
| Vector Displacement   | No              |                                                                                                       |
| Per-face normal       | No              |                                                                                                       |
| Per-face vector/mixed | No              |                                                                                                       |
| Water level           | No              |                                                                                                       |

### Geometry

| Name                    | Support | Note |
| ----------------------- | ------- | ---- |
| mesh                    | Yes     |      |
| Hair and Fur            | No      |      |
| Proxy Object            | No      |      |
| Decal                   | No      |      |
| bend                    | No      |      |
| Include/exclude         | No      |      |
| Corona Pattern modifier | No      |      |
| Chaos Scatter           | No      |      |
| VolumeGrid              | No      |      |

### Light

| Name           | Support         | Note                               |
| -------------- | --------------- | ---------------------------------- |
| Sphere Light   | Yes             |                                    |
| Rect Light     | Yes             |                                    |
| Point Light    | Yes             |                                    |
| Disc Light     | Yes             |                                    |
| Light material | Partial Support | transfer to D5's emissive material |
| Mesh Light     | Partial Support | transfer to D5's emissive material |
| Spotlight      | Yes             |                                    |
| ies            | Yes             |                                    |

### Camera

| Name                                   | Support         | Note                    |
| -------------------------------------- | --------------- | ----------------------- |
| Perspective Camera                     | Yes             |                         |
| Orthographic Camera                    | Yes             |                         |
| Perspective Camera                     | No              |                         |
| Spherical, Fisheye, Cylindrical Camera | No              |                         |
| Depth of Field                         | Partial Support |                         |
| Resolution, Aspect Ratio               | Yes             |                         |
| Far/Near Clip                          | No              | Only supports Near Clip |
| Multiple Camera Export                 | No              |                         |

### Environment

| Name                      | Support         | Note                  |
| ------------------------- | --------------- | --------------------- |
| Monochromatic environment | No              |                       |
| Environment Map           | Partial Support | Supports HDRI, Bitmap |
| corona geo sky            | No              |                       |
| Clouds                    | No              |                       |
| Airplane Contrail         | No              |                       |
| Volume Effect             | No              |                       |
| Multiple Ambient Lights   | No              |                       |
| Corona Sun                | No              |                       |
| Global volume             | No              |                       |

### Map

| Name                    | Support         | Note |
| ----------------------- | --------------- | ---- |
| Bitmap                  | Partial Support |      |
| Color                   | Yes             |      |
| Color Correction        | Yes             |      |
| CoronaData              | Partial Support |      |
| CheckerMap              | Yes             |      |
| CoronaFrontBack         | Yes             |      |
| Gradient                | Yes             |      |
| MaxFalloffMap           | Partial Support |      |
| CoronaMix               | Yes             |      |
| CoronaMultiMap          | Yes             |      |
| CoronaMappingRandomizer | Yes             |      |
| CoronaTriplanar         | Yes             |      |
| CoronaSelect            | Yes             |      |
| CoronaNormal            | Yes             |      |
| Bitmap                  | Yes             |      |
| Checker                 | Yes             |      |
| ColorCorrection         | Yes             |      |
| Falloff                 | Partial Support |      |
| Gradient                | Yes             |      |
| Mix                     | Yes             |      |
| Normal Bump             | Yes             |      |
| Output                  | Partial Support |      |
| Noise                   | Yes             |      |
| RgbMultiply             | Yes             |      |
| Curvature               | No              |      |
| Chamfer                 | Yes             |      |


# Vray Function Support Table

### Material

| Native Name             | Support         |
| ----------------------- | --------------- |
| VRMtl                   | Yes             |
| VRay 2SidedMtl          | Yes             |
| VRayCarPaintMtl         | Yes             |
| VRayCarPaintMtl2        | Yes             |
| VRayLightMtl            | Yes             |
| VRaySwitchedMtl         | Yes             |
| VRayALSurfaceMtl        | Partial Support |
| VRayBlendMtl            | Partial Support |
| VRayBumpMtl             | Partial Support |
| VRayFastSSS2            | Partial Support |
| VRayFlakesMtl           | No              |
| VRayFlakesMtl2          | No              |
| VRayGLSLMt              | Partial Support |
| VRayScatterVolume       | Partial Support |
| VRayStochasticFlakesMtl | No              |
| VRayToonMtl             | Partial Support |
| VRayPointParticleMtl    | Partial Support |
| VRayMDLMtl              | Partial Support |
| VRayHairNextMtl         | Partial Support |
| VRayMtlWrapper          | Partial Support |
| VRayOSLMtl              | No              |
| VRayOverrideMtl         | Partial Support |
| VRayPluginNodeMtl       | No              |
| VRayScannedMtl          | No              |
| VRayVectorDisplBake     | No              |
| VRayVRmatMtl            | No              |

### VRayMtl

| UI                                                                                                  | Native name                                                                  | Support |
| --------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------- | ------- |
| <div><figure><img src="/files/LBQwXbiyKaQpwkvIW87s" alt=""><figcaption></figcaption></figure></div> | Diffuse                                                                      | Yes     |
|                                                                                                     | Diffuse Texture                                                              | Yes     |
|                                                                                                     | Roughness                                                                    | Yes     |
|                                                                                                     | Roughness Texture                                                            | Yes     |
|                                                                                                     | Preset                                                                       | Yes     |
|                                                                                                     | Enable Bump map                                                              | Yes     |
|                                                                                                     | Bump amount                                                                  | Yes     |
|                                                                                                     | Bump Texture                                                                 | Yes     |
| <div><figure><img src="/files/Z1xDnI5y7et7ecLtruzC" alt=""><figcaption></figcaption></figure></div> | Reflect                                                                      | Yes     |
|                                                                                                     | Reflect Texture                                                              | Yes     |
|                                                                                                     | Reflect Glossiness                                                           | Yes     |
|                                                                                                     | Reflect Glossiness Texture                                                   | Yes     |
|                                                                                                     | Fresnel reflections                                                          | Yes     |
|                                                                                                     | Fresnel IOR                                                                  | Yes     |
|                                                                                                     | Fresnel IOR Lock                                                             | No      |
|                                                                                                     | Fresnel IOR Texture                                                          | Yes     |
|                                                                                                     | Metalness                                                                    | Yes     |
|                                                                                                     | Metalness Texture                                                            | Yes     |
|                                                                                                     | Max depth                                                                    | No      |
|                                                                                                     | Reflect on back side                                                         | No      |
|                                                                                                     | Dim distance                                                                 | No      |
|                                                                                                     | Dim fall off                                                                 | No      |
|                                                                                                     | <p>Affect channel:</p><p>Color only</p><p>Color+alpha</p><p>All Channels</p> | No      |
| <div><figure><img src="/files/yBFMNb1Ywfd2JHQx93LA" alt=""><figcaption></figcaption></figure></div> | Refract                                                                      | Yes     |
|                                                                                                     | Refract Texture                                                              | Yes     |
|                                                                                                     | Refract Glossiness                                                           | Yes     |
|                                                                                                     | Refract Glossiness Texture                                                   | Yes     |
|                                                                                                     | IOR                                                                          | Yes     |
|                                                                                                     | IOR Texture                                                                  | No      |
|                                                                                                     | Abbe number                                                                  | No      |
|                                                                                                     | Max depth                                                                    | No      |
|                                                                                                     | Affect shadows                                                               | No      |
|                                                                                                     | <p>Affect channel:</p><p>Color only</p><p>Color+alpha</p><p>All Channels</p> | No      |
|                                                                                                     | Thin-walled                                                                  | No      |
| <div><figure><img src="/files/T4d0uNglRJCPfuCSedjC" alt=""><figcaption></figcaption></figure></div> | Translucency:None                                                            | Yes     |
|                                                                                                     | Translucency:Volume                                                          | No      |
|                                                                                                     | Translucency:SSS                                                             | No      |
|                                                                                                     | Fog color / Scatter radius                                                   | No      |
|                                                                                                     | Fog color Texture / Scatter radius Texture                                   | No      |
|                                                                                                     | Depth (cm) / Scale (cm)                                                      | No      |
|                                                                                                     | <p>Illumination:</p><p>Uniform</p><p>Directional</p>                         | No      |
|                                                                                                     | Scatter color                                                                | No      |
|                                                                                                     | Scatter color Texture                                                        | No      |
|                                                                                                     | SSS amount                                                                   | No      |
| <div><figure><img src="/files/z8Cyo9fhPgSRpcibjEse" alt=""><figcaption></figcaption></figure></div> | Self-Illumination                                                            | No      |
|                                                                                                     | Self-Illumination Texture                                                    | No      |
|                                                                                                     | GI                                                                           | No      |
|                                                                                                     | Mult                                                                         | No      |
|                                                                                                     | Compensate camera exposure                                                   | No      |
| <div><figure><img src="/files/oqa7eLtQvYDx4FirowNb" alt=""><figcaption></figcaption></figure></div> | Coat amount                                                                  | Yes     |
|                                                                                                     | Coat amount Texture                                                          | Yes     |
|                                                                                                     | Coat glossiness                                                              | Yes     |
|                                                                                                     | Coat glossiness Texture                                                      | No      |
|                                                                                                     | Coat IOR                                                                     | No      |
|                                                                                                     | Coat IOR Texture                                                             | No      |
|                                                                                                     | Coat color                                                                   | No      |
|                                                                                                     | Coat color Texture                                                           | No      |
|                                                                                                     | Lock coat bump to base bump                                                  | No      |
| <div><figure><img src="/files/7TH7UoV986HNYCwO9IUL" alt=""><figcaption></figcaption></figure></div> | Enable Coat bump                                                             | No      |
|                                                                                                     | Coat bump amount                                                             | No      |
|                                                                                                     | Coat bump Texture                                                            | No      |
|                                                                                                     | Enable thin film                                                             | No      |
|                                                                                                     | IOR                                                                          | No      |
|                                                                                                     | Min thickness (nm)                                                           | No      |
|                                                                                                     | Max thickness (nm)                                                           | No      |
| <div><figure><img src="/files/glqWNprg97k64O8332uy" alt=""><figcaption></figcaption></figure></div> | Sheen color                                                                  | Yes     |
|                                                                                                     | Sheen color Textures                                                         | Yes     |
|                                                                                                     | Sheen glossiness                                                             | Yes     |
|                                                                                                     | Sheen glossiness Texture                                                     | No      |
|                                                                                                     | <p>BRDF:</p><p>Phong</p><p>Blinn</p><p>Ward</p><p>Microfacet GTR (GGX)</p>   | No      |
|                                                                                                     | Use glossiness / Use roughness                                               | No      |
|                                                                                                     | GTR tail falloff                                                             | No      |
|                                                                                                     | GTR tail falloff Texture                                                     | No      |
|                                                                                                     | Anisotropy                                                                   | No      |
|                                                                                                     | Anisotropy Texture                                                           | No      |
|                                                                                                     | Rotation                                                                     | No      |
|                                                                                                     | Rotation Texture                                                             | No      |
|                                                                                                     | Local axis                                                                   | No      |
|                                                                                                     | Map channel                                                                  | No      |

### Maps

|                  | Native Name                                                                                         | V-Ray plugin Name                                                                                                 | Support         |
| ---------------- | --------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | --------------- |
| **General Maps** | <div><figure><img src="/files/z7h02n6HDmYXGdCLB7YB" alt=""><figcaption></figcaption></figure></div> | Advanced Wood                                                                                                     | Partial Support |
|                  | <div><figure><img src="/files/SiTjNBkoYrepnvu4aKrN" alt=""><figcaption></figcaption></figure></div> | Bitmap                                                                                                            | Yes             |
|                  | <div><figure><img src="/files/wknwKbHrUPy16jdStqXe" alt=""><figcaption></figcaption></figure></div> | BlendedBoxMap                                                                                                     | No              |
|                  | <div><figure><img src="/files/kE7WoCVJpMFPBv7YHLrF" alt=""><figcaption></figcaption></figure></div> | Camera Map Per Pixel                                                                                              | No              |
|                  | <div><figure><img src="/files/0BWAA8xySNBYNrt4C7oz" alt=""><figcaption></figcaption></figure></div> | Cellular                                                                                                          | Yes             |
|                  | <div><figure><img src="/files/oqFULYDJ2sTfGAGAfJS6" alt=""><figcaption></figcaption></figure></div> | Checker                                                                                                           | Yes             |
|                  | <div><figure><img src="/files/zwMiKX6E3ajnfKQsZMKb" alt=""><figcaption></figcaption></figure></div> | ColorCorrection                                                                                                   | Yes             |
|                  | <div><figure><img src="/files/DObCkiu0nd8idmTrHGId" alt=""><figcaption></figcaption></figure></div> | ColorCorrect [1](https://docs.chaos.com/display/LAV/V-Ray+for+3ds+Max+Features#VRayfor3dsMaxFeatures-notes)       | Yes             |
|                  | <div><figure><img src="/files/iq8K7fw1hLAt0K6E4Fyx" alt=""><figcaption></figcaption></figure></div> | ColorMap                                                                                                          | Yes             |
|                  | <div><figure><img src="/files/bd2Rjh9fDaiyJKS3rN76" alt=""><figcaption></figcaption></figure></div> | Compound                                                                                                          | No              |
|                  | <div><figure><img src="/files/vQo0bPkzJVjYrU89J5ts" alt=""><figcaption></figcaption></figure></div> | Combustion [1](https://docs.chaos.com/display/LAV/V-Ray+for+3ds+Max+Features#VRayfor3dsMaxFeatures-notes)         | No              |
|                  | ![](/files/t2NfAkpSPKjekRSdyDb6)                                                                    | Composite                                                                                                         | Partial Support |
|                  | <div><figure><img src="/files/hoUV1OrNWf7M9EHUwELD" alt=""><figcaption></figcaption></figure></div> | Dent                                                                                                              | Partial Support |
|                  | <div><figure><img src="/files/Wm2hopaceIK3jnbW2Bzl" alt=""><figcaption></figcaption></figure></div> | Falloff                                                                                                           | Partial Support |
|                  | <div><figure><img src="/files/ROWAZRgU2c2O8rO1oJN5" alt=""><figcaption></figcaption></figure></div> | Gradient                                                                                                          | Yes             |
|                  | <div><figure><img src="/files/JekXjTXQnzuGBz4wKCiq" alt=""><figcaption></figcaption></figure></div> | Gradient Ramp                                                                                                     | Yes             |
|                  | <div><figure><img src="/files/GcDneGqfKNWgIlBz3SGA" alt=""><figcaption></figcaption></figure></div> | Map Output Selector                                                                                               | Yes             |
|                  | <div><figure><img src="/files/xw59ypHEsdMtGJjfbuc3" alt=""><figcaption></figcaption></figure></div> | Marble                                                                                                            | Yes             |
|                  | <div><figure><img src="/files/98GZfQQx6zgHS0Ijp9dl" alt=""><figcaption></figcaption></figure></div> | Mask                                                                                                              | Yes             |
|                  | <div><figure><img src="/files/iqwmoIBX2svO5BLaTRUJ" alt=""><figcaption></figcaption></figure></div> | Mix                                                                                                               | Yes             |
|                  | <div><figure><img src="/files/hTaRuzgjlHh2gtsYn68X" alt=""><figcaption></figcaption></figure></div> | MultiTitle                                                                                                        | No              |
|                  | <div><figure><img src="/files/Jc8F5NBcl185GEx2v443" alt=""><figcaption></figcaption></figure></div> | Noise                                                                                                             | Yes             |
|                  | <div><figure><img src="/files/zPvyfQQVwexQXDLm1YGh" alt=""><figcaption></figcaption></figure></div> | OSL Map                                                                                                           | Partial Support |
|                  | <div><figure><img src="/files/EcvHgSTg09wx3AWT2sfG" alt=""><figcaption></figcaption></figure></div> | Output                                                                                                            | Partial Support |
|                  | <div><figure><img src="/files/dgj2XlYsUAKmdu4J60nG" alt=""><figcaption></figcaption></figure></div> | Particle Age                                                                                                      | No              |
|                  | ![](/files/WgRivoSwUFmXs8fISYRa)                                                                    | Particle MBlur                                                                                                    | No              |
|                  | <div><figure><img src="/files/hs9v4F1kEbtBV4un0uP7" alt=""><figcaption></figcaption></figure></div> | Perlin Marble                                                                                                     | Yes             |
|                  | <div><figure><img src="/files/oFS1PkbFPJefYVwzOeTM" alt=""><figcaption></figcaption></figure></div> | RGB Multiply                                                                                                      | Yes             |
|                  | <div><figure><img src="/files/5Ek1BOtQEKQ5pCCRsbQr" alt=""><figcaption></figcaption></figure></div> | RGB Tint                                                                                                          | Yes             |
|                  | ![](/files/9ixFIWlpfQIiyHpeJnph)                                                                    | ShapeMap                                                                                                          | Yes             |
|                  | <div><figure><img src="/files/FN1ZLoGlf3Le6fDMEuEa" alt=""><figcaption></figcaption></figure></div> | Smoke                                                                                                             | Yes             |
|                  | <div><figure><img src="/files/hpc3jlZ2pH9nGjDslO0N" alt=""><figcaption></figcaption></figure></div> | Speckle                                                                                                           | Yes             |
|                  | <div><figure><img src="/files/nr7QgxYd8itjaERQRYo0" alt=""><figcaption></figcaption></figure></div> | Splat                                                                                                             | Yes             |
|                  | <div><figure><img src="/files/uAw9rBplZtiBPjIhni9D" alt=""><figcaption></figcaption></figure></div> | Stucco                                                                                                            | Yes             |
|                  | <div><figure><img src="/files/R8JOZSaEOMXV7pF7YUsk" alt=""><figcaption></figcaption></figure></div> | Substance                                                                                                         | Yes             |
|                  | <div><figure><img src="/files/9chtdlhR4KhRYy5b9R7d" alt=""><figcaption></figcaption></figure></div> | Substance2                                                                                                        | Yes             |
|                  | <div><figure><img src="/files/cN81Y0QDC4re4gvgLcsN" alt=""><figcaption></figcaption></figure></div> | Swirl                                                                                                             | Yes             |
|                  | <div><figure><img src="/files/yqHsQyf4guzQqJspdvrb" alt=""><figcaption></figcaption></figure></div> | TexMap                                                                                                            | Yes             |
|                  | <div><figure><img src="/files/BkrqWk3KYkFJdUOgKAjG" alt=""><figcaption></figcaption></figure></div> | TextureObjMask                                                                                                    | Partial Support |
|                  | <div><figure><img src="/files/kpVWj3Jbxl6vkiDfb9XF" alt=""><figcaption></figcaption></figure></div> | Tiles                                                                                                             | Yes             |
|                  | <div><figure><img src="/files/1Hrx1yLkLBY0Ea13XSfN" alt=""><figcaption></figcaption></figure></div> | Vector Displacement                                                                                               | No              |
|                  | <div><figure><img src="/files/u7b3rvTYAboJf3hQ8mHf" alt=""><figcaption></figcaption></figure></div> | Vector Map                                                                                                        | Yes             |
|                  | <div><figure><img src="/files/qR2PldXP9kdJiTNWQrdH" alt=""><figcaption></figcaption></figure></div> | VertexColor                                                                                                       | Yes             |
|                  | <div><figure><img src="/files/uUhslAiuXLM6GiSRkJiY" alt=""><figcaption></figcaption></figure></div> | Waves                                                                                                             | Yes             |
| **V-Ray Maps**   | <div><figure><img src="/files/X1vXmalPp6Mxln9s3wag" alt=""><figcaption></figcaption></figure></div> | VRayBitmap (VRayHDRI)                                                                                             | Yes             |
|                  | <div><figure><img src="/files/SNs89EH5ePEPRNWVG9hJ" alt=""><figcaption></figcaption></figure></div> | VRayBump2Normal                                                                                                   | Yes             |
|                  | <div><figure><img src="/files/AkZL8ec48tLwUKltl6Zf" alt=""><figcaption></figcaption></figure></div> | VRayColor                                                                                                         | Yes             |
|                  | <div><figure><img src="/files/GQ2qw9Vp8msdwtSKqEFn" alt=""><figcaption></figcaption></figure></div> | VRayColor2Bump                                                                                                    | Yes             |
|                  | <div><figure><img src="/files/67ZmQtKAwFSv1UBDNREJ" alt=""><figcaption></figcaption></figure></div> | VRayCompTex                                                                                                       | Yes             |
|                  | <div><figure><img src="/files/41VPxYSz2lnEVUzWVxXK" alt=""><figcaption></figcaption></figure></div> | VRayCurvature                                                                                                     | No              |
|                  | <div><figure><img src="/files/okkWsO2CtY13Tciu4uJE" alt=""><figcaption></figcaption></figure></div> | VRayDirt                                                                                                          | Partial Support |
|                  | <div><figure><img src="/files/sQr7rC2Cg4SHixq1vUmN" alt=""><figcaption></figcaption></figure></div> | VRayDistanceTex                                                                                                   | No              |
|                  | <div><figure><img src="/files/Ajfwz0HcAF1fQJXit7dE" alt=""><figcaption></figcaption></figure></div> | VRayEdgesTex                                                                                                      | Yes             |
|                  | <div><figure><img src="/files/q2LEEaNW8ygL6bxt3CQf" alt=""><figcaption></figcaption></figure></div> | VRayFakeFresnelTex [2](https://docs.chaos.com/display/LAV/V-Ray+for+3ds+Max+Features#VRayfor3dsMaxFeatures-notes) | –               |
|                  | <div><figure><img src="/files/ksLTc0CB8iLLIT5rMRT0" alt=""><figcaption></figcaption></figure></div> | VRayGLSLTex                                                                                                       | No              |
|                  | <div><figure><img src="/files/4KGlw3oNGcpyBxQcDpZG" alt=""><figcaption></figcaption></figure></div> | VRayHairInfoTex                                                                                                   | No              |
|                  | <div><figure><img src="/files/ViWoiE5OzMRGuVIsVoWu" alt=""><figcaption></figcaption></figure></div> | VRayHDRI(VRayBitmap)                                                                                              | No              |
|                  | <div><figure><img src="/files/auUyZmcJHu8TIlQ9gBfe" alt=""><figcaption></figcaption></figure></div> | VRayICC                                                                                                           | No              |
|                  | <div><figure><img src="/files/lPai23g0pbeedR4gxNYY" alt=""><figcaption></figcaption></figure></div> | VRayLut                                                                                                           | No              |
|                  | <div><figure><img src="/files/yFf4efeJbRiUdjQvv6cm" alt=""><figcaption></figcaption></figure></div> | VRayMultiSubTex                                                                                                   | Yes             |
|                  | <div><figure><img src="/files/3wLukhfy65N4DdVZJQaN" alt=""><figcaption></figcaption></figure></div> | VRayNoiseTex                                                                                                      | Yes             |
|                  | <div><figure><img src="/files/A0UgyUkNUOuZUa67Cul0" alt=""><figcaption></figcaption></figure></div> | VRayNormalMap                                                                                                     | Yes             |
|                  | <div><figure><img src="/files/RY9VNKoXNEkQk21kJC1T" alt=""><figcaption></figcaption></figure></div> | VRayOCIO                                                                                                          | No              |
|                  | <div><figure><img src="/files/YJljupJrmfWHSUhWusSo" alt=""><figcaption></figcaption></figure></div> | VRayOSLOutputSelector                                                                                             | No              |
|                  | <div><figure><img src="/files/Bhz6AhCa4xKje6wgRQKN" alt=""><figcaption></figcaption></figure></div> | VRayOSLTex                                                                                                        | No              |
|                  | <div><figure><img src="/files/rIZ6ERDScdsH3y3FVAcQ" alt=""><figcaption></figcaption></figure></div> | VRayParticleTex                                                                                                   | No              |
|                  | <div><figure><img src="/files/hhAg9fSlTqNAn4ZVWJkj" alt=""><figcaption></figcaption></figure></div> | VRayPointCloudColor                                                                                               | No              |
|                  | <div><figure><img src="/files/urljYwXn4eyazqjjT0r6" alt=""><figcaption></figcaption></figure></div> | VRayPluginNodeTex                                                                                                 | No              |
|                  | <div><figure><img src="/files/EH0u1XoPDdyMxlh2A6fV" alt=""><figcaption></figcaption></figure></div> | VRayPtex                                                                                                          | No              |
|                  | <div><figure><img src="/files/qsW0R6fnPtr4IleGUgCn" alt=""><figcaption></figcaption></figure></div> | VRaySamplerInfoTex                                                                                                | No              |
|                  | <div><figure><img src="/files/AdZnZ4gApVcH2KgbTR4D" alt=""><figcaption></figcaption></figure></div> | VRaySky                                                                                                           | No              |
|                  | <div><figure><img src="/files/NaArI04d9hjGTiU0wGLI" alt=""><figcaption></figcaption></figure></div> | VRaySoftbox                                                                                                       | No              |
|                  | <div><figure><img src="/files/KxffcdnaEWm5jHgT0WL9" alt=""><figcaption></figcaption></figure></div> | VRayTriplanarTex                                                                                                  | Partial Support |
|                  | <div><figure><img src="/files/PSJxw9mR0HKjgUyUhcfO" alt=""><figcaption></figcaption></figure></div> | VRayUserColor                                                                                                     | Yes             |
|                  | <div><figure><img src="/files/fI1nagvNOb3EjITs7yep" alt=""><figcaption></figcaption></figure></div> | VRayUserScalar                                                                                                    | Yes             |
|                  | <div><figure><img src="/files/GCvNnNeIh7uCXEMjlbd2" alt=""><figcaption></figcaption></figure></div> | VRayUVWRandomizer                                                                                                 | Yes             |
| **Chaos Maps**   | <div><figure><img src="/files/9krQibnOiYnKEpNxMOLo" alt=""><figcaption></figcaption></figure></div> | ChaosScatterSurfaceColor                                                                                          | No              |

