CompuServe Thread

#Put road on landscape?

18 messages in this thread
#147965From: Gregory D. BallJan 19, 1995 11:06 PM
We have a landscape mesh of rolling hills and need to put a road on the surface of this mesh. Any suggestions on how to do this? Brian H.
#147980From: MARTIN G FOSTERJan 20, 1995 12:42 AM
Greg, >> We have a landscape mesh of rolling hills and need to put a road on the surface of this mesh. Any suggestions on how to do this? << no. just kidding <G>. I've got a couple. The easiest one is to just paint a large texture map including a road which would be planar mapped on to the landscape. This might not stand up to real close scrutiny, even if the texture map is very high resolution, but might be OK for a fly-by. A matching bump map might be useful to "raise" the road above the landscape slightly. For a geometric solution go to the 3d editor and do a fence selection of the vertices which most closely follow the route of the road. Clone the vertices into a new object using <shift> modify/vertex/move with selected. Click without actually moving and give it a new name. You can now use the new object, which only contains marker vertices, as a template for use in the shaper and/or lofter. You should be able to create a road cross-section and loft along a path derived from the marker vertices. If you need me to be more specific, ask away 🙂 Also, Schreiber Instruments may have some fancy packages which automates this whole process and adds some frills – it will cost some cash, though.
#148137From: Gregory D. BallJan 20, 1995 6:38 PM
Martin, Great thought on the vertices select and making second object to model from. Thanks Brian and Greg
#148177From: Doug GlasgowJan 21, 1995 12:04 AM
Martin, PMFJI, but I would really like it if you could be more specific about your solution, as you generously suggested. Also, about a year ago, we tried to buy Drape, but were told that it was not going to be produced until later due to programming problems. Do you know of another IPAS routine that will do this sort of thing? Thanks for your help. Doug
#148237From: John K. JordanJan 21, 1995 1:04 PM
The last time I did this, I used a technique very similar to what Martin described. It works very well for a road that needs to follow the rolling surfaces of the hills. I made a road object by creating a path that matched the road postion from the top view, then lofted an inverted trapaziod (similar to "upper" shown below) down the path. This gave me an object, that given the template object Martin described, that I manually fitted to intersect with the template in the Editor by dragging vertices vertically. A boolean subtraction then cut the entire road, complete with flat roadbed and angled banks. Note that if you apply different materials to the bottom and side faces first, the the materials will be transferred to the new mesh and make further material editing much easier. Another technique works where a road has to cut thru hills and be filled in over valleys, common in a section of interstate highway. In this case, I lofted two complimentary objects, one representing the fill, which I unioned with the ground, and one representing the cut, which I then subtracted from the ground. The two objects looked sort of like this in cross section: —————- –+—–+– \ upper / / lower \ \ (cut) / / (fill) \ –+—–+– ————— Position these two objects by stacking them before starting, perhaps overlapping slightly to avoid boolean problems. You may need to experiment with the positioning and order of boolean operations. BTW, if you add vertices as indicated by the "+" marks before lofting, the resulting road will have faces ready for a separate "shoulder" material. Note that all this a poor-man's solution and is not necessarily easy or quick. Note that some manual vertex welding and editing will probably be needed in the final mesh. JKJ
#148320From: MARTIN G FOSTERJan 22, 1995 3:38 AM
JKJ, >> I made a road object by creating a path that matched the road postion from the top view …. A boolean subtraction then cut the entire road << good work, boolean-meister! <G> I'm a boolean-phobe, myself. However, I really need that modify/edge/refine command to avoid booleans entirely.
#148367From: John K. JordanJan 22, 1995 1:47 PM
Man, I can't imagine life without booleans! >>edge refine… To get around the lack of this command for now… (I'm sure The Most Honorable Mister Foster knows this but maybe someone else is interested <g>)… To place a new vertex anywhere on an existing surface without worrying about the viewport alignment, use Modify/Edge/Divide several times to subdivide an edge until you get a vertex close to where you need it. Then use Modify/Vertex/Weld on the extra vertices you just made to collapse the extra faces. If the new vertex needs to be somewhere off the closest edge, work down one edge until close, then work down a branching edge. One can also align a user view to the face, edge divide or tesselate, then drag the new vertex around freely without distorting the surface. Here's another wish item which would help this down & dirty vertex editing: a Display/UserView/AlignPerpendicular command. That would make it easier to move vertices perpendicular to an arbitrary face. JKJ
#148371From: MARTIN G FOSTERJan 22, 1995 3:35 PM
JKJ, >> to subdivide an edge until you get a vertex close to where you need it. Then use Modify/Vertex/Weld on the extra vertices you just made to collapse the extra faces. << most of what you say are great techniques which I already make good use of. However, the one above puzzled me. I thought modify/vertex/weld was only for very close vertices – ones that practically overlap. I'll give it a try, though, to see if it works. My approach would be to divide the edge once and align the user view to allow movement of the vertex down the edge (as you mentioned), OR repeatedly divide the edge (as above) and then select the extra faces I didn't want and delete them along with the stranded vertices, then create/face/build the way I want. Also the Yost Group's Optimize (ace powertool) could optimize just those selected faces, instead. One big wish I've had for a couple of years is to be able to constrain movement to the x,y or z axis in the user view. I think Autocad allows this type of thing.
