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Feature Request: Simplify 3D Printing the results #473

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mgorfer opened this issue Mar 13, 2024 · 7 comments
Open

Feature Request: Simplify 3D Printing the results #473

mgorfer opened this issue Mar 13, 2024 · 7 comments

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@mgorfer
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mgorfer commented Mar 13, 2024

This is not an issue with Blosm itself, but a feature request from a Blender and 3D Printing beginner.

I would love to create 3D Prints similar to the ones made by Jarvizar
E.g. https://makerworld.com/en/models/135104?from=search#profileId-146600

Instead of racing tracks, I want to print out mountains which I recently hiked on and my GPX track on top.

I struggle with two problems.

  1. The printed terrain is just floating around in space. It would be cool to have options like https://jthatch.com/Terrain2STL/ , where one can set different model and water and base settings.

  2. Imported GPX tracks are a bit wonky. It would be cool if there was an option to make them appear in 3D and also make them easy to print like the ones from Jarvizar. For that, they would need to be filled and not hollow.

I understand that this might be a very niche request and not where the developers of this add-on want to go.

@vvoovv
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vvoovv commented Mar 13, 2024

Hi @mgorfer

Thank you for using the Blosm addon,

There is also an old article Make a 3d Print of Your Hike From a GPS Track.

You can set a custom bevel object to the GPX-curve to make it appear in 3D:

image

I can't make any promises for the first request in your message.

@AlexanderGlogger
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Hi @vvoovv, I tried to set a bevel object but when the gpx track is projected onto the terrain it stays flat no matter which bevel object is selected. The same applies when not selecting the "project on terrain" option and instead projecting the gpx track using the shrinkwrap modifier. As long as the gpx track is floating it has a height, but as soon as its projected onto the terrain the height is lost. I would greatly appreciate any tips to get an elevated gpx track on the terrain.

@vvoovv
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vvoovv commented Mar 25, 2024

Hi @AlexanderGlogger

That's due to the Shrinkwrap modifier. I am going to project the track on a terrain using a Geometry Nodes setup. That will prevent from making the resulting object flat. This feature will be release by the middle of April.

@AlexanderGlogger
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@vvoovv Awesome, thank you!

@israres
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israres commented Apr 23, 2024

Hi @AlexanderGlogger

That's due to the Shrinkwrap modifier. I am going to project the track on a terrain using a Geometry Nodes setup. That will prevent from making the resulting object flat. This feature will be release by the middle of April.

I know you're very busy, but did you manage to work on it? If you don't could you point us in the right direction? I'd really love to have the data prepared for printing (i.e. a manifold mesh) with the click of a button.
I've looked into remeshing methods from Open3D and some manifold tools, but that was still after manually extruding down the border vertices and merging the mesh with a cube of the same size, and even that didn't work well in some cases (mostly sky-scrapers cut at the border).
Also, sky-scrapers of funny shapes in general aren't manifold and not easily fixable, like the Commerzbank Tower in Frankfurt, Germany.

edit: my entire comment was related to Google 3D Tiles data, just to be clear.

@vvoovv
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vvoovv commented Apr 24, 2024

Hi @israres

Would it help you to get a manifold mesh if a floor was generated for buildings and their parts?

@israres
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israres commented May 20, 2024

Hi, thanks for reading.

Yes and no, the best would be having one giant face at the bottom which connects to the edges of the map via faces.
Example raw model directly after import:
grafik

Example 3d printable version.
Imagine the yellow lines being the faces uniting the edges with the base. I currently struggle creating these faces, even in Blender.
I tried:

  • Edge loop and create face, which does not work, maybe when the terrain is very flat.
  • Boolean with an outside cube / 4 planes and exact mode. This works sometimes but does still take wayy too long to compute and I always have to cut off the map for this.
  • Get all vertices visible from the bottom and extract them down (computational suicide).
    grafik

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