blender-hillshading-and-mapnik

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How did it begin? Effectively, it really began a very long time in the past, perhaps a yr in the past, likely extra. I obtained myself
tumbling down the gorgeous rabbit gap of Blender based mostly mapping. The thought may be very easy: if in case you have a DEM,
you’ll be able to construct a 3D illustration of the terrain and use a renderer to construct your map. To me probably the most putting
factor about these maps weren’t their 3D-ness (which
to some it is beginning to be tiresome
, and I agree), however the shadows. I have been
pursuing the perfect shadow for a
whereas, and this appeared like the right match.

So, like I mentioned, one yr in the past or so I took
“the” Blender aid tutorial
and run with it. I obtained to the purpose the place I may reproduce it with a 1×1, 3600x3600px DEM from mapzen, however once I tried
to automate it, I came upon that Blender has a python console the place it prints out the instructions which can be
equal to the actions you make within the UI, however the ensuing script was too horrible to my eyes and run out
of breath (one other of these instances of the right being the enemy of the nice).

Then a couple of days in the past I learn that first hyperlink and obtained some steam construct up. Actually, it was two passages in it that
lit up the fireplace:

Most of those use a software referred to as Blender, a particularly highly effective open-source software for every kind of 3D modeling and
rendering. Just a few cartographers use different instruments, equivalent to Aerialod, or R‘s Rayshader plugin.

R! I can simply automate this!

If we stick with a really zoomed-out map, or if we’ve got a extremely large pc operating Blender, we may attempt to do
a hillshade for your entire world, after which slice that up for our map tiles. However there’s no approach we may do that
at a high-enough decision so you might zoom all the best way in, as within the pattern tiles above.

Problem accepted! (Spoiler: I am not there but).

I attempted Rayshader. I wanna be sincere: it is easy, fast, however I did not just like the outcomes. It appeared like regardless of
how excessive you place the solar, it at all times drew very lengthy shadows. So regardless of its pragmaticism, I left it on a facet.

So I picked up what I did prior to now and tried to use it to a map. I re-rendered every part and utilized it to
my model. The end result was encouraging:

To start out with, I in all probability did that render with not sufficient render passes, so the output seems grainy. Second, the
materials coloration is simply too vivid, so the peak tints are washed out. Nonetheless, we will see the massive shadow forged over the
valley some 3200m under the Mont Blanc/Monte Bianco.

This proved to be a very good place to check the strategy, due to the good distinction between the valley and the
peak casting the shadow over it, and that lead me to assume: are there extra excessive locations on the planet? A simple
guess is sure, and the place to search for them was the Himalayas. The Aconcagua may have been a very good contender, however
the valley at its SE is a few 4550m already. Surprisingly, the best way I looked for a very good place was to make use of present
maps with the standard hill shade method, searching for massive darkish spots, specifically these huge within the NW-SE course.
I first discovered my spot within the Tukuche Peak, that looms some 4350m above the Gandaki River, after which the close by
Dhaulagiri, that is even some 1250m greater, clocking at 8167m. Here is how they give the impression of being (not the massive construction within the
higher left, however the greater gray [8000m+] blob to the East of it; the river snakes in the fitting all the best way
down):

I had so as to add 3 extra coloration bands to my model and reshuffle them as a result of I by no means rendered any 8k’er earlier than, so the colours
have been haphazardly concocted for the rendering and aren’t definitive. At the least it helps you to behold the grandiosity
of that rock jutting via 1000’s and 1000’s of meters with very steep sides.

Time to get actual. I normally render areas have been I will be going, and subsequent time it is the Higher Segre Valley, so I
rendered N42E001-2 in a single go. That is 7201x4884px after reprojecting to WebMercator (and compensating as
described within the second hyperlink!), so some 35Mpx. Blender took some 44m+ on a 4.5yo medium-high spec’ed laptop computer
at 200 render samples, which signifies that I can proceed to render small areas this manner, however that for the second
I will not be making use of this system to the entire Europe.

As much as right here I used to be simply making use of the identical model in QGIS, which has been an indispensable software to develop this
model. However making an attempt these TIFFs in mapnik for the primary time wanted an additional step. Effectively, two, in actual fact. Blender
doesn’t save the TIFFs georeferenced, so you must copy the info from the unique DEM. For that, use
gdal_edit.py -a_srs ... -a_ullr ... with the fitting ESPG and the info from the output of gdalinfo. Subsequent, for
some reson, it at all times use 16bits integers, even when explicitly saying to make use of 8. This little snippet takes care
of that:

import imageio

picture = imageio.imread('pirinoak-blender-10x.tif')
picture = picture / 256
picture = picture.astype('uint8')
imageio.imwrite('pirinoak-blender-10x-8bits.tif', picture)

Thank $DEITY (and builders!) for good libraries.

The very first thing I seen was that we’ve got been lied by maps (once more!) for a very long time. Most hill shading algos
use a forty five° excessive solar (the course doesn’t matter a lot). But when you consider it, what number of mountains have sides
45°+ steep? In keeping with a (actual, not like me!) cartographer pal, for continental Argentina it is lower than 1%
at 30arcsecs of decision
(be aware that SRTM is 1arcsec). Nonetheless, some shadows are there, they usually assist us (and we get used to that) to
acknowledge slope course. And now we’re asking a raytracing program to calculate actual shadows? The end result I
initially obtained was underwhelming, even once I was already asking Blender to magnify peak by 5x!:

So, I bit the bullet and went all in with 10x:

Significantly better, however not definitive. I nonetheless should render Dhaulagiri once more, and not less than some area I already
know nicely by having being there loads. Here is how that area seems in my model:

Pirinoak-mapnik.jpg

Now some notes about “the” Blender aid tutorial. I adopted it to the letter, however with my expertise I needed to
make some adjustments. One you already know, utilizing a displacement scale of 10x as an alternative of 0.3. I’ve no precise thought
why his preliminary rendering have been so spiky, however I believe that the DEM grid unit was not meters.

Second, since that first Mount Blanc/Monte Bianco render, we all know the colour is simply too vivid. I lowered it to 0.6
(and later I discovered that that is what he really suggests on the finish of the aircraft part) after which in contrast the
gray in a plain (#b5b5b5) to what GDAL outputs and compensated utilizing a easy coefficient. The ultimate worth is
0.402.

Third, I used to be having points rendering: I used to be getting a variety of terracing. After
a protracted chat with Viktor_smg from blender.chat/help
they found out that the sRGB coloration area within the Picture Texture is damaged and that I ought to use XYZ as an alternative. This
meant putting in Blender by hand as an alternative of counting on the one in Debian Unstable as a result of it is too previous and does
not have it.
Additionally they gave me pointers about how one can automate it.

Final, you’ll be able to’t apply this system DEM by DEM
since you need the shadows from the neighbouring tiles to spill over the present one. That hyperlink reveals how one can
render the tile and its 8 neighbouring ones, however I believe which you could optimize it in two methods: First, since
shadows come from the NW, simply add the tiles that lie in that basic course. Second, no shadow would forged
over 10s of kilometers. You possibly can even get away with simply including a smaller band across the tile.

That is it for now. The subsequent step is to automate this an publish that. $DEITY is aware of when that may occur.


python openstreetmap gdal elevation hillshading imageio gis dem

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