Jump to content

Does anyone know how to make this terrain?


Brian Smith
 Share

Recommended Posts

I am toying with the idea of posting some rather difficult challenges on CGA such as this one, and I am curious to know if anyone can produce the terrain shown in the 2 renderings using only the isolines shown in the AutoCAD file. I'm trying to determine if something like this is too easy to warrant such challenges.

 

The outer topo line should be at an elevation of 0.0 and each inner line represents a 1 foot increase in elevation. Therefore, the last (innermost) line should be at an elevation of 5 feet. The terrain should be smooth and not jagged in anyway.

 

I would ask that if you can do it, post your image, but don't post the answer and ruin the fun for everyone else.

Link to comment
Share on other sites

  • Replies 89
  • Created
  • Last Reply

Top Posters In This Topic

Brian, Bjorn just threw down the gauntlet.

 

I think we should have heads up challenges.

 

 

More to the topic, it might be easy but there are a big part of this community that come to learn here and might not know how to do this. I think this sort of challenge is good for everyone, even if you know it because it will keep the memory fresh. I love applied learning.

 

But I'd let 3DAS run it as they are a training company (?)

A very good idea

Coool

Link to comment
Share on other sites

Brian, Bjorn just threw down the gauntlet.

 

I think we should have heads up challenges.

 

 

More to the topic, it might be easy but there are a big part of this community that come to learn here and might not know how to do this. I think this sort of challenge is good for everyone, even if you know it because it will keep the memory fresh. I love applied learning.

 

But I'd let 3DAS run it as they are a training company (?)

A very good idea

Coool

 

Well I'm not going to think this is too easy because one person can do it. Maybe if several can. For all I know bjornkn may be an expert.

 

I am also curious about what program was used. I'm curious to know if this can be done easier with programs besides Max and if so, is it 100% accurate or is it fudged.

Link to comment
Share on other sites

Andrews topo looks just like mine did in SketchUp before I cleaned it up a little and hid the contour lines. But then he probably only spent 3mins? ;)

 

Is this a difficult task in Max?

 

And yes, this can be made 100% accurate with SketchUp (including the correct 1 foot increments), but then you'd need to spend a little more time on cleaning/touching up.

Link to comment
Share on other sites

Andrews topo looks just like mine did in SketchUp before I cleaned it up a little and hid the contour lines. But then he probably only spent 3mins? ;)

 

Is this a difficult task in Max?

 

And yes, this can be made 100% accurate with SketchUp (including the correct 1 foot increments), but then you'd need to spend a little more time on cleaning/touching up.

 

i'm not surprised it would be easier in SketchUp...but since i've never used it, I'm curious to know how much flexibility and power it has. One of these days I might give it a try.

 

Is it difficult in Max? That's what I'm trying to determine myself.

Link to comment
Share on other sites

What he said :) These crappy-cad-you-got-from-the-survey problems are annoying though how difficult depends a lot on your software. Wouldn't want to do it in Cinema. If I had Rhino it would be 2 minutes.

 

not sure what you mean by the first sentence. this linework was extremely, extremely clean. i cleaned it up first, and it never comes this for projects.

Link to comment
Share on other sites

I thought it was hard because of the order and number of points in the contours - which must be why I was confused, because that's not much of a problem compared to some of the stuff you get. What's the actual reason? The concave curves on the border and the side with the square parts that make lofts go squirrelly?

Link to comment
Share on other sites

If you are using Autocad 2008 it is simple. Just move the inner contour lines in the Z direction your 1' increments. Then use the "loft" command and select from the lowest contour line consecutively up to the highest one. Make sure your polylines are closed. In the preceding menu check "smooth" and you are done.

Link to comment
Share on other sites

If you are using Autocad 2008 it is simple. Just move the inner contour lines in the Z direction your 1' increments. Then use the "loft" command and select from the lowest contour line consecutively up to the highest one. Make sure your polylines are closed. In the preceding menu check "smooth" and you are done.

 

ok...so much for not giving away the answer as I underlined in my request...but i'm not sure this method will do it...haven't tried it...nonetheless can you demonstrate with an image?

Link to comment
Share on other sites

I thought it was hard because of the order and number of points in the contours - which must be why I was confused, because that's not much of a problem compared to some of the stuff you get. What's the actual reason? The concave curves on the border and the side with the square parts that make lofts go squirrelly?

