• Login
sketchucation logo sketchucation
  • Login
πŸ€‘ 30% Off | Artisan 2 on sale until April 30th Buy Now

Terrain from contours - improve on native 'from contours'?

Scheduled Pinned Locked Moved SketchUp Discussions
sketchup
99 Posts 18 Posters 19.5k Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • P Offline
    pilou
    last edited by 3 Jan 2013, 11:33

    @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! πŸ˜‰
    http://www.igeomac.fr/igeomac/Applications_Mac.html

    Scroll and see LandSerf ? Maybe not direct SU export but...

    Frenchy Pilou
    Is beautiful that please without concept!
    My Little site :)

    1 Reply Last reply Reply Quote 0
    • F Offline
      fredo6
      last edited by 3 Jan 2013, 16:20

      I think I found it, this is SimuTerra by COMPUneering.

      See link there: http://www.compuneering.com/simuterra.php ;

      It costs 200$ in Pro version and 100$ for an entry-level version.

      It has some capability to export / import with Sketchup.

      Fred

      PS: there are interesting [url=http://www.compuneering.com/simuterraMovies.php:3g8iku5m]videos[/url:3g8iku5m] showing the capabilities of the software, including to draw roads and other landscaping decorations

      Simuterra overview.png

      1 Reply Last reply Reply Quote 0
      • M Offline
        mac1
        last edited by 3 Jan 2013, 19:15

        Fredo:
        Excellent as usual πŸ‘
        Looks like a great program. πŸ‘ I Wonder how it compares to others like Arcgis. Would take a lots of testing to find out.
        I also like their emphasis on model preprocessing. Think that is where novices like myself get in big trouble trying to use questionable data. Ran into this in some searching;
        "

        • Contours should always point upstream in valleys
          Contours should always point downridge along ridges
          Adjacent contours should always be sequential or equivalent
          Contours should never split into two
          Contours should never cross or loop
          Contours should never spiral
          Contours should never stop in the middle of a map
          Liking to hit my finger with a hammer I tried this;
          Used you ploy segmenter to get more consistent points on the contour lines, ignored some info ref above. In most cases used 80 segs , but during process kept eye on entity info and for some short segs keep count down close to orginal. Needs to be redone to remove warts but looks more reasonable to me vs like orginal.

        contours simplified-post._mac1skp.skp

        1 Reply Last reply Reply Quote 0
        • P Offline
          pbacot
          last edited by 5 Jan 2013, 20:54

          Thank you Fred et al.

          Here is another set of contours for testing from a civil engineer's file. I had to set the heights in my CAD drawing. I think I got it all right. In some of the twisted minor contours, I had to use what logic I have at my disposal...

          I have not recurved these, and again they are higly segmented--and this seems to be a norm one would need to account for. So simplify (I can do this if there is a problem) and recurve as desired.

          Sandbox creates over 42,000 faces.

          Peter


          DN house contours.skp


          Screen shot 2013-01-05 at 12.54.09 PM.png

          MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

          1 Reply Last reply Reply Quote 0
          • M Offline
            mac1
            last edited by 6 Jan 2013, 05:24

            I have been trying to understand what the general accepted criteria is for "TINs". One site I have found ,which seems credible to me, states the segment length should be > then contour seperation. The rational for that is to avoid " flat triangles ".
            Here are the links I found of interest. . Note the Harvard school link has good press for SU'
            http://www.ian-ko.com/ Under resources check out the solution center
            http://www.gsd.harvard.edu/gis/manual/contours/
            Note these are more GIS centric and thus not one to one applicable to the limited SU intent for their TIN implementation.

            1 Reply Last reply Reply Quote 0
            • P Offline
              pbacot
              last edited by 6 Jan 2013, 08:22

              For comparison here is a TIN (picture of it) provided in the same project. I think the engineers set the parameters for their needs. A SB skin made from the contours "looks better" than one from the TIN and shows some site features better (such as the dirt road winding down the slope). Still they must be from the same dataset.


