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

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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 !! 😉

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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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                            • fredo6F Offline
                              fredo6
                              last edited by

                              @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

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                              • utilerU Offline
                                utiler
                                last edited by

                                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/....

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                                • fredo6F Offline
                                  fredo6
                                  last edited by

                                  @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

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                                  • utilerU Offline
                                    utiler
                                    last edited by

                                    OK, do you want them in DWG or SU? I'll send a few through....

                                    purpose/expression/purpose/....

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                                    • pbacotP Offline
                                      pbacot
                                      last edited by

                                      I'm "cooking" one up in Sandbox right now. I'll send the file when it gets done. Taking about 10 min. to do "from contours". It's a nice one with hills and saddles.

                                      MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                                      • T Offline
                                        twestover
                                        last edited by

                                        Will the plugin work with an already triangulated surface?

                                        Say I have imported and triangulated a set of XYZ data, and wish to turn it into a solid group like your final product, with vertical sides and a horizontal bottom. Is that possible?

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                                        • utilerU Offline
                                          utiler
                                          last edited by

                                          Fredo, would you like contours in DWG or SU?

                                          purpose/expression/purpose/....

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                                          • fredo6F Offline
                                            fredo6
                                            last edited by

                                            @utiler said:

                                            Fredo, would you like contours in DWG or SU?

                                            I prefer SU as I am not familiar with CAD and Archi software (I don't know DWG format).

                                            Thanks in advance

                                            Fredo

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