Bonsai_Tutorials/126000_20250523_1122 - Starting the site modeling/126000_20250523_1122 - Starting the site modeling.srt

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So let's start creating our site plan. So the first step towards that is
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downloading an aerial from our local GIS site. You can see here it's got the top
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of lines and then the lower left is a scale that we're going to use. So let's
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bring in that texture and apply it to this plane that I made off-camera. This
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is a simple plane, four edges on it, and I assigned it to an IFC virtual element
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here and then I gave it an object type reference image. It can be basically
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anything but it's just I picked a name where again you can quickly select these
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types of objects in the file. So let's apply the texture to this object a
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different way instead of using external materials that we have done for all the
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materials in the project so far. Let's create a material that's specific to I
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FC that's actually saved in the IFC file. So the whole definitions in the IFC file
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only the textures outside. So to start we're gonna go to styles and you would
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think well let me just try to start a new one and you would think we can right
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out of the gate do a surface style with textures. And I'm just gonna call
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this aerial. I'm gonna call this aerial. There we go. And let's try to save new
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styles. So it'll gives you this warning adding a surface style with textures
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directly is not supported. You need to create a rendering style and then add a
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texture style to it. So let's do exactly what it says. We're gonna start a
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rendering style first and the color doesn't matter and we say save. So here's
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the start of it. So now we can go into textures. So click on that. So we need to
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it has zero textures right now and we want to add one. And the UV mode that we
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want is we want generated. And this is where you locate your the texture. So
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we'll navigate to where's that oops
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it's this one here and say okay and say okay. Now also one thing too I forgot to
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mention is that if you select that and go over here you can see the dimensions
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of that aspect ratio of that texture. It's 1920 by 931. So I made this plane
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with that same aspect ratio. If you tab into it you can see I did 931 by 1920
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there. Obviously that's not the exact size but it's just a way just to get the
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aspect ratio of the rectangle correct. I could have used inches or meters or
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whatever. So I'll tab out of it. So we want to now apply that style that we
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just made to that rectangle. So I'll do that here. It's a search area. Okay and
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hopefully if we go to material preview
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it should show up. Oh we need to see okay this is good. So the aspect ratio was
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wrong. So there's a quick way or the orientation was wrong. We tab into it and
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put our 3d cursor at the corner. We can actually rotate it 90. I'm just
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going to rotate it back 180 just.
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And then tab out of it. And so there yeah it looks better. Okay all right so
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obviously this is still the wrong scale. So we are going to go down here to the
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little scale there and activate our measure tool. And we're going to start
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here. Hit the X to lock it.
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And we're going to end here. Return. So we're going to take that dimension there
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80 and divide it by the 40 to see what kind of scale we have to deal with. So
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off-camera I did that calculation quickly. And it is we tab into it. Select
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everything we're going to scale. Point
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four nine seven six five. And tab out of it again. So hopefully if we do our
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measurement again just to verify.
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Pretty cool. So yes there we go 40. So now that we have the scale correctly
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let's create a bunch of polylines that follow these topo lines. So I'm just
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gonna create a simple plane here. And tab into it.
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And we're just going to delete these two vertices. Move this kind of close here.
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And I'll just select the vertices here and type E for extend. And just follow the lines
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here. And ultimately off-camera I'm gonna do that for all these. Obviously it'll
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take some time. But this is kind of what I'm generally gonna do. So I've gone
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through and outlined all the topo lines there. And turn off the aerial so you can
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see a little better. You'll notice that these if I put on the measure tool and
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select that hold Z and snap to the other topo. They're two feet in elevation
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difference to each other. So let's create then now that we have these lines let's
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create a face then for the entire topo. So to do that select one of those
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ctrl L for the whole line there. And I'm gonna duplicate that. I'll show you why a
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little bit later. And then select this other one and we're going to ctrl L that.
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And once we have two lines there we're gonna type F for face to create a face.
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Now we want to go to face here and we do triangulate faces. So there's triangles
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now. So now once that's done I'm going to hide this. So that's we did that face
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already so it doesn't confuse us going forward. So again I'm gonna select this
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and I duplicate it. That's like this ctrl L face and then triangulate. So I'm
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gonna do this then for all these other topo lines. So I've been converting these
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topo lines to faces but I got to a scenario where our procedure doesn't
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apply or doesn't work as nice. So these two topo lines here are at the same
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level and this one's different two foot different. So if I select you know all of
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them and do F the face is all distorted. So we have to go little by little on
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this one. So let's just select these and do a face.
