280 lines
5.4 KiB
Text
280 lines
5.4 KiB
Text
1
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00:00:00,000 --> 00:00:04,220
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So now that we have the houses positioned where we want them on the site
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2
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00:00:04,800 --> 00:00:08,620
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Let's modify this existing topography then to
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3
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00:00:10,660 --> 00:00:15,140
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Match up or work with the elevations of the various houses
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4
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00:00:16,160 --> 00:00:24,440
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So off-camera, I took this if you remember this topography here was one big mesh and I
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5
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00:00:25,000 --> 00:00:27,000
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separated into two meshes
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6
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00:00:27,000 --> 00:00:31,100
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This outside mesh and then this inside mesh that has a kind of a more dense
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7
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00:00:34,040 --> 00:00:35,600
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Triangulation to it
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8
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00:00:35,600 --> 00:00:39,360
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The the reason I separated is because at the boundary of the site
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9
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00:00:40,120 --> 00:00:42,720
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Typically that should not change in
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10
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00:00:43,720 --> 00:00:45,400
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elevation
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11
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00:00:45,400 --> 00:00:49,800
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So you want that to kind of remain the same so that's why I broke it apart
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12
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00:00:50,600 --> 00:00:52,600
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so to modify
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13
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00:00:52,960 --> 00:00:54,960
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This
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14
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00:00:55,000 --> 00:00:59,480
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Mesh here, there's a couple ways to do it one
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15
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00:01:00,800 --> 00:01:02,800
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Would be to go into edit mode
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16
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00:01:04,560 --> 00:01:07,320
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Kind of zoom into the area you want to modify and
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17
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00:01:09,960 --> 00:01:15,360
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Click on this it's called proportional editing and
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18
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00:01:16,360 --> 00:01:24,280
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And we'll pick the smooth approach and let's start with a small radius first, let's go three and see what happens
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19
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00:01:25,039 --> 00:01:26,440
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I'm actually
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20
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00:01:26,440 --> 00:01:28,440
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Gonna do just a point
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21
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00:01:28,640 --> 00:01:32,400
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And I'm gonna just move this point up and see what happens so
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22
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00:01:33,600 --> 00:01:35,600
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Not much difference. Let's increase
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23
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00:01:36,160 --> 00:01:38,160
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This to ten instead
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24
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00:01:39,880 --> 00:01:41,720
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So now you can see
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25
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00:01:41,720 --> 00:01:46,120
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With the proportional editing that when you move a vertice vertice
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26
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00:01:47,280 --> 00:01:49,280
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others in that
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00:01:50,240 --> 00:01:52,200
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Radius move with it
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28
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00:01:52,200 --> 00:01:55,640
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So I'm just gonna turn off snap just to make it a little smoother
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29
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00:01:55,640 --> 00:01:59,340
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And so this is a kind of a look and feel type of thing
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30
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00:02:01,240 --> 00:02:06,300
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You can adjust that radius to the point where it makes sense to you
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31
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00:02:07,840 --> 00:02:11,079
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But yeah, this is ultimately you would go through
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32
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00:02:11,840 --> 00:02:14,320
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And just adjust the topography
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00:02:15,020 --> 00:02:17,020
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relative to the house
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34
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00:02:22,960 --> 00:02:26,560
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So obviously we're going down here we'll probably want
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35
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00:02:29,079 --> 00:02:36,800
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Maybe a swale through here so the water doesn't run back into the house you can drop the whole thing
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36
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00:02:37,040 --> 00:02:38,800
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Or bring this up
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37
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00:02:44,960 --> 00:02:51,280
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So yeah, it's a matter of then yeah tweaking that those individual vertices
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38
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00:02:53,120 --> 00:02:56,480
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The other way well, let me just tab out of this thing here
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39
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00:02:56,480 --> 00:02:59,200
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So just after it tabs out of into object mode I
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40
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00:03:00,160 --> 00:03:06,040
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Think it saves it to the IFC but with these large meshes. I just want to make sure to
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41
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00:03:08,359 --> 00:03:10,359
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Save the representation manually
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42
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00:03:11,160 --> 00:03:13,160
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And then I'm gonna go to the other side
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43
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00:03:14,280 --> 00:03:16,280
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And I'm gonna go to the other side
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44
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00:03:17,000 --> 00:03:19,000
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And I'm gonna go to the other side
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45
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00:03:20,000 --> 00:03:22,000
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And I'm gonna go to the other side
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46
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00:03:22,000 --> 00:03:24,000
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To
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47
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00:03:24,380 --> 00:03:26,380
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Save the representation manually
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48
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00:03:26,920 --> 00:03:29,560
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So if you want to just do this just to be make sure
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49
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00:03:30,520 --> 00:03:36,000
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You can run tests to see if it actually does save but this other method. I'm going to show you
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50
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00:03:37,120 --> 00:03:41,560
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You definitely have to manually save representation after you save it
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51
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00:03:44,540 --> 00:03:46,800
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So there it's saved the other
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52
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00:03:48,400 --> 00:03:50,340
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Method is
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53
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00:03:50,340 --> 00:03:53,700
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is to use the sculpting mode.
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54
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00:03:53,700 --> 00:04:00,660
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So before you go into that mode, you want to be in edit mode
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55
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00:04:00,660 --> 00:04:05,300
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and have the mesh selected that you want to modify and go
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56
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00:04:05,300 --> 00:04:06,060
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into sculpting.
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57
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00:04:13,100 --> 00:04:15,480
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Then zoom in.
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58
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00:04:15,480 --> 00:04:19,920
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So here's a bunch of tools to modify
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59
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00:04:19,920 --> 00:04:22,079
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mesh or surface geometry.
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60
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00:04:22,079 --> 00:04:26,520
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I just like to use the first one.
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61
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00:04:26,520 --> 00:04:32,200
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And you can see here, if you just press down on it,
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62
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00:04:32,200 --> 00:04:35,520
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you can see that it's actually lifting up the surface.
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63
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00:04:35,520 --> 00:04:39,120
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If you click on the minus, you can see it's pushing down.
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64
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00:04:39,120 --> 00:04:44,960
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The strength, obviously, has more impact on the mesh.
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65
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00:04:44,960 --> 00:04:51,520
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And then the radius, you can see it affects the circle there.
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66
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00:04:51,520 --> 00:04:55,240
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So it's just the area that you're modifying.
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67
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00:04:55,240 --> 00:04:59,040
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So I'm sure these other tools will allow you to modify as
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68
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00:04:59,040 --> 00:05:03,240
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well, but I find just this first tool is fine.
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69
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00:05:03,240 --> 00:05:06,560
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And so again, after doing that, you
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70
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00:05:06,560 --> 00:05:09,320
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want to manually save representation.
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