Terrain from contours - improve on native 'from contours'?
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Yes sir,
That existing terrain is not too problematic for Sandbox, but I assume a more regular clean mesh, as I think you are after, would serve better for subsequent "regrading". Thank you.
It seems the skinning plugins don't work where ridges twist about as in this case, and SB seems to work that out OK.
Peter
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Fredo,
I'll Join Earthmover and others to say that what you tried to do with this plugin attempt is my biggest dream in SU !! As a landscape architect, you can't imagine how much time I spent to clean the terrain mesh because of SU native triangulation prevent using the mesh for may things...so...I'll be very gratefull if you can give us even an alpha version of it !!
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For ideas on terrain mesh results:
http://www.formz.com/products/bonzai3d/bonzai3dFeatures.php?init=27 -
@pbacot said:
For ideas on terrain mesh results:
http://www.formz.com/products/bonzai3d/bonzai3dFeatures.php?init=27Thanks. That's more or less what was my intention.
This is why I need to write some extension in C to have enough speed for the preview mode.
But I am a little bit reluctant to engage in this because I am pretty sure that Trimble will provide a bridge to a Terrain from Contour program in a next release of Sketchup (I guess this is what field engineers need)
I need to think about if I can make a simple beta release quickly. The version I have currently works on close contours only.
Fredo
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would LOVE this tool. Very needed. amazing as usual Fredo.
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With Vali Architects new Instant Terrain plugin.
Contours at height. Sandbox "from contours". VA InstantTerrain.
This doesn't really address the OP issue, but it's a way to apply a regular mesh to the terrain. And simplify--if you use a larger spacing.
I know, the contours have parts missing--just the most convenient example to grab at the moment.
Some berms added with Artisan
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Using Brookefox model, two things:
- The contours do not have enough points for Sandbox. I added 2-3 times as many vertices per curve in some of the countour model.
- A picture of the Sandbox result and some of the model run through Instant Terrain at fine setting. [EDIT: I ran Instant Terrain for whole model at 75' spacing--last image.]
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I resumed some work on Toposhaper, in particular around the identification of contour zone and interpolation.
Here is the current state on Brookefox' model, with various resolutions on a quadrangular mesh
Toposhaper - Test 24 Dec 12.zipIt still takes many seconds
One issue I came across is about zones bordered by a single contour, either loop contour, or open to the outside. In the current version, I try to figure out a kind a simulated relief based on the surrounding elevations.
Fredo
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This looks fantastic! I would think it should take more than a few seconds. Did you modify the Brookefox contours beforehand?
Happy Holidays, Fredo! Thanks for sharing your gift. Peter
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Peter,
I took the contours as they are shown on the video, which I think is the original model from Brookefox.
If you have some contours model, please send them to me so that I can test the script in various situations.
Fredo
PS: The main issue I see in the utilisation of Toposhaper is that it generates a lot of faces. The good thing with quandrangular meshes is that they can be easily textured, since based on quads. I may have however to find a way to densify and undensify the mesh in function of the resolution really required by the relief.
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Here's a house site set of contours anyone can experiment with
On another layer there is TIN provided by the civil, if useful for comparison
I welded the contours with Curvizard. I hope that's helpful.
Peter
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Here is another contour set, also from pbacot:
Fredo
and the previous ones with the current state of the script
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@pbacot said:
Here's a house site set of contours anyone can experiment with
On another layer there is TIN provided by the civil, if useful for comparison
I welded the contours with Curvizard. I hope that's helpful.
Peter
Peter,
Thanks very much for this model, which is very helpful for me to progress on the script.
Toposhaper samples the contours on a grid, and therefore it is not necessary to have extra-smoothed contours. On the contrary, when there is less segments in contours, the calculation is much faster.
In the attached SKP file, you'll have the resulting terrains
- for your original model, with high-definition contours
- for the same model after simplification of contours by Curvizard simplify (17 degerees).
You can see that the generated terrains are almost identical. The simplified model takes 3 seconds (see video) whereas the original one takes over 30 seconds.
TopoShaper pbacot model - 01 Jan 13.skp
Fredo
PS: There is still some work on the algorithms, for calculation of concave hull and extrapolating on the borders, and also some work to package a decent GUI.
