Model optimisation
Last updated: 23 December 2025 16:29 BSTUnderstanding the principles behind rendering models is crucial for getting the best results with VU.CITY. CAD/BIM file formats like FBX and OBJ differ significantly from rendering formats, and the approaches to building 3D models for design/construction versus rendering also vary.
File requirements for a VU.CITY-ready 3D model
How to geolocate your model for VU.CITY
Plugins for enhanced compatibility
Adapting models from CAD/BIM to rendering formats can be complex. Dedicated modelling packages, such as Blender, alongside VU.CITY plugins for Revit and SketchUp, facilitate this transition. These tools aid in mesh merging, orientation correction, and geolocation, addressing common issues like missing faces or incorrect shading.
The VU.CITY Blender Plugin streamlines the preparation of CAD models for import, offering functions like mesh merging, rescaling, and appearance correction. Installation instructions and a download link are provided to simplify access.
The VU.CITY Revit Plugin allows users to effortlessly export geolocated FBX files from Revit, ensuring that models are accurately positioned within the cityscape. This plugin not only simplifies the process of model integration but also enhances the overall precision of urban planning projects.
The VU.CITY SketchUp Plugin was to facilitate the export of SKP models to FBX format, optimising them for seamless integration into the VU.CITY platform. This standalone application eliminates the need for a SketchUp installation or license.
Compatibility notes
3ds Max
Geolocation
3ds Max can geolocate FBX files by setting the X, Y, and Z coordinates to your eastings, northings, and altitude (AOD) respectively.
VU.CITY import settings
To import a 3ds Max model into VU.CITY, select the 3ds Max file origin option and model scale (default internal unit: Inches).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Known issues
Avoid using 3ds Max 2017 due to functionality issues. We recommend any version other than 2017. It is the modelling software of choice of our modelling team.
AECOsim
We currently have limited experience with AECOsim. We will monitor how regularly VU.CITY users use it, and add supporting information to this page when available.
VU.CITY import settings
To import an AECOsim model into VU.CITY, try using the AutoCAD import option. If the model appears on its side, try again using the 3ds Max import option. The default internal unit in AECOsim is metres.
ArchiCAD
Geolocation
For users experiencing geolocation issues with OBJ files, resetting the coordinates to the origin (zeroing the model) is recommended.
Archicad 27 now supports the export of geolocated FBX files natively, eliminating the need for additional plugins required in previous versions.
VU.CITY import settings
To import an ArchiCAD model into VU.CITY, use the AutoCAD import option. Archicad models are typically scaled in millimetres (mm).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Known issues
When exporting to OBJ, the origin will be ArchiCAD’s absolute origin, which may produce unexpected results. Use Blender or 3ds Max to geolocate/zero your exported OBJ file.
AutoCAD
Geolocation
A workaround for exporting models from newer versions of AutoCAD that do not support direct FBX export - export to DXF format, then use Autodesk FBX Converter to convert to FBX. AutoCAD supports georeferencing, but not geolocation. You should therefore zero the model instead, as per our geolocation guide.
VU.CITY import settings
To import an AutoCAD model into VU.CITY, use the AutoCAD import option. AutoCAD models are typically scaled in millimetres (mm).
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively.
Known issues
Exporting to FBX from AutoCAD is not supported in newer versions.
AutoCAD models do not use normals; they are auto-generated during export. Incorrect normals can result in flipped, invisible faces in VU.CITY. Use Blender or 3ds Max to correct normals.
Blender
Geolocation
Blender supports geolocation. This involves changing the transform position of your model, i.e. setting X as your eastings coordinate, Y as your northings, and Z as your AOD.
VU.CITY import settings
To import a Blender model into VU.CITY, use the 3ds Max import option. Blender models are typically scaled in centimetres (cm).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Known issues
Blender cannot import FBX files in the ASCII format - it can only import binary FBX files. If your model is in the ASCII format (i.e. from SketchUp, or VU.CITY Create) please convert it to a binary file before attempting to import into Blender.
Additional support
Please check out our Blender plugin for help preparing / optimising your model. Blender is the modelling software of choice of our technical support team.
Maya
We currently have limited experience with Maya. We will monitor how regularly VU.CITY users use it, and add supporting information to this page when available.
VU.CITY import settings
To import a Maya model into VU.CITY, use the 3ds Max import option. Maya models are typically scaled in centimetres (cm).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Microstation
Geolocation
MicroStation is capable of geolocating an FBX file, however it can lose accuracy over long distances due to floating point precision. We therefore recommend you zero your model instead, as per our geolocation guide.
VU.CITY import settings
To import a Microstation model into VU.CITY, use the AutoCAD import option. Microstation models are typically scaled in metres (m).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Known issues
Many users have reported difficulties getting Microstation to set the origin of a model to a specific point so that it can be positioned accurately. If you are unable to manually set the model's origin, we recommend using a dedicated modelling package like Blender or 3ds Max to manually position / geolocate the model.
Revit
Geolocation
Revit supports georeferencing, however when exporting to FBX, the resulting file will not be geolocated. The only way to get a geolocated FBX file exported from Revit is by using our VU.CITY Revit Add-in.
VU.CITY import settings
To import a Revit model into VU.CITY, use the Revit import option. Revit models are always scaled in feet (ft).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated (plugin only),
- ‘New Origin’ and manually enter your Eastings/Northings/AOD (Revit Project Base Point coordinates) into the X/Y/Z fields respectively if not geolocated.
Known issues
Revit will not allow to export an FBX file if there is no 3D View. If therefore the option to export an FBX file is grayed out, open/add a 3D View of the project then try again.
The transform angle of an FBX file exported from Revit defaults to 0,0,0. This is fine for models built to True North, however causes models built using a Project North to face the wrong way. The only way (that we are aware of) to get the orientation of your building to translate correctly into FBX is to change your Project North to 0 at the time of exporting. This will set the transform angle to 0,0,-ProjectNorth.
Revit models do not use normals, rather normals are auto-generated as part of the export process. If any of these normals calculations are incorrect, you will end up with flipped faces that appear invisible in VU.CITY. If your Revit model is missing faces in VU.CITY, we recommend using a dedicated modelling package like Blender or 3ds Max to flip them the right way around.
Additional support
Please check out the VU.CITY Revit Add-in for help preparing / optimising your model.
Rhino
Geolocation
Rhino supports geolocation. This involves manually moving your model away from World Zero by the same distance specified in your geolocation coordinates.
If you would instead like to zero your model, enter CPlane in the command line and choose World / Top to move your CPlane to world zero. Please then move your model over to your CPlane.
VU.CITY import settings
To import a Rhino model into VU.CITY, use the Rhino import option. Rhino models are typically scaled in metres (m).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Known issues
VU.CITY supports meshes from Rhino, but not NURBS/curves/surfaces. Therefore to optimise a Rhino model:
- Select all to reveal the contents of the model in the command line;
- Enter SelBlockInstance _explode to bring NURBS/curves/surfaces out from their blocks so they can be easily selected in the next steps;
- Enter SelCrv to select all curves, and delete them;
- Enter SelDup to select all duplicates within the model, and delete them;
- Enter SelAll and explode multiple times until only surfaces are visible;
- Enter SelAll again and type Mesh to convert all surfaces into meshes;
- The model will now show the same number of objects both in surfaces and meshes;
- Enter SelSrf to select all surfaces, and delete them;
- Enter SelAll and type Join to merge all the meshes into one and make the model lighter for exporting purposes;
- Export the selected geometry as an FBX file.
To create a single, unified mesh with flat shading in Rhino, convert objects in the scene into a uniform mesh form, then join these together before applying a flat shading style.
- Select All Objects: Select everything in your scene that you want to combine.
- Convert to Mesh: Use the Mesh command to convert selected surfaces and polysurfaces into meshes.
- Join Meshes: With all geometry now in mesh form, use the Join command to merge them into a single mesh.
- Apply Flat Shading: Use the FlatShade command on the unified mesh to achieve flat shading across its surfaces.
SketchUp
Geolocation
SketchUp supports geolocation, however due to limitations in SketchUp's ability to handle large distances, we recommend you zero any model built in SketchUp rather than attempting to geolocate it. For example, choose a part of your model that you know the real-world coordinates of, and move your model so that this part of it lines up with world zero.
To locate world zero in SketchUp, hover your mouse over one of the red/green/blue axis lines, right-click, and choose reset. This will snap the axis lines to world zero, showing you exactly where you need to drag your model over to. The position of your model relative to world zero in SketchUp will be the position of your model in VU.CITY relative to your import location/coordinates.
Alternatively, if your model is geolocated using Lat/Long coordinates, check our VU.CITY SketchUp Plugin.
VU.CITY import settings
To import a SketchUp model into VU.CITY, use the SketchUp import option. SketchUp models are typically scaled in inches (in).
- Set the projection to OSGB (or NI-ITM / UTM) if geolocated,
- ‘New Origin’ and manually enter your Eastings/Northings/AOD into the X/Y/Z fields respectively if not geolocated.
Known issues
SketchUp exports FBX files in the ASCII format, not Binary. This results in larger file sizes, which can cause issues saving/loading/sharing models on busy/slow networks. If your SketchUp FBX file is too large, you can optimise the model to shrink the overall file size by doing the following:
- Select all objects;
- Right-click and choosing 'explode';
- Repeat the above steps until the 'explode' option is greyed out;
- Delete all layers except for layer 0, which will give you the option to merge all geometry into a single layer;
- Ensure there are no empty layers remaining.
If your model imports into VU.CITY with missing faces, you will need to fix your model's normals:
- Choose View -> Face Style -> Monochrome to hide any colours or textures you’ve added to the model;
- This will reveal any faces with flipped normals by shading them blue;
- Context-click the blue faces and select 'Reverse Faces'
Additional support
Please check out the VU.CITY SketchUp Plugin for help in geolocating / optimising your model.
Vectorworks
We currently have limited experience with Vectorworks. We will monitor how regularly VU.CITY users use it, and add supporting information to this page when available.
VU.CITY import settings
To import a Vectorworks model into VU.CITY, use the 3ds Max import option. Vectorworks models are usually scaled in milimetres (mm).
VU.CITY Create
Geolocation
Any model built using VU.CITY Create will be automatically geolocated to the exact VU.CITY location where the massing was first created.
VU.CITY import settings
To import a VU.CITY Create model into VU.CITY, use the 3ds Max import option. FBX files from VU.CITY Create will be scaled in centimetres (cm).
As the model will be geolocated, set your projection to OSGB (or NI-ITM / UTM depending on which region you're in).
Known issues
None.
Please let us know if the software you use is not listed, so we can consider creating tips and instructions for its users.