cdvg1302 wrote:
> Chris,
> we have a problem to interpret the RAW-file after opening in a
Hexidecimal-Editor:
> 1. Each row of the RAW-file must be the LAT-value for one pixel in the
rendering, right ?
> 2. How these values are related to the pixels in the rendering ? Are they
going from
left to right ?
Assuming you saved the RAW file with Full Channel Precision, each pixel in the
image
will have a 4-byte IEEE-754 32-bit single-precision floating point value,
scanning
left-to-right starting with the top line, and then the next line down, etc.
> 3. The values we can get of transforming Hexadecimal to Decimal are a bit
confusing. You have said, that they are relative to the Projects Reference
coordinates. Are they in meters ? Where is a koma ?
No offense, but it kinda sounds like you're not very familiar with
programming. You need
to understand what a floating-point number is and how to interpret them.
http://en.wikipedia.org/wiki/Floating_point#IEEE_754:_floating_point_in_modern_c\
omputers
> Thanks in advance for your answer
> Geri
--
Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
SketchUp Components: http://sketchup-components.com/
Chris,
we have a problem to interpret the RAW-file after opening in a
Hexidecimal-Editor:
1. Each row of the RAW-file must be the LAT-value for one pixel in the
rendering, right ?
2. How these values are related to the pixels in the rendering ? Are they going
from left to right ?
3. The values we can get of transforming Hexadecimal to Decimal are a bit
confusing. You have said, that they are relative to the Projects Reference
coordinates. Are they in meters ? Where is a koma ?
Thanks in advance for your answer
Geri
--- In wcsml@yahoogroups.com, "cdvg1302" <cdvg1302@...> wrote:
>
> Thank you for your quick and perfectly targeted answers !
>
> Geri
>
> --- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@> wrote:
> >
> > cdvg1302 wrote:
> > > You mean, that I have to save two seperate RAW-files for Lat and Lon ?
> >
> > Yes. There's probably a way where you could make it save them combined
into one file,
> > but the values would be interleaved within that file, and that would be
harder to understand.
> >
> > > I have also noticed, that VNS can export the elevation as RAW-files. Could
I use this values as z-coordinates ?
> >
> > Yes, I imagine you could. I can't recall if it's in absolute elevation or
relative to
> > the Project Reference coordinates.
> >
> > --
> > Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
> > 3D Terrain: http://3d-terrain.com/
> >
>
--- In wcsml@yahoogroups.com, Adam Hauldren <adam@...> wrote:
>
> Emma Sandström wrote:
> > I have troubles width my beach ecosystems, my trees are getting flooded
> > by the lake and I'm running out of ideas. I'm using 93 dynamic-linked
> > vectors and vns3.05.
> > I have tried lowering the roughness parameter and the elevation depth
> > at the area terrafector, which reduces the amount of trees in the water
> > but not completely (I've tried down to -500m), this makes the beach
> > really step and the rendering long. I have tried to change the profile
> > and I'm using relative elevation, modified terrain and decrease only.
> > The Lake is not from the gallery. Lake elevation is set to 0m relative
> > to vector low elevation. I have tried using the reference elevation but
> > no success. I have changed the beach height min and variation. The
> > beach is driven by three materials (1% no foliage, 50% grass and 99%
> > trees). The material driver is set to 100% and the texture is set to
> > water depth from 0m to 1m, and the values are out low 100% and out high
> > 0%. I have tried changing them forward and backward. I've tried using
> > both slope and relative elevation. But no success... what to do?
> > Cheers Emma
>
> Emma,
>
> Based on your explanation, it would seem that your current beach
> materials will be distributed like so:
>
> No foliage from the beach edge to a water depth of 1cm
> Grass from a water depth of 1cm to 9cm
> Trees from a water depth of 10cm to a water depth of 1m
>
> Try changing the water deoth of 1m to a water depth of -1m.
>
> This will force the material gradient to be distributed ABOVE the
> waterline, not under it.
>
> If you haven't already done so, take a look at the texture tutorial I wrote:
> http://www.3dnworld.com/tutorials.php?id=11
> It has a section on driving beach diffuse intensity and reflection with
> this sort of texture in order to simulate wet dirt.
>
> Regards
>
> Adam
>
Thanks for your answer. I changed the input low and high to -1m and -10m and the
resultat got a lot better. I still have some few trees in the water but I can't
put anymore time on this for the moment. Thanks again.
