Merge to Generate Tiles

Usage Instructions

This tool can batch merge multiple model datasets into a single S3M tile dataset. The S3M tile data enables browsing, loading, and application of the model data.

Parameter Descriptions

Parameter Name Parameter Description Parameter Type
Model Dataset: Add source model datasets to the list DatasetVector
Tile Name: Set the name of the resulting tile data, default value is batchModelCache String
Storage Path: Set the storage path for the resulting tile data String
S3M Version:
(Optional)
Set the S3M version, including S3M 1.0, S3M 2.0, S3M 3.0, and S3M 3.01. Default value is S3M 3.01 S3MVersion
Target Coordinate System
(Optional)
Set the coordinate system of the resulting tile data by entering an EPSG code or coordinate system file. Combined with the conversion method and projection conversion parameters, coordinate transformation of the data can be achieved.
When the EPSG code is set to 0, no coordinate transformation will be performed, and the source coordinate system will remain unchanged.
Coordinate system files only support *.prj and *.xml files generated by iDesktopX Export Coordinate System and other functions.
Coordinate system setting restrictions:
  • If the source data is a plane coordinate system without projection, the result coordinate system can only be set to a plane coordinate system without projection.
  • If the source data is a geographic coordinate system or a projected coordinate system, the target projection does not support being set to a plane coordinate system without projection.
String
Conversion Method
(Optional)
Select the method for data coordinate system conversion from the dropdown menu. Options include:
1. Geocentric Translation(3-para): Suitable for three-parameter geocentric coordinate conversion.
2. Molodensky(3-para): Molodensky three-parameter conversion method.
3. Abridged Molodensky(3-para): Abridged Molodensky three-parameter conversion method.
4. Position Vector(7-para): One of the seven-parameter conversion methods.
5. Coordinate Frame(7-para): Seven-parameter geocentric conversion method.
6. Bursa-Wolf(7-para): A commonly used seven-parameter conversion method.
7. MolodenskyBadekas(10-para): A ten-parameter spatial coordinate conversion model.
8. China_3D_7P(7-para): Used for conversion between different coordinate systems and the China Geodetic Coordinate System 2000 (CGC2000). Applicable for control point coordinate conversion between geodetic coordinate systems under different Earth ellipsoid datums at national and provincial ellipsoid surfaces of 3 degrees or more. The method involves three translation parameters, three rotation parameters, and one scale parameter, while also considering the differences in the semi-major axes and flattening of the two Earth ellipsoids corresponding to the two geodetic coordinate systems.
CoordSysTransMethod
Projection Conversion Parameters
(Optional)
Set parameters for data projection conversion, including scale difference, rotation angle, offset, rotation origin, etc. Specific parameter values are specified by the Projection Conversion Parameters tool. CoordSysTransParameter
Tile File Type:
(Optional)
Set the tile file type, including S3MB and S3MBLOCK.
  • S3MB: An open and scalable compressed tile data format.
  • S3MBLOCK: A tile large file data format, commonly used for fine models, effectively solving the problem of overly large tile files and improving data loading efficiency. S3M 1.0 does not support the S3MBLOCK format. S3NBLOCK tiles only support standard materials.
CacheFileType
Texture Compression Format:
(Optional)
Set a reasonable texture compression format to reduce video memory usage. Supports WebP, DXT (PC devices), CRN_DXT5 (PC devices), KTX2.0. Default value is KTX2.0.
  • WebP: Recommended when tile data is used on mobile devices, supports transparent textures.
  • DXT: Selecting this value results in the smallest video memory usage, shortest processing time, and largest data volume.
  • CRN_DXT5: Selecting this value results in slightly smaller video memory usage, longest processing time, and largest data volume.
  • KTX2.0: Selecting this value makes the result data compatible with both PC and mobile devices. Transparent textures are not supported on mobile devices temporarily.
Note: In iServer 11.1.1 and later versions under Linux, set the corresponding parameter value based on whether the node depends on multi-concurrency.
  • If the node depends on multi-concurrency, the texture compression type cannot be set to CRN_DXT5.