### Lights

<table><thead><tr><th width="125.66665649414062">Light Category</th><th></th><th></th><th>Light Type and Parameter</th></tr></thead><tbody><tr><td><strong>Vray</strong></td><td><p>Vray Light</p><div><figure><img src="/files/7K16oUlmjpyuLf2MuxK1" alt=""><figcaption></figcaption></figure></div></td><td>Plane</td><td><p>Yes</p><ul><li><p>Plane Light</p><ul><li>Postion</li><li>Scale(Length&#x26;Width)</li><li>Color/Color Temperature</li><li>Units</li></ul></li></ul></td></tr><tr><td></td><td></td><td>Dome</td><td>Yes, supports HDRI</td></tr><tr><td></td><td></td><td>Sphere</td><td>Yes</td></tr><tr><td></td><td></td><td>Mesh</td><td>Yes</td></tr><tr><td></td><td></td><td>Disc</td><td><p>Yes</p><ul><li><p>Disc Light</p><ul><li>Postion</li><li>Scale(Length&#x26;Width)</li><li>Color/Color Temperature</li></ul></li></ul></td></tr><tr><td></td><td>Vray IES</td><td>/</td><td>Yes. Transfer IES file and Rotation parameters if there's IES file</td></tr><tr><td></td><td>Vray AmbientLight</td><td>/</td><td>/</td></tr><tr><td></td><td>Vray Luminaire</td><td>/</td><td>/</td></tr><tr><td></td><td>Vray SUN</td><td>/</td><td>/</td></tr></tbody></table>

### Camera

| Name                                   | Support         |
| -------------------------------------- | --------------- |
| Perspective Camera                     | Yes             |
| Orthographic Camera                    | Yes             |
| Perspective Camera                     | No              |
| Spherical, Fisheye, Cylindrical Camera | No              |
| Depth of Field                         | No              |
| Resolution, Aspect Ratio               | Yes             |
| Far/Near Clip                          | Partial Support |
| Multiple Camera Export                 | No              |

### Environment

*Supports the following two methods to add HDRI*

| Method   | UI                                                                                                  | Description                                                |
| -------- | --------------------------------------------------------------------------------------------------- | ---------------------------------------------------------- |
| Method 1 | <div><figure><img src="/files/KI3Yq9rnfJeua9ffFERY" alt=""><figcaption></figcaption></figure></div> | From Rendering - Environment                               |
| Method 2 | <div><figure><img src="/files/mtyNZBttbKK0hI52Utgn" alt=""><figcaption></figcaption></figure></div> | Add VRayLight from the Lights menu and select Type as Dome |


# Common issues | D5 LiveSync for 3ds Max

## Why don't .d5a files exported with the livesync plugin show thumbnails?

It may be related to the current software environment.

**Please try to use administrator privileges and enter the following command on the command line (enter cmd in the windows search box).** After the execution is successful and a pop-up window is displayed, see if the thumbnail image can be displayed normally.

If it still doesn't work, it may be that the 3ds Max installation package used lacks the dependency file for this feature. It is recommended to try using an installation package from another source.

{% hint style="info" %}
Note:&#x20;

The instructions need to be modified according to your actual situation.&#x20;

E.g. Currently using the <mark style="background-color:purple;">2020 version of 3ds max</mark>, installed under <mark style="background-color:purple;">D:\anzhuang2\3dsmax2020\\</mark> path, <mark style="background-color:green;">Enter command</mark>`“D:\anzhuang2\3dsmax2020\3ds Max 2020\MaxThumbnailShellExt.dll”`<mark style="background-color:green;">.</mark>
{% endhint %}

<figure><img src="/files/ibptoEXXiOxlKgokg23H" alt="" width="563"><figcaption><p>Enter the command and prompt for successful operation</p></figcaption></figure>


# Update | D5 LiveSync for 3ds Max beta

Key words: Import model | File format | Workflow

## Ver: 1.3.2.0053

`Release date: 20250812`

#### New and Optimization (Requires D5 Render version 2.11) <a href="#new-and-optimization-requires-d5-render-version-211-2" id="new-and-optimization-requires-d5-render-version-211-2"></a>

1. Supports syncing orthographic views.
2. Optimized light mapping with support for disc light and temperature/brightness sync.
3. Supports syncing IES profiles from Corona lights and Photometric lights.
4. Supports syncing built-in environments, dome lights of Corona and V-Ray, and HDRI.
5. Supports 3ds Max 2026 OpenPBR materials.
6. Supports V-Ray versions up to 7 and Corona versions up to 12.
7. Supports more material/texture nodes of V-Ray and Corona.
8. Optimized material template mapping with support for Foliage/Car Paint/Displacement/Fabric/Subsurface Scattering templates.

#### Fixes: <a href="#fixes-3" id="fixes-3"></a>

1. Fixed the material ID distribution logic for Corona floorgenerator.
2. FIxed crash caused by sync of Substance nodes.
3. Fixed the rotation of X-axis when importing camera tracks and views from Max.
4. Fixed the material panel did not appear after syncing of Max 2014 & Default highlight and normal values.

***

## Ver: 1.3.1.0003 <a href="#ver-1310003-4" id="ver-1310003-4"></a>

`Release date: 20250422`

#### New and Optimization <a href="#new-and-optimization-5" id="new-and-optimization-5"></a>

1. Supports 3dsMax 2026
2. Changed ‘Sync/Unsync structure of light component’ to global setting

#### Fixes <a href="#fixes-6" id="fixes-6"></a>

1. Fixed abnormality that D5 plug-ins are not recognized when installed in Chinese paths
2. Fixed the abnormality of exporting .d5a named in Chinese by machines in non-Chinese environments

***

## Ver: 1.3.0.0002

`Release date: 20241217`

### New and Optimization <a href="#new-and-optimization-2" id="new-and-optimization-2"></a>

1. Added single send option.
2. Optimized memory usage during the initial linkage.
3. During real-time linkage, the plugin will pause when D5 enters rendering mode but remain connected. It will resume functionality once rendering is stopped.
4. Recorded user preferences for single send or real-time sync, defaulting to the last selection for the next linkage.

### Fixes <a href="#fixes-3" id="fixes-3"></a>

1. Fixed data anomalies related to instance duplication and group editing.
2. Fixed occasional model position errors.
3. Fixed an issue where .d5a models exported as groups had a default 90° rotation on the Z-axis and sync coordinate errors when imported into D5 (this fix requires D5 version 2.9).

***

## Ver: 1.2.0.0007

`Release date: 20241028`

### New <a href="#new-2" id="new-2"></a>

1. Supports exporting with a 2-layer group structure

### Optimization <a href="#optimization-3" id="optimization-3"></a>

1. Optimized the layout of settings and export pages

### Fixes <a href="#fixes-4" id="fixes-4"></a>

1. Fixed the resetting issue of the cone angle and visible in reflections parameters for the VRay IES light(this fix requires D5 2.9 Version)

***

## Ver：1.1.0.0083

Release date: 20240425

### New

1. Supports 3ds Max 2025.
2. Supports livesync of light sources.
3. Added version update prompt in the Settings.
4. Added custom texture resolutions in the Settings.

### Optimization <a href="#optimization-3" id="optimization-3"></a>

1. Enhanced the efficiency of material updates when livesync is enabled.
2. Optimized lighting synchronization logic: Grouping and renaming lights in D5 are now unaffected by subsequent updates (requires D5 2.7).

### Fixes <a href="#fixes-4" id="fixes-4"></a>

1. Fixed the occasional crashes occurring during scene synchronization.

***

## Ver：1.0.1.0064

Release date: 20240109

### **Fixes**

1. Occasional crashes for 3ds Max during sync
2. Occasional failure to pick up materials for some models sync
3. Inconsistency between coordinate system conversion method and UI display in some cases
4. Error popup when exporting .d5a thumbnail
5. Too light text for light mode UI

<https://forum.d5render.com/t/d5-livesync-for-3ds-max-beta/25499>


# Feature Introduction | D5 LiveSync for 3ds Max beta

Key words: Import model | File format | Workflow

## Download and Installation <a href="#toc-h2-download-installation" id="toc-h2-download-installation"></a>

[https://www.d5render.com/workflow/3ds-max](https://www.d5render.com/workflow/3ds-max?_sasdk=fZ2xvYmFsXzQ5NjYy)

### Supported Versions <a href="#toc-h3-supported-versions" id="toc-h3-supported-versions"></a>

* 3ds Max 2014-2016, 2018-2026
* VRay 3.6 and above, Corona 6.0\~13.0
* D5 Render 2.6 and later versions

## Feature introduction <a href="#toc-h2-features" id="toc-h2-features"></a>

### Connect to D5 Render <a href="#toc-h3-connect-to-d5-render" id="toc-h3-connect-to-d5-render"></a>

* Click ‘Connect to D5 Render’ to start livesync between 3ds Max and D5 Render. The current Max project will be imported in D5 as well. Models and materials edited in 3ds Max will be instantly updated in D5 with no need to manually click the update button.

### LiveSync /Pause <a href="#livesync-pause-5" id="livesync-pause-5"></a>

* Click ‘LiveSync/Pause’ to pause or continue the livesync. When livesync is paused, adjustments of models and materials will not be synced into D5 in real time. Click the button again to resume the livesync process.

### View Switch <a href="#view-switch-6" id="view-switch-6"></a>

* After enabling livesync between 3ds Max and D5, the viewports of Max and D5 will keep consistent.
* Click “View Switch” to break the connection.

### Send Scenes <a href="#send-scenes-7" id="send-scenes-7"></a>

* Click the ‘Send Scenes’ button to send the standard/Vary/Arnold cameras to D5 Render scene list.

### Send Current Camera Motion Track <a href="#send-current-camera-motion-track-8" id="send-current-camera-motion-track-8"></a>

* Send **the selected camera animations** from 3ds Max to D5.
* Supports batch sending of multi-selected cameras from 3ds Max into D5.

### Send Lights <a href="#send-lights-9" id="send-lights-9"></a>

<mark style="background-color:purple;">Click ‘Send Lights’ to sync Standard/Corona/VRay/Arnold light sources into D5, reserving their type and position info. Supports adjusting the imported light sources in D5 Render.</mark>

> Note: Vray Light Dome, Mesh and Ambient Light are not supported for now.

| 3ds Max Lights                         | 3ds Max Light Parameters                                                   | D5 Light Sources |
| -------------------------------------- | -------------------------------------------------------------------------- | ---------------- |
| Standard-Target/Free Spotlight         | Position, Attenuation on/off, Spotlight Cone - Hotspot, Orientation, Color | Spotlight        |
| Standard-Target/Free Directional Light | Cone - Hotspot, Color                                                      | Rect Light       |
| Standard-Omni Light                    | Color                                                                      | Point Light      |
| VRayLight                              | Plane - Position, Length and Width, Directional, Color and Temperature     | Rect Light       |
|                                        | Sphere - Position, Color                                                   | Point Light      |
|                                        | Disc - Position, Radius, Color and Temperature                             | Spot Light       |
| VRayIES                                | IES file, Rotation                                                         | Spot Light       |
| VRay Sun                               | Position, Direction                                                        | Spot Light       |
| Corona Light                           | IES file, color temperature/color                                          | Spot Light       |
|                                        | Rectangle - Position, Width, Color/Temperature                             | Rect Light       |
|                                        | Disk - Position, Color/Temperature                                         | Spot Light       |
|                                        | Sphere - Position, Color/Temperature                                       | Point Light      |
|                                        | Cylinder - Color/Temperature                                               | Rect Light       |
| Corona Sun                             | Position                                                                   | Spot Light       |
| Arnold Light                           | -                                                                          | Point Light      |
| Photometric light                      | -                                                                          | Point Light      |

### Export .d5a <a href="#toc-h3-export-d5a" id="toc-h3-export-d5a"></a>

* Files of .max format can not be read by D5 Render, but can be converted into .d5a files through the LiveSync plugin for direct import into D5.
* When exporting files of .d5a format, the map resolution won’t be compressed. You can choose to export only selected objects or all of them as a single file.

<div align="left"><figure><img src="/files/DRqp1hm3MfMU0M3qOr4P" alt=""><figcaption></figcaption></figure></div>

* When “keep group hierarchy” is enabled, the exported .d5a files will reserve their group structure when importing in D5.
* The auto collapse feature is used to solve export problems with model positioning, normal map UV, and sealing lines. The latest settings are reserved.

<figure><img src="/files/TPwhJ7VDEERbGhbsM3op" alt=""><figcaption><p>Keep group hierarchy-one/two-layer</p></figcaption></figure>

### Export .skp <a href="#toc-h3-export-skp" id="toc-h3-export-skp"></a>

* Supports converting model files into the .skp format to import into SketchUp and D5 Render.
* Supports two resolution options for Resize Bitmap: 512 \* 512 and 1024 \* 1024.
* Supports advanced options including Hide All Edges, Origin to Center, Merge Coplanar Faces and Including Hidden Objects.

<div align="left"><figure><img src="/files/F3kpvc5k9NAqRyIaxYEN" alt=""><figcaption></figcaption></figure></div>

### Settings <a href="#toc-h3-settings" id="toc-h3-settings"></a>

#### 1. Check the version number and global settings

* Offers “Display choose sync method dialog” and “Automatically save scenes afer sync” options and auto retains your lastest settings.
* Automatically save scenes after sync: D5 Render will automatically alters the repetitive material names into different ones after the first sync with 3ds Max, preventing the set materials in D5 from being overwritten.

<div align="left"><figure><img src="/files/xrwPhNtkNNfu8l9pFHVs" alt=""><figcaption></figcaption></figure></div>

#### 2. Select coordinate switch method

* **X/Y Switch** is both the recommended and default switch method.

> Please stop the sync process if you find models are rotated or mispositioned.&#x20;
>
> * Change the coordinate switch method to the other one and try again.

#### 3. Sync structure of light component

> Commonalities：
>
> * Changes made to light position, orientation, and size in D5 Render will be reset when syncing light sources from Max to ensure consistency.
> * Other parameters, such as changing light names or grouping these lights, it only remains the same as in the modelling software when sync is first initiated, resyncing does not reset these parameters.
> * In the current version, if you delete synced lights in D5, subsequent updates/re-linking/clicking 'Send Lights' again will not resync the previously deleted lights to D5. Please note: If you **re-start the D5 file**, subsequent updates/re-linking/clicking 'Send Lights' again will resync the previously deleted lights to D5.

|              | Unsync                                                                                                        | Sync                                                                                                 |
| ------------ | ------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------- |
| Where to Use | Users who are used to grouping lights in D5 can select ‘Unsync’ if there are not so many lights in the scene. | Users who get a lot of light groups/instances in the modeling software can select the ‘Sync’ option. |
| Differences  | Lights will be imported into D5 individually without group structure.                                         | Lights with the same attribute will be auto grouped after importing into D5.                         |

### Quick ProOptimize

* The Quick ProOptimize feature, located in the top menu bar, can reduce the number of faces and intersections to quickly simplify the model.

