10 things I learned in my 1st highway visualization
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10 things I learned in my 1st highway... Expand / Collapse
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Posted Thursday, July 23, 2009 5:12 PM
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While most of you work for Parsons which does work way beyond anything I'm qualified to comment on, I thought for anyone new or just browsing the site it might be useful for me as a beginner to just make a list of techniques and tricks I learned over the past few months while working my way though my first visualization.

1) 3D mice are your friend.

I don't like the idea of being handicapped by either software or hardware in the case that they might not always be available. But my cheap 3d connexion mouse was a sanity saver. If you ever had any reservations about getting one they can save you so much time and frustration, especially working in large models.

2) 64 bit 3dsmax and windows are also your friend.

I started my project on a 32 bit machine and windows and quickly learned the limitations of the platform both in modeling performance as well as rendering capability. I don't know if they are necessary on every project, but it would of been impossible for me to complete the project without them. Its also a cheap way to greatly increase your workstation performance, all of our company pcs have Core II duos in them, but we all run 32 bit windows, by simply changing adding my OS (well and adding 8 gigs of ram) I greatly improved my performance without purchasing a new workstation.

3) The glue tool from Iootools is awesome.

Take control of your lane striping.
http://www.itoosoft.com/english/menu.php?id=download

4) If you have a large terrain and want to map an aerial to it, brake the terrain into smaller pieces. Global mapper does a great job of automatically breaking the terrain up for you. Tom wrote up a quick tutorial for me which was immensely helpful, ill re post it below.

Something to remember going from GIS to a DCC app like MAX is that images are 100% fully loaded at render time (unlike GIS where it only loads and displays a subset of the data.) That means you often have to sacrifice quality to achieve a rendering. Luckily we can introduce a lot more detail through geometry.

Global Mapper is great because we need to produce meshes that are int he right coordinate space (.dxf) rather than the DEM importer in MAX that centers the DEM at 0,0,0.

It is a pain, but creating a tiled area and going through each tile and prepping it, applying the maps, etc. is just part of the job. You can speed up some of the labor using scripts, but it's still pretty manual.

Here's my workflow:

GIS layers into Global Mapper (images, DEM, etc)
Export terrain as .dxf
-Generally I'll use Global Mapper's built-in gridding to make smaller parcels
-Smaller parcels mean smaller polygon counts, and smaller images on each
Import .dxf into autocad
-3ds MAX does not handle real-world coordinates, so I use Acad to move things around in world-space
Translate to 0,0,0 (this translation is used for all data uniformly)
Save as .dwg
Import to MAX
Convert to Poly
Weld the verts in each parcel
Flip the faces
Apply a single smoothing group to remove faceting
**For terrain parcels that are far from the scene, I'll use Pro-Optimizer in 2009 to reduce the poly count to <1%0 of the original). I HIGHLY recommended down-rezing the terrain using this method rather than downsampling the grid resolution in a GIS package because of the averaging that GIS packages do can really do a number on your terrain data.

Then, to get the images, I'll add the original .dxf parcels into Global mapper and use thier bounds to generate the bitmaps (usually saved as 24 bit .pngs to avoid compression artifacts).

I then map those onto my parcels in MAX.

The other benefit to making a lot of tiles is that you can down-res the bitmaps for areas you won't be near. You can also apply different pro-optimizer settings as needed.


5) Make sure your cad work is at origin.

With the large model, having it not at origin to begin with and then moving miles out from that location created all sorts of crazy problems, inaccuracies, view issues, and movement problems. Create a standardized reference point in cad and move it as well as the data to origin (0,0,0) before you bring the linework into max. If you already have 60% of your model done not at origin like me you can bring that reference point into max, group your model and set its pivot point to that reference point, then move everything to origin, and it should align to your cad work.

6) Pay attention to your CAD import settings.

They are not all created equal, bringing in road shapes or building seem to require different setting than say lane striping which would require higher curve detail.

7) Wireframe mode is awesome!

F3 or better yet map it to a hot key on your 3d mouse. Working on some parts of the model and moving from one point to another after the model gets big is so much better in wireframe mode, not to mention you look cool when using it. Maybe this is a duh suggestion, but it took me a long time to realize its benefits.

8) Mental Ray proxies suck, Vray proxies are great.

Not much more to say about that, I haven't done too much research on the technicalities of it, but mental ray proxies do not "work as advertised" memory usage and performance with Vray is light years ahead of mental ray right now. I learned that the hard way when I switched from Vray from mental ray halfway though the project. For trees, and vehicles the proxies are a must.

9) Clone/Align (Tools-> Align) is a great tool for getting lots of repeating information from cad (columns and bents) into 3d and allowing them to be instanced.

10) Use Sketchup to do your building massing, I didn't do textured buildings (not even sure how you could realistically texture thousands of buildings in a short time frame) but for massing Sketchup + birds eye view from Bing are very useful if you don't have any building information.

I dont know if this information is helpful to anyone, but it sure would of saved me a lot of time having known it in advance. I will add more if anything comes to me.

Post #2506
Posted Thursday, July 23, 2009 7:01 PM


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11.) When in doubt, use the forum!



 

Post #2507
Posted Thursday, July 23, 2009 10:22 PM


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12) Use gamma correction! If not you will spend all your time trying to get your lighting to behave and almost always fail.

13) Use .exr and do a lot of work in post! Get a copy of After Effects or some other compositing software and learn to do a lot of your exposure and other look and feel things in post. It's way faster and it looks really good

Great list, btw


THOMAS SHANNON

SENIOR DESIGN VISUALIZATION SPECIALIST
PB Project Visualization
http://www.pbprojectviz.com/



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