Generate finishes
- Five steps: wall render, floor, ceiling, paint, skirting
- Built to the room boundary exactly
- Room data written onto the finish elements
- Batch across many rooms at once
Generate finishes for a batch of rooms from the room boundaries: wall render, floor, ceiling, paint and skirting — with the room data already written onto the elements.
Finishing a room in Revit is still manual drafting: build the wall render along the room boundary, cut the floor to the exact edge, model the ceiling, place the skirting — one layer at a time, room after room. Resize the room and every hand-drawn finish drifts out of sync, forcing a redo.
Wall render, floor, ceiling, paint and skirting each has to be drawn separately with Pick Walls or Pick Room and trimmed to match the boundary — a few hundred rooms means a few hundred repeats.
Hand-drawn wall, floor and ceiling finishes are static geometry — when the architect edits a room boundary nothing updates automatically, so someone has to remember and manually fix every affected room.
Revit has no command to generate skirting from a room boundary — it has to be placed as a wall sweep or railing along each wall segment, mitred by hand at every notch and corner.
To schedule finish quantities by room (code, name, area), that data has to be typed by hand into every wall, floor and ceiling finish element after modelling — easy to get wrong when the quantity table is cross-checked.
Similar add-ins on the Autodesk App Store mostly stop at the geometry: Auto Finishes ($6.99/month) batch-builds floors, walls and ceilings by room but never writes room data onto the elements it creates; Create finishes for walls/floors from rooms only covers walls and floors, with no ceiling, paint or skirting. Room Finisher runs all five layers in one pass, with room data already written onto every element:
The interface is matched to the tool window running in Revit.
Detect MEP passing through walls, floors and beams and create openings with standard clearances.
Split beams and slabs along lines or by two clicks — a solid-boolean algorithm with true multi-line support.
Merge collinear beams and slabs into a single element, with un-merge to reverse it.