Planetside Software Forums

General => Terragen Discussion => Topic started by: cyphyr on November 23, 2008, 01:20:13 PM

Title: Accessing population data
Post by: cyphyr on November 23, 2008, 01:20:13 PM
Is it possible to get at the population data (a cache possible that's created at "Populate Now" maybe?). I would like to be able to place trees populated in Terragen in the same positions, rotations and scales in Lightwave so I can get mega accurate comps together. Dose the data exist anywhere in a temp file or whatever?
Thanks:)
Richard
Title: Re: Accessing population data
Post by: PG on November 23, 2008, 03:52:35 PM
If there is then it's very very very well hidden. I've just trawled through my documents and settings folder and the TG2 folder right after creating a population and couldn't find anything.
Title: Re: Accessing population data
Post by: Oshyan on December 15, 2008, 02:33:55 AM
There is currently no way to do this. It might be part of future improvements to import/export functions though.

- Oshyan
Title: Re: Accessing population data
Post by: dhavalmistry on December 08, 2010, 07:45:35 PM
I didnt want to create a new topic so I will bring up an old one.....

will there be a way to cache the population so I can load later??
Title: Re: Accessing population data
Post by: Oshyan on December 09, 2010, 02:25:14 AM
We do plan to add population caching in the future.

- Oshyan
Title: Re: Accessing population data
Post by: Dune on December 09, 2010, 02:49:16 AM
What is population caching? I think I got pretty far, but this is new to me...
Title: Re: Accessing population data
Post by: cyphyr on December 09, 2010, 02:57:17 AM
Simply so you dont have to re-calculate the population each time you re-load a scene, or make a non-terrain scene change.
Richard
Title: Re: Accessing population data
Post by: Henry Blewer on December 09, 2010, 03:04:55 AM
It would be nice, if only to edit out/in some areas. Or moving a plant which does not quite fit where the populator put it.
Title: Re: Accessing population data
Post by: Tangled-Universe on December 09, 2010, 04:54:32 AM
Perhaps the caching and export of population data as Richard requested go hand in hand.
The populator works by a particle system if I'm correct.
If so then I believe caching your particles automatically would mean you could also store the rotation etc. along.
But probably it's nonsense I'm saying and is it much more complicated :)
Title: Re: Accessing population data
Post by: goldfarb on December 09, 2010, 08:17:22 AM
besides the efficiency of not have to regenerate the population (barring terrain changes) having access to the, I assume, points would allow goofing around with them in other applications and importing your own points to be used as populations...maybe manipulating some attributes...endless possibilities...
Title: Re: Accessing population data
Post by: Matt on December 09, 2010, 08:29:11 AM
Quote from: goldfarb on December 09, 2010, 08:17:22 AM
besides the efficiency of not have to regenerate the population (barring terrain changes) having access to the, I assume, points would allow goofing around with them in other applications and importing your own points to be used as populations...maybe manipulating some attributes...endless possibilities...

That's the plan :)
Title: Re: Accessing population data
Post by: neuspadrin on December 10, 2010, 09:17:11 AM
Quote from: njeneb on December 09, 2010, 03:04:55 AM
It would be nice, if only to edit out/in some areas. Or moving a plant which does not quite fit where the populator put it.

That would be great to be able to do. Currently really only the painted shader can help add/remove from areas and such but that can be somewhat iffy  on how well it works.
Title: Re: Accessing population data
Post by: Eikers on December 10, 2010, 12:32:04 PM
I guess this is a matter of exchange formats as well. Storing populations made in TG2 for later use in TG2 is one thing, other apps are another thing entirely. As for my self I keep vegetation data in shape files and I gladly propose this as an exchange format candidate. :)

Title: Re: Accessing population data
Post by: dhavalmistry on December 10, 2010, 12:39:20 PM
Quote from: Eikers on December 10, 2010, 12:32:04 PM
As for my self I keep vegetation data in shape files and I gladly propose this as an exchange format candidate. :)

what do you mean by that?
Title: Re: Accessing population data
Post by: jo on December 10, 2010, 11:19:58 PM
Hi Eikers,

Quote from: Eikers on December 10, 2010, 12:32:04 PM
I guess this is a matter of exchange formats as well. Storing populations made in TG2 for later use in TG2 is one thing, other apps are another thing entirely. As for my self I keep vegetation data in shape files and I gladly propose this as an exchange format candidate. :)

I have done a couple of GIS papers at university. I have just been messing about with importing Shape files. Nothing in TG2 yet, but I'm interested to know about how you want to use Shape files in TG2. I'd like to hear from anyone else who wants to use them too. I might start another thread about this, but would be interested for any thoughts now.

