[listTools title="TerrainAxe Help"]
One of kind poly tools for 3dsmax for terrain modeling
|Quickly make roads on the terrain
|Accurately present level defference
|Reasonable ,graceful topology
|Easy to make fine correction
[listTools title="TerrainAxe Help"]
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A new selection tool ,SameDirFaces,was added,which can select faces that has same normal as selected face
RoadlineSys:Road Width parameter can be got after creating road lines. The width of road shoulder can be adjusted One way road lines can be chosen , median width can be adjusted. Fixed a bug that make road lines creating failing at top level of sub-objects.
ClearDupShps,fixed a bug that duplicated splines can't be cleared.
MoveOnDir can work normally.
AdvArray: The mid-points of ring edges can be used as path to array objects.
CapEdges:Before,the new polygon can't be created if endpoints of border share on same edge,but now can.
MoveVerts:Supplied an option to ignore border vertices when moving vertices.
Web license type :fixed a bug that can cause TerrainAxe disable when another new 3dsmax window is opened.
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License Server for TerrainAxe is a program running in host PC ,with which you can run TerrainAxe on multiple PCs in a same local network.The number of PCs that can run TerrainAxe is the number of licenses.Once you start License Server you can active TerrainAxe on client PC.
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In this update,stitch algorithm has been improved and enhanced,error probability is reduced greatly,no longer need to clear jags of borders but final triangluation is much better.
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TerrainAxeServer
TerrainAxeServer01
TerrainAxeServer02
TerrainAxeServer_Active
No need to install client program, which will run with TerrainAxe.Remember set License Type to Network and keep TerrainAxe Server running.
TerrainAxeClient01
TerrainAxeClient02
successful connecting
Client is appear in host side
Activation is successful
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Why topologize model?There are three main reasons.
The road in this file is an editable polygon converted from a spline shape ,the layout of vertices is not regular because original dwg file is not good,so CutByAgl is used a lot to cut road.If the number of vertices on bothside of road is same ,ConnectVerts is better.
In the Step,MoveVerts is used to conform the road to the terrain because of lacking level data,then SMRoad tools to smooth road ,at last conform faces covered by road to it.In the basic version ,SmoothRoad (which has a user interface) can be substitute for SMRoad tools,you can watch last video to see how to use it.
In this Step, the road is attached to terrain,the holes are capped ,then StitchVerts is used to topologize new polygon.StitchVerts is unavailable in Lite version ,you can use AdvConnectVerts to substitute for it.
If you are using basic version of TerrainAxe,you can watch the below video to complete tutorial.
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AxeSetting
Specify the directory and filename for DwgImport,Click long button to specify a dwg file in openning explorer window ,which filename will be shown in blow text box,you can also enter manually a filename.
Then every time you excute DwgImport,which will import the same name file from the location without popping a dialog.
The filename of the file imported by DwgImport .
Used to test importing,A AutoCAD Dwg/Dxf import options dialog will be popped, make some setting for your next dwg file importing.
Affect the behavior of SmoothRoad tools.
If checked,SmoothRoad will mapping the height of every vertex to the other side of road,or only smooth one side.
Control the behavior of Weld Verts to Edges tools.
If checked, the welding of [Weld1VtToEg] and [Weld2VtsToEg] will happen on selected edge ,or at selected vertices;
If unchecked ,no welding happen,Weld2VtsToEg and SuperWeld will create a polygon or multiple polygons between selected vertices and selected edges;
If checked, SuperWeld will extend topology lines from old polyons occupied by selected vertices to new created polygons.
Welding threshold for Weld_Vts&Egs.If welding fail or gaps still exist,try to increase the value.
Control the behavior of FacesToStair
Specify the width of a step.
Specify the length of a step.
If checked,the created stairs will be welded to terrain .
If checked,curb for stairs will be created.
Control the behavior of SmoothRoad(Rad)
The initial radius of round corner.
Make Arc for round corner tangent to adjacent edges.
Control the behavior of FreePolyand ShapeEdge.
Active snap mode when pick points.
Used keep all picked points within one XY plane.
Set options and parameters relating to Material and UV operating,such as FreePoly, UVPaver.
Specify the material for new created object by TerrainAxe,such as curb generated by SweepEdge;
Secpify the ID for new created polyon,such as FreePoly
Real demension in world space ocuppied by on unit in U direction in UVW space.
Real demension in world space ocuppied by on unit in U direction in UVW space.
Specify which channle UV tools will operate on.
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Many users are used to learn one by one all tools of a software ,but it is not really a good idea,because even though you can manipulate all tools,but you will be puzzled, you don't still know when and how and where to use them ,and don't know why the tools exist.
As we know, terrain landscape modeling is a very hard work,it is not like surface modeling which can use few control points to control complex modeling,and not like building modeling which can be freely pick a part of entire model to modify ,because it is generally regular .Terrain landscape modeling need often disruptive modification on terrain.For example,you are going to make roads on terrain,where are you begin?Use boolean and comform deform object as before? Another example,if your modeling has been completed ,but you need to hack a clearing from terrain to place a building by the side of the road ,which tool will you first call in mind? Some users generate curb,sideway and stone paving ,but roads are still flat,how to do after ajusting level difference of roads? how to do in next connecting work to terrain?
So ,it is impossible to modeling for terrain landscape as modeling for other type of scense,we need a new completely different idea to guide us to find an efficent workflow,which can avoid plenty of unusful jobs.The peculiarity of terrain landscape modeling decide there is only one workable thread,which has been write in the article MAIN THREAD OF MODELING TERRAIN LANDSCAPE .It is a very important arcticle. It is very necessary to read the arcticle before learn TerrainAxe. The thread is the most direct and efficient we can find,because of which every tool exist.Follow the thread to search tools you desired and understand them,thus you can freely use TerrainAxe .
Why use a software like Civil3D to modeling terrain landscape?Maybe somebody ask.It is really a powerful software,but first of all,this type of automate software need complete data ,but the data we can have is generally insufficent;Also we have many individuation requirements,which can be solved by ajust data or parameters.Only preparing many individe tools to let users freely combinate them can meet our defferent requirements,this is also the time to show the power of TerrainAxe.
Hope everyone who is interested in TerrainAxe can realize earlier the value of the software.
A tutorial and its 3dsmax file were also provided,Basic Tutorial---Make Roads Through Terrain.
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