              Screen shot 2013-01-06 at 12.20.47 AM.png

              MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

              1 Reply Last reply Reply Quote 0
              • F Offline
                fredo6
                last edited by 11 Jan 2013, 22:17

                @pbacot
                Here is a first result. Actually, considering that the terrain is rather regular and there are many contours closely spaced, I don't think it is necessary to have a very detailed grid (50 x 22 in the attached file).

                Note that I had to simplify the contours with Curvizard to keep an acceptable calculation time (here over 30 seconds, mostly related to the computation of the concave hull).

                DN house contours - pbacot - 6 Jan 13 - results.skp

                House pbacot 6 Jan 13.png

                House pbacot 6 Jan 13 - 2.png

                @Mac1
                I am not familiar with TIN algorithms, but it seems the one posted by pbacot does not reflect the fine granularity of the contours.

                Fredo

                1 Reply Last reply Reply Quote 0
                • P Offline
                  pbacot
                  last edited by 12 Jan 2013, 03:42

                  Yes, I noticed the TIN was pretty simple. I am not sure I have the subset of readings they had for this project (would be interesting to compare to the output). Without having studied the process, I am guessing that more advanced extrapolation goes into creating contours. The civil engineer may have created the TIN for some soils or drainage analysis--and it may be just sufficient for those purposes.

                  Those terrains look great for OUR general purpose: showing the new construction in a simulation of the site. I would be curious to see it at a higher resolution of quads. I don't think 30 sec is that long, though I imagine the time goes up exponentially when you try to add a little more detail. As I noted there is a rough road on the slope, which can be made out in the contours, but not sure it registers on the final topo. Also there is part of a drainage ditch on the right. Such an area might want more detail, if ever a way is worked out for selective resolution in adjoining parts--or a way go back in a redo an area such that it can be joined to the rest....

                  But this definitely is giving a clean looking (without the oil-canning) surface with good geometry. Thanks for the effort and sharing the great results!

                  MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

                  1 Reply Last reply Reply Quote 0
                  • F Offline
                    fredo6
                    last edited by 12 Jan 2013, 09:57

                    @pbacot said:

                    Those terrains look great for OUR general purpose: showing the new construction in a simulation of the site. I would be curious to see it at a higher resolution of quads. I don't think 30 sec is that long, though I imagine the time goes up exponentially when you try to add a little more detail.

                    Here is a more detailed reconstruction of the terrain, with a grid 120 x 53. This one takes less than a minute.

                    Indeed, the best would be to adjust the granularity of the mesh based on the resulting terrain shape itself (more than the density of the contours actually).

                    DN house contours - pbacot - 6 Jan 13 - results.skp

                    House pbacot 6 Jan 13 - 3.png

                    Fredo

                    1 Reply Last reply Reply Quote 0
                    • U Offline
                      utiler
                      last edited by 15 Jan 2013, 03:11

                      Sorry to sound a little dumb but Fredo what is the process you're doing here?

                      1. Start with imported contours
                      2. run through Curviloft

                      purpose/expression/purpose/....

                      1 Reply Last reply Reply Quote 0
                      • P Offline
                        pbacot
                        last edited by 15 Jan 2013, 05:24

                        Yes, that's looking quite muscular. that's worth a minute, depending if you can handle the number of polygons in the end. Thanks for posting! Looks like progress is good.

                        MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

                        1 Reply Last reply Reply Quote 0
                        • F Offline
                          fredo6
                          last edited by 15 Jan 2013, 06:30

                          @utiler said:

                          Sorry to sound a little dumb but Fredo what is the process you're doing here?

                          1. Start with imported contours
                          2. run through Curviloft

                          Toposhaper uses a different algorithm which is more adapted to terrains and can cope with connection of more than two contours (for example when you have a saddle). It also works on a quad mesh.

                          So it is a very different approach compared with Curviloft

                          Fredo

                          1 Reply Last reply Reply Quote 0
                          • U Offline
                            utiler
                            last edited by 15 Jan 2013, 09:32

                            Thanks Fredo, so if I triangulated points with your triangulate plugin then ran toposhaper I'd get this result!!!!???

                            purpose/expression/purpose/....

                            1 Reply Last reply Reply Quote 0
                            • P Offline
                              Panga
                              last edited by 15 Jan 2013, 09:41

                              Nice evolution Fredo, I'm still waiting for this magical tool !! Keep up the good work and I'll hit the donate button again !! πŸ˜‰

                              1 Reply Last reply Reply Quote 0
                              • F Offline
                                fredo6
                                last edited by 18 Jan 2013, 22:02

                                Here is the terrain with a much higher definition 200 x 88, so around 35,000 triangles generated. Takes longer of course, but does not bring a lot more details compared with the low and medium definitions terrains.

                                DN house contours - pbacot - High Def.skp

                                House pbacot 6 Jan 13 - high def.png

                                Fredo

                                1 Reply Last reply Reply Quote 0
                                • F Offline
                                  fredo6
                                  last edited by 19 Jan 2013, 23:04

                                  @utiler said:

                                  Thanks Fredo, so if I triangulated points with your triangulate plugin then ran toposhaper I'd get this result!!!!???

                                  With TopoShaper you really need to have contours as curves, not a set of altitude points. This is because the Terrain construction uses contours to delimit the zone of influence on points comprised between contours.

                                  With a set of altitude points, the algorithm would be more based on Skinning, with Bezier or Nurbs methods, which is another kind of script (I can do it, but it would definitely not be very fast with Ruby only).

                                  So, all you need is the contours and then run Toposhaper, as shown in previous videos and the video below

                                  TopoShaper pbacot on House 50.gif

                                  Fredo

                                  PS: As far as I remember, I have not written (yet) a "triangulate plugin".

                                  1 Reply Last reply Reply Quote 0
                                  • P Offline
                                    Panga
                                    last edited by 23 Jan 2013, 07:02

                                    @unknownuser said:

                                    With TopoShaper you really need to have contours as curves, not a set of altitude points. This is because the Terrain construction uses contours to delimit the zone of influence on points comprised between contours.

                                    With a set of altitude points, the algorithm would be more based on Skinning, with Bezier or Nurbs methods, which is another kind of script (I can do it, but it would definitely not be very fast with Ruby only).

                                    Fredo,

                                    During my works I found a workaround with altitude points. I draw a high vertical line on each point (as they're usually components, it's a very fast operation), this way the sandbox is using contours instead of points, ignoring the bottom point of each line. Will this method work with your plugin ?

                                    1 Reply Last reply Reply Quote 0
                                    • F Offline
                                      fredo6
                                      last edited by 23 Jan 2013, 19:33

                                      @panga said:

                                      During my works I found a workaround with altitude points. I draw a high vertical line on each point (as they're usually components, it's a very fast operation), this way the sandbox is using contours instead of points, ignoring the bottom point of each line. Will this method work with your plugin ?

                                      Unfortunately, it won't work. TopoShaper really needs contours to drive the interpolation. Keep in maind that with only altitude points, there are multiple solutions because you cannot isolate zones just with scarced points.

                                      Fredo

                                      1 Reply Last reply Reply Quote 0
                                      • U Offline
                                        utiler
                                        last edited by 24 Jan 2013, 01:09

                                        Fredo, I assume Toposhaper is a work in progress and hasn't been released yet? I can't find it for download...

                                        Cheers,

                                        purpose/expression/purpose/....

                                        1 Reply Last reply Reply Quote 0
                                        • F Offline
                                          fredo6
                                          last edited by 24 Jan 2013, 22:14

                                          @utiler said:

                                          Fredo, I assume Toposhaper is a work in progress and hasn't been released yet? I can't find it for download...

                                          Cheers,

                                          Correct, it is work in progress. However, I think I have done most of the algorithmics now and should be able to release a first simple version soon.

                                          In the meantime, I am still interested in getting models of contours to test the plugin.

                                          Fredo

                                          1 Reply Last reply Reply Quote 0
                                          • 1
                                          • 2
                                          • 3
                                          • 4
                                          • 5
                                          • 3 / 5
                                          3 / 5
                                          • First post
                                            56/99
                                            Last post
                                          Buy SketchPlus
                                          Buy SUbD
                                          Buy WrapR
                                          Buy eBook
                                          Buy Modelur
                                          Buy Vertex Tools
                                          Buy SketchCuisine
                                          Buy FormFonts

                                          Advertisement