Regards,

Jo
Title: Re: Accessing population data
Post by: goldfarb on December 10, 2010, 11:31:55 PM
while shape fine would be useful to some I think a more standard 3d file format would be better at first - something that can support groups and attributes etc...
obj I guess...HDF5 is interesting
Title: Re: Accessing population data
Post by: RArcher on December 11, 2010, 02:29:11 AM
Hi Jo,

The shape files would have to be tied into the georeferencing features.  I would love to use both point data for locating things (whether that is individual trees, or traffic signs, light poles or whatever) as well as area features for tree coverages, marsh land, etc. etc.

I've got lots of ideas for expanding the georeferencing side of things, just make a thread somewhere and I'll fill up a few pages  :)
Title: Re: Accessing population data
Post by: cyphyr on December 11, 2010, 04:09:33 AM
I know CityEngine uses shape files for importing and defining areas. I've just bought a copy and will start experimenting when I return to my main computer. CityEngine is node locked and therefore I'm holding off till I can install on the more powerfull system. I'll report back once I've had an experiment.
Richard
Title: Re: Accessing population data
Post by: Eikers on December 11, 2010, 01:16:34 PM
Quote from: dhavalmistry on December 10, 2010, 12:39:20 PM
Quote from: Eikers on December 10, 2010, 12:32:04 PM
As for my self I keep vegetation data in shape files and I gladly propose this as an exchange format candidate. :)

what do you mean by that?

Geographic surveys are becoming ever more detailed with the use of airborne sensors such as LiDAR. The most common product from such surveys are hi-res terrain models. Information about the vegetation can also be derived either as grids or as points. A trees point theme contains measured position (x,y,z), height, species and maybe some more depending on the end use. Other sources of point vegetation data includes processing of aerial photos and some cities even map urban trees from the ground. This information is typically stored as shape files or dxf for Auto CAD.
   
Title: Re: Accessing population data
Post by: Henry Blewer on December 11, 2010, 01:43:35 PM
I have been interested in land data myself. It's an area that land surveyors, architects, and engineers locally don't do well. It's a niche I would like to fill. There is potentially lots of money which can be made rendering photo realistic surveys and visualization.
Title: Re: Accessing population data
Post by: Eikers on December 11, 2010, 03:37:23 PM
Quote from: RArcher on December 11, 2010, 02:29:11 AM
I would love to use both point data for locating things (whether that is individual trees, or traffic signs, light poles or whatever) as well as area features for tree coverages, marsh land, etc. etc.

Hi RArcher,
I could not have said it better!
Points are very versatile and could perhaps be used as a support when drawing masks as well? But yes, using area features directly would be better.

Hi Jo,
I am interested in visualizing real world nature data, including measured trees. This can be done in other applications, but it always looks very stylistic and the closer you get to the trees in a scene the emptier it becomes. So using TG2 to fill in the blanks in the geographic info by creating more detail with terrain displacements and shader effects as well as plant populations and other objects would greatly improve the visual quality and versatility of such scenes.

Another way of using shape files (or GIS data in general) would be to symbolize them as more traditional map icons inside a landscape scene. Say you have a bunch of campsites. These could be shown as a population of a "campsite looking 3D object" marking their location. An advanced map or map enabled 3D landscape don't necessarily need more GIS input than a coarse terrain model and a water mask. With the procedural powers in TG2 I simply think there are many creative possibilities when merging real world data with photorealism and procedural detailing.

I think I may be well off topic by now, so I'll stop. Sorry about that cyphyr and thank you anyway.

Erik.