by fredo6 » Wed May 20, 2015 2:34 pm
Pilou,
Could you post the file with the point cloud. I'll check for the missing triangle and the missing message.
Which Sketchup version do you use by the way?
Fredo
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by pilou » Wed May 20, 2015 6:27 pm
It was from the file previous linked!  But here with the points!  I have the 2015 and all at the last versions (plug and Lib) ! points_cloud.jpg
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by pilou » Wed May 20, 2015 6:39 pm
Resolved!  We must press Concave contour first! resolu.jpg
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by Ben Ritter » Thu Jun 18, 2015 2:12 pm
When I run the toposhaper using terrain generator, although the contour lines setting is set to 1.0' increments, the first contour line above O.O' becomes 0.783' instead of 1.0'. After that, the contour line intervals are all 1.0' apart.
What could be the cause of this? How can I fix this?
Thanks. Ben
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by Ben Ritter » Thu Jun 18, 2015 2:15 pm
topo.skp Here is the file of cloud points
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by orei » Thu Jun 18, 2015 5:31 pm
Hi my friends,
i have a little problem.. i tried to model a cloud point to get a soil.. everything ok, except some peek and deep that the plugin generate, and i don't know to get rid.
You see in the attached screen, and in the skp file with point.
Hope in your help! Thanks man!!
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by orei » Sat Jun 20, 2015 9:46 am
no one could help me?
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by cotty » Sat Jun 20, 2015 12:46 pm
What would you expect from such a point? spike.jpg If you only have some of these, you can move the vertices afterwards manually. Or you can use a plugin to smooth the surface after the creation.
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by Kenny » Sat Jun 20, 2015 3:18 pm
If you only have a limited number of these points above the terrain causing the spikes then delete these points before running Toposhaper.
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by pilou » Sat Jun 20, 2015 3:41 pm
Why not use Triangulate Points first by TIG ? triangle_tig.jpg
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by derei » Sun Jun 21, 2015 12:13 pm
After playing with TopoShaper I ended up with several (three) terrains overlapped. Why this happened? It seems I am missing something in functionality of this plugin, so instead of refining the just created terrain, I end up with new modified copies of the terrain.
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by orei » Mon Jun 22, 2015 8:16 am
Kenny wrote:If you only have a limited number of these points above the terrain causing the spikes then delete these points before running Toposhaper.
I have some deeps and some peeks. I don't know why this happened. I know that i can move up and down these points to get a level.. but i would like to understand how to evitate those problem. Why suggest to use triangulate point instead of toposhaper? toposhaper is much better than triangulate point for this, or not? Thanks mate!
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by pilou » Mon Jun 22, 2015 9:47 am
It was just a suggestion for have a preview of the terrain and maybe see if there are not aeras where some confusion between near vertices are possible! And give to Toposhaper faces and not only vertices! 
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by fredo6 » Tue Jun 23, 2015 3:24 pm
Pilou, The first iteration of TopoShaper is precisely the Delaunay Triangulation (same results normally as with the Falé /TIG plugin). @orei: the spikes are due to singular points with very different altitudes compared with immediate neighbours. TopoShaper CloudPoints generates a surface passing through the points. My suggestion would be that: - you generate the group of isocontours from the triangular mesh (an option in TopoShaper Cloud) - then from the isocontours group, you generate a quad mesh terrain, using the other tool of TopoShaper. This will smooth the spikes Fredo
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by pilou » Tue Jun 23, 2015 4:01 pm
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by orei » Wed Jun 24, 2015 8:28 am
fredo6 wrote:@orei: the spikes are due to singular points with very different altitudes compared with immediate neighbours. TopoShaper CloudPoints generates a surface passing through the points.
My suggestion would be that: - you generate the group of isocontours from the triangular mesh (an option in TopoShaper Cloud) - then from the isocontours group, you generate a quad mesh terrain, using the other tool of TopoShaper.
This will smooth the spikes
Sorry Fredo, tried to do what you suggest, but nothing change. I generate the group with triangular mesh (how always i did) and peek and deep are present. After that, used the quad mesh terrain, but peek and deep still present. Could you, please, verify those things with my skp file previously attached to last post? Thanks mate. You are the best!!!
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by fredo6 » Wed Jun 24, 2015 10:22 am
Orei, Your cloud points data includes these sharp peaks and deeps. Because TopoShaper Cloud ensures that the terrain surface goes through ALL the points, these peaks will be reflected in the terrain. Orei terrain.png If they do not correspond to the reality, then simply discard the points or change their altitude. Attached is the file with your original points in both Triangular and Quad Mesh mode. Fredo
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by pbacot » Wed Jun 24, 2015 4:00 pm
orei wrote:fredo6 wrote:@orei: the spikes are due to singular points with very different altitudes compared with immediate neighbours. TopoShaper CloudPoints generates a surface passing through the points.
