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DV104-1
The challenge of creating terrain environments is typically file size, and different data sources and design disciplines.
In this session you will learn to get the best data possible from architects, engineers, and other design teams. We will
look at different tools to create astonishing conceptual landscape environments, accurate terrain models with satellite,
as well as raster images to perfectly map them onto our 3ds Max models. In addition, you will learn a few tricks for
mapping roads onto terrain, adding details like curb and gutter to roads, etc. This session is ideal for architects,
engineers and design visualization specialists. Participants should have knowledge of AutoCAD-based applications
and Autodesk 3ds Max.
You will notice that the DEM file already contains the
coordinate system that matches the coordinate system we set
up on our drawing settings. This is of great importance
because we can create surfaces from the DEM files for
engineering calculations as well as importing models and
raster images in 3ds Max that match perfectly, so we can
create photo realistic model renderings and animations.
This is how our surface is now displayed with Major and Minor contours. With the DEM file matching perfectly
underneath.
Above is an isometric view with a surface style that shows the DEM file, grid surface, and the
terrain contours that later on we will insert into 3ds Max.
File size
File size is an issue since we have to import or link the file with 3ds Max for rendering and
animation.
The surface created in Civil 3d contains a lot of information making a large file.
One way to minimize the file size is by exploding the surface twice until we can get to
individual lines or contours.
Notice that when we select the lines many grips show up. Each one of these grips
contains data. To minimize the file even more we can use map clean up tools.
Map Clean Up
To efficiently reduce the number of grips on
the contours we need to use Autodesk Map
tools. To proceed, go to Map edit and select
Map Clean Up.
Select Clean, select all, and go to the next
window, Erase Short Objects and select
tolerance.
Images
On this exercise we will be inserting raster images using Autodesk Raster
Design. Raster Design is an application that allows us to manipulate the image.
We can crop, align, rubber sheet and most importantly apply the right Coordinate
System.
When inserting an image with the Raster Design using the insert command, we
can see that the image has a coordinate system already assigned to it. Since
the raster image and data have the same correlation or coordinate system they
match perfectly.
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Go to vectorize recognize
text and select contour
follower.
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From the raster design image tab, select edit tab at the
bottom.
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Once this is done, crop the image rectangularly. The image has now become one, but we need to add a Georefence
to it.
Select the image, right click and export to a tiff file.
This will give you the option to make sure the newly
created file has the correct correlation.
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Scanned Images
Typically scanned images do not contain geo-referencing. In other words they
do not know where they are located in space and usually they come in at 0
origin, unknown coordinate system and the size does not match the geometry.
With raster design we can select tools that will allow us to match the image to
the geometry.
Select Match from the raster design tool bar, and select two points that we can
differentiate in both raster image and drawing. The source points are on the images and the destination points are on
the drawing.
Once you select enter, the image matches the drawing,
but not perfectly. We then select the rubber sheet tool,
zoom into an area and randomly select several source
and destination points as we pan around the drawing.
Select enter, and we will see that the image matches the
geometry more accurately.
The last step is to select the image, and just like before,
export as a geo-tiff. This will allow us to map the image
correctly onto the geometry using Max.
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Here is another example of a satellite multicolor image that with no additional editing inside of max, the terrain object
and image match very well and accurately with impressive 3d photorealistic results.
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TIP:
Convert the ShapeMerge object into an Editable poly.
Here is the trick, select vertices so you can see the
vertices highlighted onto the surface. Hold down the
CONTROL key and select Edge. Notice that several
edges show up, but we only need a single edge merge
onto the surface. To solve this, select the shrink option,
this will create a single edge right onto the surface.
Under Edit Edges, select Create Shape From Selection,
name it center line and select linear. Now we have a
perfect path for our camera to follow. (See figure below)
Terrain Object
There are several ways to
create and manipulate terrain
surfaces in 3ds Max. In the
example below we imported
contours from Civil 3dc,
created a surface and then
selected subobject tools in
Max to add different colors to
different elevation ranges.
