Imagin Terraing in 3D With Autodesk 3d Studio Max
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Transcript of Imagin Terraing in 3D With Autodesk 3d Studio Max
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Imaging Terrain in 3d with Autodesk 3d Studio Max, Autodesk Civil 3d and Autodesk Raster Design Luis Morillo
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.
About the Speaker: Luis is a development director for Erickson Retirement Communities, working and collaborating with all phases of the construction process including state and local government agencies. He is a technology consultant and works independently on design projects in the Washington Metropolitan area. Luis was an applications specialist for CAD Microsystems for 11 years where he was in charge of building solutions applications and design visualization. Prior to joining forces with CAD Microsystems, Luis was an architect and design consultant for ten years. He is an award-winning architect in the Adaptive Use category for his conversion of a farm silo into a residence.
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Setting up drawings and coordinate systems
It is very important to maintain the same orientation between data and raster images. To do this the drawing settings need to be set prior to doing any work. In this exercise we will be using Civil 3d as well as AutoCAD Raster Design tools.
The drawing settings gives us the option for selecting units and most importantly categories and coordinate systems so that geo-reference images and drawing information can match accurately.
Select drawing settings and, under the Zone, select the coordinate system from the available coordinate systems list. For this exercise, we will select the Nevada coordinate system where Lake Mead is located.
Importing DEM files
DEM files make use of a palette color map, which is very versatile. This type of color map uses a palette of colors in which each color represents a range of values. The values can be surface elevation, slope, or aspect (slope direction). Each color can represent an equal range of values, or the ranges can be calculated using a formula for quantile or standard deviation distribution.
Once the drawing settings are in place we can proceed in importing DEM files.
To import a DEM file, use the raster design image tool, select insert image and select the DEM file.
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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.
Creating surfaces from DEM file
Under surfaces select import DEM. The DEM file will automatically pick up the properties of the default surface so that we can create contours, TINs (triangular irregular networks) or 3d grids.
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Creating Contours and Surface Properties
Surface properties allow us to define how we want to view our surfaces. In this exercise, we will view our surfaces as contours so we will create a contour surface style.
Right click on Grid from DEM and select properties.
Under the Information tab create a new surface style named Contours.
On the next dialog box select the contour tab and set Minor Intervals to 250 and Major Intervals to 500. These intervals seem too large but the purpose is to make the file smaller and at the same time make sure that the intervals will provide us a smooth surface.
In addition we can apply color, line type and layer for the intervals.
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Select the Display tab and make sure to select the correct layer for the intervals and turn on the layer so contours can be displayed.
This is how our surface is now displayed with Major and Minor contours. With the DEM file matching perfectly underneath.
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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.
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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.
Be careful with tolerance. If the tolerance is too large the contours will distort, creating an inaccurate representation of the terrain.
Basically this would erase some of the grips along our contour lines, reducing the file size.
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Notice how the file was reduced after the clean up exercise.
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.
How to take a raster image and converted into a 3d model
There are several steps we need to take for a simple image to be converted into a 3d model:
Insert a Geo reference Multi-Color image. Crop the image Convert from a multicolor to a bitonal image Follow the raster contours to create contours with elevations And finally bring it into 3ds max to create a surface and accurately assign the multicolor image
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Crop the image using the rectangular cropping option.
To trace, erase and create contours using raster design vectorization tools, we would need to convert
the multi-color image into a bitonal image.
These are the following steps to do this:
Select the histogram
Select color to gray scale
Select the threshold
Invert the image file
The histogram is located on the image, edit menu
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The histogram will allow us to convert the
image to a grayscale image. Once we
converted into a grayscale image we need
to go to the threshold to converted into a
bitonal image.
By selecting the threshold we can convert
the multicolor and/or gray scale to a bitonal
image. Then we can use vectorization tools
to create surface contours. The threshold
can be adjusted to get the best quality and
bitonal image clarity.
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The last step to get the
bitonal image we need is to
select invert from the
cleanup tools roll out.
This is the result of the image. It is now ready to
create contours.
Raster design has many tools we
can use to make our job easier
when it comes to editing images.
One of the tools we use is a vector
follower tool. This tool can detect
the raster contour, follow it, and
erase it.
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Go to vectorize recognize
text and select contour
follower.
Select one of the raster
contours. The vector
follower will follow it at the
pre-assigned elevation and
replace it with a
contour/polyline. Now we
can proceed with the next
raster contour that will
automatically assign the
next contour interval.
Another very powerful tool
we could use in this
exercise is REM tools. REM
stands for raster entity
manipulation. We will use
this tool to gain productivity
by cleaning up the image.
