[Bf-committers] Terrain modeling

panjz acme_pjz at hotmail.com
Wed Oct 23 06:35:16 CEST 2013


I think you need terrain LOD (e.g. open source library libMini), maybe you need to write your simulation code in C++, not in Blender...

> From: pierrick.koch at gmail.com
> Date: Tue, 22 Oct 2013 17:42:39 +0200
> To: bf-committers at blender.org
> Subject: [Bf-committers] Terrain modeling
> 
> Hello,
> 
> I am working on a robotic simulator based on Blender.
> 
> I am using a small script [1] to generate terrain from aerial image
> and heightmap [2].
> Those two images are quite big (9000x9000) with a 5cm per pixel resolution.
> 
> My knowlwedge in modeling and mapping is quite limited,
> so I'm only using a grid and the "Displace" modifier,
> which limits me to a resolution of 50cm per pixel,
> and results in a model of 850K+ vertices and 1.7M+ tris [3].
> 
> [1] https://github.com/pierriko/morse/blob/master/tools/terrain/blend_dtm.py
> [2] http://en.wikipedia.org/wiki/Digital_elevation_model
> [3] http://www.pasteall.org/pic/show.php?id=61222
> 
> 
> My question is, is there a way to optimize the terrain using other
> methods (bump mapping / shaders) ?
> 
> I tried using the "Decimate" modifier, but it breaks the model (end up
> with a lot of holes in it).
> 
> For info, my lab is using an eBee [4] for mapping.
> 
> [4] http://spectrum.ieee.org/automaton/robotics/aerial-robots/sensefly-and-drone-adventures-toss-uavs-off-the-summit-of-the-matterhorn
> 
> Cross posted on
> http://blenderartists.org/forum/showthread.php?315312-Terrain-modeling
> 
> Thanks for your help!
> -- 
> Pierrick Koch - http://morse.openrobots.org
> PhD student, LAAS-CNRS
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