Merge to Generate Tiles

Instructions for Use

Support the generation of multiple model Merge Dataset into one S3MTile Data at one time.

Parameter Description

Parameter Name Parameter Description Parameter Type
Model Dataset: Add source Model Dataest to list DatasetVector
Tile Name: Set the name of the result Tile Data. The default value is batch ModelCache String
Tile Path: Set the storage path of the result Tile Data String
S3M Version:
(Optional)
Set up S3M versions including S3M 1.0, S3M 2.0, S3M 3.0, S3M 3.01. Default is S3M 3.01 S3MVersion
TileFile Type:
(Optional)
Set the type of Tile file, including S3MB and S3MBLOCK.
  • S3MB: An open and extensible Tile compressed data format.
  • S3MBLOCK: Tile large file data format, mostly used for fine models, which can effectively solve the problem of too large Tile files and improve the efficiency of data loading. S3M 1.0 does not support the S3MBLOCK format.
CacheFileType
Compressed Type:
(Optional)
Set a reasonable Texture Compression format to reduce the amount of video memory occupied by textures. Support WebP, DXT (PC), CRN _ DXT5 (PC), KTX2.0. The default is KT X2.0.
  • WebP: It is recommended to select this value when Tile Data is used on the mobile side, and transparent texture is supported.
  • DXT: When this value is selected, Result Data has the smallest video memory occupation, the shortest processing time, and the largest total amount of data.
  • CRN _ DXT5: When this value is selected, the Result Data takes up slightly less video memory, takes the longest processing time, and has the largest amount of data.
  • KTX2.0: When this value is selected, Result Data is available on both PC and mobile terminals. The mobile terminal does not support transparent textures
Note: In iServer 11.1.1 and above in the Linux environment, the corresponding parameter value needs to be set according to whether the node depends on multiple concurrency.
  • The Texture Compression type cannot be set to CRN _ DXT5 if the node depends on multiple concurrency.
  • If the node does not depend on multiple concurrency, all parameter values can be set. However, if the Texture Compression type is to be set to CRN _ DXT5, it is necessary to temporarily comment out the LD _ PRELOAD parameters in the product package/bin/setenv. Sh file by using the # symbol before starting the iServer, so as to ensure normal generation of the Tile. Failure to do so may result in an exception to the Tile generation process and failure to generate Result Data.
CompressedTextureType
Vertex Optimization Method:
(Optional)
Set the vertex optimization method. The default is MeshOpt.
When the S3M version is S3M 1.0 or S3M 2.0, the vertex optimization mode only supports non-compression.
When the S3M version is S3M 3.0 and S3M 3.01, the vertex optimization mode supports non-compression and MeshOPT.
  • No compression: The data is not compressed.
  • MeshOpt Compression: Uses a series of algorithms to reduce the complexity of the data grid, thereby improving the efficiency of data rendering and reducing the amount of data.
VertexOptimizationType
Property Storage Type:
(Optional)
Set the Attributes storage type of the data, including S3MD, ATTRIBUTE, and DB.
  • S3MD: Store data Attributes in JSON format, able to quickly extract all Attributes for a single object.
  • ATTRIBUTE: Store data Attributes in the form of binary stream, which is more suitable for data with many Attributes, and can quickly extract Attributes of Specify Field of multiple objects.
  • DB: stored as a DB large file, available only when the S3M version is S3M 3.01. Support the quick query of S3MTile Object Properties with large amount of data on the Web side and the quick Create Thematic Map by using Property Field.
AttributeExtentType
Process Thread Count:
(Optional)
Set the number of threads assigned to the operation. The default is 8. When the number of threads is 0, it means that the number of threads is the maximum number of cores of the current computer. Integer
Password
(Optional)
Set Password is supported for data encryption when S3MBLOCK is selected for TileFile Type String
Tile Width (m):
(Optional)
Set the Tile side length in meters. Different side lengths of Tile correspond to different scales. When the data is dense and the geometry and texture are simple, the Tile edge length can be set to a large value, such as 1000. When the data is sparse and the geometry or texture is complex, the Tile edge length can be set to a small value, such as 200. Double
Filter Threshold:
(Optional)
Set a threshold to filter out sub-objects with small roughness layers, improving performance on large scene data. For example, 2 means that the coarsest layer filters out subobjects whose longest edge is less than 2 meters, the next coarsest layer filters out subobjects whose longest edge is less than 1 meter, and so on. The finest layer does not filter sub-objects. Double
Pyramid Split Type:
(Optional)
Set the data pyramid partition type, including quadtree and octree. The default is quadtree.
  • Quadtree is suitable for large-scale 3D Data at the city level
  • Octree is suitable for small-scale 3D Data, which is often applied to BIM data, such as a single high-rise model.
PyramidSplitType
Tile Height:
(Optional)
Available when the pyramid subdivision type is octree. Used to set the height of each Tile in the vertical direction (Z axis). Together with the side length of the Tile, it determines the spatial coverage of each Tile. Default is 0 in meters Double
