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Buildings float in the air

Open jgwinner opened this issue 5 years ago • 11 comments

I tried the basic version, hope to upgrade to the "Pro" version if it works!

So I'm downloading an area around Monaco.

Unfortunately, many of the buildings seem to float in the air; their foundations don't go down to the terrain.

I think the building height is being calculated properly (piers look a little odd), but it's the 'basement' that needs extending. I've gone through the docs and understand the 'height per floor' calculations, etc. but it's the distance between the first floor and the ground that's the issue.

Could it be possible to create a 'concrete' texture and extend that all the way down to the minimum height? Or just extend the building (with proper UV map) all the way down to the minimum height and/or the terrain height at that poly? (might still end up with gaps depending on the terrain, which is why I was thinking the minimum height of the entire terrain would be best).

Here's an example of the issue:

image

Also, the roads look a little weird, but I assume that's due to the difficulty of doing cuts and fills, so the current model makes a certain amount of sense. I could open a separate issue for that.

Thoughts?

    == John ==

jgwinner avatar Jul 03 '20 21:07 jgwinner

Hi John,

Would it be ok to place the bottom of a building, say 5 meters below the current position of the building, then add those 5 meters to the extruded building volume? The bottom of the building will be hidden beneath the terrain in this way.

Or do you prefer exact placement of each vertex of the building footprint on the terrain?

vvoovv avatar Jul 04 '20 17:07 vvoovv

Hey, thanks for the quick response.

Oh, I think it would be fine to just make the buttom be below the lowest corner, and then add that height to the volume (meaning, the textures will 'extrude' not 'stretch').

I think "5 meters" would depend on the slope of course.

I don't think each vertex has to be calculated. It's OK to interpenetrate, we aren't doing 3D printing. (and even then, slicers are usually OK with this)

    == John ==

jgwinner avatar Jul 04 '20 19:07 jgwinner

I've also faced this problem.

I think that there should be generated basement, below building zero level. I do not place buildings on terrain in blender (it is done later), so i would prefer some default value for extruded basement height.

Zkir avatar Jul 04 '20 22:07 Zkir

@jgwinner I'll attempt to solve the issue in the coming weeks. I'll let you know of the result in this issue.

vvoovv avatar Jul 06 '20 11:07 vvoovv

@vvoovv Thanks! Any luck? Monaco looks really weird ...

Also, as I downloaded this from gumroad, how do we get updates?

    == John ==

jgwinner avatar Aug 25 '20 16:08 jgwinner

The initial implementation is nearly ready. It will be available in the premium version for textured buildings at the beginning. And later I'll provide it for the base version without textures.

The latest version is always available under the link in the purchase/download e-mail.

By the away all source code is hosted in Github: https://github.com/vvoovv/blender-osm/tree/release

vvoovv avatar Aug 26 '20 17:08 vvoovv

Nice! Thank you Vladimir!

    == John ==

jgwinner avatar Aug 26 '20 20:08 jgwinner

The initial implementation is finished. There may be issues with very steep terrain.

flying_buildings

vvoovv avatar Aug 28 '20 09:08 vvoovv

Both the addon and assets should be updated from Gumroad.

vvoovv avatar Aug 28 '20 09:08 vvoovv

The feature is available with the option Enable experimental features checked at the very bottom of the addon preferences.

vvoovv avatar Aug 28 '20 09:08 vvoovv

Thank you! Downloading now.

The area I was running into trouble was around Monaco.

    == John ==

jgwinner avatar Aug 28 '20 13:08 jgwinner