alrawli Posted April 23, 2008 Share Posted April 23, 2008 A good tool in max to get around the 4 sided poly problem is once youve created the terrain from splines is to use the conform tool to drap a dense plane over the top. Produces nice and tidy mesh for smoothing and editing. Link to comment Share on other sites More sharing options...
a-r-c-h Posted April 23, 2008 Share Posted April 23, 2008 Any plan to eventually compile the techniques used for these? Otherwise the people who could make it are just reposting essentially the same picture over and over, and the people who couldn't aren't gaining anything. Link to comment Share on other sites More sharing options...
Claudio Branch Posted April 23, 2008 Share Posted April 23, 2008 Any plan to eventually compile the techniques used for these? Otherwise the people who could make it are just reposting essentially the same picture over and over, and the people who couldn't aren't gaining anything. I agree...challenges are great fun and all, but alot of people just need practical solutions. Brian mentioned trying to solve the challenge from a Max-user perspective, which seems to be the majority on this forum. Others have offered to show examples of their approach. It might be useful to have "terrain-modeling" sub-forum where solutions for this issue could be discussed and explored by anyone regardless of their prefered app. It could also be a way to help ease other people into considering dual app approaches. Just a thought... Link to comment Share on other sites More sharing options...
Frosty Posted April 23, 2008 Share Posted April 23, 2008 When I split the terrain footprint into two objects, I was able to create two models and then union them together, but I wasn't able to do it one pass. How did you approach it? Sorry, Jack. I didn't see your comment earlier. I used FormZ 4.05 - I doubt that matters tho. I don't think the terrain tool has really changed at all since I started using it 10 yrs ago. An explaination for others that haven't used Formz's terrain tool: 1) Double click on the terrain tool to set its options - triangulation, mesh size, contour interval, model style, etc. I know there is an option pallet, but I'm ol' school. 2) Highlight contours 2, 3, 4, 5, and 6 IN ORDER. 3) Click on contour 1 with the terrain tool. Jack I did notice that the model generated inverted a few times. I think due to how the splines were drawn. I resolved by using a contour interval of -1'. Additionally, FormZ refused to generate the terrain until I chose a starting elevation other than 0. 1" worked fine. Link to comment Share on other sites More sharing options...
a-r-c-h Posted April 23, 2008 Share Posted April 23, 2008 Oh while I'm complaining might as well contribute something http://i154.photobucket.com/albums/s242/brad591/topscreencap.jpg http://i154.photobucket.com/albums/s242/brad591/user2.jpg http://i154.photobucket.com/albums/s242/brad591/userview.jpg Link to comment Share on other sites More sharing options...
Andrew Schroeder Posted April 23, 2008 Share Posted April 23, 2008 I'm not going to build the site to post the image, but we do this sort of thing quite regularly. Our office does 3D, GIS, and Land Development work, and the tools we have allow us to use the best software package for the job. In a case such as this, I would start up Autodesk Civil 3D, bring in the linework, build the site, export to LandXML, and import the LandXML surface into Max. Having the right tools takes this sort of work to the next level. What if your client wanted to show the same site, with ditching at 2:1, running a 2% slope to maintain positive drainage, and accurately show a building pad at 120.25m, with 4:1 slopes down a maximum of 4m, where a 2m bench would need to be installed. Don't forget the 0.5m swale running down the bench/cut slope intersect. Working in Civil 3D we build these models for construction and analysis, but the beauty is how easily they're brought into Max. Not a cheap program though, but at least we're using a hammer to hammer, if you know what I mean. Link to comment Share on other sites More sharing options...
Claudio Branch Posted April 23, 2008 Share Posted April 23, 2008 ...but at least we're using a hammer to hammer, if you know what I mean. $7000 worth of eloquence...lovely! Post up an image or two? Link to comment Share on other sites More sharing options...
bjornkn Posted April 23, 2008 Share Posted April 23, 2008 Not a cheap program though, but at least we're using a hammer to hammer, if you know what I mean. Hammers are certainly nice tools for their purpose, but I prefer pencils and brushes for making pictures of a landscape I guess it's comparable to that most vis people prefer other tools than Autocad to make their 3D buildings, while architects use architects tools? Link to comment Share on other sites More sharing options...
SgWRX Posted April 24, 2008 Share Posted April 24, 2008 (edited) another question. are those that are doing this and posting images, needing to move or adjust points on the splines before attempting to get a mesh out of it? or is it being used as-imported? thanks. EDIT: ok, i think i got it, not this particular set of lines (thus the question above), but i think i got how to it. good challenge! Edited June 4, 2008 by SgWRX Link to comment Share on other sites More sharing options...
Claudio Branch Posted April 24, 2008 Share Posted April 24, 2008 another question. are those that are doing this and posting images, needing to move or adjust points on the splines before attempting to get a mesh out of it? or is it being used as-imported? thanks. You need to move each individual spline to it's proper elevation. Link to comment Share on other sites More sharing options...
