Terrain from contours - improve on native 'from contours'?
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Sorry to sound a little dumb but Fredo what is the process you're doing here?
- Start with imported contours
- run through Curviloft
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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.
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@utiler said:
Sorry to sound a little dumb but Fredo what is the process you're doing here?
- Start with imported contours
- 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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Thanks Fredo, so if I triangulated points with your triangulate plugin then ran toposhaper I'd get this result!!!!???
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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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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
Fredo
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@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
Fredo
PS: As far as I remember, I have not written (yet) a "triangulate plugin".
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@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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@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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Fredo, I assume Toposhaper is a work in progress and hasn't been released yet? I can't find it for download...
Cheers,
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@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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OK, do you want them in DWG or SU? I'll send a few through....
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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.
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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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Fredo, would you like contours in DWG or SU?
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@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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@unknownuser said:
I prefer SU as I am not familiar with CAD and Archi software
Except one! SU Itself
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Here's a few contour Skippy's, Fredo.
Survey01 - contours or a regular residential site of about 800sqm with a 15m fall. Contours at 250mm....
Survey02 - contours over a commercial development site of about 2800sqm. Contours at 200mm increments with minimum grad.
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Andrew
First of all, thanks very much for posting these 2 samples. They are extremely useful for fine tuning the algorithms.
I have problem about the calculation of the concave hull for the first one, but here is the second one, in 2 flavors:
- the original altitude (which are very flattish)
- the exaggerated altitudes which help me to better check the calculations
Fredo
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