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Construct

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RoundVerts

RoundVerts tools not only round vertices ,but also optimize poly object by decreasing or increasing the number of vertices .Usually ,road net is turned from spline shape, the number of vertices in corners maybe insufficient or too many,you often need to keep a balance between number vertices and accuracy.With RoundVerts tools ,you don't worry about the steps in shape-editing stage.

RoundVerts:

A RoundVerts tool with UI,you can manually input parameters such as the number of vertices and the radius of an Arc .This tool provide 3 methods to control how to round vertices:

RoundVerts


Tan2Edge the arc tangent to two edges.

Tan1Edge the arc of vertices tangent to one edge.

ArcTo3p the arc through three points, two is the positions of two end vertices,one is a point snapped,moving mouse can change arc radius.

Below 3 RoundVerts tools is all one-key, more powerful and very rapid, which use more efficent methods to round verts,can auto figure out radius of arc and how many verts should be remained.

Auto RoundVerts Tools:ArcVts(3P) | ArcVts(Rad) |ArcVts(TT)


ArcVts(3P)Select at least three continuous verts,from which take start vert, end vert,and a random vert to caculate an arc through these 3 verts to round selected vertices.
ArcVts(Rad)Fillet a vertex and set its radius,or select more vertices to round and ajust its radius through a spinner in UI.
ArcVts(TT)Select a continuous vertices(at least 2),take adjacent two edges as tangents to caculate an arc to round.-->

How to Control Number of Vertices on an Arc

Number of Vertices on an arc is controled via "SegsVsArc" under "Manager".For arcs with same degree,the bigger the radius ,the more vertices are needed.So I defined a table to describe the mapping relation:Radius versus degree that each segment of Arc occupy,thus the vertices number on an Arc will be gotten via interpolation.
If you need more vertices,you can follow steps blow:

  1. import an arc(select an segment of a spline or continous vertices which can form an arc) to get the radius
  2. then enter the desired numbers on the arc
  3. press "=>Rescale" .
  4. Then the change will be applied to Auto RoundVerts tools and Piece poly.
    The video below show the operating.

    Control Number of Vertices


Smooth Road

Make road have a smooth transition from one elevation to anther elevation ,at same time keep road cross-section up-right without tilt . TerrainAxe give you several methods to control how to smooth your road. Before you use this tools ,you need to select a part of border of your road.Maybe you also need to set several elevation for key verts and select them.

Currently,SmoothRoad can only recognize quad polygon,use "Del_midVerts" to remove mid-edge-vertices (which has only two edges)

SmoothRoad:

This tool has a Graphic UI,you can import road data to control curve,ajust curve shape to the road appearence you desired ,then export curve information to road.If you need more effcient methods ,you can use below SmoothRoad tools.

Quick SMRoad


SMRoad(Linear)Base on the elevations of ends of road to make linear transition with the distance from start vertices.
SMRoad(Curve)Base on the elevations of start and end vertices of road to make bezier curve transition with the distance from start vertices.
SMRoad(nPts) Select a length of road by select border,and set the elevation of key vertices and select,then press a key to smooth the road.
SMRoad(blur)Eliminate noise of road and make which have a smooth appearence.This is a very fast smooth method,you just need to select a part of road then press a key.


Weld Vertex to Edge

weld vertices to edges?Yes,Easy to join polygons together,eliminate the seams difficult to observe.

Weld1VertToEg

Weld2VertsToEg

weld_X

WeldVtsToEgs

SuperWeld


Weld1VtToEgWeld one vertex to one selected edge.
Weld2VtsToEgWeld two vertices to selected edge.

By default,above two welding tools will weld selected vertices perpendicularly to selected Edge.

SuperWeldWeld a part of continuous vertices to selected border.
Weld_Vts&EgsSelect multi vertices ,the tool will search the nearest edge (if within distance threshold) for each vertex and weld them together.
weld_XSelect two edges and one vertex of one of the edges,the vertex will be weld to the intersection of two edges.

Control the behaviour of welding

Run [AxeSetting] in Manager Category ,[AxeToolSetting] Dialog will appear,as shown in the below pic.The options in [WeldtoEdge] Group will control how the vertex is welded to selected edge(s)

  1. [ToTarget]: if checked, the welding of [Weld1VtToEg] and [Weld2VtsToEg] will happen on selected edge ,or at selected vertices;
  2. [Weld]:If unchecked ,no welding happen, [Weld2VtsToEg] and [SuperWeld] will create a polygon or multiple polygons between selected vertices and selected edges;
  3. [KeepTopolgy]:If checked, [SuperWeld] will extend topology lines from old polyons occupied by selected vertices to new created polygons.
  4. [WeldThres]:Welding threshold for [Weld_Vts&Egs].If welding fail or gaps still exist,try to increase the value.