Thank you for your quick and perfectly targeted answers !
Geri
--- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@...> wrote:
>
> cdvg1302 wrote:
> > You mean, that I have to save two seperate RAW-files for Lat and Lon ?
>
> Yes. There's probably a way where you could make it save them combined into
one file,
> but the values would be interleaved within that file, and that would be harder
to understand.
>
> > I have also noticed, that VNS can export the elevation as RAW-files. Could I
use this values as z-coordinates ?
>
> Yes, I imagine you could. I can't recall if it's in absolute elevation or
relative to
> the Project Reference coordinates.
>
> --
> Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
> 3D Terrain: http://3d-terrain.com/
>
cdvg1302 wrote:
> You mean, that I have to save two seperate RAW-files for Lat and Lon ?
Yes. There's probably a way where you could make it save them combined into
one file,
but the values would be interleaved within that file, and that would be harder
to understand.
> I have also noticed, that VNS can export the elevation as RAW-files. Could I
use this values as z-coordinates ?
Yes, I imagine you could. I can't recall if it's in absolute elevation or
relative to
the Project Reference coordinates.
--
Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
3D Terrain: http://3d-terrain.com/
You mean, that I have to save two seperate RAW-files for Lat and Lon ? I have
also noticed, that VNS can export the elevation as RAW-files. Could I use this
values as z-coordinates ?
Geri
--- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@...> wrote:
>
> cdvg1302 wrote:
> > I need the rendered image as a background still image for a web application,
where gps-tracks from a database have to be layed over this image in realtime.
> > To accomplish this, I have to know the coordinates of each pixel in the
rendered image.
>
> You can save out the Lat and Lon buffers as RAW floating-point data in two
different
> files. The values in these files are relative to the Project Reference
Coordinates, to
> minimize magnitude and maximize precision. Any programmer should be able to
read this
> one-value-per-pixel data, add in the Project Reference Coordinate offsets and
come up with
> the original lat/lon.
>
> You need to use VNS's RAW saver to do this.
>
> > Geri
>
> --
> Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
> 3D Landscape Design: http://3d-landscape-design.com/
>
cdvg1302 wrote:
> I need the rendered image as a background still image for a web application,
where gps-tracks from a database have to be layed over this image in realtime.
> To accomplish this, I have to know the coordinates of each pixel in the
rendered image.
You can save out the Lat and Lon buffers as RAW floating-point data in two
different
files. The values in these files are relative to the Project Reference
Coordinates, to
minimize magnitude and maximize precision. Any programmer should be able to read
this
one-value-per-pixel data, add in the Project Reference Coordinate offsets and
come up with
the original lat/lon.
You need to use VNS's RAW saver to do this.
> Geri
--
Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
3D Landscape Design: http://3d-landscape-design.com/
I need the rendered image as a background still image for a web application,
where gps-tracks from a database have to be layed over this image in realtime.
To accomplish this, I have to know the coordinates of each pixel in the rendered
image.
Geri
--- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@...> wrote:
>
> cdvg1302 wrote:
> > Hi all,
> > I need to know the x,y,z coordinates from each pixel of a rendered image. I
have found, that VNS can render to RLA-format, which stores Latitude and
Longitude or x,y,z surface normals.
> > Which application can read this Latitude / Longitude values from RLA-files ?
>
> Nothing that I'm aware of. Most 3D apps don't understand lat/lon/elev. What
are you
> trying to accomplish and how/where will you be using these coordinates? I can
probably
> offer you better suggestions if I know more.
>
> > Geri
>
> --
> Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
> 3D World Maps: http://3d-world-map.com/
>
cdvg1302 wrote:
> Hi all,
> I need to know the x,y,z coordinates from each pixel of a rendered image. I
have found, that VNS can render to RLA-format, which stores Latitude and
Longitude or x,y,z surface normals.
> Which application can read this Latitude / Longitude values from RLA-files ?
Nothing that I'm aware of. Most 3D apps don't understand lat/lon/elev. What
are you
trying to accomplish and how/where will you be using these coordinates? I can
probably
offer you better suggestions if I know more.
> Geri
--
Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
3D World Maps: http://3d-world-map.com/
Hi all,
I need to know the x,y,z coordinates from each pixel of a rendered image. I have
found, that VNS can render to RLA-format, which stores Latitude and Longitude or
x,y,z surface normals.