 

there is a retention wall, as you can see in this image.

Link to comment
Share on other sites

It gets my vote for a tut.

 

I would normally just use the max's terrain tool but you would end up with an over-triangulated nasty mesh. I have a feeling yours is a bit cleaner. Any chance you can show your final product with the edges on so we can see the faceting?

 

Even if this is deemed by some to be an easy process, you could elaborate with other terrain creation tools, such as the paint deformation in an edit poly. I use it constantly now for breaking up smooth terrain and adding more interest. But again my meshes end up overfaceted sometimes, so I'd enjoy seeing a proper guide.

Link to comment
Share on other sites

This is a great post... i love puzzles...

 

I have made several attempts at the terrain tool and like Brian said the mesh created has alot of ackward jaggedness especially where there retaining wall is... and even cleaned up i didnt get the same results you did... I'll be waiting for the reveal on the methods you used to get those clean results....

 

i think this is an excellent idea as we often spend alot of time doing the same old thing, and its good to build up skills in areas we use only occassionally, plus someone always knows a more efficient way to do the same things.....

 

S.G.

Link to comment
Share on other sites

Well I'm not going to think this is too easy because one person can do it. Maybe if several can. For all I know bjornkn may be an expert.

 

I am also curious about what program was used. I'm curious to know if this can be done easier with programs besides Max and if so, is it 100% accurate or is it fudged.

 

Brian,

 

I don't know about bjornkn, but I am an expert...:D...I have done several large-scale terrain models. They are a standard element of most of my scenes.

 

Also, let's remember that "easy/difficult" are terms relative to the end-purpose of the model. If it doesn't meet the criteria for a given project, I don't care how fast you did it!

 

Here are my shaded views of your terrain challenge.

 

I used AutoCAD with my trusty EasySite plug-in. I can model your whole scene in the other image with it if I have the linework & 3d contours!

 

I won't beat you down with the specific details of the modeling work. I spent about an hour (who cares) for a completely accurate terrain with a fudge factor of absolutely ZERO.

Link to comment
Share on other sites

Brian,

 

I don't know about bjornkn, but I am an expert...:D...I have done several large-scale terrain models. They are a standard element of most of my scenes.

 

Also, let's remember that "easy/difficult" are terms relative to the end-purpose of the model. If it doesn't meet the criteria for a given project, I don't care how fast you did it!

 

Here are my shaded views of your terrain challenge.

 

I used AutoCAD with my trusty EasySite plug-in. I can model your whole scene in the other image with it if I have the linework & 3d contours!

 

I won't beat you down with the specific details of the modeling work. I spent about an hour (who cares) for a completely accurate terrain with a fudge factor of absolutely ZERO.

 

well you definitely got it right...and that's a perfect model. but i'd still be curious to know who can do it in Max. since that's what most people would be using.

 

you have provided a great clue by showing the model. now how do you do it in Max. Claudio, please let someone else take a shot at it.

Link to comment
Share on other sites

Could be impossible to do in max without plugins. Using the isolines as they are would just create an ugly mesh as Andrew Lynn pointed out. Redraw lines, reduce interpolation of lines then use terrain. In this way you could control the density of the mesh you get and with which you still might need to work later.

I might be totally wrong though.

If you are going to use shape merge onto your terrain later ,you can not afford it to be superdense and complex.

Link to comment
Share on other sites

Here's a screenshot from SU, with parts of it unsmoothed to show the mesh.

The extra contour on the top face was added by me, to help in smoothing/blending the top. As you can see the mesh is less dense than in the other versions. It contains only 4100 faces.

In "real life" I would probably still simplify it a lot in some areas, like shown in the second attachment. Contour lines are only approximations anyway, at a given (fractal) scale, so trying to follow every tiny little crook in a curve is in most cases just a waste of time. I prefer to make them with few polys in most areas, that will always be at a distance, and more detail where needed/closer. I'm not fond of working with huge terrain meshes.

 

BTW, no plugins were used, but it would be a lot more work with the free version, because it doesn't have the Sandbox tools.

 

Expert or not - it doesn't take long before you feel like an expert with SketchUp ;)

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share


×
×
  • Create New...