CompuServe Thread

topographic displays

10 messages in this thread
#130162From: TBrunoOct 20, 1994 11:14 AM
Hello from behind the learning curve, I have a project I am trying to complete and have dug myself into a corner. Basically I need to render a 3d Topography with some freeways and other utilities displayed on it. Thru vistapro, and autocad I managed to get the topo. The area is massive, I had to piece it together from 6 DEM data files (each one is 10 megs ascii) I have ended up with a topo mesh that is 48,000 faces (it covers a couple hundred square miles) Now my problem. I need to lay objects onto this surface. Take a freeway for example. The method I used that is causing me problems is: In autocad I can project plan entities onto a mesh. This gives me a 3d polyline that I can DXF in as a path in the Lofter and then run a simple quad down it as a shape. The problems I have are 1. due to the limitations of autocad the 'freeway' doesn't lay on the topo nicely it dives thru or rises above the surface. I have been cleaning up vertex by vertex, but have rapidly become overwelmed. 2. If I decide the shape I used is to small to render nicely I need to re-Loft it and have to go thru the clean up again. What I would like to do is export the plan view of the 'freeways' to a paint program and then 'decal' them on to the surface. Questions: 1. if I scale the plan view down to say '5"x5"' (remember they are currently in real world coordinates) will I be able to rescale the decal back up in 3DS and position it accuratly? I guess the question is how do you scale and position a decal accurtetly? 2. What size (resolution) do I need to make my decal? I need to be able to see a freeway from '10 miles' away and when I zoom into it I don't want it too out of scale. I know I will need to exaggerate somewhat but is there a direct relationship between pixel width in a file and the scaled width of a decal? Is it dependent on the size of the texture file. I guess the optimum would be to create a texture file at the same scale as the topo mesh Any suggestions on how to get out the dark alleys I'm in now will be most appreciated Todd
#130341From: Bob ProkoppOct 21, 1994 1:08 AM
Hi Todd, I think you'd better off going with the texture mapping due to the sheer size of your model. Moving vertices, one by one, can be a major pain. When creating the texture map, remember that a high resolution map will generate a cleaner image. The trade off, however, is that higher resolution maps will also use more memory during render time. Creating the 5"x5" texture map could be easily rescaled in 3DS to fit your model. After you've assigned your bitmap image in the Texture1 Maps slot, save your new material. Shift back to the 3D Editor, and use Surface/Material/Choose to pick your material. Apply your material to the topo. Now use Surface/Mapping/Adjust/Align View, and pick your Top viewport. (You should now see a mapping icon that is green and yellow w/ a little line off one side) Using the other Adjust commands, you can scale and move the bitmap to fit your model. I hope this helps, Bob P.
#130394From: TBrunoOct 21, 1994 11:00 AM
Bob, Thanks for the info. I started doing this method right after I wrote my message. The tough thing I'm doing now is trying to align the 'decal' where I want it does the lower left corner of the mapping icon define the corner of the 'decal'? it would seem to be easier to move the icon around rather than fudging with the 'u' 'v' settings in the materials editor. Correct? (the first bitmap I made was 18 Megs big…is this typical for 3DS or should I make a lower res and accept it?) Todd
#130399From: Bob ProkoppOct 21, 1994 11:30 AM
Hmmm Yeah, 18mb is awfully big. The bitmaps I've worked with usually don't exceed 1.5mb. To create your bitmap, are you loading the model into AutoCAD, looking at it from a plan view and doing something like a screen capture? If you have control over the resolution of the capture, I would suggest perhaps 500×500 res. The even resolution will produce a square thus making the placement of the mapping icon in 3DS much easier. If you go for an odd resolution like 640×480, use a corner of the mapping icon as a reference point for helping you place the map on the model. Moving the icon to position a texture map has always been easiest for me. Bob P.
#130428From: TBrunoOct 21, 1994 1:51 PM
I created the bmp by dxfing out the linework in plan view inporting it into coreldraw and then exporting as a TGA file.. I only have 3 options on output 600,something 1024×768 = .75 meg file 1 to 1 = 18 meg file My only problem with positioniing is that I am trying to decal into a large mesh…the corners of the icon don't relate to anything in the mesh so its position render position render……… thanks for the help todd
#130497From: Bob ProkoppOct 21, 1994 6:20 PM
Okay. I would first try the 600x??? resolution. If it later proves to be too grainy or chunky looking, you should then try the 1024×768. Since you don't have a corner to reference, I think you'll have start by sizing the mapping icon to encompass the entire model. Then render the model to check placement. If the map is not correct, shift it around and re-assign the mapping to the model. (You would not have to re-apply the material each time, just the mapping.) For the placement rendering, use a Flat shade mode, and 320×200 resolution. The image won't look very good, but they'll suffice for testing since they will render quickly. Good luck, Bob
#130923From: Forcade & AssociatesOct 24, 1994 1:00 PM
>> I created the bmp by dxfing out the linework in plan view inporting it into coreldraw and then exporting as a TGA file.. I only have 3 options on output 600,something 1024×768 = .75 meg file 1 to 1 = 18 meg file My only problem with positioniing is that I am trying to decal into a large mesh…the corners of the icon don't relate to anything in the mesh so its position render position render……… thanks for the help todd << When I export from Corel, I select "custom" size and type in whatever resolution I need. The is in the Bitmap export dialog (v3) after specifying the export file name. Note that corel does not antialias and to correct this you will need to export to a bitmap 200% of your needed size. Then use Photopaint (or Photoshop or whatever) to resample the bitmap down 50%. If you end up needing a large map file, you may also want to create a very small one for your test renders. Then substitute the large file for the final render. If they have the same proportions, then you canl just swap one for the other. Terry Gilbert Forcade & Associates
#131047From: TBrunoOct 24, 1994 11:37 PM
Thanks for the ideas….I think I've got something the boss is satisfied with (under budget and looks pretty good!) todd
#130402From: Forcade & AssociatesOct 21, 1994 11:35 AM
>>Using the other Adjust commands, you can scale and move the bitmap to fit your model. I hope this helps, Bob P. << BTW – If you issue the mapping/scale command and hold down the Alt key while selecting the object, 3DS will automatically scale the mapping coordinates to fit the mesh exactly. Terry Gilbert Forcade & Associates
#130413From: Bob ProkoppOct 21, 1994 12:19 PM
Ahh! Thanks for the additional data, Terry. I forgot about that. Bob