<div align="left"><figure><img src="/files/HV4qX4qTGAZtSH2BJYo3" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/9kV2g1x56qwisb6AMLAO" alt=""><figcaption></figcaption></figure></div>

***

### Uninstallation <a href="#uninstallation-15" id="uninstallation-15"></a>

* Method 1：\
  Go to Window System > Start Menu, right click on D5 LiveSync for 3ds Max and click ‘Uninstall’.
* Method 2：\
  Go to My Computer > Control Panel > Programs and Features to uninstall the program.

## FAQ <a href="#toc-h2-faq" id="toc-h2-faq"></a>

### Q1 : **Can the previous D5 Sync for 3ds Max plugin work with D5 2.6?**

The previous D5 Sync plugin is compatible with D5 2.6.\
D5 LiveSync for 3ds Max only supports D5 2.6 and later versions, excluding D5 2.5.

### Q2 : **If I have created a scene in D5 2.5 using the D5 Sync plugin, can it be updated with the D5 Sync plugin in D5 2.6?**

Yes. You can open the scene in D5 2.6 and click the start button of the D5 Sync plugin in 3ds Max to start synchronization.

### Q3 : **If I have a scene created with D5 2.5, can it be updated with the D5 LiveSync plugin in D5 2.6?**

Yes. You can open the scene in D5 2.6, click ‘Connect to D5 Render’ in 3ds Max, and select the model to update in D5 Render. Then, livesync will begin.

### Q4 : **If I have a scene created with D5 2.6 using the D5 LiveSync plugin, can it be opened in D5 2.5?**

Yes. But please note that D5 LiveSync for 3ds Max only supports D5 2.6 and later versions. If the file is saved when File Compression is enabled in D5 2.6, it can not be opened in D5’s previous versions.

### Q5 : **If I have a scene created with D5 2.6 using the D5 LiveSync plugin, can it to be updated using the D5 Sync plugin?**

Yes. In this case, please first open the scene in D5 2.5/2.6 and find the model for livesync in the resource list. Right click on the model and change it to a non-livesync one. Open the scene again after saving it and click the ‘Start’ button of the D5 Sync plugin in 3ds Max to update the model and start synchronization again.


# Workflow | D5 Sync for 3ds Max

Key words: Import model | File format | Workflow

D5 Converter-3Ds MAX helps you to link 3Ds MAX smoothly.

<div align="left"><figure><img src="/files/ThTYhDPFsNP5svTTmWBq" alt=""><figcaption></figcaption></figure></div>

<https://www.youtube.com/watch?v=xrXakSqLt0Y>

## Installation environment and version support

* 3ds Max 2014-2016, 2018-2026
* VRay 3.6 and above, Corona 6.0\~13.0
* D5 Render 2.6 and later versions

## Download and Installation

<https://www.d5render.com/download>

After downloading, unzip the file, double-click on the .exe file, and follow the prompts to install the D5-3ds Max converter.&#x20;

## Feature Introduction

<div align="left"><figure><img src="/files/UF1NAT3A2gYi2Q7Rq7Aq" alt=""><figcaption></figcaption></figure></div>

### Start Sync

* Launch the D5 render with one click inside 3ds Max and sync the viewport inside 3ds Max to D5.&#x20;

You need to save the max file before you can perform the "launch sync" operation.

### Data Sync

* After adding, deleting, changing the structure of a model or modifying the name of a material in 3ds Max, click Data sync can quickly synchronise the changed model and materials to the D5 Render, while retaining other parameters such as materials and scenes that have already been adjusted in the D5 Render.

### View Sync

* Keep the viewport of 3ds Max and D5 render consistent from any perspective, achieving real-time sync between the D5 perspective and 3Ds Max.

### Scene Sync

* Supports one-click sync of the Standard/Vray/Arnold cameras in 3ds Max to the scene list of the D5 render.

### Lights Sync

* Click the Lights Sync button to sync the type and position of the current Standard / Corona / Vray / Arnold lights in 3ds Max to the D5 render.

The specific parameters of the lights need to be adjusted in the D5 render.

| 3ds Max Lights type                 | 3ds Max Lights parameters                                                  | D5 Lights   |
| ----------------------------------- | -------------------------------------------------------------------------- | ----------- |
| Standard-Target/Free Spotlight      | location, attenuation-use-end, light cone-aspect, orientation, light color | Spotlight   |
| Standard-Target/Free Parallel Light | light cone-aspect, light color                                             | Strip light |
| Standard - Floodlight               | colour                                                                     | Point light |
| VRay Plane                          | location, size (light length and width), orientation, temperature/colour   | Strip light |
| VRay Sphere                         | location, colour                                                           | Point light |
| VRay IES                            | ies files, rotation                                                        | Spotlight   |
| Corona Light                        | ies file, temperature/colour                                               | Spotlight   |
| Corona Rect                         | location, size (light length and width), orientation, temperature/colour   | Rect light  |
| Corona Disk                         | location, temperature/colour                                               | Spotlight   |
| Corona Sphere                       | location, temperature/colour                                               | Point light |
| Corona Cylinder                     | location, temperature/colour                                               | Rect light  |
| Corona Sun                          | location                                                                   | Strip light |
| Arnold Light                        |                                                                            | Point light |
| Photometric light                   |                                                                            | Point light |

### Export .d5a files <a href="#toc-h3-export-d5a-files" id="toc-h3-export-d5a-files"></a>

<div align="left"><figure><img src="/files/imfmgKsw2wRoHTN4NyCq" alt=""><figcaption></figcaption></figure></div>

* Export 3ds Max models in .d5a format to directly open them in D5 Render.
* Export .d5a files without compressing texture resolution.
* Export the whole project or selected part only.
* The Auto Collapse feature is added and the last setting will be saved (to solve most problems of model dislocation, normal UV and closed line export).
* Select keep group hierarchy and import the exported .d5a file into D5, which will be displayed as a group structure.

### Export .skp files <a href="#toc-h3-export-skp-files" id="toc-h3-export-skp-files"></a>

<div align="left"><figure><img src="/files/w6MM6MyaB7wTO8FbnBLL" alt=""><figcaption></figcaption></figure></div>

* Support model export in .skp format to import into SketchUp and D5 Render
* Resize Bitmap: 512 \* 512, 1024 \* 1024
* In addition, some other features are added: hide all edges, origin to center, merge coplanar faces, and more.

### Setting

* Check the version number, global settings and current sync solution
* “Automatically save scenes after sync” and “Choose Sync Solution” options are provided, and the last setting will be saved.
* Automatically save scenes after sync: when there are materials with the same name in the 3ds max file, after synchronization of first time, the converter will automatically change the material name to a unique one to prevent the material assigned in D5 from getting overwritten next time.
* Sync Method

<div align="left"><figure><img src="/files/c6zPl5CydHpwj88OhwQq" alt=""><figcaption></figcaption></figure></div>

New method (recommended): It is for all new projects that did not use previous versions of 3ds Max plugin (2.98 and older), which can synchronize the model coordinates and align them automatically.

Compatible method: It is only for projects that once have been linked to D5 scene files through old versions of 3ds Max plugin (2.98 and older).

### Quick ProOptimize

Features can be found in the menu bar

<div align="left"><figure><img src="/files/mGBQIRheqyKx5DcYFB5n" alt=""><figcaption></figcaption></figure></div>

### Uninstall <a href="#toc-h2-uninstall" id="toc-h2-uninstall"></a>

Method 1: Click "window System Start Menu - Plugin Uninstaller - Uninstall D5 Converter for 3ds Max".

<div align="left"><figure><img src="/files/e0gQ2gz6mS6KkDU3n4eW" alt=""><figcaption></figcaption></figure></div>

Method 2: Uninstall in "Computer Control Panel - Programs - Uninstall a programme".

<div align="left"><figure><img src="/files/JiW61AoyeBcMEMww3ciI" alt=""><figcaption></figcaption></figure></div>


# Update | D5 Sync for 3ds Max

Key words: Import model | File format | Workflow

## Ver. 3.4.1.0030 <a href="#toc-h3-ver-3410030" id="toc-h3-ver-3410030"></a>

Release Date 20230824

### **New and improvements**

1. Compatible with D5 Render version 2.5
2. Optimized synchronization pop-up method and description.

### Ver. 3.3.1.0049 <a href="#toc-h3-ver-3310049" id="toc-h3-ver-3310049"></a>

Release Date 20230320

### **New and improvements**

1. Support mapping more parameters for light sync
2. Support mapping PBR material parameters
3. Optimized file path of temporary texture folder when exporting model data
4. Optimized dialog box for choosing sync methods

### **Fixes**

1. Some crash issues due to incompatible materials
2. Incorrect mapping of some light parameters
3. Scaling light objects in 3ds Max not compatible with light sync
4. Light scale error due to switching units in 3ds Max

For details, please read this topic: [Light group changes and different versions for downloading](https://forum.d5render.com/t/light-group-changes-and-different-versions-for-downloading-d5-converter-for-3ds-max-and-sketchup/15616)

### **Known issues:**

1. In D5 Render 2.4, if we align grouped objects with ungrouped individual objects (they are all from 3ds Max). the model will rotate 90°.\
   Workaround: in a D5 scene, keep all objects from 3ds max as either grouped objects or ungrouped objects, and they can be aligned correctly.
2. For imported .d5a models saved in D5 Render 2.3, if we open them in 2.4, import models again and sync coordinate, the model will rotate 90°.\
   Workaround: swap the X and Y values in the model position and add “-”(minus) to the Y value. Then it will be aligned correctly with the .d5a file imported in D5 Render 2.3.

## Ver. 3.2.0.0001 <a href="#toc-h3-ver-3200001" id="toc-h3-ver-3200001"></a>

Release Date 20220901

### **New and improvements**

1. Keep group hierarchy: export a 3ds Max project and keep its group hierarchy (one tier). This feature needs D5 Render 2.3 and higher versions.

<div align="left"><figure><img src="/files/6DjAcGNbTOxYckKBtZMH" alt=""><figcaption></figcaption></figure></div>

2. Export selected group hierarchy
3. Quick ProOptimize (reduce faces)

### **Fixes**

1. Wrong installation path error
2. Error message “Exception catched D5start”
3. Some exported models with grass materials caused D5 to crash
4. VRay Disc light duplicates in D5
5. VRay material’s Normal parameter became 6.49 in D5
6. CRraySwitch material mapping
7. Blended material mapping
8. Other general fixes to improve the stability

### **Known issue:**

1. When importing .d5a models with hierarchy into D5, it is suggested to open a scene then click Import button, instead of opening them directly.
2. Exported .d5a models cannot use the sync coordinates/reload features in D5.

## Ver. 3.1.0.0010&#x20;

Release Date 20220725

### New and improvements&#x20;

1. Support 3ds Max 2014/2015/2016

### **Fixes**

1. For 3ds Max2018, the first time of launching the plugin may cause crash issue.
2. The shortcuts cannot work when sync for the first time.
3. Normal panel disappeared in D5 for some models exported from 3ds Max.
4. The “can not call proc” error appears when installing and selecting the file path.

## Ver. 3.0.1.0394 <a href="#toc-h3-ver-3010394" id="toc-h3-ver-3010394"></a>

Release Date 20220704

### **New and improvements**

1. Supported versions: 3ds Max 2018 - 3ds Max 2023; Vray 3.6 and higher; Corona 6.0 / 7.0 / 8.0.
2. Live sync is faster and more stable: modify the model in 3ds Max and click Update to sync it to D5 ( to add or delete models, or modify the size and shape, including Subdivide Modifier and other modifiers).
3. Fully compatible with the old version (material / coordinate system). You can select sync method when start live sync for the first time, or adjust it in the settings page.
4. Auto Collapse (It is recommended to turn it on by default. If the model is found to be misaligned, please turn it off manually).
5. Material mapping supports Corona material, Vray blend/custom alpha/glass/transparent/multi sub material/special map format/bitmap, Vray bitmap, Corona bitmap image cutting/Quixel scanned map/ Corona Renderer-Select, Mix, RaySwitch and other mixed nodes.
6. Emissive material mapping supports standard/VRay Light/Corona Render Light.
7. Support Standard/Corona/Vray/Arnold light type and location.
8. Support sending cameras to D5 scene list.

### **Fixes**

1. Improve the logic of Vray material mapping for more accurate parameters.
2. Some materials get lost after synchronization or export.
3. Various error pop ups of MAXscript during export or synchronization.
4. Switching workspace causes plug-in exceptions.
5. Other known bugs


# Common issues | D5 Sync for 3ds Max

Key words: Import model | File format | Workflow

## &#x20;1. Why does the menu bar in 3ds Max display "D5" and "D5 Render"?

The "D5 Render" displayed in the menu bar is an older version (version 2.98), and "D5" is the current newer version;

If you need to keep only "D5", please select "Customize - Customize User Interface - Menu - D5 Converter - Delete - Save" in the menu bar to keep only "D5".

<div align="left"><figure><img src="/files/3mV9DDwEXOuD4IggzbTg" alt=""><figcaption></figcaption></figure></div>

## 2. Why does the D5 converter - 3ds Max export .skp files slowly?

Due to the limitations of export efficiency, exporting larger 3ds Max files (over 1.5G) to .skp is indeed slower.

Suggestion: If you need to import to D5, you can directly use the linked workflow; if you need to export .skp files, you can try to export the overall model in multiple .skp files.

## 3. Why does the transparency map in the material get lost when the 3ds Max model is synchronized to D5?

The transparency map needs to be added to the "Opacity" map slot in the 3ds Max material.&#x20;

After synchronization or export to D5, it will automatically correspond to the transparency material template.

## 4. What types of 3ds Max lights are supported for import into?

Currently, Vray Light Dome/Vray Light Mesh/Vray Light Environmental Light are not supported.

| 3ds Max Lights type                 | 3ds Max Lights parameters                                                  | D5 Lights   |
| ----------------------------------- | -------------------------------------------------------------------------- | ----------- |
| Standard-Target/Free Spotlight      | location, attenuation-use-end, light cone-aspect, orientation, light color | Spotlight   |
| Standard-Target/Free Parallel Light | light cone-aspect, light color                                             | Strip light |
| Standard - Floodlight               | colour                                                                     | Point light |
| VRay Plane                          | location, size (light length and width), orientation, temperature/colour   | Strip light |
| VRay Sphere                         | location, colour                                                           | Point light |
| VRay IES                            | ies files, rotation                                                        | Spotlight   |
| Corona Light                        | ies file, temperature/colour                                               | Spotlight   |
| Corona Rect                         | location, size (light length and width), orientation, temperature/colour   | Rect light  |
| Corona Disk                         | location, temperature/colour                                               | Spotlight   |
| Corona Sphere                       | location, temperature/colour                                               | Point light |
| Corona Cylinder                     | location, temperature/colour                                               | Rect light  |
| Corona Sun                          | location                                                                   | Strip light |
| Arnold Light                        |                                                                            | Point light |
| Photometric light                   |                                                                            | Point light |

## 5. Why do the materials of the 3ds Max model lose or have effect issues after being synchronized to D5?

Please refer to the instructions for the current material support in D5 Converter-3ds Max:

* Dirt Material: When there are both occluded and non-occluded maps, the non-occluded map is taken.
* The current version only supports basic mapping for procedural maps such as falloff, mix, composite, etc., and will be individually optimized for these nodes in the future.

Suggestions: Directly remove the falloff node, or replace it with a material library material (When the IOR is greater than or equal to 10, the D5 material metalness parameter is 1, it is recommended to manually adjust the IOR to below 10 or lower the metalness parameter in D5).

## 6. How to uninstall D5 Converter-3ds Max?

Method 1: Click on "Windows System-Start Menu-Plugin Uninstaller-Uninstall D5 Converter for 3ds Max".

<div align="left"><figure><img src="/files/uZtdhrNimFnTbm3St8xE" alt=""><figcaption></figcaption></figure></div>

Method 2: Uninstall it through "Computer-Control Panel-Programs-Uninstall a program".

<figure><img src="/files/BYtdqQcP5wsyqlQBL89O" alt=""><figcaption></figcaption></figure>

## 7. Why does the model deviate when aligning two objects during export or snyc using the D5 Converter-3ds Max plugin?

When using D5 2.4 version, align the group structure objects （export or snyc）with non-group structure objects, the model will deviate by 90°.

Suggestion: Keep all objects in the D5 scene as either group structure objects or non-group structure objects for correct alignment.

## 8. Why does the exported .d5a file deviate after using the sync coordinate?

After importing and saving the .d5a file in D5 version 2.3, the scene is opened in D5 version 2.4, and the .d5a file is imported again - the coordinate is synchronized, the model deviates by 90°.

Suggestion: Swap the x/y values of the model's position in D5, and then add a "-" sign to the swapped y value, which can align with the .d5a file imported in version 2.3.

For example: The position of the imported .d5a in the figure below 2.3 is (-8,15,0); after the .d5a file imported in 2.4 is synchronized with the coordinate, the position is (-15,-8,0), swap its x/y values and add a "-" sign to the swapped y value, then it becomes (-8,15,0).

<div><figure><img src="/files/fOFlnlS9FG9e5l5PSyls" alt=""><figcaption></figcaption></figure> <figure><img src="/files/S2OJHOXoEKz6Zguk7v1i" alt=""><figcaption></figcaption></figure></div>

## 9. Why are objects hidden in 3ds Max displayed after being synchronized to D5?

The sync and export .d5a function currently does not support layer hiding or category hiding.

Suggestion: If you need to export, you can use the group export function, group the parts you need to hide before exporting, in order to achieve the model hiding effect in D5.

## 10. Why ungrouped objects in 3ds Max group together after being synchronized to D5?

Currently, only group exports to .d5a files are supported, and the sync feature does not yet support preserving group structures in D5.

## 11.D5-3ds Max converter installation error,  indacates "Create File failed; code 5.Access is denied."

<div align="left"><figure><img src="/files/OKpVE3DCHgSDtUY7jMmf" alt=""><figcaption></figcaption></figure></div>

This error is due to permission issues；

Suggestion: Uninstall the D5-3ds Max converter from the Windows start menu, and then reinstall the new version of the plugin.

Specific uninstallation steps can refer to: [How to uninstall D5 Converter-3ds Max?](#id-6.-how-to-uninstall-d5-converter-3ds-max)

## 12. "Exception catched in D5ExportD5A/D5ExportSKP." when exporting.

Mothod 1: Uninstall the D5-3ds Max Converter in the Windows start menu in either way, and reinstall the new version of the plugin.

Mothoed 2: If after uninstalling and reinstalling, the error message still occurs. Delete the MaxToD5a.toml file or MaxToSkp.toml file under the corresponding path. For example, if you get an error when trying to export a .d5a file from 3ds max2022, delete the MaxToD5a.toml file under 3ds max2022, file path: C:\Users\Administrator\AppData\Local\Autodesk\3dsMax\2022 - 64bit. CHS\plugcfg\_ln\MaxToD5a.toml

<figure><img src="/files/ifwV6132jIISWVMmkeRO" alt=""><figcaption></figcaption></figure>

## 13. Why is the plugin UI not displayed after installing the 3ds Max-D5 Sync plugin?

1. In Customise - Customise UI - Menu, see if D5 is displayed and loaded.
2. In Customise - Show ui - Show Floating Toolbar right click on the blank part of the toolbar and see if the D5 Converter option is displayed.

## 14. Why are some models not displayed or misplaced when using the plugin to sync/export .d5a models?

Due to data efficiency reasons, some models will have the above situation. Solution: Collapse/reset the abnormal part of the model in 3ds Max to transform it a bit, it will improve.


