Re: [GRASS-user] GRASS and Blender
Le lundi 19 mai 2014 à 15:57 +1200, Hamish a écrit : the added interoperability with VTK-aware software is always welcome regarding this incredible interoperability in open source projects, I am thinking about the lack of 3d vector digitizing tools in GRASS. Typically when I need to model a dam or a wedge on a topographic surface, I move to blender: maybe some portions of blender interface code (written in python) could be used as a basis for further improvement of v.digit... Yours, Vincent ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Hamish wrote: the added interoperability with VTK-aware software is always welcome Vincent: regarding this incredible interoperability in open source projects, I am thinking about the lack of 3d vector digitizing tools in GRASS. Typically when I need to model a dam or a wedge on a topographic surface, I move to blender: maybe some portions of blender interface code (written in python) could be used as a basis for further improvement of v.digit... the main question is the maintenance load and what we can value-add to it. if we lack the developers to maintain any specialist code and it is just a clone of an external foss4g program, sometimes it is better to outsource and let the 3rd party experts maintain the stuff they are experts at, and link into it as a dependency or use the two programs together in the workflow (as many do for gdal command line tools + grass). if we can add/integrate some geo-* smarts to their tool then it gets very interesting to put in the core grass. We could also probably have some success requesting API hooks into their libraries if needed/useful. but I've no idea how much code or complication we're talking about in this case, so just my 2c. regards, -- Hamish hamish.webm...@gmail.com ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Le lundi 19 mai 2014 à 18:44 +1200, Hamish a écrit : so just my 2c. Hamish, your 2c is a wise synthesis! redundancy often brings nothing but confusion... V. ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
The missing bridge between GIS sw and 3D authoring tools will be be increasingly useful, but I agree with Hamish to do not reinvent (complex) pieces of softwares. I think the main missing pieces are: - 3D database capabilities, i.e. being able to link consistently a 3D element (whatever we mean in the context of a specific 3D data model) to a DB. - mantain (somehow) geographical references to import back from 3D authoring sw (e. g. v.in.blender). Do you have experimented robust workflows that can do one or both things? giovanni Il 19/mag/2014 08:51 Vincent Bain b...@toraval.fr ha scritto: Le lundi 19 mai 2014 à 18:44 +1200, Hamish a écrit : so just my 2c. Hamish, your 2c is a wise synthesis! redundancy often brings nothing but confusion... V. ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Giovanni wrote: - mantain (somehow) geographical references to import back from 3D authoring sw (e. g. v.in.blender). one thing which was a problem in the past, and so to be careful of now, was some 3D model software only had the option to save coordinates as single precision floats, when for geographic data we generally want to keep the values as doubles. IIRC this was a trouble we ran into with r.out.vrml. For visualization-only data it probably is not required to maintain such precision. regards, -- Hamish hamish.webm...@gmail.com ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Le lundi 19 mai 2014 à 09:57 +0200, G. Allegri a écrit : Do you have experimented robust workflows that can do one or both things? Hello Giovanni, yes in a production context (natural hazrd ingeneering) I do this kind of back and forth quite often, but with limited functionality: for my personal needs, it is mainly a question of 3d point clouds export/import with coordinate system switching; unfortunately I cannot give any advice concerning the consistency of attribute data. To keep record of an existing database structure within GRASS, perhaps a first step would be to export 3d objects with their cat values, so one would retrieve it when importing back to GRASS. In blender for example I know you can add custom properties to objects or classes of objects, but don't know how simple it is to link it with e.g. .vtk POINT_DATA or .ply feature property. I'll dig into that. V. ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Thanks Vincent for sharing your experience. Indeed there aren't production ready (open source) tools to manage the whole process. Point data are relatively easier to manage (though they generally bring their complexities), but CityGML like models, geological models, etc. lack a ready to use toolbox. I know that 3D brings exponential difficulties then 2D, and probably theres isn't such a widespread need for it to have enough investments to support its development in the FOSS context. A good work is being done by Sourcepole, with PostGIS + (SF)CGAL, but the road is still very long... giovanni 2014-05-19 11:43 GMT+02:00 Vincent Bain b...@toraval.fr: Le lundi 19 mai 2014 à 09:57 +0200, G. Allegri a écrit : Do you have experimented robust workflows that can do one or both things? Hello Giovanni, yes in a production context (natural hazrd ingeneering) I do this kind of back and forth quite often, but with limited functionality: for my personal needs, it is mainly a question of 3d point clouds export/import with coordinate system switching; unfortunately I cannot give any advice concerning the consistency of attribute data. To keep record of an existing database structure within GRASS, perhaps a first step would be to export 3d objects with their cat values, so one would retrieve it when importing back to GRASS. In blender for example I know you can add custom properties to objects or classes of objects, but don't know how simple it is to link it with e.g. .vtk POINT_DATA or .ply feature property. I'll dig into that. V. -- Giovanni Allegri http://about.me/giovanniallegri Twitter: https://twitter.com/_giohappy_ blog: http://blog.spaziogis.it GEO+ geomatica in Italia http://bit.ly/GEOplus ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Thank you Jed for the link. There's often more than one way to skin a cat : another GIS related project in Blender can be found here https://github.com/domlysz/BlenderGIS Yours, Vincent. Le lundi 19 mai 2014 à 14:30 -0700, Jed a écrit : It might also be worth taking a look at the blender-geo addon [1]. I haven't used it but it's been getting a lot of work in the past month or so and it looks to have some useful tools for working with OpenStreetMap data and SRTM DEMs in Blender. [1] https://github.com/vvoovv/blender-geo -- View this message in context: http://osgeo-org.1560.x6.nabble.com/GRASS-and-Blender-tp5138698p5141292.html Sent from the Grass - Users mailing list archive at Nabble.com. ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
Re: [GRASS-user] GRASS and Blender
Vincent wrote: here's a little script intended for GRASS users in search of various output tools and methods. The 3d computer graphics software Blender offers a full featured solution to produce high quality images and animations. Besides the existing v.out.ply add-on, I needed a custom-made module, that I called v.out.blend: http://trac.osgeo.org/grass/browser/grass-addons/grass6/vector/v.out.blend It comes with a short Tutorial explaining how to run the add-on in GRASS and mostly how to get things to work in Blender: http://grasswiki.osgeo.org/wiki/GRASS_and_Blender Remarks/suggestions are welcome, Thanks Vincent, the added interoperability with VTK-aware software is always welcome, and the wiki tutorial is very nicely done too. regards, Hamish -- Hamish hamish.webm...@gmail.com ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user
[GRASS-user] GRASS and Blender
Hi, here's a little script intended for GRASS users in search of various output tools and methods. The 3d computer graphics software Blender offers a full featured solution to produce high quality images and animations. Besides the existing v.out.ply add-on, I needed a custom-made module, that I called v.out.blend: http://trac.osgeo.org/grass/browser/grass-addons/grass6/vector/v.out.blend It comes with a short Tutorial explaining how to run the add-on in GRASS and mostly how to get things to work in Blender: http://grasswiki.osgeo.org/wiki/GRASS_and_Blender Remarks/suggestions are welcome, Vincent. ___ grass-user mailing list grass-user@lists.osgeo.org http://lists.osgeo.org/mailman/listinfo/grass-user