Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread Vincent Bain
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

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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread Hamish
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,

-- 
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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread Vincent Bain
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.

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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread G. Allegri
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.

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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread Hamish
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,

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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread Vincent Bain
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.


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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread G. Allegri
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
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Re: [GRASS-user] GRASS and Blender

2014-05-19 Thread Vincent Bain
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
 
 
 
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Re: [GRASS-user] GRASS and Blender

2014-05-18 Thread Hamish
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


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[GRASS-user] GRASS and Blender

2014-05-05 Thread Vincent Bain
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.

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