# Rhino

.3dm files can be imported into D5 Render directly, while D5 Converter-Rhino helps you to achieve real-time synchronization between Rhino and D5.

## One-click to launch D5 Render in Rhino

* Import the new models into D5 Render to start real-time rendering
* When a model file needs to be modified during rendering, start sync to create a connection with the original model or replace it with the new model

## Model/Material/Scene Sync

* After the current model has been edited in Rhino, quickly sync the new model and materials to D5 Render by the Sync button, while keeping the materials and scene parameters that had been adjusted in D5 Render
  * Support the mapping of PBR materials for Rhino7
  * Support the mapping of basic materials for Rhino6
  * Support the sync of VisualARQ data
* Support the sync of all scenes from NamedView

## View Sync

* Keep the views of Rhino and D5 Render consistent when syncing
* Support one-click to turn view sync on or off

## Light Sync

* Support the sync of Spotlight, Point light, Rectangular light, and Linear light.

***

## Supported versions

Rhino 6.1 and above


# Workflow | D5 Sync for Rhino

.3dm files can be imported into D5 Render directly, while D5 Sync for Rhino helps you to achieve real-time synchronization between Rhino and D5.

{% embed url="<https://youtu.be/a16NNxnTq4Y>" %}

## Download & Installation <a href="#toc-h2-download-installation" id="toc-h2-download-installation"></a>

{% embed url="<https://www.d5render.com/workflow/3ds-max>" %}

#### Supported versions

Rhino 6.1 and above

#### Download

Double click on the .rhi file after the download, and follow the instructions to install [D5 Sync for Rhino](https://github.com/d5render/D5_Converter/releases/download/latest/D5_Converter_Rhino_usa_latest.zip)

## Features <a href="#toc-h2-features" id="toc-h2-features"></a>

#### One-click to launch D5 Render in Rhino <a href="#toc-h3-one-click-to-launch-d5-render-in-rhino" id="toc-h3-one-click-to-launch-d5-render-in-rhino"></a>

* Import the new models into D5 Render to start real-time rendering&#x20;
* When a model file needs to be modified during rendering, start sync to create a connection with the original model or replace it with the new model

## Model/Material/Scene Sync <a href="#toc-h3-modelmaterialscene-sync" id="toc-h3-modelmaterialscene-sync"></a>

* After the current model has been edited in Rhino, quickly sync the new model and materials to D5 Render by the Sync button, while keeping the materials and scene parameters that had been adjusted in D5 Render.&#x20;
* Support the mapping of PBR materials for Rhino 7
* Support the mapping of basic materials for Rhino 6
* Support the sync of VisualARQ data
* Support the sync of all scenes from NamedView

## View Sync <a href="#toc-h3-view-sync" id="toc-h3-view-sync"></a>

* Keep the views of Rhino and D5 Render consistent when syncing
* Support one-click to turn view sync on or off

## Light Sync <a href="#toc-h3-light-sync" id="toc-h3-light-sync"></a>

* Support the sync of Spotlight, Point light, Rectangular light, and Linear light.

## AutoUpdate Notification <a href="#toc-h3-autoupdate-notification" id="toc-h3-autoupdate-notification"></a>


# Workflow | D5 LiveSync for Rhino

{% hint style="info" %}
Supports livesync of edits to models, materials, and other data in Rhino without the need for manual updates.
{% endhint %}

#### Supported Version <a href="#toc-h3-supported-version" id="toc-h3-supported-version"></a>

* D5 Render 2.7 and later versions
* Rhino 6.1 and later versions

#### Download and Installation <a href="#download-and-installation-2" id="download-and-installation-2"></a>

* Click to [Download](https://d5converter.d5cdn.com/installer/Rhino_LiveSync/latest/D5_Live_Sync_Rhino_usa_latest.exe)
* Installation Steps
  * Double-click the ‘.exe’ file and follow the installation instructions.

#### Features <a href="#features-3" id="features-3"></a>

**Connect to the D5 Render**

* One-click to launch D5 Render from Rhino and sync the currently open project in Rhino to the D5 scene.

**Click to start livesync**

* Click ‘Click to start/stop livesync’ button to stop real-time synchronization of model and material changes in Rhino to D5. Clicking the button again will resume real-time linkage.

**Sync rhino view to D5 Render**

* ’Sync rhino view to D5 Render ‘ is enabled by default after synchronization, maintaining consistent viewports between Rhino and D5 Render for real-time synchronization of viewpoints.
* Supports one-click enable/disable for Viewports linkage.

**Sync camera views to D5 scene list**

* One-click sync of camera views from Rhino to the D5 scene list
* Supports all camera views in NamedViews

**Sync light types and parameters (Non-real-time)**

* One-click sync of lights from Rhino to D5
* Supports syncing of spotlights, point lights, rect lights, and strip lights

**Uninstall**

* Select ‘Uninstall Program - Uninstall D5 LiveSync for Rhino’ from the Start menu for one-click uninstallation.

**Help and Support**

* If you encounter any questions while using the Rhino-D5 workflow, you can create a post in the D5 official forum under [#d5-converter](https://forum.d5render.com/c/d5-converter/13) to interact with other users and receive official technical support.


# Update | D5 LiveSync for Rhino

## Ver. 1.1.3.0016 <a href="#toc-h3-ver1120009" id="toc-h3-ver1120009"></a>

`Release date: 20251117`

#### Feature Adjustments <a href="#feature-adjustments-2" id="feature-adjustments-2"></a>

* Removed support for parallel projection mapping (to be reintroduced in a future update)

#### Fixes <a href="#fixes-3" id="fixes-3"></a>

* Fixed an occasional crash caused by specific scene linkage
* Fixed a crash caused by conflicts with Grasshopper third-party plugins
* Fixed an issue where the `ReplaceBlock` command did not work

***

## Ver: 1.1.2.0005 <a href="#toc-h3-ver-1120005" id="toc-h3-ver-1120005"></a>

`Release date: 20251104`

#### **New & Optimization**

1. Added support for two-point perspective projection
2. Added support for parallel projection
3. Optimized LiveSync performance

#### **Fixes**

1. Fixed an issue where some large scenes turned black or displayed artifacts when synced to D5

***

## Ver: 1.1.0.0002

`Release date: 20241025`

#### New <a href="#toc-h3-new" id="toc-h3-new"></a>

1. Supports LiveSync for Rhino
2. Supports SubD Tools, mesh edit: curve piping, thickness, edge softening, etc.
3. Supports Rhino 6.1 and later versions, D5 Render 2.7 and later versions

**Optimization**

1. Improved the initial connection speed
2. Optimized material mapping
3. Optimized handling of object within blocks

***

## Ver: 1.0.0.0029 <a href="#toc-h3-ver-1000029" id="toc-h3-ver-1000029"></a>

`Release date: 20240703`

#### New <a href="#new-2" id="new-2"></a>

1. Supports LiveSync for Rhino
2. Supports SubD Tools, mesh edit: curve piping, thickness, edge softening, etc.
3. Supports Rhino 6.1 and later versions, D5 Render 2.7 and later versions

**Optimization**

1. Improved the initial connection speed
2. Optimized material mapping
3. Optimized handling of object within blocks


# Update | D5 Sync for Rhino

## Ver. 0.12.0.0028 <a href="#header-0" id="header-0"></a>

`Release date: 2024.1.4`

#### New and Improvement

* Support Rhino 8
* Optimized texture UV mapping

#### Fixes <a href="#fixes-3" id="fixes-3"></a>

* Fixed some known bugs

***

## Ver. 0.10.0 <a href="#toc-h3-ver-0100" id="toc-h3-ver-0100"></a>

`Release date: 2022.10.25`

#### **New and Improvement**

* New UI and interactive experience
* Automatic update optimization — click any button of D5 Converter to trigger the update pop-up
* Support Custom mapping, as well as world coordinate system (WCS) mapping method for textures.
* Improved material mapping logic
* Add \[Sync/Update] progress bar data display
* Add an uninstall program on the system start menu
* Support AMD graphics card

#### **Fixes**

* Program crashes when synchronizing a very large scene
* Installation failure in some special situations

***

## Ver. 0.9.0 <a href="#toc-h3-ver-090" id="toc-h3-ver-090"></a>

`Release date: 2022.4.26`

#### **New and Improvement**

* Add version information to the command line

#### **Fixes**

* Emission parameters of custom materials fail to sync
* When the base color of the custom material is black, it appears white in D5
* When the emission multiplier of PBR is greater than 1, the color difference is large after synchronization to D5
* The hidden state of layer is not synchronized to D5
* Now D5 converter can sync every curve from different materials correctly.

***

## Ver. 0.8.0 <a href="#toc-h3-ver-080" id="toc-h3-ver-080"></a>

`Release date: 2022. 2. 28`

#### **Fixes**

* Fix the issue that sync hangs due to importing model operations.
* Fix the issue that textures get lost when a model goes through multiple hide/sync operations
* Fix the camera view sync instability under the two-point perspective view

#### **Improvement**

* The imported lights in D5 Render will not be removed after they are hided in Rhino and synchronized again.
* The emission of PBR materials in Rhino can be synchronized to D5 Render as the intensity of emissive materials, and the value is fixed to 10
* The converter will not create light groups in D5 until a light object is inserted in Rhino.

***

## Ver. 0.7.0 <a href="#ver-070-15" id="ver-070-15"></a>

`Release date: 2021. 11. 10`

#### Features <a href="#features-16" id="features-16"></a>

#### One-click to launch D5 Render in Rhino <a href="#one-click-to-launch-d5-render-in-rhino-17" id="one-click-to-launch-d5-render-in-rhino-17"></a>

* Import the new models into D5 Render to start real-time rendering
* When a model file needs to be modified during rendering, start sync to create a connection with the original model or replace it with the new model

#### Model/Material/Scene Sync <a href="#modelmaterialscene-sync-18" id="modelmaterialscene-sync-18"></a>

* After the current model has been edited in Rhino, quickly sync the new model and materials to D5 Render by the Sync button, while keeping the materials and scene parameters that had been adjusted in D5 Render
  * Support the mapping of PBR materials for Rhino 7
  * Support the mapping of basic materials for Rhino 6
  * Support the sync of VisualARQ data
* Support the sync of all scenes from NamedView

#### View Sync <a href="#view-sync-19" id="view-sync-19"></a>

* Keep the views of Rhino and D5 Render consistent when syncing
* Support one-click to turn view sync on or off

#### Light Sync <a href="#light-sync-20" id="light-sync-20"></a>

* Support the sync of Spotlight, Point light, Rectangular light, and Linear light.

#### AutoUpdate Notification <a href="#autoupdate-notification-21" id="autoupdate-notification-21"></a>

## Known Issues & Solutions <a href="#known-issues-solutions-22" id="known-issues-solutions-22"></a>

1. It is not supported to directly sync the world coordinate data for textures’ UV, so we need to turn on \[Triplanar] for materials in D5 Render manually.
2. Texture offset is not supported for now.
3. The orientation of Rectangular lights in D5 Render may not match their source Linear lights in Rhino, which needs to be modified manually.

***

## Supported versions <a href="#toc-h2-supported-versions" id="toc-h2-supported-versions"></a>

Rhino 6.1 and above


# Common issues | D5 Sync for Rhino

Key words: Import model | File format | Workflow

## D5 Converter-Rhino shows '' unknown error''

#### There are the following reasons and solutions:

1. Rhino is unable to connect to the network. It is suggested to review the firewall settings in your Windows system and either disable the firewall or remove the block on Rhino's network access.
2. It is advisable to change the installation directory of D5 Render from a folder that has Chinese characters to a folder entirely in English.

## D5 Converter-Rhino has been successfully installed, but it does not show up in Rhino?

#### There are the following reasons and solutions:

1. Confirm that the "D5Converter" is enabled in ''Tools''-''Options...''Plug-ins'';
2. Enable the ''D5 Converter'' toolbar in "Tools" - "Toolbar Layout".


# Revit

#### Download and Installation <a href="#tt2ql" id="tt2ql"></a>

You can download the latest version on the official website, or download from the Welcome Page > Workflow.

After downloading, double-click the .exe file and follow the instruction to install D5 Converter-Revit.

Supported versions: **Revit 2018.3 to Revit** **2026**

![](/files/-MkbX3isukOMhApPKc0h)

#### One-click to launch D5 Render <a href="#atmbl" id="atmbl"></a>

<img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line"> Start D5 Render with a single click of the button and establish a connection with the current model in Revit.

<img src="/files/-MkYRwsw3sj31PMpBolk" alt="" data-size="line"> Turn off synchronization and disconnect D5 Render from the current model.

![](/files/-MkbXDzQAlm5ooBPMWbZ)

**Create a project:** create an empty. drs scene and import the .rvt file from the current Revit to establish a connection with D5 Render

**Associate a project:** associate the current .rvt file in Revit with the model file in the existing .drs scene

![](/files/-MkbW0FD9La6JyEjt2h1)

When a model file already exists in D5 Render, the first time you synchronize it, you need to connect the synchronized model to an existing model in the resource list or create a new model.

By default, D5 Render is closed. First, you need to click<img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line">to start D5 Render and choose to create a project or associate a project, to active D5 Converter.

If D5 Render is already started, you need to choose to create a new model or select the imported model linkage in the pop-up window.

#### Sync <a href="#yoqvc" id="yoqvc"></a>

<img src="/files/-MkYT1emzDsDMVcxxVaV" alt="" data-size="line"> Synchronize function, synchronize current model and corresponding material by incremental updates, which makes it faster to read Model Files.

It is suitable for changing the material and model by using the synchronization function when adjusting the details of the scheme.

#### View synchronization <a href="#d8ypd" id="d8ypd"></a>

<img src="/files/-MkYTsdr8HTi0icyuKQ7" alt="" data-size="line"> Turn on View Sync, the current view of **Revit** is synchronized with the view of D5 Render

<img src="/files/-MkYV9uzrzwHIK9X90DO" alt="" data-size="line"> Turn off View Sync, disconnect view sync from **Revit** and D5 Render

#### Scene list synchronization <a href="#vvbhr" id="vvbhr"></a>

<img src="/files/-MkYVQUG_mUxWmcIjnk2" alt="" data-size="line"> Synchronize the scene list in **Revit** to D5 Render with one click

#### Export d5a <a href="#mavre" id="mavre"></a>

Click the button to export. d5a file

![](/files/-MkbXfW-duWA_FaoVdv5)

1. Option to export only selected objects
2. Categories that do not need to be exported can be excluded

![](/files/-MkbXiXXpOt1fsu-Hqlk)

#### Setting <a href="#id-4xetm" id="id-4xetm"></a>

Further setting of the sync view function through Setting&#x20;

1. You can choose whether to update the model to synchronize the current view or not
2. Categories that do not need to be synchronized can be excluded

![](/files/-MkbXpTAGGDj2R0aSo6x)


# Workflow | D5 Sync for Revit

Key words: Import model | File format | Workflow

{% embed url="<https://youtu.be/K_PUGlGCSwA>" %}
Sync Revit with D5
{% endembed %}

[*Download the demo scene for free*](https://forum.d5render.com/t/scene-express-vol-141-revit-d5-workflow-tutorial-demo-scene/12005)

## Download & Installation <a href="#toc-h2-download-installation" id="toc-h2-download-installation"></a>

Double click on the .exe file after the download, and follow the notifications to install [D5 Sync for Revit](https://d5converter.d5cdn.com/installer/revit/latest/D5_Sync_Revit_usa_latest.exe)

Learn more about [D5 Render for Revit](https://www.d5render.com/post/d5-render-for-revit-best-real-time-3d-rendering-workflow-for-bim-professionals)

Download [D5 Render](https://www.d5render.com/download)

#### Supported versions <a href="#toc-h1-supported-versions" id="toc-h1-supported-versions"></a>

Revit 2018.3 - Revit 2026

## Functional Description

#### One-click to Launch D5 Render in Revit

* Import the new models into D5 Render to start real-time rendering.
* When a model file needs to be modified during rendering, start Sync to create a connection with the original model or replace it with the new model.
* Import Revit models into D5 Render by Sync feature without exporting d5a.

#### Model/Material/Scene/Light Sync

<figure><img src="/files/F7Q3HEx1dfk6rqdM6moe" alt="" width="563"><figcaption><p>Model/Material/Scene/Light Sync</p></figcaption></figure>

* After being modified in Revit, use the Sync button to quickly synchronize the modified model and materials to D5 Render, and keep the materials, scenes and other parameters that have already been adjusted in D5 Render.
* Support one-click synchronization of Revit scenes to the D5 Render scene list.
* Support to exclude the categories that don't need to be synchronized by categories. You can also think of separating categories such as Furniture, Furniture System, and Generic Models through the settings menu, that will make it also easier for you to control the visibility of those categories when you are rendering exteriors or interiors.

<figure><img src="/files/QADv9eRTSiDZpUlcT3nT" alt="" width="252"><figcaption><p>Categories setting</p></figcaption></figure>

* Support Sync family lights to D5 light.

**Sync Linked Model**

* Synchronizing linked models in Revit to D5.
* In huge projects with many links, each link is automatically separated in D5, making it easy to control what’s visible or what’s not, it also gives flexibility to move around the model while turning off some unneeded links.

<figure><img src="/files/iDFF7IOaHZDOf1ZgOScc" alt=""><figcaption><p><strong>Sync Linked Model</strong></p></figcaption></figure>

#### **View Sync**

* Keep Revit horizontally aligned with the view of the D5.
* Support one click to turn view sync on or off.

#### **Use Survey Point**

* The exported model will use Survey Point as Origin (0,0,0) instead of Project Base Point

> Tip: Useful for aligning multiple Revit models with same shared coordinates

#### **Use Consistent Colors**&#x20;

The material is exported with Revit mapping before it is turned on, and it is colored after it is turned on.

* Use materials’ RGB graphics colors instead of asset texture and/or color.

> Tip: Useful to start creating your scenes from colored materials only.

#### **Group Materials by Assets**

* Use asset names as a way to separate elements in D5, instead of material names.

> Tip: Useful for handling professionally organized materials in Revit projects, or with Dynamo scripts that overrides material assets

#### **Export Smoothness**

* Change model smoothness in D5.

> Tip: Default value is good enough

#### **Select Categories to Be Separated**

* Synchronized by detached categories, it helps to directly control the visibility of Revit categories inside D5 and control whether these categories are hidden separately in D5.

> Tip: Useful for more control over Revit categories visibility inside D5 directly.

#### **Export .d5a file**

<figure><img src="/files/71OHca8lieNpyfK9J0j5" alt=""><figcaption><p>Export</p></figcaption></figure>

* D5 cannot read .rvt files directly, you can use D5 Converter-Revit to convert **.**&#x64;5a files, and then the files can be imported directly into D5.
* Support export of family lights, automatically synchronized to D5 light sources.

#### Group export

* Export the selected instance
* Export the selected family type
* Export the selected category


# Update | D5 Sync for Revit

Key words: Import model | File format | Workflow

### What’s New <a href="#toc-h2-whats-new" id="toc-h2-whats-new"></a>

#### Ver. 0.5.0.0003 <a href="#toc-h3-ver-0500003" id="toc-h3-ver-0500003"></a>

`release date: 20260630`

#### New <a href="#new-4" id="new-4"></a>

* Supports Revit 2027

***

#### Ver. 0.4.8.0006 <a href="#toc-h3-ver-0480005" id="toc-h3-ver-0480005"></a>

`release date: 20250717`

#### New and Optimization <a href="#new-and-optimization-4" id="new-and-optimization-4"></a>

* Supports Revit 2026
* Optimized installer program

**Fix**

* Fixed incorrect scale of decal models after syncing into D5.
* Fixed occasional failures in syncing Revit built-in material textures on Windows 11.
* Fixed issues caused by non-3D elements in grouped export models.
* Fixed errors triggered when exporting selected group models.

