3D TERRAIN GENERATION
The Database Generation System Trian3DBuilder sets new standards for the creation and editing of digital landscapes. Due to its novel workflow, Trian3DBuilder is fast and intuitive to learn and at the same time the most powerful terrain generation tool on the market. Use our software to create terrain databases in a multitude of formats for various applications and simulation systems.
Geospecific, geotypic and generic databases
Ease of use, rapid database design and creation
Verification in integrated 3D viewer
Highly realistic, huge 3D environments with WYSIWYG editing
Generation of complex street networks with OpenDrive export
Generation of airports and buildings
Export in OpenSceneGraph, FLT/MFT, GDB, FBX, VBS2, Steel Beasts Pro, OBJ, STL, COLLADA, Havok Vision Engine
Multi-core and 64-bit support
Create large-scale detailed areas for your real-time applications based on image, height and vector data within the shortest time.
Apart from high-quality geospecific databases photorealistic geotypical and generic terrains can be created comfortably. The data is optimized for real-time rendering and saved in standard formats.
The processing of vector data provides manifold opportunities to refine the landscapes:
Place objects, create complex road networks in seconds, cut waters in the landscape geometry and much more.
The intuitive user interface allows a comfortable and efficient workflow and thus enables the user to generate high-detailed, huge terrains in a matter of hours. The GUI may be configured to the user's individual needs.
Frequently used elements like textures, 3D models or vector generation attributes are managed in libraries and may be extended and edited arbitrarily. You may define data sets, e.g. for different seasons or regions, as well as groups with miscellaneous elements. Furthermore you may reuse libraries from former projects.
The comprehensive vector editing enables you to generate, edit and assign generation attributes to points, lines and areas. Imported data can be corrected and edited with a collection of tools. Smooth lines can be generated by using the Bezier functionality.
A novel modifier concept permits an individual parameterisation of vector data. Combine basic functionalities to receive the designated vector attributes, and thus generate rivers, forest, buildings and much more. Hereby you may always gain fast access to all generation attributes.
Vector data as well as 3d models may be translated, scaled and rotated. Whole groups, single segments or points can be selected and edited. In WYSIWYG mode the data can be edited synchronously in 2D and 3D view. Using a height brush, errors in the source data can be fixed or new reliefs can be generated.
The generated databases may simply be displayed in the integrated 3D viewer and thus various render parameters may be tested. Statistics and visualization of the scenegraph support the user in verifying, analysing and optimizing the scene.
While geospecific terrains are generally based on satellite images, geotypical terrains are gained from site descriptions of the different types of terrain, such as forest, meadows, sparsely populated towns or cities. On the basis of favourable and reusable original data we manage to generate landscapes which are typical for any location in the world.
High quality is achieved by photorealistic texturing together with a new tiling technique, which blends textures to keep their structure and to avoid visible repetition.
Using relief constraint texturing, geotypic terrains are improved or pure generic databases are generated. For this approach textures are blended depending on the height and slope of the terrain.
The landscapes are further augmented with 3d objects of plants and architecture, which are placed in dependence on the particular texture.
The climate zones provide diversified large terrains with a varying look through different texture and geometry sets for the geotypical and generic terrain generation.
The generic textures may be saved as georeferenced geotiff images and thus also be used in other applications.
With the Airport Module extensive airports with complex runways can be generated in seconds. The user may choose to import and edit an airport from the continuously updated X-Plane/FlightGear open source data or alternatively create his own airport. The airports are generated due to international standards with full lighting, markings, taxiways and apron areas. As the airport's data is translated into vector representation, every single airport feature can be edited arbitrarily.
The following airport features are supported:
ALSF_I, ALSF_II, CALVERT, CALVERT_ILS
SSALR, SSALF, SALS, MALSR, MALSF, MALS, ODALS, RAIL
LIRL, MIRL, HIRL
Runway light indicator
Runway marking code
Visual, Non-precision and Precision approach markings
displaced thresholds and stopways
general airport markings and signs
The Roads Module offers the automatic generation of profiled roads and crossings from real-world navigation data (e.g. OpenStreetMap, NavTeq). The input data is parameterized based on the vector data's shape and attributes and analysed automatically in a pre-calculation step. Thus complex road networks with various lane settings, crossings and markings are set up and created in no time.
