Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Changing defaults for profiles (roads etc)? Possible? #553

Open
ewebgh33 opened this issue Nov 15, 2024 · 11 comments
Open

Changing defaults for profiles (roads etc)? Possible? #553

ewebgh33 opened this issue Nov 15, 2024 · 11 comments

Comments

@ewebgh33
Copy link

ewebgh33 commented Nov 15, 2024

Hi @vvoovv

Importing a bunch of tiles to make a full city, which is then going to be exported out to FBX.

Is there a way to change the default profile widths so I can make roads a little wider on import, without having to adjust manually for every import I do?

Thanks!

@ewebgh33
Copy link
Author

I was hoping I could do this numerically, where roads have a certain width in meters or other units, and I can just edit the numbers and see roads update.

From the docs:
"Perform scaling of the profle vertices or simply move them. The corresponding road or path will change interactively as you edit its profile."

Full disclosure, I come from a C4D background, and not so great at Blender.
As far as I can tell, these curves are not "lines" with a dimension to them (equivalent in C4D is a line object you set object properties to whatever dimensions/length you want)?
They're lines defined by a start and end point, and thus have no property "length" that can be input with numbers?

@vvoovv
Copy link
Owner

vvoovv commented Nov 16, 2024

@ewebgh33

Have found the road profiles after an import?

@ewebgh33
Copy link
Author

Yes, but "after import" means if I need to make 20 tiles to reassemble the city, I need to adjust the profiles in 20 files and hope they're the same, since I can't seem to change them numerically, and instead have to scale them by eyeball. Is this correct?

Is there a way to scale them and somehow resave the default that Bl-OSM is pulling in when the import occurs, so that I can set and forget?

Thanks

@vvoovv
Copy link
Owner

vvoovv commented Nov 17, 2024

All you tiles should share the same profile objects. Edit a profile object for one tile and it will be update for the other tiles.
It's also possible to edit the profile objects in a script.

@ewebgh33
Copy link
Author

ewebgh33 commented Nov 18, 2024

I'm not sure what you mean. Where is the file containing the profile objects, so I can edit them and have that apply to all future imports?

Can we also change the default base mesh resolution for all terrain imports?

@vvoovv
Copy link
Owner

vvoovv commented Nov 19, 2024

Just keep those profile objects for subsequent imports. They will be reused by subsequent imports.

image

@ewebgh33
Copy link
Author

Then I need to import /append them every time I want to use blOSM. Is there no way to change the defaults??

Also how about the base resolution of the terrain. I want a less dense mesh more often than not.

@vvoovv
Copy link
Owner

vvoovv commented Nov 19, 2024

Save the file with the profiles and use it for your imports.

Use the option Ratio on the terrain panel to reduce the terrain resolution.

@ewebgh33
Copy link
Author

Ratio has preset values we can't change. So its 100% or 25% and down. Can't input 90%, 50%. Isn't the terrain a displacement coming from a heightmap, so we should be able to set polycount to anything really?

@vvoovv
Copy link
Owner

vvoovv commented Nov 19, 2024

It's an array of points.

@ewebgh33
Copy link
Author

I see. So ratio limitations are a result of what point arrays OSM supplies via API or blender/blOSM is doing something to reduce point count on application of the ratio setting? If you could kindly explain in more than a few words I would know how to proceed or what I am limited to working with in a different way. EG I have a remesh going because 100% is too high and 25% is too low but the remesh is also very slow.
Another option is I bake out a height map in 8 or 16k then apply that as displacement to a plane where I can put any subdivisions I want.
But I am asking as those seem like workarounds and I had hoped there was a simpler way. OK if not, but that is what I am trying to understand.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants