I have done a large topographical map in autocad and lofted the layers together to created about a hundred feet in elevation, but i wanted to know how i can smooth all the complicated layers (lattices created in the loft).. is it easier/and/or better looking to have the smoothing (and how can it be done) done in autocad or 3ds max?
I'm trying to create a topographic map using 200+ (x,y,z) data points that I already loaded into an excel file, but I can't figure out how to apply them to my AutoCAD.
I've already looked around at a few lisp programs, and I've downloaded them, loaded them, but when I try to activate them in the command box I type them in and nothing happens.
I have some topography I've converted from SketchUp to .Dwg and I was curious if AutoCad (or any of it's versions) had the capabilities of turning this series of meshes into a run-of-the-mill topographic map. For instance, a standard plan view showing elevation lines at say 2' intervals.
If any of the versions are capable I can definitely get the 30 Day trial and give it a go.
I am trying to adjust (raise) a very intensive topographic survey from NGVD 1929 to NAVD 1988.I know how to raise the surface and I know how to adjust the datum of the points.
How to raise all the breaklines used to develop the surface as well? This would include survey figures, feature lines and 3d polylines.I want to raise them all by an equal amount.
I would like to try to make topographic map from survey data, however my data is in excel format. Can i import the data in autocad? I'm using autoCAD 2014 trial.
I have a topographic profile of my site in autocad 2013. I need to calculate the volume of a valley on the map. I am looking for a quicker method to do this rather than building cross sections or integrating.
So I have a topographic surface I created from 3 lofts and 2 patches. The goal of the project is to: find out how many rolls of fabric will be needed to cover the surface, find out how far each roll will go, and create an assembly style sketch.
So far all I have is the surface. I was thinking I could divide it in sections by the width of the fabric (minus the overlap.) With each section, create a path, and use the sweep feature to sweep the profile of the fabric. Only sweep the length of the roll, till I reach the endpoint, and turn each sweep into a part file.
My first problem with this method is that I can't seem to project the surface of the topographic region to a sketch to create the path for the sweep. Does the surface need to be turned into a solid to do this?
I believe an easier method to this would be to thicken the topographic region, split the the thickened layer, and divide it into the sections I need to build the final sketch.
Is there a better method, and which method should I use. Also, is there any way to project a surface onto a sketch or does it have to be a solid?
Succesfully producing a slope analysis exhibit using LIDAR topographic base information with this version of Civil 3D? I have followed the instructions as best I can and have had no luck. I am using a trial version and this is a big factor in whether or not I will ultimately make the purchase.
I am not at all familiar with complex topographic maps, ow to plan it out, elevation markers, the distance between the lines, which polyline to use? straight and arc or splines (to close later)..
In Revit LT 2014, I've tried unsuccessfully to override the color of topographic surface edges in my model to white, so the edges don't show up in plan views. I've tried through the Object Styles menu, Override Graphics In View By Element, and Override Objects In View By Category, but nothing has worked. These overrides have worked for me in the past in previous Revit Arch versions, so I don't know if LT just doesn't have that capability, or it's a bug.
I can't simply extend the topo surface past the view window edges (I only want to show contour lines on my site, since they've been surveyed, but the neighboring site has not been surveyed, so I don't want to guess at them). I really just want to hide the toposuface boundary edge.
When I import a 3D model from AutoCAD to 3dsMAX I can slightly adjust the smoothness of the curves to keep the original design curve, utlizing the import options; however it still looks a bit edgy. What are some better techniques to maintain the original curve smoothness of objects when importing from AutoCAD to MAX?
I've been researching the options to deal with tessellation of my corridor. I see the option to extract feature lines from the corridor and to maintain a dynamic link.
I've now found a link in the docs for converting tessellated lines to arcs. Can I use this command with a dynamically linked FL? And will it maintain the dynamic link? [URL] ....
I am having an impossible time smoothing a surface created from feature lines in the attached file. I can smooth the service in parts except for the area that I’ve hatched – as soon as I try to smooth that area the drawing freezes or I get a fatal error. Ideally I’d like this surface to smooth to a 3x3 grid.
The things I’ve tried:
- Exploding the feature lines to 3d polys and recreating them as feature lines before adding them back to the surface.
- Copying the feature lines to a new drawing and creating a new surface
- Completely deleting the feature lines and manually re-drawing them from scratch before adding them to a new surface.
- Adding the feature lines with different supplemental distance and mid-ordinate distances (typically I do 2’ and 0.01’ respectively)
- Smoothing the surface in sections instead of one global smoothing of the entire surface (it always fails when I get to the hatched area)
- Smoothing the surface with different grid dimensions.
- Emailing the drawing to coworkers to see if they can create the surface and smooth it on their computers
- Combinations of all of the above.
64-bit HP Desktop - HP Z420 Intel Xeon CPU E5-1620 0 @ 3.60 GHz 24GB RAM AMD Radeon HD 6570 Windows 7 SP1
Which is better to do: contour smoothing or surface smoothing? I did a little test with a surface with no smoothing, a surface with contour smoothing set to medium, and a surface with surface smoothing. The results puzzled me. The contours in the surface with no smoothing matched the contours of the surface with surface smoothing. The profiile of the surface with no smoothing matched the profile of the surface with contour smoothing. Are these results typical? I was surprised that the contours of the surface with surface smoothing didn't look smoother. I was also surprised that the surface with no smoothing and the surface with contour smoothing generated the same profile.
I was looking through the docs and all it says is that this eliminates tessellation. I understand that and that's what I'm looking to do. But the docs don't give any guidance on what these numbers are for.
I'm talking about the three options under the "Smoothing" group - "Horiz Deviation", "Weeding" & "Arc Inclusion" (I'm looking at the 2010 docs as that's all I could find at the moment).
When I make a loft, from a 12x12 square to an 8" circle (12" high for the sake of arguement), the corners of the square kind of loft up to the circle where it's corners would be...leaving a sharp break between the planes
Is there a way to make it look like the sheet metal lofted flange appears? So that the corners of the square drift to the quadrants of the circle, making a smooth transition?
Inventor 2014 Windows 7 Pro SP1 Intel(R) Core(TM) i7-3770k CPU @ 3.50GHz 16GB RAM NVIDIA Quadro 4000 3D Connexion SpaceMouse Pro
smooth the edges of a picture of a musical note PSD file (when zooming in on the edges it is possible to see it much better).I tried a few things with no luck .Here is the link for the PSD file.
I have just downloaded the cs4 demo for photoshop after reading about how it can paint on 3d objects. I imported an obj file I created in modo. In modo I hit tab to turn on smoothing. In photoshop I can't seem to find a way to do smoothing. I know that photoshop isn't a 3d program but I was wondering if it offers any kind of smoothing algorithm? I'd hate to have to save out my mesh at a high poly count to bring into PS to paint. Is this the only way or am I missing something?
I need help with the brush tool in Photoshop CS3. All the brushes appear to be pixelated, and I'm unable to draw any smooth lines at all. Whatever I draw comes out edgy and rough.
On the other hand, the eraser tool still produces smooth lines. I tried fiddling with brush preferences, but nothing I do helps: I just can't draw smooth lines with the brush tool, although the smoothing option is turned on.
But,I couldn't figure out how to "paint back in detail" like it described, into the eyes and lips. It said something like "paint with a black brush over the blur mask to eliminate the blur in specific areas." I couldn't find a black brush; which brush is it talking about?
Also, I'd like to know how to apply this technique to just an area I've selected with the lasso tool, like her face.
I have am image of a map that I have been asked to detail an post to a web page. The map had been drawn out fairly well, but the lines that make up the drawing are jagged. I would like to be able to smooth out the lines so it makes the map more presentable.
to make my signature that I have. However it looks terrible on a light background because the part of the car that "pops" out is very pixelated. The rounded corners are like this, too. I've tried using the blur tool to smooth it out but that doesn't seem to work here for whatever reason.
Firstly, I'm new to this forum and really look forward to learning and participating. I've been working with PS for about two years.
I've been unable to get this cropped shoulder smooth against the black ground; that's the model's hair in the upper right corner falling onto her collarbone. (I can't show the entire photo as it includes partial nudity). I selected it from a busy bright background with extraction. I figured I'd be able to sharpen it at the end, but that didn't work precisely. I've tried Unsharp Masking in Channels, heal & stamp tools, even using a black pencil, but this is still my best result.
I use Photoshop for just about everything. Lately I've been doing a lot of isometric pixel art. I have encountered a problem when trying to use the free transform tool and that is it automatically anti-alias when I click the commit button.
I do not want smooth lines. I just want the pixels, no matter how jagged they look. Is there a way to stop free transform from automatically smoothing the lines? Is there an option to turn off smoothing?
I recently acquired Photoshop to colorize old black & white images. While I'm quite familiar with colorization techniques, I need help with something before I get started. I scanned a lot of the images (from paper instead of photographs) I plan on using at fairly high dpis--I thought larger images allow for more manipulation--but find that nearly every second pixel has some kind of black spot on it.
I'm sure there's some technical term for this, though I'm unfamiliar with it. Anyway, does anyone know how to fix the pictures so they can be rendered more realistically? I've tried the blur tool for modest results but am looking for something better.
How to smooth a model without smoothing the UVs?The problem is that when I apply turbosmoth or meshsmooth to a model to get better and more smooth textures like AO, the UV are also smoothed and then they dont match the lowpoly version.
The oly workaround I found for now is to get the model into Mudbox, smooth there (Mudbox doesnt smooth UVs) and get it back to 3D Max. But would be better to control that in 3D Max and Mudbox doesnt smooth in the same way anyway
I also found a lot of UV problems when I try to render different UV tiles because Max only render the main one (0 to 1). There arent any scripts out there to automatize stuff like that and be able to render differents UVs tiles? Because right now what I have to do is change the UV to do a render to texture or split the models into UVs pieces wich is a pain and dont get the best results at all.
I still dont believe that they dont fixed things like that in 3D Max 2013 while even Mudbox works with UV tiles.
I want to do some Luminance Smoothing on only the sky, in Lightroom 4. I don't think it is possible so would like to know how to do it in Photoshop if it is possible there?
I'm creating a couple of circular icons for a website and I'm having a heck of a time getting a smooth stroke. I'm using a 3 px stroke size with an inside position and normal blending. The color of the stroke is 100% black.