#148446From: John K. JordanJan 22, 1995 11:57 PM
>>welding, close vertices?… I meant choosing Mod/Vertex/Weld, clicking on a vertex, dragging it on top of a new vertex, then dropping it. Thats the way I do half of my manual vertex/face editing as it simply collapses the faces. I think it's a lot quicker than deleting faces and rebuilding. (And you don't have to reapply materials to the new faces.) The biggest thing to watch out for is accidentally welding to a vertex on the backside of the mesh, but that's no problem if you hide those faces first. The other thing to watch out for is distorting the mapping coordinates, but that shouldn't happen in the case we are discussing. I have used Optimize quite a bit, but I generally don't like giving up the manual control. (I mostly use Optimize just to view a mesh I'm editing – you know, rotate it back and forth until you get a good feel for the true 3D shape) I REALLY like your idea for constraining movement to a global axis direction regardless of the view. You could expand that to include the object's local axis, too. Don't stop with movement, but also scaling, etc. That would make adjusting the lengths of the bones in BonesPro much easier. Makes me think of another one: constrain movement of a vertex either to or normal to a plane (or surface) fit through adjacent faces – that would make it much easier to tweak that spot on the car fender! Or better yet, lets give up all this tedious vertex editing and buy perfect meshes from some maniac vender. <g> JKJ
#148452From: MARTIN G FOSTERJan 23, 1995 12:37 AM
JKJ, >> I meant choosing Mod/Vertex/Weld, clicking on a vertex, dragging it on top of a new vertex, then dropping it. << Aah, I see. I like the sound of that and have never tried it. Good method. Although, I do like building faces manually – it's very rewarding in a strange sort of way. >> I have used Optimize quite a bit, but I generally don't like giving up the manual control. << I hear you. I love the manual part, too, but sometimes you're up against the clock and the fastest solution is necessary. >> Or better yet, lets give up all this tedious vertex editing and buy perfect meshes from some maniac vender.<< not a chance, I love to model my own meshes. I've never actually bought a mesh from anybody. Martin PS: I love your additional ideas for the wishlist. Hopefully Jonas will grab them tomorrow.
#148495From: Jonas Ruikis [ADESK]Jan 23, 1995 9:53 AM
<< wishes.. >> got em'.
#148417From: Doug GlasgowJan 22, 1995 8:28 PM
Thanks a lot John. I will have to experiment before I will have any questions about the technique. We at Georgia Tech School of Architecture are desperate to have a good way to use topography with our architectural models and sites, and putting in the roads has been a lot of experimentation. We also are working on the entire city of Atlanta, and the terrain is really our weakest link. Thanks for your suggestion.I will definately work on it. Doug
#148447From: John K. JordanJan 22, 1995 11:57 PM
>>topos at Tech… Probably the best way to use topography is to buy some of the professional tools out there, but that's often hard for a school. Do you know about 3DSURF? (about $150 from Schreiber) Not in the same class as other tools, but it will at least let you make accurate terrain models from coordinate data. (You may have to manually build a coordinate file from the topos) Also, the Yost Displace and the shareware GIFDXF will let you build usable terrain, althought not quite as precisely. JKJ
#148698From: Doug GlasgowJan 24, 1995 1:31 AM
Thanks John, We are currently playing with a program called TerraModel, which is pretty extensive, but rather combersome for smaller projects. I appreciate your suggestions, as we are always looking for "a better way". Doug
#148319From: MARTIN G FOSTERJan 22, 1995 3:35 AM
Doug, >> but I would really like it if you could be more specific about your solution, as you generously suggested. << I think the only thing I left out was: 1) make sure the landscape vertex object (which represents the path the road takes) is displayed in the top view of the 3d editor and use 3d display\choose in the 2d shaper to show that object. 2) use the create line tool to make a line which travels roughly from vertex to vertex of the landscape. Also create a cross-section of a road as a seperate polygon. 3) bring the line into the 3d lofter as a path and edit it so it conforms to the height of the landscape object. then assign the x-section of the road in the 2d-shaper and get it into the 3d lofter as a shape. 4) Preview, then make the object and call it road. Voila, you have a road conforming to the terrain.
#148418From: Doug GlasgowJan 22, 1995 8:28 PM
Thanks Martin. I will have to experiment before I will have any questions about the technique. I am a GRA at Georgia Tech, and we are working on the entire city of Atlanta. The terrain and roads are really our weakest link. Thanks for your suggestion.I will definately work on it. Doug
#148055From: Mike KelleyJan 20, 1995 10:53 AM
Just a thought, but I'd try using boolean operations between the landscape and a lofted road shape — draw the 2D road in the shaper, loft it with some height, and then cut it into the landscape with subtraction giving you the landscape on either side of your road. Then you can use the road 2D object inbetween. This would give you the effect of "cutting" the road into the landscape, but if you needed the edges of the landscape to slope down into the road (like due to erosion) you could use Smooth from Bones to help with this.
#148138From: Gregory D. BallJan 20, 1995 6:43 PM
Mike, Thanks for the suggestion, we'll try it, we just got Bones yesterday. Brian and Greg