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	<title>Comments on: Modeling a terrain with level curves for Architectural Visualization</title>
	<atom:link href="http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/</link>
	<description>Using Blender 3D for Architectural Visualization</description>
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		<title>By: Astroman Pete</title>
		<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/comment-page-1/#comment-7160</link>
		<dc:creator>Astroman Pete</dc:creator>
		<pubDate>Sat, 12 Sep 2009 17:21:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=685#comment-7160</guid>
		<description>@ Zack

I&#039;ve had some marginal success in making height maps in Inkscape and using them with the Displacement modifier in Blender. It is less precise than Mr. Brito describes, but not subject to the curve-interpolation weirdness that you describe, and is less time consuming for large sites. (Having very long and very short curves in a surfacing operation can be a pain.) 

The (very) basic steps are:

1. Export the topography from CADD (if available) into Inkscape via DXF or PDF. Your will want to make these continuous closed polylines/splines before you do.

2. In Inkscape, each contour should be a closed path. Shade them in equal steps with your lowest being black and your highest white. And set their draw order so that they all show.

3. Blur the shapes in Inkscape. Your trying to achieve a smooth gradient. Other tools may be better for this, I haven&#039;t done this since the newer 2.47 builds have come out. The &quot;Interpolate Sub-Paths&quot; path filter looks promising for refining coarse shape transitions.

4. In Blender, apply the rasterized height map from Inkscape as a displacement modifier to a flat mesh. A good starting point for the magnitude of displacement is height difference between your lowest and highest contour. You can spot check the heights and change your multiplier accordingly.</description>
		<content:encoded><![CDATA[<p>@ Zack</p>
<p>I&#8217;ve had some marginal success in making height maps in Inkscape and using them with the Displacement modifier in Blender. It is less precise than Mr. Brito describes, but not subject to the curve-interpolation weirdness that you describe, and is less time consuming for large sites. (Having very long and very short curves in a surfacing operation can be a pain.) </p>
<p>The (very) basic steps are:</p>
<p>1. Export the topography from CADD (if available) into Inkscape via DXF or PDF. Your will want to make these continuous closed polylines/splines before you do.</p>
<p>2. In Inkscape, each contour should be a closed path. Shade them in equal steps with your lowest being black and your highest white. And set their draw order so that they all show.</p>
<p>3. Blur the shapes in Inkscape. Your trying to achieve a smooth gradient. Other tools may be better for this, I haven&#8217;t done this since the newer 2.47 builds have come out. The &#8220;Interpolate Sub-Paths&#8221; path filter looks promising for refining coarse shape transitions.</p>
<p>4. In Blender, apply the rasterized height map from Inkscape as a displacement modifier to a flat mesh. A good starting point for the magnitude of displacement is height difference between your lowest and highest contour. You can spot check the heights and change your multiplier accordingly.</p>
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		<title>By: Zack</title>
		<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/comment-page-1/#comment-7123</link>
		<dc:creator>Zack</dc:creator>
		<pubDate>Thu, 10 Sep 2009 19:40:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=685#comment-7123</guid>
		<description>I&#039;ve tried this method out a few times on a site topo map.  Heights that curve back on themselves totally break the face creation for me.  Is there a different method to accomplish this?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve tried this method out a few times on a site topo map.  Heights that curve back on themselves totally break the face creation for me.  Is there a different method to accomplish this?</p>
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	<item>
		<title>By: D. Waschow</title>
		<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/comment-page-1/#comment-7082</link>
		<dc:creator>D. Waschow</dc:creator>
		<pubDate>Tue, 08 Sep 2009 17:02:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=685#comment-7082</guid>
		<description>Using this method, what&#039;s the best way to &#039;close&#039; the surface at the inner-most contour? In other words, if you start with a closed curve and work your way inwards, how do you finish without having a hole in the center?

Thanks!</description>
		<content:encoded><![CDATA[<p>Using this method, what&#8217;s the best way to &#8216;close&#8217; the surface at the inner-most contour? In other words, if you start with a closed curve and work your way inwards, how do you finish without having a hole in the center?</p>
<p>Thanks!</p>
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	<item>
		<title>By: Allan Brito</title>
		<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/comment-page-1/#comment-7021</link>
		<dc:creator>Allan Brito</dc:creator>
		<pubDate>Sat, 05 Sep 2009 12:15:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=685#comment-7021</guid>
		<description>Ops!

Thanks Fabio, it`s updated!</description>
		<content:encoded><![CDATA[<p>Ops!</p>
<p>Thanks Fabio, it`s updated!</p>
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		<title>By: Fabio</title>
		<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/comment-page-1/#comment-7019</link>
		<dc:creator>Fabio</dc:creator>
		<pubDate>Sat, 05 Sep 2009 09:36:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=685#comment-7019</guid>
		<description>Add a NURBS Curve (add-surface-NURBS curve) and deform the control points to adjust the curve to the level curves.
add-curve-NURBS curve doesn&#039;t work in this case</description>
		<content:encoded><![CDATA[<p>Add a NURBS Curve (add-surface-NURBS curve) and deform the control points to adjust the curve to the level curves.<br />
add-curve-NURBS curve doesn&#8217;t work in this case</p>
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		<title>By: reezjer</title>
		<link>http://www.blender3darchitect.com/2009/09/modeling-a-terrain-with-level-curves-for-architectural-visualization/comment-page-1/#comment-7015</link>
		<dc:creator>reezjer</dc:creator>
		<pubDate>Sat, 05 Sep 2009 07:14:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=685#comment-7015</guid>
		<description>Thanks for this great explanation of detailing terrain. As usual, well done.

Grtz</description>
		<content:encoded><![CDATA[<p>Thanks for this great explanation of detailing terrain. As usual, well done.</p>
<p>Grtz</p>
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