Scene Type
(Optional)
Set the Scene Type of the resulting Tile Data, including Planar and Spherical. The default is Spherical.
  • If the source data is under Geographic Coordinate System, this parameter can only be set to spherical.
  • If the source data is in the Projected Coordinate System, the Scene Type is not limited and can be selected as required.
  • If the source data is in the Planar Coordinate System without projection, this parameter can only be set to plane.
SceneType
Texture Settings:
(Optional)
Set whether to apply one or more textures to Model Data. Options include Single Texture and Multiple Textures. The default is Multiple Textures.
  • Single Texture: Apply a single texture to the model.
  • Multiple Textures: Applies multiple textures to the model. Currently, dual textures are supported. It is often used for urban fine model data constructed with 3ds Max. Multiple Textures can be used to create more complex effects that enhance the visuals and realism of the Model Object.
MultiTextureMode
The Second-layer Texture Type:
(Optional)
Available only when Texture Settings is Multiple Textures, to set the second heavy texture type, Includes no processing, Shadow Texture.
  • No processing: Use the second texture directly without any additional processing. When Model Data is night scene data, it is recommended to select not to process.
  • Shadow Texture: The data visualization effect can be improved by properly brightening the second texture before application.
SecondTextureType
Object ID field:
(Optional)
Select Property Field String
Vertex Weight Mode:
(Optional)
Set the vertex weight mode used to determine the key attribute values used to distinguish and describe objects in the resulting Tile Data. The choices are None, Dataset Field, Height, and Original feature value. The default is Height.
  • Dataset Field: Specify the field as the vertex weight.
  • Height: Use height as the vertex weight.
  • Original feature value: The feature value of the Model Data itself is used as the vertex weight.
VertexWeightMode
EigenValue Field:
(Optional)
Available only when the vertex weight mode is Dataset Field. Use to set Specify Field as the EigenValue Field. String
Texture Size Limit:
(Optional)
Set the texture size. The default is unlimited in pixels. Options include: Unlimited, 1024 \ * 1024, 2048 \ * 2048, and 4096 \ * 4096. CacheLimitTextureSize
With Normal or Not
(Optional)
Set Result Data with Normal or Not, with Normal checked by default. Normals can be used to determine how rays interact with surfaces, affecting rendering Boolean
With border or not
(Optional)
Set whether Model Object has border or not. Boolean
Repeat Map Group
(Optional)
Set whether the data is Repeat Map Group. It is checked by default.
When there are a large number of duplicate maps in the data, they can be stored in groups to reduce resource consumption and improve rendering performance
Boolean
Whether to instantiate
(Optional)
Set whether to instantiate and store data. It is not checked by default. Instantiated storage means that only one object is stored in the memory for the reused object, and only the position, rotation, scaling and other States are recorded for the reused object. Boolean
Material Type:
(Optional)
Set the material type of the resulting Tile Data, including Common Material, PBR Material, UE, and Unity Material.
  • Common Material: When this value is selected, the material of the resulting Tile Data is Common Material.
  • PBR material: When this value is selected, the material of the resulting Tile Data is PBR material.
  • UE: It is recommended to select this value when the result Tile Data is to be used and beautified in UE.
  • Unity Material: It is recommended to select this value when the result Tile Data is to be used and beautified in Unity.
MaterialType
Texture-Relevant Document:
(Optional)
Supports importing a Material Related File in *.json format when the material type is UE or Unity Material.
Material Related File records the material mapping relationship between UE or Unity and Model Dataest. When Tile Data is used in UE or Unity, the corresponding material can be mapped directly to improve the data visualization effect.
String
LOD Lavel:
(Optional)
Set the LOD level number for Tile Data. The default is 3. Integer
Simplification rate:
(Optional)
Different simplification percentages for different levels of Data Settings. Default values are 25, 50, 75 String

Output Result

Parameter Name Parameter Description Parameter Type
Tile Output Address Batch Model DataestGenerate Tiles String

Notes

  • Generate Tiles may fail when the coordinate systems of multiple source Model Dataest are inconsistent.
  • Tile edge length determines the number of Tile root nodes: the larger the edge length, the fewer the root nodes; conversely, the smaller the edge length, the more the root nodes, and the longer the Generate Tiles. Model Tiles loading may be slow when there are too many root nodes. The - LOD level number affects the smoothing effect of data display switching. The larger the LOD level number is, the smoother the effect of model display switching is. But that overset of LOD level number result in the generation of redundant levels. Therefore, please set the value appropriately according to the display requirements.