Tools used to change construct of poly,such as move verts to a plane along z axis

ConformToRoad | ProjToFace |BBoxToTerrain| ExtendVerts

Project vertices of ground surface onto picked road surface.the projected vertices is what are overlapped with road watched from top view.

ConformToRoad

ProjToFace

BBoxToTerrain

ExtendVerts


MoveVerts | ZAlign3P | ZPlaneFace

MoveVerts_toGround

PlaneBy3P(ZAlign(3P))

Plane_ByVerts

Plane_ByNormal(ZAlign(Face))

SMEdges

ZRelax

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Create

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Tools be used to create polygon,such as curb of a road,stairs,polygons by piece shapes

FreePoly,DragPoly,CapEdges,ShapeEdges,LoftSplines

FreePoly

DragPoly

ShapeEdge

CapEdges

Crossroads

Create crossroads with overlapped faces of two roads.Radius of every corners can be changed.

AppendPoly

AppendPoly

Resample

Ignore "Project" option which simply design for "Make Hole"
"Resample" will convert resampled Editable spline to Editable poly if check "ConvToPoly"
"Make Hole "and "Fill Hole" are deficient functions,ignore them.

StitchPoly


Stitch Poly

Free Stairs

Quickly create stairs for landscape,whose work way is very simple and free,you can just snap 2 or 4 points to easily create a stair,or turn selected quad polygons to stairs with preference settings .

FreeStair:

Use two points as start edges ,or two additional points as end edges to create stair.The points can be from selected vertices or points snapped with mouse.Also,you can create multi-stage free stair which mean there will a platform every specified number of steps.

FreeStair02

FacesToStair:

Obviously,FreeStair is not enough if you have too many stairs ,such as hundreds of stairs to build,you can first build stairs to quad-like polygons,which mean the number edges can be bigger than 4,then use the powerful tool to turn them to stairs one time.

FaceToStairs00

FaceToStairs01

IrregularStair

1.Create stair with style lines which can be splines or inner edges of selected faces of polygon 2.Pave steps along a curve path.

Create Stair by parallel splines

Create Stair by split polygons

Pave stair along a curve

CapStairSides

CapStairSides


PiecePoly

Splines interlaced with each other will form many closed areas,the process extracting these closed areas as poly faces is called PiecePoly.
The powerful tools is a great resolution to create seamless joined polygons, operating is also very simple.An UI control is also offered which be used to decide the number of vertices how to change with arc radius.

PieceShapes


Piece_ControlNumVerts

PieceGround

PieceExtend




SweepEdge

Big amount of curbstone creating tool.Actually,it can loft any shape of cross-section,which extrude a cross-section along underlying paths in a way similar to loft or sweep modifier, but can always keep the cross-section up-right and level without twisting.The underlying paths can be continuous edges,splines or NURBS curves, the procedure can auto select the right side of edge to sweep.
There are three situation for different cross-section.

Curb

Stair

StoreSection

Sweep_Belt

Sweep_CustomSection


Curb Used to create curbstone,the cross-section is an open rectangle ,you also can create curbstone with side-way,grass ground,or offset a path to create a polygon strip.
StairClone a step Repeatedly as cross-section ,sweep along a path to create stair.
CustomUse yourself pre-made cross-section to sweep ,you can draw any spline for your cross-section and store it for reusing later ,the procedure can also multiplly clone cross-section to form a new cross-section.

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Poly Select

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Small,easy and efficient selection tools ,quickly select vertices ,edges or polygons.

SelectBorder

RingEgs

CoverFcs

FcsToRingEgs

FindBorder

InnerEgs

InnerVerts

Nextegs

SideEgsOfFcs

SelectBorder:

Select the part of border between two selected verts,if run again,which will select another part of border. (more…)

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Terrain modeling's basic principle

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首先谈下高差地形的建模原则。因为路网牵扯的工作很多,比如布线与斜坡的表现,所以,单独处理路网是比较明智的,然后再考虑与地形的结合。也就是:先修路,再与地形融合。

下面,本文的行文将从需求入手,引导用户找到合适的工具,并做简单说明。

一般来说,高差地形建模时有三个大问题是建模师最关注的:布线,斜坡与起伏道路的表现,路面与地形的结合。

道路与地形的结合
道路与地形的结合主要有两种方式:

1对于现成的地形,比如等高线生成的地形或者第三方软件提供的网格状地形,可以通过删除路网以下结构,然后再取出边缘与道路进行缝合来完成。此时最快捷的工具是【多边形缝合】。如图所示:

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