Ice Topology | build mesh from pointcloud trinagulizer thing

2012-12-07 Thread olivier jeannel

Hi guys,

In SI, I have a tracked shot of a topview (from airplane) of a forest. 
Basicly, 1000 nulls (trackpoints).
I was wondering if there was a possibility to mesh those nuls in order 
to recreate the terrain topology ?
Maybe there is already a compound somewhere able to trace a triangle 
every 3 vertices ?


Any ideas ?


Re: Ice Topology | build mesh from pointcloud trinagulizer thing

2012-12-07 Thread Fabricio Chamon
There's no need for ice topo, you would over complicate things..can't you
use the built-in polygonizer ? It can handle nulls too.
but probably a faster/better workflow would be to put all the nulls into a
group, then emit particles on the global position array and polygonize
that...


Re: Ice Topology | build mesh from pointcloud trinagulizer thing

2012-12-07 Thread Orlando Esponda
depending on how accurate the terrain topology should be, but a quick way
could be setting a key in the position of all the nulls in frame 2, then go
to frame 1 and set another position key BUT with the y value at 0, so you
have this bed of nulls. And finally you could create a grid or similar
planar geometry and envelope it to the nulls in frame 1...

Quick and dirty job, but sometimes useful.

Orlando.

On Fri, Dec 7, 2012 at 7:49 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Hi guys,

 In SI, I have a tracked shot of a topview (from airplane) of a forest.
 Basicly, 1000 nulls (trackpoints).
 I was wondering if there was a possibility to mesh those nuls in order
 to recreate the terrain topology ?
 Maybe there is already a compound somewhere able to trace a triangle every
 3 vertices ?

 Any ideas ?


-- 
--
IMPRESSUM:
PiXABLE STUDIOS GmbH  Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857,
Komplementärin: Lenhard  Barth Verwaltungsgesellschaft mbH, Sitz: Dresden,
Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth

IMPRINT:
PiXABLE STUDIOS GmbH  Co.KG, Domicile: Dresden, Court of Registery: 
Dresden,
Company Registration Number: HRA 6857, General Partner: Lenhard  Barth
Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
Dresden, Company
Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, 
Tino Barth


--
Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte 
Informationen. Wenn Sie nicht
der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, 
informieren Sie bitte
sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren 
sowie die
unbefugte Weitergabe dieser Mail ist nicht gestattet.

This e-mail may contain confidential and/or privileged information. If you 
are not the intended
recipient (or have received this e-mail in error) please notify the sender 
immediately and destroy
this e-mail. Any unauthorized copying, disclosure or distribution of the 
material in this e-mail is
strictly forbidden. 


Re: Ice Topology | build mesh from pointcloud trinagulizer thing

2012-12-07 Thread olivier jeannel
Yes, I know and I did this method, but it gives a blobby mesh where I 
would have need a kind of planar deformed thing.
(I ended with shrink warping a grid on the pointcloud (fron nulls kine 
global pos) to get an average terrain, then I shall hand model on the 
top of it.)


But that's too bad there is nothing out there for flat meshing 
pointclouds. Something like a compound in which you indicate a stating 
point (first point ID) and then it would expand to the neighbors and mesh.



Le 07/12/2012 15:06, Fabricio Chamon a écrit :
There's no need for ice topo, you would over complicate things..can't 
you use the built-in polygonizer ? It can handle nulls too.
but probably a faster/better workflow would be to put all the nulls 
into a group, then emit particles on the global position array and 
polygonize that...




Re: Ice Topology | build mesh from pointcloud trinagulizer thing

2012-12-07 Thread Andy Moorer
That's a nice trick Orlando :) Old skool but sweet still

On Fri, Dec 7, 2012 at 6:07 AM, Orlando Esponda
orlando.espo...@gmail.comwrote:

 depending on how accurate the terrain topology should be, but a quick way
 could be setting a key in the position of all the nulls in frame 2, then go
 to frame 1 and set another position key BUT with the y value at 0, so you
 have this bed of nulls. And finally you could create a grid or similar
 planar geometry and envelope it to the nulls in frame 1...

 Quick and dirty job, but sometimes useful