The Roads Module contains various additional modifiers for the generation of roads. In the Profile modifier driving lanes, curbs or pavements can be defined along the road's profile. It is also possible to determine speed limits, markings or to add a camber in curves.
Crossings are generated automatically where lines with the Profile modifier intersect. Lines of arbitrary constellations may generate very complex crossings or also roundabouts. Different road types are thereby blended seamlessly into each other. Besides such junctions drive-ups are supported, that enables the generation of e.g. complex motorway interchanges. Transitions between different road settings e.g. 4 to 2 lanes are also created automatically.
Tunnels can be generated and cut into the terrain mesh with the accordant Tunnel modifier. The Bridge modifier offers the generation of generic bridges including pillars.
The Roads Plus module offers additional features, so that traffic and driving simulations can make use of the visual database for their AI right away. The module contains the OpenDrive exporter, an open file format for logical description of road networks.
The included functionalities cover arc and clothoid based road generation. A clothoid represents a spiral that is placed before and after a curve's arc according to road construction rules. Existing vector data can be converted into such representations or new ones can be created by hand and later be edited. Those roads are cut into the terrain mesh with their height calculated from polynomials. With the Sign modifier signals like traffic signs and lights can logically be linked to roads or crossings.
Thus all preconditions for proper OpenDRIVE export of all AI information are met.
Simple buildings are generated from extruded outlines with several levels and miscellaneous roof types. Windows and façade details are put into effect solely by the texture. This is a quick way to populate large urban scenarios with very high render performance.
Advanced buildings are also created from outlines, but support building interiors and façade elements in geometry. The outside is generated with windows and enriched with oriels and various façade elements. The interior is generated generic according to multiple types of floor plans such as office, apartment, factory or one family house. Doors and stairs are also generated automatically. The extended buildings are generated with LODs to support large scenes.
With the sensor module you can generate additional textures, which include informations about the physical classification of terrain and objects. Depending on the physical attributes, they can be used flexibly in the visualisation software and rendered accordingly to the requirements.
Besides applications for sensor simulation, customized representations can also be realized.
The sensor module is also compatible with the geotypical module and also supports RenderToTexture.
Prefabricated textures are included for all geotypic textures and many 3D objects.
With the simple GUI physical properties can be defined quickly and easily. For the ease of editing, you can assign colors to the texture-classes, by which the landscape can directly be verified in Trian3D Builder.
The Nautic Module supports the generation of large-scale terrains for maritime simulation. All information, which can be found in nautical charts, is imported through ENC vector data. The standard formats to be used are S57 or the encrypted S63 format. The data is sorted based on the ENC code and all attributes are used on import for post-processing and preserved for later use.
The sea bed is Delaunay triangulated from the exact coast line as well as depth contour lines, areas and depth points (soundings). This is combined with a multitude of further terrain generation techniques to form a fully featured database targeting maritime simulation in a matter of only a few hours setup time.
Especially important for nautical training is the correct placement of buoys. Each buoy is imported with specific model and topmark, as well as exact light assignment including color, direction, range, intensity and blink code. Piers and shoreline constructions are also added.
FLT / MFT EXPORT
Using the FLT/MFT export module landscapes can be generated in OpenFlight and MetaFlight format. FLT is supported in various file versions (15.7 - 16.3) and with misc. format settings.
OpenFlight is still the main standard exchange format for 3D models and databases within the industrie. MetaFlight adds paging functionalities on top of OpenFlight.
The MetaFlight export option saves the terrain to an optimized data structure and generates a .mft file. You may save objects in a separate file or within the terrain file. Furthermore you are open to choose between the hierarchy types ADDITIVE and SUBSTITUTIVE for the object placement. When choosing SUBSTITUITVE objects may be clipped at the edges of each tile or sub-tile.