Andrew Schroeder Posted April 24, 2008 Share Posted April 24, 2008 Hammers are certainly nice tools for their purpose, but I prefer pencils and brushes for making pictures of a landscape I guess it's comparable to that most vis people prefer other tools than Autocad to make their 3D buildings, while architects use architects tools? I think you're right. Most of the Civil 3D or Land Development Desktop (formerly SoftDesk) projects we do never see Max, they're for things like volume calculations, slope and run-off analysis, contouring, survey processing, etc... On the odd chance that one goes forward to the visualization phase, the benefits of the LandXML formats easily recognized (especially when your clients are engineering firms). Sometimes it has it's problems with the meshes, but we're always able to create a 3D polyface mesh from it in those cases (which then imports into Max). Anyways, like I was trying to say, the features are overkill for visualization purposes, but when the disciplines (3D and Civil) happen to cross-paths, they do so rather nicely. And no, sorry the only image I would post is the site that Brian put up, but I don't have time to do that. Link to comment Share on other sites More sharing options...
novelh Posted April 24, 2008 Share Posted April 24, 2008 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? Oops sorry I didn't read that part. BTW my method didn't work too well after I went back and tried it. Link to comment Share on other sites More sharing options...
SgWRX Posted April 24, 2008 Share Posted April 24, 2008 You need to move each individual spline to it's proper elevation. well, besides that. ps - see my update Link to comment Share on other sites More sharing options...
Brian Smith Posted April 24, 2008 Author Share Posted April 24, 2008 here's how i made mine: import with legacy file typemove lines to proper elevationattach lines togetheradd the Normalize Spline modifier with default segment length of 20 unitsuse terrain feature to turn into a surfaceadd edit poly modifierswitch to left viewenter polygon subobject mode and delete the top polygons and bottom polygons (using window selection, not crossing)switch to border subobject mode and use cap feature to add a new and better top total time is about 90 seconds Link to comment Share on other sites More sharing options...
SgWRX Posted April 24, 2008 Share Posted April 24, 2008 i was going in the direction of making it a nurbs and creating a surface. in the sample i posted on the last page, that was a quick test of two splines (top and bottom) and then converting to nurbs, then creating a u loft surface. which turned out NOT to work on the lines you posted - i was in the process of reading more when i got notified of the new post. Link to comment Share on other sites More sharing options...
Darrin Sabin Posted April 24, 2008 Share Posted April 24, 2008 Yeah! I did it right! When they added the Normalize Spline modifier, it made the Terrain compound actually useable. It's a lifesaver. Another neat trick use when applying it to really large contour sets is to draw a simple spline first with ticks displayed and apply the modifier first to that line. The default of 20 can sometimes send MAX into a tailspin if the distance is relatively too dense. Since the modifier (like extrude) remembers the last setting used, you can set a meaningful distance on your temporary spline before applying it to the larger contour. I didn't recap my top, but instead subdivided the whole poly. I usually need those extra faces for my terrain meshes to cut and fill with the Paint roll out. Lots of fun to push dirt around like that. Nice challenge Brian. Thanks. Link to comment Share on other sites More sharing options...
bharris Posted April 24, 2008 Share Posted April 24, 2008 Not exactly clear on the step of selecting the top polygons, i cant seem to get just the top ones? I always select too many....I can get the bottom ones fine though. Link to comment Share on other sites More sharing options...
Brian Smith Posted April 24, 2008 Author Share Posted April 24, 2008 Yeah! I did it right! When they added the Normalize Spline modifier, it made the Terrain compound actually useable. It's a lifesaver. Another neat trick use when applying it to really large contour sets is to draw a simple spline first with ticks displayed and apply the modifier first to that line. The default of 20 can sometimes send MAX into a tailspin if the distance is relatively too dense. Since the modifier (like extrude) remembers the last setting used, you can set a meaningful distance on your temporary spline before applying it to the larger contour. Nice challenge Brian. Thanks. great point Link to comment Share on other sites More sharing options...
Brian Smith Posted April 24, 2008 Author Share Posted April 24, 2008 Not exactly clear on the step of selecting the top polygons, i cant seem to get just the top ones? I always select too many....I can get the bottom ones fine though. just switch to a left view, enter polygon subobject mode, go activate the Window Selection mode (not crossing), create a window around the top of the terrain and delete it. Link to comment Share on other sites More sharing options...
Brian Smith Posted April 28, 2008 Author Share Posted April 28, 2008 Taking Nils' advice, here is my terrain with 4-sided polys and a smoother rim. Link to comment Share on other sites More sharing options...
Claudio Branch Posted April 28, 2008 Share Posted April 28, 2008 ...here is my terrain with 4-sided polys and a smoother rim. Nice...how did you get quads out of it? Link to comment Share on other sites More sharing options...
danb4026 Posted May 2, 2008 Share Posted May 2, 2008 The dwg file is empty. Link to comment Share on other sites More sharing options...
Brian Smith Posted May 2, 2008 Author Share Posted May 2, 2008 Nice...how did you get quads out of it? Well here's a hint....'Turn to Poly' Link to comment Share on other sites More sharing options...
danb4026 Posted May 2, 2008 Share Posted May 2, 2008 How's this Link to comment Share on other sites More sharing options...
Zolren Posted June 19, 2008 Share Posted June 19, 2008 I stumbled upon this post kind of late so hopefully I'll still be able to get a reply to my questions since I am running into some problems. 1. I am using MAX 2009 (32bit) ... and once I attach the splines followed by adding a normalize spline (default 20) and go to select Create - Compound, MAX takes forever to show the Compound options (terrain for instance). Is anyone else experiencing this? This behavior is present in both my 32bit - 64bit version even when switching to OpenGL / Direct3D 9 or 10. 2. Putting that issue aside, when i then apply the Terrain compound I get extra polygons created on the outside of the curves as shown in the attached .jpeg. So what am I doing wrong to get this extra stuff? 3. Lastly, how do I force the triangles to become quads? I tried turn to poly but can't figure out how to change the 3 sided polygons into 4 sided. Sorry if these last two questions are noobish but I can't seem to find how to solve this. Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now