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这是我们第一个可以尝试真实纹理来建造墙壁的例子-之前,in ourCity of Gävle in 3D example we had to use random pictures taken by our staff or downloaded from the Internet.
在这种情况下,the town ofHigh Level supplied us with the following materials:
The total number of houses in the provided example was not very big (32 buildings),so I decided to digitize roof ridge lines using the orthophoto using MicroStation V8.再一次,在我们的G_VLE示例中,我们没有使用真正的屋顶结构,instead we applied a simple centerline extraction algorithm,which sometimes works well,但在很多情况下,it creates lines that are very far from being correct.For the town of High Level,we have more realistic roofs.
I also placed street light cells in MicroStation,and found a light pole model in Google 3DWarehouse:
整个工作流程与G_V亚搏在线LE类似,but instead of random wall assignment,we join wall photos with actual walls by photo_id attribute in AppearanceAdder.
The photos had to be modified in order to fit the walls - I manually clipped them to the wall extents:
These photos are not true textures - they are not orthorectified,not cleaned from vegetation or vehicles.There are also only front photos of the building - I used the same photo for all four sides.
I also replaced building shapes with bounding boxes,so I didn't have to take into account real building outline.This saves a lot of time,and makes the process easier,however,as result,we can see some grass of every roof.
I think this simplification and lower requirements are quite acceptable for quick modelling with big numbers of features.For a particular feature of interest this might be not the best solution.
In this project I also added some street features such as fence and street light.
I used one of the building photos to make fence texture.Parcel overlay helped me to decide where fences should be placed - whenever we have more than 1 parcel boundary occupying the same place,we have adjacent parcels that have to be separated by the fence.
Light poles are more interesting example.I used pole points and street centerlines withNeighborFinder to calculate an angle to the nearest centerline.Later,此角度用于旋转原始草图模型的副本,so that each light is placed perpendicularly to the closest centerline.
Another interesting trick here is placing SketchUp model,which originally exists in its own coordinate universe.It is achieved by extracting the original XY coordinates,将源几何图形替换为SketchUp模型几何图形,并将模型偏移到原始xy坐标。In this example,we have a simple case when the center of the model lays at 0,0.If a SketchUp model is not position at this point,we need to calculate offset by extracting model coordinates from the original ones.
The workspace does not look very scary once it is divided with bookmarks:
The output looks as follows:
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