***

#### Ver. 0.4.7.0001 <a href="#toc-h3-ver-0470001" id="toc-h3-ver-0470001"></a>

`Release date: 2024.5.16`

#### New and Optimization <a href="#toc-h3-new-and-optimization" id="toc-h3-new-and-optimization"></a>

* Supports Revit 2025
* The models exported in groups will automatically synchronize their relative positions when placed in D5, without the need for manual coordinate synchronization

***

#### Ver. 0.4.6 <a href="#ver-046-3" id="ver-046-3"></a>

`Release date: 2023.8.4`

**New**

* Supported Settings Modification During Sync
* Supported Warning Upon Phase/Phase Filter Changing

**Improvement**

* Enhanced User Experience Upon Sync With Revit Links Popup Menu
* Enhanced Materials Handling
* Enhanced Emissive Material
* Enhanced Phase/Phase Filter Changes Handling

**Fix**

* Fixed Color Filters With Revit Links
* Fixed Missing Decals With Revit Links

***

#### Ver. 0.4.5 <a href="#ver-045-7" id="ver-045-7"></a>

`Release date: 2023.4.10`

**New**

* Support Revit 2024
* Support Color Filters That Assigns Material Colors By Filters Surface Pattern
* Support Separated Export To Manage Elements Separately If Required

**Fix**

* Fixed Installation Not Showing Revit Versions For Some Devices

***

#### Ver. 0.4.2 <a href="#ver-042-10" id="ver-042-10"></a>

`Release date: 2022.11.28`

**New**

* Supported AMD and Intel Graphics Cards
* Supported Emissive Material Color
* Supported Imported Symbols Textures

**Improvement**

* Enhanced Exporting Performance
* Enhanced Materials Default Values
* Enhanced Update Notification Only When User Uses D5 Exporter
* Enhanced Naming Of Separated Categories and Light Groups
* Enhanced Skybox Automatic Handling With Huge Survey Points

**Fixes**

* Fixed Installation Error When Revit Install Path Is Not Found
* Fixed Date Issue Conflict With Other Plugins
* Fixed Model-In-Place of Topography Category Issue
* Fixed Decal Regression Due to Revit 2023 API
* Fixed Revit Links Not Syncing If Turned Off then Toggled On From Visibility Graphics

***

#### Ver. 0.3.9 <a href="#ver-039-14" id="ver-039-14"></a>

`Release date: 2022.5.31`

**New**

* Support Revit 2023

**Fixes**

* Fix the incompatiblity with BuildMaster

**Improvement**

* Keep the last time settings of separate categories
* Enhance the performance

***

#### Ver. 0.3.7 <a href="#ver-037-18" id="ver-037-18"></a>

`Release date: 2022.3.14`

**Fixes**

* Fixed Network Texture Detection
* Fixed Glossiness Value In Some Appearance Assets

**Improvement**

* Enhanced Decal Handling
* Enhanced Additional Render Paths Detection

***

#### Ver. 0.3.6 <a href="#ver-036-21" id="ver-036-21"></a>

`Release date: 2021.12.23`

**New**

* Supported Instance Light Sources Parameters
* Supported Opacity Maps
* Supported Bump and Opacity for Decals

**Fixes**

* Fixed Minor Issue With Some Missing Elements in Revit Links
* Fixed Missing Materials When Using Small Section Boxes
* Language Independent Integration for Lighting and Material Export

**Improvement**

* Full Decals Re-Syncing Stability
* Ability to Handle Revit Projects That Are Far From Internal Origin

***

#### Ver. 0.3.3 <a href="#ver-033-25" id="ver-033-25"></a>

`Release date: 2021.10.10`

**New**

* Support Revit 2022
* Support Section Boxes Changes
* Support Temporary Hidden Elements
* Support Views Detail Level Changes
* Support Displaced Elements
* Support All Types of Lights in Revit
* Support Consistent Colors Mode
* Support Group Materials By Assets
* Support Smoothness Level Control
* Support Material Changes
* Support Separate Links Syncing
* Support Separate Category Syncing

**Fixes**

* Fixed Additional Textures Detection
* Fixed All Problems Related to Loosing Sync
* Fixed Different Faulty Messages Issues
* Fixed Light Position Issues With Survey Point
* Fixed Material Data Loss Issues

**Improvement**

* Enhanced Exporting Speed
* Enhanced Materials Translation
* Enhanced UV Texture Mapping
* Enhanced Translated Light Source Position Logic
* Enhanced Settings Menu and Export Menu Consistency


# Common issues | D5 Sync for Revit

Key words: Import model | File format | Workflow

### 1.Why the relevant parameters in the D5-Revit plugin settings shown in gray? <a href="#header-0" id="header-0"></a>

<figure><img src="/files/AVub4xIe2GkMAIBYKtwd" alt="" width="312"><figcaption><p>Settings shown in gray</p></figcaption></figure>

Please check whether you are currently using D5-Revit plugin for linkage operation. Generally, it does not support the modification of relevant parameters during linking, so the display is grayed out. After linking, you can adjust the relevant parameters normally.

### 2.Pop-up prompt after launching D5 Converter "Rendering is currently not supported in the running instance of Revit". Or "Rendering features are currently disabled. You must install the Rendering library to use rendering features". <a href="#header-1" id="header-1"></a>

<figure><img src="/files/liHU6w5jegg2L2C8i0Ww" alt=""><figcaption><p>After launching the D5 Converter</p></figcaption></figure>

<figure><img src="/files/j2PfKbiGt5bDVlaj1s4M" alt=""><figcaption><p>Prompted after launching Revit</p></figcaption></figure>

Reason: Material Library is not installed correctly.

Solution: Uninstall and reinstall Autodesk Material Library.

For details, please refer to: <https://www.autodesk.com.cn/support/technical/article/caas/sfdcarticles/sfdcarticles/CHS/Rendering-features-are-currently-disabled-You-must-install-the-Rendering-library-to-use-rendering-features.html>


# Cinema 4D

#### Download and Installation <a href="#tt2ql" id="tt2ql"></a>

You can download the latest version on the official website, or download from the Welcome Page > Workflow.

After downloading, double-click the .exe file and follow the instruction to install D5 Converter-ARCHICAD.

Supported versions: **Cinema 4D 20 to 26 and 2023 to 2025**

![](/files/-MkbY82LcJO0xAQFKAGY)

![](/files/-MkbYA7js-3FjYS1JBv9)

#### One-click to launch D5 Render <a href="#atmbl" id="atmbl"></a>

<img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line"> Start D5 Render with a single click of the button and establish a connection with the current model in Revit.

<img src="/files/-MkYRwsw3sj31PMpBolk" alt="" data-size="line"> Turn off synchronization and disconnect D5 Render from the current model.

![](/files/-MkbXDzQAlm5ooBPMWbZ)

**Create a project:** create an empty. drs scene and import the .rvt file from the current Revit to establish a connection with D5 Render

**Associate a project:** associate the current .rvt file in Revit with the model file in the existing .drs scene

![](/files/-MkbW0FD9La6JyEjt2h1)

When a model file already exists in D5 Render, the first time you synchronize it, you need to connect the synchronized model to an existing model in the resource list or create a new model.

By default, D5 Render is closed. First, you need to click<img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line">to start D5 Render and choose to create a project or associate a project, to active D5 Converter.

If D5 Render is already started, you need to choose to create a new model or select the imported model linkage in the pop-up window.

#### Sync <a href="#yoqvc" id="yoqvc"></a>

<img src="/files/-MkYT1emzDsDMVcxxVaV" alt="" data-size="line"> Synchronize function, synchronize current model and corresponding material by incremental updates, which makes it faster to read Model Files.

It is suitable for changing the material and model by using the synchronization function when adjusting the details of the scheme.

#### View synchronization <a href="#d8ypd" id="d8ypd"></a>

<img src="/files/-MkYTsdr8HTi0icyuKQ7" alt="" data-size="line"> Turn on View Sync, the current view of ARCHICAD is synchronized with the view of D5 Render

<img src="/files/-MkYV9uzrzwHIK9X90DO" alt="" data-size="line"> Turn off View Sync, disconnect view sync from ARCHICAD and D5 Render

#### Scene list synchronization <a href="#vvbhr" id="vvbhr"></a>

<img src="/files/-MkYVQUG_mUxWmcIjnk2" alt="" data-size="line"> Synchronize the scene list in ARCHICAD to D5 Render with one click

#### Export d5a <a href="#mavre" id="mavre"></a>

Click the button to export. d5a file

![](/files/-MkbXfW-duWA_FaoVdv5)

#### Setting <a href="#evixe" id="evixe"></a>

Manage the location of the mapping storage for .pla or .pln model files by setting![](https://cdn.nlark.com/yuque/0/2020/png/2469948/1600674686650-d223295e-1b3c-4cd0-845c-4b156c0fa9e3.png)

If not set, the default storage location is the path to the .pla or .pln model file


# Workflow | D5 Sync for C4D

Key words: Import model | File format | Workflow

<figure><img src="/files/oHl3Ul4we0H9aZGkw13x" alt=""><figcaption><p>D5 Sync for C4D</p></figcaption></figure>

D5 Render is a free real-time renderer for C4D. It promises fast rendering speed and high-quality rendering results at the same time.

Learn more about D5 Render for C4D:    [C4D to D5 | Cinema 4D Real-time Rendering Software](http://www.d5render.com/post/cinema4d-real-time-rendering-software)\
Download D5 Render:   [Download | D5 Render ](http://www.d5render.com/download)\
Download D5 Sync for C4D:    [Click to download ](https://d5converter.d5cdn.com/installer/c4d/latest/D5_Sync_Cinema%204D_usa_latest.exe)

#### Supported versions <a href="#toc-h1-supported-versions" id="toc-h1-supported-versions"></a>

Cinema 4D 20 to 26, and 2023 to 2025

## Download & Installation <a href="#toc-h2-download-installation" id="toc-h2-download-installation"></a>

[Click to download](https://d5converter.d5cdn.com/installer/c4d/latest/D5_Sync_Cinema%204D_usa_latest.exe)

Unzip the file after downloading it and run the installer following the instructions.

## Features <a href="#toc-h1-features" id="toc-h1-features"></a>

#### One-click to Launch D5 Render in C4D <a href="#toc-h3-one-click-to-launch-d5-render-in-c4d" id="toc-h3-one-click-to-launch-d5-render-in-c4d"></a>

* Import your models into D5 Render to start real-time rendering.
* If the model file has some changes, we can either sync the changes into the D5 scene or create a new D5 scene file.

#### Model/Material/Scene Sync <a href="#modelmaterialscene-sync-5" id="modelmaterialscene-sync-5"></a>

* After the current model has been edited in C4D, quickly sync the new model and materials to D5 Render with the Sync button, while keeping the materials and scene parameters that have been adjusted in D5 Render.
  * Support the sync of C4D standard materials.
  * Support the sync of Octane materials.
  * Support Corona material (Corona 6, Corona 8 parts) mapping.
  * Support Redshift material (direct mapping and base parameter) mapping.
* Support the sync of cameras.

#### View Sync <a href="#view-sync-6" id="view-sync-6"></a>

* Keep the view of C4D and D5 Render consistent in the perspective view.
* Support one click to turn view sync on or off.

#### Light Sync <a href="#light-sync-7" id="light-sync-7"></a>

* Support the sync of point light, area light and spotlight.

#### Camera Animation Sync <a href="#toc-h3-camera-animation-sync" id="toc-h3-camera-animation-sync"></a>

* Added Camera Animation Sync feature. Supports syncing selected camera animations with keyframe information from Cinema 4D to D5 video editor with the LineSync plugin.
* Supports batch sending of multi-selected cameras into D5 each as a separate shot, with environment, post effect and camera adjustments enabled.<br>

  <figure><img src="https://usa-forum.d5cdn.com/original/3X/2/3/23b934c555b04b180e7e92b175343c3deb0e8329.png" alt=""><figcaption><p>Camera Animation Sync</p></figcaption></figure>

#### Export .d5a <a href="#toc-h3-export-d5a" id="toc-h3-export-d5a"></a>

* D5 Render does not support directly opening .c4d files, but we can convert .c4d into .d5a format through D5 Sync for Cinema 4D, and then open .d5a files in D5 Render.
* Export the whole file or selected objects only.

#### Settings <a href="#settings-10" id="settings-10"></a>

* Support adjusting the texture bake resolution when syncing or exporting models<br>

  <figure><img src="https://usa-forum.d5cdn.com/original/2X/a/acfa921919c402f30a1435b8ec3da266235dfa12.png" alt=""><figcaption><p>Settings</p></figcaption></figure>

#### Auto Update Notification <a href="#toc-h3-autoupdate-notification" id="toc-h3-autoupdate-notification"></a>

## Uninstall <a href="#toc-h1-uninstall" id="toc-h1-uninstall"></a>

* Method 1\
  Click the Windows Start button to find the uninstaller program and run it

  <figure><img src="https://usa-forum.d5cdn.com/optimized/2X/5/5b2d4cb1ddb83844baf87e9adac1d6dbe1d5d977_2_459x375.jpeg" alt=""><figcaption><p>Uninstallation</p></figcaption></figure>
* Method 2\
  Go to Control Panel > Programs and Features > Uninstall a program, and then run the uninstaller.<br>

  [i](https://usa-forum.d5cdn.com/original/2X/1/159d76cec5570196623a059229989ef549a74e8e.png)

  <figure><img src="https://usa-forum.d5cdn.com/original/2X/1/159d76cec5570196623a059229989ef549a74e8e.png" alt=""><figcaption><p>Uninstallation</p></figcaption></figure>

## Support <a href="#help-13" id="help-13"></a>

If you encounter any problems when using C4D and D5 Render workflow, feel free to visit D5 Forum, where you can read release notes and known issues/solutions, communicate with each other, and seek help from D5 Support.


# Update | D5 Sync for C4D

Key words: Import model | File format | Workflow

### What's new

#### Ver. 3.0.0.0020

`Release date: 2026.01.28`

**New:**

* Added support for **Cinema 4D 2026**

**Fixed:**

* Occasional incremental sync issues after hiding or unhiding models
* Some models could not be synced after enabling Render Instances
* Abnormal face incremental sync when performing specific operations in Polygon Mode
* Incorrect number of lights synced when using multiple Cloner light groups
* Incremental sync issues after using Connect Objects and performing delete or boolean operations
* Textures were intercepted and not sent when normal maps were in EXR format

***

#### Ver. 2.10.0.0010 <a href="#ver-21000010-2" id="ver-21000010-2"></a>

`Release date: 2025.03.19`

**New**

* Supports Cinema 4D 2025
* Optimized syncing of lights, supporting keeping group structures etc. created in D5

**Fix**

* .D5a files exported from some models misplaced after being imported into D5

**Known Issues**

* Supports keeping light parameters modified in D5, light groups created, etc., except for the size and position of the lights.
* The compatibility of materials in Redshift 3.6 & Redshift 2025 versions is incomplete. Too complex materials may not be synced to D5, and will just display white.

***

#### **Ver. 2.6.6.0029**

`Release date: 2024.12.14`

* Supports Cinema 4D 2024
* Supports sync camera animations into D5 Render (Supports Octane/Corona/Redshift/Standard cameras)
* Supports Redshift 3.5 (Supports the new node editor of Cinema 4D 2024/2023/R25 + Redshift 3.5.x and the node editor of Cinema 4D S24/R23/S22/R21 + Redshift 3.5.x)
* Supports thumbnails for the exported .d5a files
* Added compatibility with various units for the project files.

**Optimizations**

* Supports more material nodes when syncing or exporting .d5a files.
* Auto Update Notification.

**Known Issues**

* Camera animation sync is only available with D5 Render 2.6 and later versions.
* Currently, the combo of Cinema 4D S26 and Redshift 3.5.x is not supported.
* To properly sync the normal maps to D5 Render, it is necessary to establish a connection between the Redshift Normal Map and the primary material node via the RS Bump Map node.
* Materials created using the node editor in Cinema 4D version 25 or later can not be synced into D5 when they are opened in those previous Cinema 4D versions.

***

#### Ver. 0.5.0 <a href="#ver-050-2" id="ver-050-2"></a>

`Release date: 2022.11.16`

**New**

* New UI and interactive experience
* Support Cinema 4D S26 and 2023
* Display the sync state
* Optimize material mapping and map baking
* Add an uninstall program on the system start menu
* Support AMD graphics cards
* Support incremental synchronization
* Add a setting to control texture baking resolution

**Fix**

* Some scenes with unsupported components failed to sync
* Some materials went missing after sync

***

#### Ver. 0.4.0 <a href="#ver-040-5" id="ver-040-5"></a>

`Release date: 2022.2.28`

**New**

* Support the sync of Redshift materials. (linked textures and basic parameters)
* Support the sync of Corona materials. (Corona6, some of Corona8)

**Improvement**

* Optimize the export of .d5a files.

***

#### Ver. 0.3.0 <a href="#ver-030-8" id="ver-030-8"></a>

`Release date: 2022. 1. 19`

#### **Ver. 2.6.6.0029**

`Release date: 2023.12.14`

**New**

* Supports Cinema 4D 2024
* Supports sync camera animations into D5 Render (Supports Octane/Corona/Redshift/Standard cameras)
* Supports Redshift 3.5 (Supports the new node editor of Cinema 4D 2024/2023/R25 + Redshift 3.5.x and the node editor of Cinema 4D S24/R23/S22/R21 + Redshift 3.5.x)
* Supports thumbnails for the exported .d5a files
* Added compatibility with various units for the project files.

**Optimizations**

* Supports more material nodes when syncing or exporting .d5a files.
* Auto Update Notification.

**Known Issues**

* Camera animation sync is only available with D5 Render 2.6 and later versions.
* Currently, the combo of Cinema 4D S26 and Redshift 3.5.x is not supported.
* To properly sync the normal maps to D5 Render, it is necessary to establish a connection between the Redshift Normal Map and the primary material node via the RS Bump Map node.
* Materials created using the node editor in Cinema 4D version 25 or later can not be synced into D5 when they are opened in those previous Cinema 4D versions.

***

#### Ver. 0.5.0 <a href="#ver-050-2" id="ver-050-2"></a>

`Release date: 2022.11.16`

**New**

* New UI and interactive experience
* Support Cinema 4D S26 and 2023
* Display the sync state
* Optimize material mapping and map baking
* Add an uninstall program on the system start menu
* Support AMD graphics cards
* Support incremental synchronization
* Add a setting to control texture baking resolution

**Fix**

* Some scenes with unsupported components failed to sync
* Some materials went missing after sync

***

#### Ver. 0.4.0 <a href="#ver-040-5" id="ver-040-5"></a>

`Release date: 2022.2.28`

**New**

* Support the sync of Redshift materials. (linked textures and basic parameters)
* Support the sync of Corona materials. (Corona6, some of Corona8)

**Improvement**

* Optimize the export of .d5a files.

***

#### Ver. 0.3.0 <a href="#ver-030-8" id="ver-030-8"></a>

`Release date: 2022. 1. 19`

#### Ver. 2.6.6.0029

`Release date: 2023.12.14`

**New**

* Supports Cinema 4D 2024
* Supports sync camera animations into D5 Render (Supports Octane/Corona/Redshift/Standard cameras)
* Supports Redshift 3.5 (Supports the new node editor of Cinema 4D 2024/2023/R25 + Redshift 3.5.x and the node editor of Cinema 4D S24/R23/S22/R21 + Redshift 3.5.x)
* Supports thumbnails for the exported .d5a files
* Added compatibility with various units for the project files.

**Optimizations**

* Supports more material nodes when syncing or exporting .d5a files.
* Auto Update Notification.

**Known Issues**

* Camera animation sync is only available with D5 Render 2.6 and later versions.
* Currently, the combo of Cinema 4D S26 and Redshift 3.5.x is not supported.
* To properly sync the normal maps to D5 Render, it is necessary to establish a connection between the Redshift Normal Map and the primary material node via the RS Bump Map node.
* Materials created using the node editor in Cinema 4D version 25 or later can not be synced into D5 when they are opened in those previous Cinema 4D versions.