This helps us visualize and
study different elevations on
a 3d model.
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The next step is applying materials. On the modify tab, select the profile line, notice that only half of the road profile
shows up. Select the segment level of the spline, go to surface properties, and apply a Set ID to each one of the
segments that represent the different parts of the road.
Once this is done, go to the
material editor. Now that the
multi/sub-object material is
set, apply the corresponding
bitmap to each sub-object
material. This makes it
easier to apply several
materials quickly and
accurately without having to
select specific faces on the
road object.
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By lofting the profile of the road, the lofting tool gives us several options like Twist and
Bevel so that we can add super elevations or twist the road.
Soft Selection
Soft selection is a max tool that allows us to
select vertices and increase or decrease the
fall of value to move the vertices upwards
and create terrain surfaces conceptually.
By keeping the control key down, you can
select additional vertices making a
mountainous terrain.
Paint Deformation
Paint deformation is a similar tool to soft selection, but with additional options that allows us to
actually paint over a surface and have the flexibility to add more complexity and detail to
creating a terrain surface.
Paint Deformation lets you push, pull, or otherwise affect vertices by dragging the
mouse cursor over the object surface. At the object level, Paint Deformation affects
all vertices in the selected object. At sub-object levels, it affects only selected
vertices (or vertices that belong to selected sub-objects), and recognizes soft
selection.
By default, deformation occurs in the normal direction of each vertex. 3ds Max
continues to use a vertex's original normal for the direction of deformation, but you
can opt to use the altered normal direction for a more dynamic modeling process,
or even deform along a specific axis.
As you move the mouse, the brush reorients dynamically to show the normal
direction of the portion of the mesh currently under the cursor. You can use the
normal direction of deformed surfaces as the push/pull direction by choosing
Deformed Normals.
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Press the mouse button and drag to deform the surface. If you paint in the same spot repeatedly without
lifting the mouse button, the effect is cumulative up to the maximum Push/Pull Value setting.
Paint Deformation has three modes of operation: Push/Pull, Relax, and Revert. Only one of these modes
can be active at a time. The remaining settings control the effect of the active deformation mode.
For any mode, choose the mode, change settings as necessary, and then drag the cursor over the object
to paint the deformation.
To paint deformation anywhere on the object, remain at the object level, or work at a sub-object level with
no sub-objects selected. To deform only specific areas of an object, go to a sub-object level and select
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the sub-objects in the area to deform.
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Boolean operation to subtract or create the tunnel thru the mountain. This exercise will also carve
away mountain surfaces that should leave room for the road to go thru. If you notice on this screen
capture, there are holes on the mountain and inside of the tunnel created by the Boolean operations.
One TRICK to resolve this issue is to use Pro
cutter under compound objects instead of a
Boolean operation.
In this case we use the centerline to loft the road, and also to use the railing object
under AEC extends. The railing object gives us many options to select picket, post,
and spacing to fully control a complex piece of geometry.
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Conform Modifier
We will use the conform modifier to conform a
road on a terrain surface. The first thing is to
have a terrain surface, create a lofted road
object, and then use the conform modifier.
Go to compound objects, select the road, and
then select the conform modifier, select the
pick wrap to object, and select the terrain.
Two TRICKS in this exercise are to make
sure you are on the top view before selecting
the pick wrap to object or the road will be
displayed incorrectly. The second one is to
control how the faces show up after rendering
by going to the wrapper parameter and chancing the standoff distance.
Terrain and road manipulation with conform, skin wrap and paint deformation modifiers.
With a surface and a road already created, we can apply the road to the terrain using a combination of the conform,
skin wrap modifier and paint deformation.
Select terrain surface and make a copy of it.,
convert the surface to an editable poly so we
can flatten it using the make planar option
on the z axis.
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The next step is to select the road and apply the skin wrap modifier as we did before.
By re-selecting the terrain surface and scrolling from 0 to 100 under the modifier, we
can see that the road deforms along with the surface.
We can convert the object to an editable poly select paint deformation and alter the
surface without having to go back and re-edit the road.
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