My suggestion would be that: - you generate the group of isocontours from the triangular mesh (an option in TopoShaper Cloud) - then from the isocontours group, you generate a quad mesh terrain, using the other tool of TopoShaper.
This will smooth the spikes
Sorry Fredo, tried to do what you suggest, but nothing change. I generate the group with triangular mesh (how always i did) and peek and deep are present. After that, used the quad mesh terrain, but peek and deep still present. Could you, please, verify those things with my skp file previously attached to last post? Thanks mate. You are the best!!!
I find that if you to as Fredo suggests: generate terrain from the isocontours, you get a much more regular terrain and you can smooth the few remaining anomalies more easily. If you have bad points in the cloud, there is nothing the plugin can do to change that, but the above procedures helps to "average" them out some.
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by tulacong » Thu Nov 19, 2015 1:32 pm
good...cool...cool good ....hehehehe
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by tomaszdrgas » Wed Jun 15, 2016 8:08 am
One suggestion.. Can you make option maybe in the next reliese.. "Stick with orriginal contours" for triangulated mesh.. So the plugin would not make triangles between not adjacent contour lines (for example one point of triangle on hight=2m another h=3m and third h=5m). Could be done by inforcing engine to require for points two the same hights and fird different.. simple check.. I'm crab with programming but could be nice add on.. I usually have to stick with orriginal contours...
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by fredo6 » Thu Aug 11, 2016 9:57 pm
Well. I know how to constrain the triangulation to the contours. Simply, that's not a trivial development and it requires some time. But it should come.
Fredo
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by penumbra » Sun Aug 28, 2016 8:38 pm
Getting some Ruby errors with latest version,
Date: 28-Aug-16 15:37:45 An error occurred in CALCULATING TERRAINS The operation is fully aborted
undefined method `x' for nil:NilClass mesh.rb: 134 -- == TopoShaperAlgo.rb: 1996 -- block (2 levels) in hull_exclude_nodes_outside TopoShaperAlgo.rb: 1996 -- each TopoShaperAlgo.rb: 1996 -- block in hull_exclude_nodes_outside TopoShaperAlgo.rb: 1979 -- each TopoShaperAlgo.rb: 1979 -- hull_exclude_nodes_outside TopoShaperAlgo.rb: 1089 -- grid_mark_contours TopoShaperAlgo.rb: 535 -- top_analysis_contour TopoShaperAlgo.rb: 418 -- top_processing TopoShaperTool.rb: 574 -- algo_processing TopoShaperTool.rb: 666 -- execute_validate TopoShaperPalette.rb: 130 -- execute_from_palette TopoShaperPalette.rb: 76 -- notify_from_palette TopoShaperPalette.rb: 518 -- call TopoShaperPalette.rb: 518 -- block (2 levels) in palette_validate body_Lib6Palette.rb: 3058 -- call body_Lib6Palette.rb: 3058 -- execute_button body_Lib6Palette.rb: 2865 -- onLButtonUp Lib6Palette.rb: 93 -- onLButtonUp TopoShaperTool.rb: 984 -- onLButtonUp
Thoughts? If it is helpful i have attached the file i am having trouble with.
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by penumbra » Sun Aug 28, 2016 10:15 pm
OK upon further inspection the errors above were causd by a conflict between toposhaper and the flux.io plugin for sketchup. Hope this is helpful for someone.
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by array81 » Wed Oct 26, 2016 6:38 am
After created a terrain, is there a way to show the "grid" on it? I see only the surface but would be nice to see the points of the grid for editing.
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by fredo6 » Wed Oct 26, 2016 11:31 am
Are you generating the terrain - from Isocontours - or from a point cloud ?
And what is exactly the "grid" you mention. Is it the 'flat' horizontal grid used for projection ?
Fredo
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by smhbrv » Fri Dec 16, 2016 8:19 pm
Hi everyone. I am an architect in Turkey. I model my terrain but I dont put my road in my terrain. It gives an error. (Unable to triangulate road surface. Try using smaller max road Segment Lenght.)I try lots of times but it gives same error. 
Please look at attachment. Pls help me.
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by smhbrv » Sat Dec 17, 2016 12:32 pm
smhbrv wrote:Hi everyone. I am an architect in Turkey. I model my terrain but I dont put my road in my terrain. It gives an error. (Unable to triangulate road surface. Try using smaller max road Segment Lenght.)I try lots of times but it gives same error. 
Please look at attachment. Pls help me.
Who can help me ?
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by pilou » Sat Dec 17, 2016 12:44 pm
Why not use the SandBox / Project ? sand_box.jpg
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by cyclefanatic » Sat Dec 31, 2016 4:53 am
Hello Fredo: I just started using Toposhaper. It works fine, but the dialog box text is so small I can hardly see the text. Is there a way to adjust the text size? I am using an iMac with Retina display.
Thank you for all your contributions... Jim S
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