Which application can read this Latitude / Longitude values from RLA-files ?
Geri
Emma Sandström wrote:
> I have troubles width my beach ecosystems, my trees are getting flooded
> by the lake and I'm running out of ideas. I'm using 93 dynamic-linked
> vectors and vns3.05.
> I have tried lowering the roughness parameter and the elevation depth
> at the area terrafector, which reduces the amount of trees in the water
> but not completely (I've tried down to -500m), this makes the beach
> really step and the rendering long. I have tried to change the profile
> and I'm using relative elevation, modified terrain and decrease only.
> The Lake is not from the gallery. Lake elevation is set to 0m relative
> to vector low elevation. I have tried using the reference elevation but
> no success. I have changed the beach height min and variation. The
> beach is driven by three materials (1% no foliage, 50% grass and 99%
> trees). The material driver is set to 100% and the texture is set to
> water depth from 0m to 1m, and the values are out low 100% and out high
> 0%. I have tried changing them forward and backward. I've tried using
> both slope and relative elevation. But no success... what to do?
> Cheers Emma
Emma,
Based on your explanation, it would seem that your current beach
materials will be distributed like so:
No foliage from the beach edge to a water depth of 1cm
Grass from a water depth of 1cm to 9cm
Trees from a water depth of 10cm to a water depth of 1m
Try changing the water deoth of 1m to a water depth of -1m.
This will force the material gradient to be distributed ABOVE the
waterline, not under it.
If you haven't already done so, take a look at the texture tutorial I wrote:
http://www.3dnworld.com/tutorials.php?id=11
It has a section on driving beach diffuse intensity and reflection with
this sort of texture in order to simulate wet dirt.
Regards
Adam
I have troubles width my beach ecosystems, my trees are getting flooded by the
lake and I'm running out of ideas. I'm using 93 dynamic-linked vectors and
vns3.05.
I have tried lowering the roughness parameter and the elevation depth at the
area terrafector, which reduces the amount of trees in the water but not
completely (I've tried down to -500m), this makes the beach really step and the
rendering long. I have tried to change the profile and I'm using relative
elevation, modified terrain and decrease only.
The Lake is not from the gallery. Lake elevation is set to 0m relative to vector
low elevation. I have tried using the reference elevation but no success. I
have changed the beach height min and variation. The beach is driven by three
materials (1% no foliage, 50% grass and 99% trees). The material driver is set
to 100% and the texture is set to water depth from 0m to 1m, and the values are
out low 100% and out high 0%. I have tried changing them forward and backward.
I've tried using both slope and relative elevation. But no success... what to
do?
Cheers Emma
[Non-text portions of this message have been removed]
That appears to have been the issue.
--- In wcsml@yahoogroups.com, "tim_mcbroome" <mcb_t@...> wrote:
>
> So I was typeing this message out and the obvious occured to me. That is a
hillshade file which I do not believe is the same as as standard GRID file, so
far as elevations are concerned.
>
> I am loading up some 90M data of the same area in 16-bit GRID now.
>
> --- In wcsml@yahoogroups.com, "tim_mcbroome" <mcb_t@> wrote:
> >
> > Uploading the source file now. It is called hillsha_btde2.zip
> >
> > --- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@> wrote:
> > >
> > > tim_mcbroome wrote:
> > > > Yes to ArcGIS, yes I ArcGrid and the ARC ASCII file is what just crashed
VNS.
> > > > Perhaps ESRI changed some formatting with 9.3 service pack 1?
> > >
> > > Possibly. Is it something you could ZIP and send to out FTP server
(files.3dnature.com)
> > > for us to look at?
> > >
> > > Have you checked if anything else can read the file, like the Global
Mapper demo?
> > >
> > > > As a quick aside, I do not understand how a GRID file would know its
elvations. I understand that the color value of the pixel/cell determines
height, I just don't understand how 0 assigned a certain elevation and 255
another without that information in the projections.
> > >
> > > Well, in the case of an 8-bit, you would need some additional metadata.
Sometimes this
> > > could be stored in an auxiliary .hdr file or something.
> > >
> > > --
> > > Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
> > > Landscape Architecture Software:
http://landscape-architecture-software.com/
> > >
> >
>