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

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    • simon le bonS Offline
      simon le bon
      last edited by

      (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 πŸ˜„
      your Toposhaper looks very promizing πŸ‘ πŸ‘ β˜€
      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=f4350227d1c9debd6623100010a93a06

      some really nice models by TaffGoch:
      http://sketchup.google.com/3dwarehouse/search?tags=Terragen

      http://i.snag.gy/NSHXP.jpg

      Here from [url=http://wetbanana.deviantart.com/:6upgx29j]Wetbanana terragen gallery[/url:6upgx29j]

      http://th05.deviantart.net/fs71/PRE/f/2012/347/d/e/rocky_cliffs_2_by_wetbanana-d5nxfwx.png

      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 πŸ˜•
      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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      • fredo6F Offline
        fredo6
        last edited by

        @simon le bon said:

        You were probably talking about Terragen
        ( Terragen 2.4 Free Version Now Available)

        Simon,

        That was not Terragen. I really need to find this software.

        Fredo

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        • PixeroP Offline
          Pixero
          last edited by

          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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          • pilouP Offline
            pilou
            last edited by

            @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 :)

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            • fredo6F Offline
              fredo6
              last edited by

              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

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              • M Offline
                mac1
                last edited by

                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

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                • pbacotP Offline
                  pbacot
                  last edited by

                  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

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                  • M Offline
                    mac1
                    last edited by

                    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.

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                    • pbacotP Offline
                      pbacot
                      last edited by

                      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

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                      • fredo6F Offline
                        fredo6
                        last edited by

                        @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

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                        • pbacotP Offline
                          pbacot
                          last edited by

                          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

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                          • fredo6F Offline
                            fredo6
                            last edited by

                            @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

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                            • utilerU Offline
                              utiler
                              last edited by

                              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/....

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                              • pbacotP Offline
                                pbacot
                                last edited by

                                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

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                                • fredo6F Offline
                                  fredo6
                                  last edited by

                                  @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

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                                  • utilerU Offline
                                    utiler
                                    last edited by

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

                                    purpose/expression/purpose/....

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                                    • P Offline
                                      Panga
                                      last edited by

                                      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˜‰

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                                      • fredo6F Offline
                                        fredo6
                                        last edited by

                                        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

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                                        • fredo6F Offline
                                          fredo6
                                          last edited by

                                          @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".

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                                          • P Offline
                                            Panga
                                            last edited by

                                            @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 ?

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