***

#### Ver. 0.5.0 <a href="#ver-050-2" id="ver-050-2"></a>

`Release date: 2022.11.16`

**New**

* New UI and interactive experience
* Support Cinema 4D S26 and 2023
* Display the sync state
* Optimize material mapping and map baking
* Add an uninstall program on the system start menu
* Support AMD graphics cards
* Support incremental synchronization
* Add a setting to control texture baking resolution

**Fix**

* Some scenes with unsupported components failed to sync
* Some materials went missing after sync

***

#### Ver. 0.4.0 <a href="#ver-040-5" id="ver-040-5"></a>

`Release date: 2022.2.28`

**New**

* Support the sync of Redshift materials. (linked textures and basic parameters)
* Support the sync of Corona materials. (Corona6, some of Corona8)

**Improvement**

* Optimize the export of .d5a files.

***

#### Ver. 0.3.0 <a href="#ver-030-8" id="ver-030-8"></a>

`Release date: 2022. 1. 19`

<br>


# Common issues | D5 Sync for C4D

Key words: Import model | File format | Workflow

## 1. Why do materials synced to D5 appear differently than in C4D?

**Reason:** The current plugin version does not support syncing \[Material UV] parameters. It currently only supports \[UVW Map] projection types; we will implement this functionality in future releases.\
**Temporary workaround:**\
Set the material ball's projection type to \[UVW Map] and retain all UV parameters at their default values;\
If you need to use a specific texture, please re-adjust the UVs within \[UVEdit] before syncing it to D5 via the plugin.

## 2. Why did the base colour values set in C4D deviate after syncing to D5?

In **Scene > Colour Management**, if the render space is set to **anything other than ‘Traditional (sRGB linear workflow)’**, operations involving **colour values** within the C4D file may exhibit **inconsistency in values** after syncing to D5 Render.

> e.g.: When the render space is set to **ACEScg**, the base color values defined in C4D cannot **maintain a 1:1 correspondence** with the base color values in the renderer, potentially causing colour difference.

<figure><img src="/files/uoF9c8obS62QSLuhTLcU" alt=""><figcaption></figcaption></figure>

Notes:

● **C4D 2025 and earlier versions** use **sRGB** as the default render space

● **C4D 2026** uses **ACEScg** as the default render space, making it more likely to encounter the differences mentioned above


# Archicad

#### Download and Installation <a href="#tt2ql" id="tt2ql"></a>

You can download the latest version on the official website, or download from the Welcome Page > Workflow.

After downloading, double-click the .exe file and follow the instruction to install D5 Converter-ARCHICAD.

Supported versions: **Archicad 21 to 28, Archicad Solo and Archica**d SE

![](/files/-MkbY82LcJO0xAQFKAGY)

![](/files/-MkbYA7js-3FjYS1JBv9)

#### One-click to launch D5 Render <a href="#atmbl" id="atmbl"></a>

<img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line"> Start D5 Render with a single click of the button and establish a connection with the current model in Revit.

<img src="/files/-MkYRwsw3sj31PMpBolk" alt="" data-size="line"> Turn off synchronization and disconnect D5 Render from the current model.

![](/files/-MkbXDzQAlm5ooBPMWbZ)

**Create a project:** create an empty. drs scene and import the .rvt file from the current Revit to establish a connection with D5 Render

**Associate a project:** associate the current .rvt file in Revit with the model file in the existing .drs scene

![](/files/-MkbW0FD9La6JyEjt2h1)

When a model file already exists in D5 Render, the first time you synchronize it, you need to connect the synchronized model to an existing model in the resource list or create a new model.

By default, D5 Render is closed. First, you need to click<img src="/files/-MkYRSrPIkTgciLY51cP" alt="" data-size="line">to start D5 Render and choose to create a project or associate a project, to active D5 Converter.

If D5 Render is already started, you need to choose to create a new model or select the imported model linkage in the pop-up window.

#### Sync <a href="#yoqvc" id="yoqvc"></a>

<img src="/files/-MkYT1emzDsDMVcxxVaV" alt="" data-size="line"> Synchronize function, synchronize current model and corresponding material by incremental updates, which makes it faster to read Model Files.

It is suitable for changing the material and model by using the synchronization function when adjusting the details of the scheme.

#### View synchronization <a href="#d8ypd" id="d8ypd"></a>

<img src="/files/-MkYTsdr8HTi0icyuKQ7" alt="" data-size="line"> Turn on View Sync, the current view of ARCHICAD is synchronized with the view of D5 Render

<img src="/files/-MkYV9uzrzwHIK9X90DO" alt="" data-size="line"> Turn off View Sync, disconnect view sync from ARCHICAD and D5 Render

#### Scene list synchronization <a href="#vvbhr" id="vvbhr"></a>

<img src="/files/-MkYVQUG_mUxWmcIjnk2" alt="" data-size="line"> Synchronize the scene list in ARCHICAD to D5 Render with one click

#### Export d5a <a href="#mavre" id="mavre"></a>

Click the button to export. d5a file

![](/files/-MkbXfW-duWA_FaoVdv5)

#### Setting <a href="#evixe" id="evixe"></a>

Manage the location of the mapping storage for .pla or .pln model files by setting![](https://cdn.nlark.com/yuque/0/2020/png/2469948/1600674686650-d223295e-1b3c-4cd0-845c-4b156c0fa9e3.png)

If not set, the default storage location is the path to the .pla or .pln model file


# Workflow | D5 LiveSync for  Archicad

Supports LiveSync for Archicad to bring projects with models, materials, and other data in Archicad to D5 in real-time.

<div align="left"><figure><img src="/files/3420IubAkIvpsfvtV3vL" alt=""><figcaption></figcaption></figure></div>

## Download & Installation <a href="#toc-h2-download-installation" id="toc-h2-download-installation"></a>

### Supported versions <a href="#supported-versions-2" id="supported-versions-2"></a>

Supports Archicad 21 to 28, including Archicad Solo and Archicad SE

### Download <a href="#download-3" id="download-3"></a>

{% embed url="<https://www.d5render.com/download>" %}

***

## Features <a href="#toc-h3-features" id="toc-h3-features"></a>

<div align="left"><img src="https://usa-forum.d5cdn.com/original/3X/9/4/947ac03e0c716a1074eacda8c9f40fb89ac640d6.png" alt="BF196162-B412-46f0-B717-1483B7A05C08" height="34" width="295"></div>

### **One-click to launch D5 Render in Archicad**

* Import the new models into D5 Render to start real-time rendering
* When a model file needs to be modified during rendering, start sync to create a connection with the original model or replace it with the new model

### **Sync Once**

* Click to apply incremental updates of model and material from Archicad to D5 Render.

### **Live Sync**

* Clicking the “Live Sync” button starts real-time synchronization, where any modifications to the model or materials in Archicad are automatically synchronized to D5 in real-time. Clicking the button again will pause this real-time synchronization.

> <mark style="background-color:purple;">After establishing a connection with the D5 Render, please select the appropriate sync method:</mark>
>
> * **Sync Once:** Suitable for situations where manual control of updates is required. After each modification to the model in the modeling software, you need to manually click this button to perform an incremental update.
> * **Live Sync:** Any modifications to the model will be automatically synchronized to the D5 Render in real-time, without the need for manual triggering. This option is ideal for users who desire a seamless and integrated workflow.

### **View Sync**

* Keep the view of Archicad and D5 Render consistent in the horizontal direction
* Support one click to turn view sync on or off

### **Scene Sync**

* Sync the scene list in Archicad to D5 Render

### **Light Sync**

* Archicad model light sources synchronization
* Archicad light sources synchronization
  * Synchronization of light source types (point light, spotlight, strip light, rectangular light), positions, sizes (for rectangular/strip light). Other parameters of light sources are not supported for synchronization and should be configured within D5 Render.

### **Export .d5a files**

* Archicad files can be imported D5 Render by converting to .d5a files through D5 LiveSync.

### **Settings**

* Material Texture Export Directory: Customize the storage location for all texture resources used by the current Archicad file.

***

### **Uninstall**

* Select ‘Uninstall D5 LiveSync for Archicad’ from the Start menu for one-click uninstallation.

***

## **Help and Support**

* If you encounter any questions while using the Archicad-D5 workflow, you can create a post in the D5 official forum under [#workflow](https://forum.d5render.com/c/d5-converter/13) to interact with other users and receive official technical support.


# Update | D5 LiveSync for Archicad

## Ver. 1.2.0.0002

`Release date: 20251022`

#### **New**

* Supports Archicad 29
* Supports Archicad parallel projection
* Supports more Archicad light mappings, including object-light combinations

#### **Optimization**

* Improved large scene merging to fix black or distorted screens when syncing to D5
* Improved selection export; windows and walls can now be selected separately

#### **Fixes**

* Fixed curtain wall instance errors caused by model matrix issues
* Fixed occasional Archicad crashes during live sync

## Ver. 1.1.0.0010

`Release date: 20250422`

#### **New**

* Supports group export (preserved layer structure)
* Supports export selected objects

**Optimization:**

* Optimized linkage performance

**Fixes:**

* Some anomalies caused by different system regions
* Some large scenes are exported very slowly

## Ver. 1.0.0.0006

`Release date: 20241230`

#### **New and Optimization**

* Support Archicad 28
* Support Archicad-D5 real-time sync
* Added Sync once option
* Support Spanish, French, and Japanese
* Support Thumbnail Display for .d5a Export
* Recorded user preferences for single send or real-time sync, defaulting to the last selection for the next linkage
* Optimized UI


# Workflow | D5 Sync for Archicad

## Supported versions

Archicad21 - Archicad 27

## Download & Installation

Double click on the .rhi file after the download, and follow the instructions to install [D5 Sync for ArchiCAD](https://www.d5render.com/workflow/archicad?_sasdk=fMjIyNTc)

## Features <a href="#toc-h2-features" id="toc-h2-features"></a>

<div align="left"><figure><img src="/files/UKGbnqqUg9BvZPrlxrvZ" alt=""><figcaption></figcaption></figure></div>

#### One-click to launch D5 Render in Archicad <a href="#toc-h3-one-click-to-launch-d5-render-in-rhino" id="toc-h3-one-click-to-launch-d5-render-in-rhino"></a>

* Import the new models into D5 Render to start real-time rendering
* When a model file needs to be modified during rendering, start sync to create a connection with the original model or replace it with the new model
* Import ArchiCAD models into D5 Render by Sync feature without exporting d5a

#### Model/Material/Scene Sync

* After the current model has been edited in ArchiCAD, quickly sync the new model and materials to D5 Render by the Sync button, while keeping the materials and scene parameters that had been adjusted in D5 Render
* Sync the scene list in ArchiCAD to D5 Render

#### View Sync

* Keep the view of ArchiCAD and D5 Render consistent in the horizontal direction
* Support one click to turn view sync on or off

#### Light Sync

* Click on the Sync Light button to synchronize Archicad's model light sources with D5 render.
* Click the Sync Light button to sync Archicad's pure light sources to the D5 render, including light source types (point light, spotlight, strip light, rectangular light), positions, sizes (for rectangular/strip light).

#### **Export d5a files**

* ArchiCAD files can be imported D5 Render by converting to .d5a files through D5 Converter

Settings

* Textures Folder: Customize the storage location for all texture resources used in the current Archicad file.


# Update | D5 Sync for Archicad

## Ver. 0.7.0.0018

`Release date: 20231012`

### New and Improvement <a href="#new-and-improvement-2" id="new-and-improvement-2"></a>

* Support Archicad 27
* Refactoring of the incremental synchronization function
* Optimization of the .d5a export function
* Optimization of the installation package

### Fixes <a href="#fixes-3" id="fixes-3"></a>

* Fixed the issue of synchronization crashes in some scenes
* Fixed the issue of abnormal light synchronization in some scenes
* Fixed the issue where the base color texture in some scenes could not be synchronized
* Fixed the issue of abnormal texture UV display after synchronization in some scenes

### Known issues <a href="#known-issues-4" id="known-issues-4"></a>

1. Material synchronization only supports basic engine
2. Simultaneous rotation and scaling effects of texture UV are not supported for synchronization
3. Occasional lag in Archicad when restarting D5 in linked state (It is recommended to manually closing D5 Sync and re-linking)

***

## Ver. 0.6.1.0011 <a href="#ver-0610011-5" id="ver-0610011-5"></a>

`Release date: 20230727`

### New and Improvement <a href="#new-and-improvement-6" id="new-and-improvement-6"></a>

* A brand new UI
* Version information added to the menu bar
* Archicad 25/26 Solo version supported

### Fixes <a href="#fixes-7" id="fixes-7"></a>

* Material overlapping after syncing from Archicad

***

## Ver. 0.6.0.0003 <a href="#ver-0600003-8" id="ver-0600003-8"></a>

`Release date: 20230221`

### New and Improvement <a href="#new-and-improvement-9" id="new-and-improvement-9"></a>

* A brand new UI
* Optimized wording of the Settings window
* Optimized auto-update notification
* AMD graphics cards supported

### Fixes <a href="#fixes-10" id="fixes-10"></a>

* Clicking on Sync too quickly caused the software to crash
* Switching among 3D and other views cut off the live sync

***

## Ver. 0.5.2 <a href="#ver-052-11" id="ver-052-11"></a>

`Release date: 2022.8.2`

### New and Improvement <a href="#new-and-improvement-12" id="new-and-improvement-12"></a>

* Support Archicad 26

### Fixes <a href="#fixes-13" id="fixes-13"></a>

* Material loading error under some special conditions
* D5 Crashes when synchronizing some special large scenes.

***

## Ver. 0.5.0 <a href="#ver-050-14" id="ver-050-14"></a>

`Release date: 2022.4.27`

### New and Improvement <a href="#new-and-improvement-15" id="new-and-improvement-15"></a>

* Support Archicad 25 Solo and 2021 SE (Start Edition) version
* Optimize the interaction in the live sync when clicking Sync or Cancel mutilple times

### Fixes <a href="#fixes-16" id="fixes-16"></a>

* Settings window and textures displays incorrectly in some languages.
* Fix the problem when exported file name is blank.
* Correct the synchronized camera postions.
* Archicad files can only Save as after connecting to D5.
* Sync error after exporting .d5a files.
* Textures get lost during the sync after models are hided then unhided .
* Texture changes do not sync to D5 correctly.

***

## Ver. 0.4.0 <a href="#ver-040-17" id="ver-040-17"></a>

`Release date: 2021.12.24`

### New <a href="#new-18" id="new-18"></a>

* Support Archicad 25

### Improvement <a href="#improvement-19" id="improvement-19"></a>

* Better performance on flat curved surface


# Common issues | D5 Sync for Archicad

## Why is the sync function disabled after switching viewpoints?

Currently, it only supports real-time synchronization in the 3D view. The connection will be off when switching to other viewpoints, requiring a return to the 3D view to re-connect.


# Blender

D5 Converter-Blender Plugin

D5 Converter-Blender is an export plugin to help D5 users export all scenes or single models from Blender. The exported d5a model file contains Blender material information and can be directly imported into D5 Render for rendering.

## Download and Installation

Supported versions: **Blender 2.93 \~ 4.5**

Current plugin version: 0.6.0

You can download the latest version on the official website, or download from the Welcome Page > Workflow.

## Installation

The Add-ons section lets you manage secondary scripts, called “Add-ons” that extends Blender’s functionality.

To install the D5 Converter plugin, use the Install... button and then use the file browser to select the plugin file.

After the plugin is installed, it will not be automatically enabled. Find "D5Converter" in the Community and check the checkbox to enable the plugin.

The search box will automatically adjust to the name of the newly installed plugin (to avoid searching).

More plugin installation questions can be found at: <https://docs.blender.org/manual/en/2.90/editors/preferences/addons.html>

## Feature Instructions

* **Export Selection:** You can choose to export the whole scene or a single model.
* **PBR material support:** Most of the materials made by the PBR workflow in blender support direct rendering in D5 Render (e.g. Extreme PBR)
* **Optional Bake:** Bake export can be selected if needed to retain maximum material information.
* **Custom texture resolution:** support up to 4K texture export.
* **Smart object optimization:** most modifiers and instances can be exported without loss.
* **Automatic Upgrade**


# Workflow | D5 LiveSync for Blender


# Update | D5 LiveSync for Blender


# Workflow | D5 Sync for Blender

Key words: Import model | File format | Workflow

<https://www.youtube.com/watch?v=Cv5wi5P5d7M>

## Supported versions

Support for Blender 2.93LTS / 3.0/ 3.1 / 3.2 / 3.3LTS/3.4/3.5/3.6/4.0/4.1/4.2/4.3/4.4/4.5/5.0/5.1.&#x20;

***

## Download & Installation

Download and install the plug-in ([click to download](https://www.d5render.com/download)), after successful installation, the right arrow of the Blender view window will be expanded to see the D5 Sync interface.

> Note:
>
> * D5 Renderer interface language follows Blender language by default.&#x20;
> * If the D5 Render path is not selected in the plugin panel when enabled, the last launched D5 renderer will be opened automatically during sync

<div align="left"><figure><img src="/files/qbhSL3NciWHPQE0Jf0W8" alt=""><figcaption></figcaption></figure></div>

### 1. Default Installation

1. Download the installation package: D5\_Sync\_Blender\_xxxx.exe
2. Close Blender and double-click the installation package D5\_Sync\_Blender\_xxxx.exe to install it.
3. After successful installation, you need to open Blender-Edit-Preference-plug-in (Add-ons)
4. Enter D5 in the search box, find the D5 Sync synchronization plug-in, confirm whether the version is correct, and then check Enable.

<figure><img src="/files/cKHtqfpAzspat3WFseML" alt=""><figcaption></figcaption></figure>

### 2. Custom Installation Path Rules

1. In blender, Edit-preferences-File Paths-Script Directories, select add Paths, such as: D:\4.2\scripts **(must have scritps**)

<figure><img src="/files/CjBupUTnaL1pnR24P2Mw" alt=""><figcaption></figcaption></figure>

2. The addons folder is created under the scripts folder in the file management of windows, as shown in the figure:

<figure><img src="/files/CKR6CtEmZmTUkxzBvakI" alt=""><figcaption></figcaption></figure>

3. Close Blender and double-click the plug-in installation package to install it. During installation, select the path to addons, as shown in the figure:

<figure><img src="/files/DjZgojLq1ZiCsle3FjN7" alt=""><figcaption></figcaption></figure>

4. The installation is complete and ready for use. If it is installed for the first time, please refer to steps 3 and 4 of the first and default installation to enable D5 Sync.

### 3. Blender 4.2 New Mode-Portable Mode Installation

{% hint style="info" %}
Note:

Portable mode is more complicated, with \[Default Installation] & \[Custom Installation Path] preferred.
{% endhint %}

1. There is a portable folder in the Blender installation directory.
2. Create scripts under the portable folder and addons folder under scripts, as shown in the figure:

<figure><img src="/files/uWYmZ15H2C8mnPrtvje0" alt=""><figcaption></figcaption></figure>

3. Close Blender and double-click the plug-in installation package to install it. During installation, select the path to addons, as shown in the figure:

<figure><img src="/files/E7ldrGWaKs1u9RWSVS0x" alt=""><figcaption></figcaption></figure>

4. After the installation is completed, **please refer to steps 3 and 4 of the first and default installation to enable D5 Sync.**
5. In the portable mode, Blender can recognize the plug-ins installed in this directory without configuring File Paths-Script Directories in Blender.

***

## Feature Introduction

### Model/Material Sync

<div align="left"><figure><img src="/files/7WYDyrappU93HXNUxXQz" alt=""><figcaption></figcaption></figure></div>

* Click " Sync " to start D5 Reder in Blender with one click and sync the current Blender model and materials to D5 Reder to start real-time rendering.
* When a model file needs to be changed in the middle of a rendering project, sync can be turned on to create a link to the original model or to replace it with a new one.
* Current material support: Principled BSDF, Glass BSDF, Self-illuminated, Diffused BSDF

### Incremental sync

<div align="left"><figure><img src="/files/EPUlCepDv6owosdNReSz" alt=""><figcaption></figcaption></figure></div>

* Once the model/material has been changed in Blender, use the Sync button to quickly sync the changed model and material to the D5 render, while preserving other parameters such as material and scene that have already been adjusted in the D5.

### Cameras sync

* Click "Send Camera" to sync the camera list in Blender to the scene list in D5 render with one click.&#x20;
* Sync camera with names and groups is not supported yet.