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Fredo,
Very good looking models! I suppose one can judge how it follows the contours by how much is buried or floating... and these look quite accurate, especially given that contours themselves are a more or less rough approximation of field conditions from point readings. (a further angle of the tool might be using other data like depth maps).
I like that the created model uses all the extent of the contours and doesn't cut corners. The skirt is very nice. Have you got anywhere with adjusting complexity of the grid?
All methods have trouble with the drainage ditches (the v-shaped contours). Perhaps these need to handled separately if one is in need of detail there. (this brings up something that I have experimented with a bit--how to "regrade" a portion of the mesh and join it to the original--or join two meshes). At least this tool gives a smooth result, whereas Sandbox can look all creased in the tight spots.
I realized the first set of contours was quite fine. Surprising to me. This is from a civil in an old project. So it might be a good example of the definition created by some programs (the segments were tiny, a few inches long). I think your result is much more detailed than the TIN that came with the file.
Happy New Year and THANKS for the fine contributions!
Peter
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IMHO there is a lesson to be learned.
One cannot grab data and try to use without first understanding its quality.
The OP info ,as I previously noted, was drastically under sampled in some areas. The sample interval( Both x , y and z) must be related to the gradients in that area
As an experiment I used a xy plane with a small grid( one dimensional), set that at each level of the contours and intersected to get additional points( just at the several elevation levels). The results look very similar to Pabcots. Would not want to do this in a production sense. It is too labor intensive and prone to errors.
The question I keep asking myself is: If it looks better is it?
I could not find anything in the quick net search to answer that -
@pbacot and mac1
Grid refinement (both densify and undensify) is possible, though complex to handle, but with a quad mesh structure, it means that it will break the regularity of cells, i.e. one cell will be split into 4 smaller quads, or 4 quads will be replaced by one bigger quad.
At this stage, I am trying to obtain a decent geometry with a regular grid in an acceptable time.
pbacot: thanks for the model. If you have others, they will be welcome to perform further tests and validation.
Fredo
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(From first page)
http://sketchucation.com/forums/viewtopic.php?f=15&t=44282#p400386@unknownuser said:
.../
You probably need to use some external software (I have seen one some time ago, but I don't remember the name. It has export capability to Sketchup, can handle crests and is fully specialized on this problem of terrain shaping)./...Hi Fredo
your Toposhaper looks very promizing
You were probably talking about Terragen
( Terragen 2.4 Free Version Now Available)Here a model made by Google Guy (G.G.):
http://sketchup.google.com/3dwarehouse/details?mid=f4350227d1c9debd6623100010a93a06some really nice models by TaffGoch:
http://sketchup.google.com/3dwarehouse/search?tags=TerragenHere from [url=http://wetbanana.deviantart.com/:6upgx29j]Wetbanana terragen gallery[/url:6upgx29j]
picked up into Terragen forums:
[url=http://www.planetside.co.uk/forums/index.php?topic=5763.msg59956#msg59956:6upgx29j]Re: Terrains For Google SketchUp?[/url:6upgx29j]@unknownuser said:
For minimal effort your best bet would be to forget all about generating your own terrains and import real world elevation data instead. If I recall correctly you can directly import .dem files into sketchup. Try downloading some files from here and see if they work out for you.
[url:6upgx29j]http://seamless.usgs.gov[/url:6upgx29j]
The link appears to don't work
but this one is ok (free topo download in pdf)Illustrates available US Topos
[url:6upgx29j]http://viewer.nationalmap.gov/viewer/[/url:6upgx29j]Historical Topographic Map Collection
http://nationalmap.gov/historical/etc..
++simon.
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Was it this one: http://www.geocontrol2.com/e_index.htm
Or maybe one of these: http://vterrain.org/Packages/Artificial/
Or Leveller here: http://www.daylongraphics.com/
Or Grome: http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor
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@unknownuser said:
That was not Terragen. I really need to find this software.
Does this program was a "free" program ?
A plug or a complet program ? (MojoWorld, World Machine, Bryce 7...)here maybe some little things? (in French and not aespecially for MAC!
http://www.igeomac.fr/igeomac/Applications_Mac.htmlScroll and see LandSerf ? Maybe not direct SU export but...
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