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Now that still doesn't work here. See if we can get less than. Do a face there we go.
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Select these. Do a face. So just do the line select.
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Do a face and then the rest of these then. Do a face. No that one's still wonky so I'm just
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gonna actually delete those. Select these again.
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And do a face. It's a little cleaner typology. So again then once all those
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are selected. Select them and do triangulation. So now I can do an alt H
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then. Do unselect all the other ones that I just did and I want to do an H to
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select everything. And because we duplicated every topo line as we're
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making them there's some redundancies there. So if I move kind of there's
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points on points basically. And so we want to merge all those points so the
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topo is one clean mesh. So select everything and we are going to go to
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mesh cleanup and let's see here merge by distance. So it'll take duplicate
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vertices and merge them together then.
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There we go. So if we tab out of this then and alt H to turn on the aerial we
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can then fill in the rest of this topo so it's a nice rectangle or follows the
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aerial then. And start this by click those two do an F and then kind of
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select these lines.
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Do an F and then triangulate again. So I'm gonna do that then for the rest of
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the aerial there. So one thing I ran into while trying to close this out is I
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created a line here and a line here and a line here and you can see the segments
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that I have selected here. If I do an F the face you can see that it is all
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wonky there. So to rectify you want to take these lines and give them more
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subdivision. So I'll just increase the count to something that looks similar to
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the resolution of this edge and then go through.
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Let's see here. Select these.
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Select some of these. I won't do all of them but just get a sense.
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And then type F so that works a little better. Okay now that we've closed all
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the faces we can tab out of it and convert it to an IFC geography element
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with the predefined type terrain. Let's see. Okay so I open this file a new and
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you can see I turned on the material preview there but our aerial image is
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not showing up. It's because it's an IFC virtual element and if you remember we
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have a preference in Bonsai here.
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Where these classes here, the list of classes, turn to wireframe when you open
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it up. So I see virtual element is wireframe there. So to rectify that
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temporarily during your working session. So you can go here to viewport and
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change that to texture. And if we want to see the actual triangulation in that
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topo that we just made you can increase this value there. So this is the
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existing topo and like any project this will probably change as we put our
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building on the site. So we're gonna ultimately change that and I can show
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you a tool too that helps with that. So I'm just actually gonna duplicate this
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over and select the topo object and go to sculpting here. This is specific to
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object and go to sculpting here. This is specific to vanilla blender.
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And so with that selected it doesn't show that it's selected in this view but
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you can see that there's a tons of tools over here to modify a topo or a
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mesh. So we'll just use the first one and if you hover and press you can see that
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it deforms the mesh like that. And there's various tools you can you know
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that one aided away this one will build it up I believe you can see there. You
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can increase the strength and also the size of a big the radius is that affects
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the area. So once you do that you go back to our BIM workspace there and right now
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our changes are not saved in the IFC file so you have to go over here and
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we've done this a number of times you have to manually save representation and
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then when you open up the IFC file again those changes will be saved. So as you
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probably noticed when we were deforming this it deforms the the vertices that
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make up the triangle and so if you have a large triangle here your ability to
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deform it is limited. So if you want more subtle control of the deformation of a
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topo you would increase the deformation of a topo you would increase the
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triangulation. So to do that you select the object and we could tab into it but
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as you see when we tab into it it does this kind of limited dissolve where it
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makes the areas flatter so it's a little deceiving. So instead of tabbing into it
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let's go to this edit mode instead we can still see the triangulation.
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So let's say you know this these size triangles work for us but these larger
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triangles we want to break down so we can select any particular triangle and
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go to select and select similar go area and then down here we're gonna say
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greater than so we're gonna keep the threshold the same I'm actually not
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quite sure what threshold means I haven't figured that out but anyway so
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we'll select the triangles that we kind of want to break down further and then
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you just go to your subdivision right click and subdivide and then you can
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mess with this to subdivide it to a level that you know you're comfortable
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with for what you want to do and once you get there then you select everything
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and then go to triangulate faces again just to make sure
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everything's triangulated. So if you then go back to the sculpting tool you can
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see that there's a greater degree of subtlety we can change things down here
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so that might not be subtle enough you might have to go back and create more
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triangulation or smaller triangles.