New: TerrainMesh plugin (in alpha/beta)

Hey @Holo,

I am finally (with the Coronavirus shutdown) finding the time to play with and test your wonderful product. Could you tell me please if there are any instructions that come with it? For example, how do you determine Tolerance? In the above postings, I noticed a tolerance of 100 and then one of 1000. How do you determine that?

Thanking you in advance :grinning:

Hi cosmas,
Good question. This tool was made to make terrains where others failed and doing so by checking and sampling all curves. But the sampling might benefit from a better deviation handling. That has no been fully on my radar, so can you supply some example curves with the tolerance issue? It would help me a lot in finetuning the algorithm/logic :slight_smile:

Hi holo.
We have been finishing our Project in Suisse Valey.
I have used your script terrain mesh but i found very hard to split mesh parts for final refining and rendering. So my process was to add over Terrain, made with “terrain Mesh” with a drape surface for better splitting and fast work. Honestly i have been testing working with 3ds max and Rhino but need more knowledge to accomplish complex intersections and conforming surfaces, roads and all the master site plane parts in 3DS max.

I have tested “meshsplit” “normal splitting”, meshtrim", "intersections, booleans… Some time it works, some other not.

I send you the terrain parts and some final pictures to your private mail.

Cool, can’t wait to see :smiley:

Rhino6 is horroble at splitting meshes, but McNeel are working on that for V7, so did you try splitting it there? (There you can try the quad remeshing too)

I dont have Rhino 7 yet. :frowning:

Oh, not allowed to install on job pc? Maybe you could ask your boss to install it on personal pc? I am sure you would benefit from learning And using sub-d!

Hi Holo…
Sorry for this delay… A lot of dead lines here at architecture office`s. “Oh architectural life… shity shity. No time for nothing…” :frowning:

It is possible to have Rhino 7 like demo? Or is it only possible via Rhino 6 licenses as i think i read in some place!!

Hi -

That’s correct - the Rhino 7 WIP uses the Rhino 6 license.
-wim

Hi man,
The terrainMesh plugin should work in v7 as well. I’ll Try to make an update tomorrow.

Hello Holo! I’ve been using your amazing plug-in for a while now. But it has expired now! how can I use it now? Thank you!

Hi guys, I finally found some time to edit and compile a new beta.
This is v.028, nothing changed but updating the exiration date to 2020.10.01 so you have some time to work with it.

On the other hand I am working on a block scatter for this plugin that will let you scatter a block on any mesh, but I have a few questions for that:

It is scattering it evenly but at random point position within it’s grid space.

  • Do you want it to scatter an empty block with just a point in the insertion point so you can replace or edit those blocks, or do you want it to ask for a block or both? If both then it will make a new block with a point or a line and insert that if no other block is chosen.
  • Should density be determined by distance between them, or by amount per unit? (I think distance between is easiest to understand)
  • Do you want both a strikt grid AND random positioning, or just random positioning?
  • Do you also want random rotation, or fixed rotation (rotation in Z = 0)

This command will be called TerrainScatter and will be included in the next version.

And please report any problems, wishes and needs for the TerrainMesh plugin.

v0.28 can be downloaded here. Just close Rhino and copy this file to the location of your old TerrainMesh.rhp file and replace it.
IF you are a new user then download it to your preferred location and drag that file into Rhino and type TerrainMesh to run the command.
TerrainMesh.rhp (21 KB)

I got some wishes in a PM and I just post them here so I can find them later :slight_smile:


  • I would love to see a road/street “conform” kind over mesh terrain. To build proper roads, paths and highways.
  • Love to have a smooth control over meshes like we have in surfaces.
  • Love to a good scatter inside Rhino. I know there is grashopper but its to hard to learn that.

Here is the result of the scatter plugin v0.01:

Process:
1- Select mesh
2- Choose distance between blocks
3- Choose block from list of blocks in file
4- Enjoy

Result:

The default now is 360 random rotation around Z axis and size variation between 50% and 150%

In action:

It’s on its way :slight_smile: Though its interestng to see movement in this area :slight_smile:

Yeah, Rhino Nature is becoming a really smooth tool.
This is just a simple and dumb scatterer that I have had laying around for a long time that I integrate into this tool so it won’t be an advanced, adjustable tool, it’s just to get people started and for me to have my own tool available in a simple matter. That’s why I make this tool anyway :slight_smile:

I’m keeping fingers crossed for your TerrainMesh it has a lot of potential to evolve in a fully-fledged one! Keep rollin’ !

Hi @Holo, does your plugin work on Mac? I would love to give it a try.

Hi José, I frankly don’t know how to make plugins from python scripts for Mac’s… @stevebaer do you have any simple tools for a simple mind like mine? A similar tool to the sciptcompiler would be great, so I can combine two scripts or more in one plugin.

Cheers.

The new script compiler in V7 should work just fine as it generates a yak package. Upload you compiled yak package and use the package manager on both operating systems to install

No worries, I understand. Whenever you find time to try the new compiler for V7 I will be more than happy to give it a try and post my impressions. Thanks.