### Light sync

* Click the "Send Lights" button after starting sync to sync point light, daylight, spot light and area lights from Blender to the D5 render.
* The corresponding light types and the synced light parameters:

| Blender     | D5          | Supported light parameters                                   |
| ----------- | ----------- | ------------------------------------------------------------ |
| Point light | Point light | name, location, illumination                                 |
| Sunlight    | Spot light  | name, location, illumination                                 |
| Spot light  | Spot light  | name, location, illumination                                 |
| Area light  | Rect light  | name, location, illumination, size, shape（Square; Rectangle） |

Note:&#x20;

* Light groups and spot radius are not supported now.

### View sync

* Click " View Sync " to keep the same viewport of Blender and D5 render in any viewpoint, so as to achieve the real-time sync between D5 viewpoint and Blender.&#x20;
* Support one-click to enable or disable view sync.

### Export d5a&#x20;

<div align="left"><figure><img src="/files/oORYO9p3BtLBjv0id1T4" alt=""><figcaption></figcaption></figure></div>

* D5 renderer doesn't support direct reading .blend files, you can use D5 Converter-Blender to convert to .d5a file and then import it directly.
* Supports exporting only selected objects or the whole file.

### Material bake

<div align="left"><figure><img src="/files/6JtnuLeKQxT7k8FS1MZt" alt=""><figcaption></figcaption></figure></div>

* For complex material nodes or Blender's procedural textures, you can use the bake function to bake them into simple maps and then sync them to D5 or export a .d5a file.
* Support baking all materials, or select some materials for baking, and sync the full/incremental baking result to D5 or export .d5a file.
* Supports selection of material map resolution (256, 512, 1k, 2k, 4k) for baking.
* Auto uv: Intelligent UV projection during baking, it is recommended to tick this option.
* Supports selection of two bake configurations by default: D5 converter's built-in bake configuration current; Blender's current Cycles configuration.
* Default: D5 converter's built-in baking configuration
* Current: Blender's current Cycles configuration
* Support for selecting the material output directory for baked files (Edit - Preferences - Plugins - D5 Converter - Baking - Global Settings)

### Uninstall <a href="#toc-h2-uninstall" id="toc-h2-uninstall"></a>

* Open Blender - Edit - Preferences - Plugins - enter D5 in the search field, find D5 Converter, select it and click Remove.
* Choose Uninstall Program - Uninstall D5 Converter for Blender from the Start menu.


# Update | D5 Sync for Blender

Key words: Import model | File format | Workflow

## Ver. 0.10.0.0032 <a href="#toc-h1-ver-01000021" id="toc-h1-ver-01000021"></a>

`Release date: 20260427`

## New <a href="#new-2" id="new-2"></a>

* Support for **Blender 5.1**

***

## Ver. 0.10.0.0021 <a href="#toc-h1-ver-01000021" id="toc-h1-ver-01000021"></a>

`Release date: 20260112`

## New <a href="#new-2" id="new-2"></a>

* Support for **Blender 5.0**
* Compatibility with **D5 Render 3.0**

***

## Ver. 0.9.2.0029 <a href="#toc-h1-ver-0920029" id="toc-h1-ver-0920029"></a>

`Release date: 20250807`

## New <a href="#new-2" id="new-2"></a>

* Supports Blender 4.3/4.4/4.5.
* Supports syncing IES for all light types (requires D5 Render 2.11 or above).
* Supports syncing Disk and Ellipse lights to Disc Light (requires D5 Render 2.11 or above).
* Supports syncing HDRI (requires D5 Render 2.11 or above).
* Supports syncing parallel projection (requires D5 Render 2.11 or above).

## Fixes <a href="#fixes-3" id="fixes-3"></a>

1. Fixed issue where objects generated by certain Geometry Nodes required manual instance nodes to sync correctly.
2. Fixed handling of models with empty material slots (Geometry Node-generated models still require manual application of geometry nodes).
3. Fixed material sync issues in certain Geometry Node use cases, including instances of empty material slots and errors during material baking.
4. Fixed issue where some baked materials failed to sync with D5.
5. Fixed incremental sync errors after deleting duplicated models.
6. Fixed sync crashes caused by non-mesh objects or models lacking UVs.
7. Fixed issue where IES profiles failed to sync with D5.
8. Improved material processing for Sheen combined with textures.
9. Optimized plugin-side prompts during D5 Render upgrade process.

***

## Ver. 0.9.1.0051 <a href="#toc-h1-ver-0910051" id="toc-h1-ver-0910051"></a>

`Release date: 20241024`

### New <a href="#new-2" id="new-2"></a>

1. Supports Blender 4.2
2. Supports camera animations
3. Supports linking external Blender files (File > Link)
4. Supports curves, surfaces, and text objects
5. Supports modifiers on curves, surfaces, and text objects, including geometry nodes
6. Supports instantiation of empties for curves, surfaces, and text objects

### Optimization <a href="#optimization-3" id="optimization-3"></a>

1. Supports synchronizing IES lights and light colors to D5
2. Custom light groups and light names in D5 will be preserved when synchronizing again

### Fixes <a href="#fixes-4" id="fixes-4"></a>

1. Fixed the delay in Blender when enabling viewport sync
2. Resolved an issue where empty material slots in synced objects rendered the plugin unusable

### Known Issues <a href="#known-issues-5" id="known-issues-5"></a>

1. Collections in linked (File > Link) external Blender files are not supported for sync/export
2. Materials of linked models are not supported for baking
3. Models instantiated from empties in linked external files are not supported for sync/export
4. Simple line models are not supported
5. Materials of curves, surfaces, and text objects are not supported for baking; convert to mesh for baking
6. Models with geometry node modifiers are not supported for baking materials

***

## Ver. 0.9.0.0102 <a href="#toc-h1-ver-0900102" id="toc-h1-ver-0900102"></a>

`Release date: 20240709`

### New <a href="#new-2" id="new-2"></a>

* Compatible with Blender 4.1
* Supports more Geometry Nodes from Blender 3.4 to 4.1
* Supports more Modifier operations from Blender 3.4 to 4.1

### Optimization <a href="#optimization-3" id="optimization-3"></a>

* Increased sync speed
* Increased sync speed for Geometry Nodes
* Increased speed for single texture baking

### Fixes <a href="#fixes-4" id="fixes-4"></a>

* Fixed synchronization and material issues for models duplicated using Alt+D

### Known Issues <a href="#known-issues-5" id="known-issues-5"></a>

* Operational delays in Blender when view synchronization is enabled
* In linked mode, the operation of un-hiding objects cannot be synchronized to D5 Render. To ensure proper synchronization, it is recommended to move the object after unhiding it before syncing
* Currently not supports Geometry Nodes with initial data types set to curves, including curve to mesh
* Materials of certain geometry nodes are temporarily unsupported for synchronization and baking

***

## Ver. 0.8.0.0096 <a href="#toc-h1-ver-0800096" id="toc-h1-ver-0800096"></a>

Release date: 20240125

### New <a href="#toc-h1-new" id="toc-h1-new"></a>

* Compatible with Blender 4.0
* Exported .d5a files support thumbnails

### Optimisation <a href="#optimisation-3" id="optimisation-3"></a>

* Increased sync speed
* Improved launch speed for non-first-time Blender starts after installation

### Fixes <a href="#fixes-4" id="fixes-4"></a>

* Fixed normal issue that some models synced into D5 being blackened or greyed in colour
* Fixed the issue of texture anomaly when exporting .d5a to D5 after baking the same material for the same object with different resolutions.
* Fixed the size issue of Blender 3.5 models synced to D5.
* Fixed the issue that models were not synced to D5 after the end of sync in some scenes.

### Known issues <a href="#known-issues-5" id="known-issues-5"></a>

* Curve to Mesh node sync is not supported yet.
* Hiding objects does not trigger incremental sync, it is recommended to use full sync.
* If the sync is abnormal after using a modifier, it is recommended to apply the modifier before syncing.
* When you use Alt+D or other methods to associate copied objects with sync errors, it is recommended that you select the model first, click blender Object-Relations-Make Single User-Object\&Data\&Materials, and then sync.

***

## Ver. 0.8.0.0039 <a href="#toc-h1-ver-0800039" id="toc-h1-ver-0800039"></a>

Release date: 20230731

### New <a href="#toc-h1-new" id="toc-h1-new"></a>

* Support Blender 3.6

### Fixes <a href="#fixes-8" id="fixes-8"></a>

* Fixed the issue where some scenes could not be synchronized to D5

### Known Issues <a href="#known-issues-9" id="known-issues-9"></a>

* When using Blender 3.6, the synchronization speed of the D5 plugin is about 3 times slower than other versions.

***

## Ver.0.7.0.0134 <a href="#toc-h1-ver0700134" id="toc-h1-ver0700134"></a>

Release date: 20230221

### New <a href="#toc-h1-new" id="toc-h1-new"></a>

1. Support Blender 3.4
2. Support mapping the cloth material template in D5 Render
3. Support D5 Render 2.4
4. Optimized baking algorithm

### Fixes <a href="#fixes-12" id="fixes-12"></a>

1. Auto-UV baking error
2. Material failed to bake when the file name has characters unsupported by Windows OS
3. Wrong size of sync-ed rectangular lights.
4. Material failed to bake when some models were deleted.

***

## Ver.0.7.0.0007 <a href="#toc-h1-ver0700007" id="toc-h1-ver0700007"></a>

Release date: 20221108

### New <a href="#toc-h1-new" id="toc-h1-new"></a>

1. Blender 2.93LTS/3.0/3.1/3.2/3.3LTS supported
2. One-click installer
3. New UI and interactive experience
4. Supported materials: Principled BSDF、Glass BSDF、Emission、Diffuse BSDF.
5. Incremental synchronization of models, materials, lights, and cameras.
6. Live sync of the viewports.
7. Export certain selected objects.
8. Supported texture formats: .png/.jpg/.bmp/.jpeg/.tiff/.tif/.tga.
9. Ignore unsupported nodes and sync textures directly.

### Currently unsupported: <a href="#currently-unsupported-15" id="currently-unsupported-15"></a>

1. Curves. Please convert curves into meshes then start sync. (Select the model-Object-Convert-Mesh)
2. Geometry Nodes, curves of Cycles, Modifiers with multiple frames. (only one frame can be synchronized)
3. Rotation in UV mapping. (Only X and Y axes of Location and Scale in Blender can be synchronized)
4. Models or lights from instancing empties.
5. Displacement nodes. (We can use modifiers to make displacement effects instead)
6. Node Groups. (It is recommended to link principled BSDF and then bake them)
7. Copies of baked models need to be baked again before sync.
8. Shape keys.

### Known issue <a href="#known-issue-16" id="known-issue-16"></a>

1. The UI language change will not take effect until Blender reboots.
2. If the textures are baked totally black, please send the Blender file to <support@d5techs.com>.
3. Hiding or unhiding objects cannot activate the Sync button.


# Common issues | D5 Sync for Blender

Key words: Import model | File format | Workflow

## 1. Why does the blender preferences not show D5 related content after installing the plugin?

<mark style="color:orange;">Note: Please refer to Workflow | D5 Sync for Blender first to make sure the version of blender you are currently using is the version supported by the D5 plugin.</mark>

The current blender plugin exists in two folders:

1. C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.5（Blender version）\scripts\addons\d5\_export

<figure><img src="/files/PtXjqNFaqmkdDLX9J1MY" alt=""><figcaption></figcaption></figure>

2. C:\Users\Administrator\AppData\Roaming\d5\_blender

<figure><img src="/files/oAUcVK020j7SWBUV7KTI" alt=""><figcaption></figcaption></figure>

Some users can't recognise the plugin after installation because they have changed the first path of the default installation of the blender plugin.

In this case, after installing the plugin, you need to copy the entire d5\_export file from the C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.5(Blender version)\scripts\addons directory to the path (the actual path modified by the user) that is recognised by Blender. directory, and then open Blender to display it in the preference settings.


# Vectorworks

Key words: Import model | File format | Workflow


# Workflow | D5 LiveSync for Vectorworks

Key words: Import model | File format | Workflow

{% hint style="info" %}

#### Supports LiveSync for Vectorworks to bring projects with models, materials, and other data in Vectorworks to D5 in real-time.

{% endhint %}

#### Supported Version <a href="#toc-h3-supported-version" id="toc-h3-supported-version"></a>

* Vectorworks 2024\~2026
* D5 Render 2.7 and later versions

#### Download and Installation <a href="#download-and-installation-2" id="download-and-installation-2"></a>

* [Download D5 LiveSync for Vectorworks](https://usa-plugin.d5cdn.com/installer/VectorWorks_livesync/latest/D5_Live_Sync_VectorWorks_usa_latest.exe)
* Installation Steps

  * Close Vectorworks, double-click the installation package ‘D5\_Live\_Sync\_VectorWorks.exe’, and follow the installation instructions.
  * After installation, open VectorWorks - Tools - Workspaces - Edit Current Workspace.
  * Select ‘D5 LiveSync’ in Rendering and drag it to the Palettes panel on the right side, under ‘Basic’ > ‘View/Draw’ - click OK.

  <figure><img src="/files/RtThVYmzeIMNAQQDc2ne" alt=""><figcaption></figcaption></figure>

  * Click D5 Livesync Tool icon in the Basic panel, and the operation panel of D5 LiveSync Tool will appear on the toolbar above.
  * Click on the ‘Settings’ button of the D5 LiveSync Tool to verify that the installed version number is correct.

#### Features <a href="#features-3" id="features-3"></a>

<img src="https://usa-forum.d5cdn.com/original/3X/c/1/c1e86b0a82416c2ddb1b1f8d28d79767c8001dc4.png" alt="" height="40" width="239">

**Connect to the D5 Render**

* Click “Connect to the D5 Render” to launch the D5 Render from Vectorworks with one click, and synchronize the current Vectorworks 3D models and materials with D5.
* Supports LiveSync of Renderworks Texture to D5
* Supports ‘Active Only’ for Class/Layer

**Real-time update/pause**

* Click “Real-time update/pause” button, modifications to models and materials in Vectorworks will not be synchronized to D5 in real-time. Clicking the button again will resume real-time linkage.

**Viewports linkage**

* ’Viewports linkage‘ is enabled by default after synchronization, maintaining consistent viewports between Vectorworks and D5 Render for real-time synchronization of viewpoints.
* Supports one-click enable/disable for Viewports linkage.

**Sync lights**

Start light sync, click the “Sync lights” button to sync point lights, spot lights, and custom lights from Vectorworks to D5 Render.

**Known Issue**

1. Only supports Perspective view
2. Currently, lights only support Point Light, Spot Light, and Custom Light (IES Light).

**Uninstall**

* Select ‘Uninstall D5 LiveSync for VectorWorks’ from the Start menu for one-click uninstallation.

**Help and Support**

* If you encounter any questions while using the Vectorworks-D5 workflow, you can create a post in the D5 official forum under #workflow to interact with other users and receive official technical support.


# Update | D5 LiveSync for Vectorworks

Key words: Import model | File format | Workflow

#### Ver: 1.2.0.0012 <a href="#toc-h3-ver-1000034" id="toc-h3-ver-1000034"></a>

`Release date: 20251105`

#### New <a href="#new-2" id="new-2"></a>

1. Supports Vectorworks 2026

***

#### Ver: 1.1.1.0035 <a href="#toc-h3-ver-1000034" id="toc-h3-ver-1000034"></a>

`Release date: 20240912`

#### Fixes and Improvements <a href="#toc-h3-fixes-and-improvements" id="toc-h3-fixes-and-improvements"></a>

1. Occasional plugin crashes on certain Windows 11 systems
2. Sync crashes caused by mismatched UV size and point data
3. Plugin crashes caused by empty UV data in models
4. Incorrect normal direction synchronization for some mirrored objects
5. Optimized sync logic for scenes without renderable 3D data to avoid freezing
6. Improved plugin handling and popup prompts during special operations in D5 (e.g., model deletion, D5 Render upgrade)

***

#### Ver: 1.1.0.0016 <a href="#toc-h3-ver-1000034" id="toc-h3-ver-1000034"></a>

`Release date: 20240912`

#### New <a href="#new-2" id="new-2"></a>

1. Supports Vectorworks 2025

#### Fixes <a href="#toc-h3-fixes" id="toc-h3-fixes"></a>

1. Abnormal sync issues between light name and Custom Light (IES)
2. Abnormal material sync issues between mirrored Object and Symbol
3. Incorrect face normal synchronization in some models

***

#### Ver: 1.0.0.0034 <a href="#toc-h3-ver-1000034" id="toc-h3-ver-1000034"></a>

`Release date: 20240703`

#### New <a href="#new-2" id="new-2"></a>

1. Supports Vectorworks 2024, D5 Render 2.7 and later versions
2. Supports LiveSync of models to D5
3. Supports LiveSync of Renderworks Texture to D5
4. Supports sync of lights to D5
5. Supports LiveSync of viewports between Vectorworks and D5
6. Supports ‘Active Only’ for Class/Layer

#### Known Issue <a href="#known-issue-3" id="known-issue-3"></a>

1. Only supports Perspective view
2. Currently, lights only support Point Light, Spot Light, and Custom Light (IES Light).


# Common issues | D5 Sync for Vectorworks

Key words: Import model | File format | Workflow

## 1. Why does the circular object appear unsmooth after syncing to D5?

We currently recommend adjusting the Tessellation Quality setting to Medium or higher, and then resyncing the model. We will address this issue in a future update.

<figure><img src="/files/G6aBvOrzT6ktIHVxPf8I" alt=""><figcaption><p>Effects in the current D5 version</p></figcaption></figure>

<figure><img src="/files/YHR7cPuueTY2wZUB3EDp" alt=""><figcaption><p>Corresponding solution: Modify the Tessellation Quality in the plugin-Setting</p></figcaption></figure>


# Material

## Parameter Panel

Click the **locked** model surface in the scene, or use the "Material Picker" tool (shortcut key: `I`) to sample the model surface, you can select the material, at this time, in the right panel, the corresponding inspector will appear.

The Material inspector contains the Basic tools, the Material Template drop-down menu, the Invisible in raytracing option, the mapping roll-out, and the UV roll-out.

## Basic tools

There are three basic tool buttons:

* **Duplicate:** Duplicate the currently selected material parameters, you can assign this same material to other surfaces.
* **Add to local:** Add the currently selected material to your local library. You can find the saved materials in Assets>Local>Material drop down.
* **Reset:** Restores the material parameters to their initial state (when the project file was just opened or when the material was assigned to the model surface).

## Material Template

D5 Render currently has 10 material templates, click on the drop down menu to see the full list:&#x20;

![](/files/-MkeeTuIDhBLr8Z8YPLz)

This article explains "custom" template. There will be 9 other documents in this section to explain other templates.

## Invisible in raytracing

The "Invisible in raytracing" option controls whether or not the material participates in lighting (diffuse light, to be exact) calculations. When this option is checked, the material will be visible in camera and other material reflections, but will no longer cast shadows and bounce light.

If the material has "Emissive" turned on, the emissive light will disappear when "Invisible in raytracing" is checked. The Emissive effect is only visible in the camera and material reflections.

## UV

This is the global UV control parameter, so it will be explained first. These parameters are involved in each mapping channel in the following section.

* **Stretch:** stretch the texture map along the UV direction. The larger the value, the more the texture repeats per unit area, which appears to be the effect of "shrinking" the texture. The texture aspect ratio is locked by default, you can unlock it and stretch it separately in a certain direction.
* **Offset:** offset the texture map along the UV axis.
* **Rotate:** Rotate the texture on the plane, the value range is 0-360°.
* **Triplanar:** When this option is turned on, for complex objects with chaotic UV coordinates, a continuous and uniform texture mapping is obtained.
* **Blend Amount:** Let the texture seams created by **Triplanar** blend together.

## Map

### Base Color/Base Color Map

The Base Color parameter controls the color properties of the material itself.

When the material is metal (Metallic = 1), it is the reflection color of metal.&#x20;

When the material is non-metal (Metallic = 0), it is the Diffuse Color of the non-metal.