Furthermore Virtual Texture is supported. Virtual Texture is a technique in MetaFlight databases. It is used to unlink the geometry from the textures, that are saved in a resolution pyramid. This approach enables the engineer to optimize the performance for the Vega Prime IG more flexibly.
The following features are supported:
individual pyramid steps and resolutions
pattern placeholder to define individual file paths and file names
support of multigrid
support of object layers
dds compression with/without mipmapping to support VegaPrime
support of virtual texture MFT file
The FBX export module offers the terrain generation in Autodesk's exchange format FBX in binary and text format. The terrain is hereby saved tile per tile in an optimized data structure. The user may choose to save objects separately or to integrate them into the tile.
The FBX format is used as main database format by several (serious) game engines, including the Unity 3D engine, that is widely used in the industry nowadays.
Steel Beasts Pro's diversified ground types integrate perfectly into Trian3D Builder's generic and geotypical terrain generation algorithms.
When switching an existing geotypic database to Steel Beasts Pro format, the only demand is to assign a special feature ID to selected ground textures in the library. The user may now benefit from Trian3D Builder's height and slope dependent texture generation, that is taking landcover information into account. In addition to the automatic scattering of objects in the Steel Beasts Pro renderer, further objects are placed automatically fitting the underlying texture. Automatic generation of objects and buildings from vector features as well as roads and rivers are supported.
Road networks, that have been created with the Roads Module, can be exported into OpenDrive format. The data can hereby be exported into an arc/clothoid based representation for perfectly smooth curves, or alternatively into a simple point based representation. For each street all height information and the street's crossfall are exported as polynomials.
For each crossing the incoming road's lanes are connected internally according to the road settings. For each lane the user may define the direction in which the traffic may turn and thus create e.g. a left turning lane.
Furthermore signals like traffic signs and lights can be assigned to roads and crossings. Those are also exported to OpenDrive and allow the AI to act realistically.
In parallel to the road network streetcar rails are also exported to OpenDrive. For this task additional lane types have been introduced. Besides normal rails waiting areas and dummy lanes, that can only be used by cars, are supported.
The GDB Export module supports the rapid creation of correlated CGF terrain databases for use in MÄK's VR-Forces and Stealth. The GDB export is fully correlated to the exported OpenFlight terrain.
The user may import shape files and automatically assign them to vector attribute templates from the library. In the modifiers "Vector Attributes" and "Surface Attributes" the attributes to be exported can be edited afterwards to ones needs. The modifier settings are used in the terrain creation process to generate the GDB and OpenFlight database.
This approach integrates smoothly into the usual workflow and let's the user rapidly generate geospatial databases from real world data. Furthermore geotypic databases without the use of expensive satellite imagery and optionally with newly created or manipulated vector data are also supported.
Export in MÄK's GDB format for VR-Forces and Stealth
Export of terrain and vector data
Export of face and vector attributes
Generation of gdb project (.mtd) and material (.mtl) files
The VBS Exporter also abides to the main application's concept of ease of use. The operator simply switches an existing database's export format to VBS and the terrain settings like tile size and texture resolution will automatically be adjusted to the VBS2 / VBS3 constraints.
Geospecific or generic/geotypic texturing may be used and all modifiers for texturing, object placement and generation are supported. By assigning the new modifier „VBS2 surface“ to vector data new detail texture surfaces with different clutter object layers may be defined in an easy way.
All models are automatically converted into VBS2's / VBS3's .p3d object format and at the same time all p3d objects from the VBS library may be imported and placed in Trian3DBuilder. Furthermore the generation of roads from arbitrary vector data is supported.
Converting existing terrains to VBS2 / VBS3 is thus a matter of minutes. The terrain may now be generated and directly loaded into VBS2 / VBS3 without the need for another processing or conversion step. The generated geographical data, like satellite imagery and shape data may also be used in the VBS2/ VBS3 tools.