As we were using the
contour follower tool at
times, it would stop
because of a raster feature
intersecting the raster
contour we wanted to
follow.
In this particular case we will select the stream line crossing the contours and delete it. By cleaning
up the image firs, it will be more efficient to continue converting contours.
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Merging multiple images
When we insert several images we can see that they perfectly overlap and line up with one another. This is fine, but we need to make them one file so we can drape the image over the surface easily and accurately.
Raster Design merges your source images into a single destination image. The properties of your destination image, such as dpi and color depth will not change as a result of the merge. The merge will also respect any polygonal clip boundaries you have set, as well as brightness and contrast resolutions.
For example, if your source image has a value of 200 dpi, and your destination image has the value of 400 dpi, the destination image will retain the value of 400 dpi after you have performed a merge.
From the raster design image tab, select edit tab at the bottom.
Select merge images, and then select one of the images as the source image and the second one as the destination image. Then detach the image.
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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.
Select Image, write and export, and select the coordinate system.
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If you select properties, you can see the GeoTIFF detailed coordinate information.
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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Mapping images over geometry using Max
In Max 9 we can either import or link the cleaned up geometry we created using Civil 3d. We notice that the file comes into Max with the corresponding layers. We can use the layering system to easily map materials to specific surfaces.
Once the file comes into max, select contour objects. Go to the create tab, and select compound objects, terrain. This creates a TIN (triangular irregular network) or a surface we can use to map our materials.
Now that we have our surface and we have our images cleaned up, with the right correlation we can map it on our surface accurately. From the material editor, select the TIFF image and apply it to the terrain surface. Apply a UVW planar map and we have our flat images accurately applied to the surface. Now we have a 3d representation of the site ready for rendering and animation.
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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.
Draping a centerline over 3D terrain using shape merge
Using Max 9, we can add additional detail to our terrain solution, render it and animate it. Typically we draw a line over the terrain to attach a camera using snap to edge. Sometimes the line does not snap exactly to where we want it. In the next exercise, we will learn how to apply a line segment that perfectly follows the contouring surface, and then apply a camera to it.
Go to the top view on your scene and draw a line over the surface. Then move the line above the surface.
Select the surface, right click, and convert it to an editable poly. Select compound objects, ShapeMerge, pick Shape, and select the line.
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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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Using Mesh Merge to drape and extrude road over terrain.
Create a spline, and at the sub-object level, select the spline tools, and outline it, representing a road. Make sure that the spline is above the terrain. Select the terrain surface and go to compound objects, under compound objects select mesh merge. Then select the spline you created so it will merge onto the terrain surface.
The TRICK here is to go to the modifier rollout and select polygon. You will notice that all the polygons are now selected (in color red), then you can extrude them downward carving a road on the surface.
This same exercise can be used with the center line exercise we did previously and apply a loft along the center line adding road or street detail. We will do a road detail exercise next.
In addition you can select the bevel polygon tool to bevel the edges of the road and create a more realistic effect.
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Create Road Way in Max
In this next exercise, we will detail a road with asphalt, curb and gutter, grass area and sidewalk. We will use just two lines to detail our road.
First, we will draw a line that represents the center of the road. Next we will create a line with three segments that represent the road, curb and gutter, grass area and sidewalk. This line is basically a profile of the road. We only need to draw half of it and use the mirror modifier to complete the other half. The benefit of the mirror modifier is that if you edit one half then the other half will update.
TIP: Expand mirror modifier and select mirror center. The mirror gizmo shows up on the scene. Using vertex snap, move center gizmo to the end of the profile line, and select copy. Now we have two equal parts.
After the road profile is done, the next step is to loft it along a spline. As you can see, the road was created with the road, curb and gutter, grass and sidewalk.
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 the sub-objects in the area to deform.1
13d Studio Max Help Topics
If you need to create a very steep incline representing, for instance, the Alps or the Andes Mountains, rotate the surface before applying the paint surface modifier.
Pro Boolean Tool for creating a Tunnel
In the previous exercise,
using paint deformation, we
rotated the surface so we
can create steeper terrain
results. We will do the same
trick here. The TRICK is that
when painting the vertices
make sure to a have the
original normals selected so
the mountain peaks go
straight up instead of away
from a rotated surface.
In this particular exercise we
will loft a tunnel and do a
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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.
The centerline is the basis for creating geometry, as well as for a camera to be attached to it to follow the road.
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.
Go to the modify tool and select morpher, then select the original terrain surface and by scrolling from 0 to 100 you can see how our new surface gradually takes the same shape as the original one.
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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.