The base color palette can only define a single color for the material, if you want more complex variations, you have to use a texture to control the color of the material, click on the "Base color texture" tab, then click on the texture slot to load the texture file:

{% hint style="success" %}
If you are using PBR textures, maps with keywords such as "Color", "Base Color", "Albedo", "Diffuse", etc. in the filename are the base color of the material, usually linked to the "Base Color Map" slot.
{% endhint %}

In D5 Render, **when there is a map in the "Base Color Map" slot, the color in the "Base Color" palette will blend with the map color**, and the color blend mode is Multiply.

{% hint style="warning" %}
If you want to use the original color of the "base color map", make sure that the "base color" palette is pure white.
{% endhint %}

Click the "Detailed Parameters" button on the right side of "Base Color Map" to expand the base color map editing panel.

![](/files/-Mkef-ylXWx3ysFdMOmh)

#### Basic color map detailed parameters

* **Inverted:** Invert the color of the map. The hue will become a complementary color. Brightness will be reversed
* **Contrast:** Increase or decrease the contrast of the image. Decreasing the contrast will make the image tend to be gray.
* **Hue:** Pans the hue of the map on the hue ring, the control range is -180°\~+180°, the adjustment range covers the whole hue ring.
* **Saturation:** Adjust the saturation of the base color map. When the parameter is pulled to the lowest level, the map will become "black and white", and when the parameter is pulled to the highest level, the map will be very "vivid".
* **Brightness:** Adjust the brightness of the base color mapping, pull the parameter to the lowest, the mapping will become black, pull the parameter to the highest, the mapping will become white.
* **Individual UV:** When this option is turned down, this texture has a separate UV. You can stretch, offset, and rotate it individually, or you can use Triplanar mapping. This function is suitable for cases where you want to adjust a texture channel individually. For example, when you want to pan the base color map while keeping the normal bump unchanged.

### Normal

Use normal mapping to make the material surface bumpy without additional modeling work. Normal maps usually look like this:

![](/files/-MkOFzyqckFyM3qcSzFW)

{% hint style="success" %}
If you are using PBR textures, the "blue-purple" image with "Normal" in the file name is the normal map and should be linked to the "Normal" map slot.
{% endhint %}

**Auto-Generated Normal map:** In D5 Render, even if the user does not have a normal map, **D5 automatically generates the normal information based on the base color map** to make the material appear bumpy. As shown below, the normal slot is empty and D5 automatically generates the normal information based on the base color map, so you can adjust the strength of the bump effect through the controls. (For demonstration purposes, the base color mapping was temporarily adjusted to gray.)

![](/files/-Mkef8Ez6KMaBc63BaY3)

#### Normal Intensity

Adjust the normal intensity control to enhance or diminish the normal bump effect, or even pull left to enter a negative value to flip the bump effect.&#x20;

#### Normal map detailed parameters

When there is a map in the Normal map slot, click the "Detailed parameters" button to expand the Normal map editing parameters panel.

![](/files/-MkefjanD95iovZioLvi)

* **Inverted:** flip the direction of the normal.
* **Individual UV:** This parameter serves the same purpose as the base color map detailed parameter.
* **Triplanar UV:** This parameter serves the same purpose as the detailed parameters of the base color map. Note that if the base color map has Individual UV and Triplanar UV turned on, the normal map also needs to have these turned on and the same parameters entered to match the base color map. Of course, if you want the normal mapping to be aligned with the base color mapping from the start, the correct workflow is: Do not turn on individual UV for each channel, use the Triplanar in the global UV control of the material.

### Specular

This parameter controls the Reflectance of non-metal materials. It is a parameter designed to make it easier for artists to adjust the reflection of the material.

When Metallic=1, the Specular parameter has no effect on the material.&#x20;

When Metallic=0, the Specular parameter affects the Reflectance of the material.

Due to the Fresnel Effect, when the light hits the surface of the material perpendicularly, the reflected light is the least. This is referred to as F0(Fresnel Reflectance at 0 Degrees). This means that when the camera or observer looks at the surface of the material perpendicularly, they will see the weakest reflectance.

When "Specular" =0, the material F0 is also 0%. The material has no specular reflection, only diffuse.&#x20;

When "Specular" =1, the material F0 is also 8%. This is the highest reflectance of non-metal materials, usually gemstones, jade will reach this value.

{% hint style="info" %}
Specular value 0-1 corresponds to F0 0%-8% linearly. For example, Specular=0.5 means that the F0 reflectance value is 4%.
{% endhint %}

Most of the non-metal material F0 between 2% to 5%, which translates into a Specular value of 0.25 to 0.625. In other words, when making non-metal materials, the minimum Specular should not be lower than 0.25. Water Specular parameter is 0.25, most of non-metal materials (glass, plastic, etc.) Specular value is about 0.5, gemstones, jade Specular parameter can be set to Specular=1.

### Roughness

This parameter describes the microscopic roughness of the material surface, which macroscopically affects whether the reflection is blurred or not.

low roughness means that the surface is flat, the reflection effect of the material will be closer to a mirror. The overall material will have a clear reflection.

When the roughness increases, the material surface will become irregular, the reflected direction will vary randomly. The overall material will have a blurred reflection.&#x20;

{% hint style="info" %}
"Roughness" is the opposite of "glossiness". Theoretically, if you invert a "glossiness map", you will get a corresponding "roughness map".
{% endhint %}

#### Roughness map

Many material surfaces are complex and we cannot define the entire surface with just a single roughness value. For example, a floor tile covered with dirt. The surface of the floor tile is smoother and has a lower roughness, while the roughness values of dust, dirt and brick joints will be higher.

Roughness map values range from 0 to 1, corresponding to a pixel change from black to white. A black pixels means that the roughness value = 0 and the material is very smooth, while the closer the pixel color is to white, the rougher the surface is.

As a result, a typical roughness map looks as follows: Macroscopically, "the smoother the surface, the darker it is, while the dirty marks are all bright".

![](/files/-MkOGyhqQMXw01QAwlJz)

#### Roughness map detailed parameters

When there is a map in the roughness map slot, click the "Detailed Parameters" button to expand the roughness map editing panel.

![](/files/-Mkeg9xoB6Cmg5wrMuj3)

The use of **Inverted**, **Individual UV** and **Triplanar UV** parameters is identical to that of the base color map editing panel, and will not be repeated here.

### Metallic

This is the most representative parameter of the PBR(metallic/roughness) workflow used by D5.

The role of Metallic is very straightforward: it defines whether the material is metal or not.

Metallic=0, material is non-metal, metallic map is black.&#x20;

Metallic=1, material is metal, metallic map is white.

In practice, we first determine whether the material we want is metal or not, and pick one between the values of 0 or 1. For example, when the base color is yellow, metallic=1, the material looks like gold; metallic=0, the material looks like yellow plastic.&#x20;

![](/files/-Mkeh_zKh3I4f3ZhNPqe)

{% hint style="warning" %}
When editing the material, first determine whether the material is metal or not. If the material is metal, the metallic value is set to 1. If the material is non-metal, the metallic value is set to 0.
{% endhint %}

#### What is the purpose of the metallic values between 0 and 1?

Since the majority of materials are either metal or non-metal, why the metallic control is a continuous slider from 0 to 1? Why not design it as a switch? This is a question that many users will have. It is also a topic that is well worth explaining.

The metallic value of a pure metal material should indeed be 1. However, if the metal is covered by rust and dust, in this area, it is essentially a mixture of metal and non-metal, then its macro-metallic value will be less than 1, or even close to 0. Metals covered with dust or oil, or oxidized and rusted metals are generally treated as non-metal. The metallic value of the rust will be set to 0, or a value very close to 0.

Some semiconductor materials, such as silicon and germanium, also have metallic value between 0 and 1.

In addition, in our practice, we make not only pure metal materials, but also blended materials in more cases. For example, partially rusted metal. In this case, we need to use a metallic map to define which areas are metal and which areas are dust and rust, and this is where the metallic value between 0 and 1 is very useful.

### AO

Ambient Occlusion channel, many pre-made PBR material package will come with AO channel map. This map will be multiplied with the base color map to enhance the shadow in the corners and seams, enhance the details of the material.

![AO map of a ground material](/files/-MkWgwJa7O5Pi7rKFz9D)

**AO Multiplier:** Controls how the AO map will affect the base color map. The value range is 0-1. The AO effect is strongest when the value is 1. When the number is 0, the AO map has no effect on the material.

### Emissive

Turning on the Emissive switch will cause the material to glow.

* **Intensity:** Pull the slider to control the luminous intensity. It is also possible to define the intensity using map.
* **Emissive color:** The specific light-emitting color can be any RGB color, or a specified color temperature.
* **Cast Shadow:** Controls whether or not the Emissive material participates in lighting (diffuse light, to be exact) calculations. When this option is checked, the material will be visible in camera and other material reflections, but will no longer cast shadows and bounce light.


# How to achieve caustics effect

{% embed url="<https://www.youtube.com/watch?v=0YY3vqoIFv4>" %}

<mark style="background-color:purple;">To achieve the caustic effect, the ‘Caustics’ option must be enabled simultaneously for</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**both the material and the light source**</mark><mark style="background-color:purple;">.</mark>

* Among the materials, only the **"Custom", "Transparent" and "Water" material templates** currently support caustics.

> The Custom material supports reflective caustics;&#x20;
>
> the Transparent and Water materials support both reflective and refractive caustics;

* <mark style="background-color:purple;">**Four types of light sources**</mark>**&#x20;and&#x20;**<mark style="background-color:purple;">**the sun(Geo Sky, and HDRI-Sun)**</mark> support the caustic effect.

<figure><img src="/files/8YPdtX0R1n75lhhtL5Qx" alt="" width="563"><figcaption></figcaption></figure>

1. The morphology of the caustics spot is affected by the model's bump variations as well as the normal texture map, which can be adjusted with the intensity and softness parameters.
2. The parameters supported for adjustment in Light Sources (<mark style="background-color:purple;">4 Basic Light</mark>, <mark style="background-color:purple;">Geo Sky and HDRI-Sun</mark>) when caustics is turned on:&#x20;

* **Caustics Intensity:** The multiplier value of the Caustics effect, the higher the value, the brighter the caustics.
* **Softness:** The degree of Caustics softening which takes effect at the Light Source Radius greater than 0.

> Note:
>
> 1. The caustics effect on transparent materials is not compatible with their individual UV and triplanar effects.
> 2. Currently supports **up to 64 light sources** at the same time with the caustics effect on.
> 3. The caustics effect increases the rendering performance overhead, so please choose and adjust it according to the actual need when using it.

<div><figure><img src="/files/ILITQGmrusb0wxa38F3y" alt=""><figcaption><p>light caustics</p></figcaption></figure> <figure><img src="/files/lL9VUngPBBd6Pa6OjXIx" alt=""><figcaption><p>material caustics</p></figcaption></figure></div>

## FAQ

### Why do the sunlight caustics flicker?&#x20;

Sunlight caustics consume huge computation resources. To reduce the consumption, Sunlight Caustics may slightly flicker in preview, but will appear static in rendered images.

<figure><img src="/files/pE3j1e5im1PpYe2ww9Dv" alt=""><figcaption><p>Sunlight Caustics slightly flickers in preview, but will appear static in rendered images.</p></figcaption></figure>


# How to select material in the scene?

<div align="left"><figure><img src="/files/TcJWiSQFIxnrSnXyUtoB" alt=""><figcaption></figcaption></figure></div>

Open a model via D5 Launcher, it is locked by default. Import a model when a scene file is already opened, it is unlocked by default.&#x20;

## The model is locked in Object list&#x20;

Selecting the material directly in the scene allows you to edit the material.&#x20;

## The model is unlocked in Object list&#x20;

We need to use the Material Picker to select material.

<div align="left"><figure><img src="/files/0DdwJBxbSmyyiOHE6ujU" alt=""><figcaption></figcaption></figure></div>

## Material Picker&#x20;

After selecting the Material Picker (shortcut key **i**) to activate it, you can continuously select the materials of any model in the scene, instead of exiting the material tool state immediately after selecting.&#x20;

## Material Penetration&#x20;

While the Material Picker is active, press the **"Alt"** key to penetrate the material and select the inner layer material.&#x20;

* Up to 2 layers of material penetration are supported.


# How to adjust the material map?

● Map Formats: Currently supported formats: .png / .jpg / .bmp / .tif / .tiff / .tga

● Map Location: In the map editor, right-clicking on the map slot and clicking "File Location" will directly open the file directory where the map is located, making it easy to find and edit the map.

## Base Color/Base Color Map

Base Color controls the color properties of the material itself.

* When the material is metallic (Metallic=1), it is the reflection color of the metal.

<figure><img src="/files/xDkp3rBBB5NOHjxqXvFX" alt=""><figcaption><p>Metallic=1</p></figcaption></figure>

* When the material is non-metallic (Metallic=0), it is the diffuse color of the non-metallic material.

<figure><img src="/files/JIUPiwLAISSeq746vURt" alt=""><figcaption><p>Metallic=0</p></figcaption></figure>

The base color palette can only define a single color for the material. If you want more complex variations, you need to use maps to control the color of the material. Click on the "Base Color Map" tab, and then click on the map slot to read the map file.

{% hint style="info" %}
If using PBR texture mapping resources, <mark style="background-color:purple;">**images with keywords such as "Color," "Base Color," "Albedo," and "Diffuse" in the file name**</mark> are all considered as the base color of the material, and are generally linked to the "**Base Color Map**" slot.
{% endhint %}

In D5 Render, when there is a map in the "Base Color Map" slot, the color in the "Base Color" palette will be superimposed with the map color, resulting in a coloring effect. The blend mode is "Multiply."

> If you need to **use the original color of the "Base Color Map"**, make sure that <mark style="background-color:purple;">**the "Base Color" palette is pure white**</mark>.

<figure><img src="/files/emQgKNAs1UJaXf79wLZv" alt=""><figcaption></figcaption></figure>

## Map Editing

Clicking on the "Detailed Parameters" button on the right side of the "Base Color Map" will expand the base color map editing panel.

<figure><img src="/files/6gseMH4lI3aroZPr0eE5" alt=""><figcaption><p>Base Color Map</p></figcaption></figure>

## Color Space Transfer Function

color space of the map. There are two options available: "Linear" and "sRGB".

In the PBR workflow, the base color map, the back map of the leaf template, and the AO channel should be imported in sRGB mode. Other maps can be set with no data processing.

Currently, correct presets have been made for new imported maps by default. For existing old projects, to ensure that the effect remains unchanged, all channels are set to sRGB mode.

<figure><img src="/files/76vAF18ev3wSc90Tau5R" alt=""><figcaption></figcaption></figure>

## **Inverted**

"Inverted" refers to the inverse color of the map, where the hue becomes the complementary color, and the brightness and darkness are reversed.

## **Contrast**

Increasing or decreasing the contrast of an image. Decreasing the contrast will make the image tend towards gray.

## **Hue**

Translating the hue parameter of a map on the hue circle. The control range is -180° to +180°, covering the entire hue circle.

## **Saturation**

Adjusting the saturation of the base color map. If the control is pulled to the minimum, the map will become "black and white." If the control is pulled to the maximum, the map will be very "vibrant."

## **Brightness**

Adjusting the brightness of the base color map. If the control is pulled to the minimum, the map will become black. If the control is pulled to the maximum, the map will become white.

## **Individual UV**

After enabling this option, the map in this field has an independent UV, which can be further stretched, offset, and rotated, and Triplanar UV can also be used. This feature is useful when you want to adjust a specific map channel separately. For example, when you want to translate the base color map without changing the normal position.

## FAQ

#### Why is the "File Location" option disabled?

In the current version, the "File Location" function only works for locally imported maps and does not support opening models/materials in the asset library or materials that are synced from modeling software to D5.


# How to control the reflection effect of a material?

## Specular

<mark style="background-color:purple;">The Specular is specifically used to describe</mark> <mark style="background-color:purple;"></mark><mark style="background-color:purple;">**the refraction of the non-metallic materials.**</mark>

* **Metallic=1**: specular parameters have no effect on the material
* **Metallic=0**: specular parameters affect the refraction of the material

<mark style="color:blue;">Due to the Fresnel phenomenon, the refraction of light striking a material vertically is the weakest and is called Fresnel Reflectance at 0 Degrees (F0). Due to the reversibility of the light path, you can also interpret it as the camera or the observer looks at the surface of the material vertically, they will see the weakest reflection effect.</mark>

* When **Specular=0**, the F0 intensity of the material is also 0%, the material has no specular reflection phenomenon, only diffuse reflection phenomenon.&#x20;
* When **Specular=1**, the F0 intensity of the material is 8%, which is the highest refraction of non-metallic materials.

> Generally, gemstones, jade and other materials will reach this value.

<figure><img src="/files/MFPpWIDcx0tRrj4JmwNB" alt=""><figcaption></figcaption></figure>

The Specular value of 0-1 linearly corresponds to the F0 reflectance of non-linear materials from 0% to 8%.&#x20;

> For example, a highlight value of 0.5 represents a 4% reflectance when facing directly towards the material.

<mark style="color:blue;">Most non-metallic materials have an F0 between 2% and 5%, which translates into a specular value of 0.25\~0.625. In other words, when making non-metallic materials, the minimum specular parameter should not be lower than 0.25. The specular parameter for water materials is 0.25, and most non-metallic materials (glass, plastic, etc.) have a specular value of about 0.5. The specular factor for gemstones and jade can be set to 1.0.</mark>

<mark style="color:blue;">In the process of using, in order to achieve a better reflection effect, some users will adjust the metallic parameter, but in fact, this is wrong. If a non-metallic material, set the metallic parameter, such as marble/wall, etc., it will make the material look very reflective and the material in the screen will look too greasy.</mark>

## Roughness

<mark style="background-color:purple;">The roughness parameter describes the microscopic roughness of the material surface, which affects whether the reflection effect is blurred or not.</mark>

* **The lower the roughness**, the flatter the surface of the material, the closer the reflected light path will be to the ideal specular reflection, and the clearer the image reflected from the surface of the material will be.
* **Roughness increases**, representing the material surface gradually becomes rugged, the reflected light path in a certain range of irregular jitter, the macroscopic reflection will become blurred.

<mark style="color:blue;">"Roughness" and "glossiness" are antonyms, and theoretically, if you do the inverse color processing to "glossiness map", you will get "roughness map".</mark>

<figure><img src="/files/uGw696GnqWSIi11bog6A" alt=""><figcaption></figcaption></figure>


# How to control the bump effect of the material?

Using normal maps can create a bumpy visual effect on the material surface without the need for additional modeling work. Normal maps usually look like this:

<figure><img src="/files/a0Dp5yXGrH4rHqS3plys" alt=""><figcaption><p>Normal map</p></figcaption></figure>

When using PBR texture mapping resources, the blue-purple images with "Normal" in the filename are normal maps, which need to be linked to the "Normal" map column.

#### Generating Normals

In the D5 renderer, even if the user does not have a normal map, D5 will automatically generate normal information based on the base color map, allowing the material to reflect bumps and dents. As shown in the figure below, the normal field is empty, D5 automatically generates normal information based on the base color map, and you can adjust the strength of the bump effect through the control. (For demonstration purposes, the base color map has been temporarily adjusted to gray.)

<figure><img src="/files/Ppg8Zds0Pbg5uZjHm0U2" alt=""><figcaption></figcaption></figure>

Adjusting the Normal Intensity Control Widget can enhance or weaken the normal bump effect, you can even drag it to the left to input a negative value, reversing the bump effect.

<figure><img src="/files/sLTeeTzepVnp1KvCWXRr" alt=""><figcaption></figcaption></figure>

## Detailed parameters of normal mapping

<figure><img src="/files/k5LlJLq54G0styzw2BXm" alt=""><figcaption></figcaption></figure>

* Inverted: This flips the direction of the normal bumps.
* Individual UV: This parameter has the same function as the detailed parameters of the base color.
* Triplanar: his parameter is the same as the detailed parameters of the base color map.  It should be noted that if the base color has enabled Individual UV and Triplanar, the normal field also needs to enable Individual UV and triplanar mapping, and input the same parameters to match the base color. If you want the normal bumps to align with the base color texture, the correct Triplanar mapping process is: do not enable Individual UV for each channel, use the Triplanar mapping repair in the global UV control of the material.




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