  • If the node does not depend on multi-concurrency, all parameter values are settable. However, if the texture compression type is to be set to CRN_DXT5, before starting iServer, temporarily comment out the LD_PRELOAD parameter in the product package /bin/setenv.sh file using the # symbol to ensure normal tile generation; otherwise, the tile generation process may become abnormal and fail to output result data.
CompressedTextureType
Vertex Optimization Method:
(Optional)
Set the vertex optimization method. Default value is MeshOpt.
When the S3M version is S3M 1.0 or S3M 2.0, only no compression is supported.
When the S3M version is S3M 3.0 or S3M 3.01, no compression and MeshOPT are supported.
  • No Compression: No data compression is performed.
  • MeshOpt Compression: Reduces mesh complexity through a series of algorithms, improving rendering efficiency and reducing data size.
VertexOptimizationType
Attribute Storage Type:
(Optional)
Set the attribute information storage type for the data, including S3MD, ATTRIBUTE, and DB.
  • S3MD: Stores data attribute information in JSON format, enabling quick extraction of all attribute information for a single object.
  • ATTRIBUTE: Stores data attribute information in binary stream format, more suitable for data with a large amount of attribute information, allowing quick extraction of specified field attributes for multiple objects.
  • DB: Stores data in DB large file format, available only when the S3M version is S3M 3.01. Supports fast query of attribute information for a large number of S3M tile objects on the web and quick creation of thematic maps using attribute fields.
AttributeExtentType
Number of Threads:
(Optional)
Set the number of threads allocated to this operation. A value of 0 indicates that the thread count is the maximum number of cores on the current computer. If the thread count is set too high, tile generation may fail. It is recommended to reduce the parameter value appropriately. Integer
Password
(Optional)
When the tile file type is S3MBLOCK, setting a password for data encryption is supported String
Tile Edge Length (M):
(Optional)
Set the tile edge length in meters. Different tile edge lengths correspond to different scales. When data is dense and geometry and textures are simple, the tile edge length can be set to a larger value, e.g., 1000. When data is sparse and geometry or textures are complex, the tile edge length can be set to a smaller value, e.g., 200. Double
Filtering Threshold:
(Optional)
Set a threshold to filter out smaller child objects in coarse levels, thereby improving performance in large scene data. For example, 2 means filtering out child objects with the longest edge less than 2 meters at the coarsest level, less than 1 meter at the next coarsest level, and so on. The finest level does not filter child objects. Double
Pyramid Split Type:
(Optional)
Set the pyramid split type for the data, including Quad-tree, Octree, and KD-tree. Default value is Quad-tree.
  • Quad-tree is suitable for large-scale 3D data at the city level.
  • Octree is suitable for small-scale 3D data, often used for BIM data, e.g., a single tall building model.
  • Using KD-tree allows adaptive splitting of model data without setting LOD levels, but it is recommended not to use KD-tree for fine model data.
PyramidSplitType
Tile Height:
(Optional)
Available when the pyramid split type is Octree. Used to set the height of each tile along the vertical direction (Z-axis). Together with the tile edge length, it determines the spatial coverage of each tile. Default value is 0, unit is meters Double
Scene Type:
(Optional)
Set the scene type for the resulting tile data, including Plane and Globe. Default value is Globe.
  • If the source data is in a geographic coordinate system, this parameter can only be set to Globe.
  • If the source data is in a projected coordinate system, the scene type is unrestricted and can be selected as needed.
  • If the source data is in a plane coordinate system without projection, this parameter can only be set to Plane.
SceneType
Texture Setting:
(Optional)
Set whether to apply one or multiple textures to the model data. Options include Single Texture and Multi Texture. Default value is Multi Texture.
  • Single Texture: Apply a single texture to the model.
  • Multi Texture: Apply multiple textures to the model, currently supporting double textures, often used for fine city models built with 3ds Max. Multi textures can create more complex effects, enhancing the visual appearance and realism of model objects.
MultiTextureMode
Second Texture Type:
(Optional)
Available only when the texture setting is Multi Texture. Used to set the second texture type, including No Processing and Light Shadow Texture.
  • No Processing: Directly use the second texture without any additional processing. When the model data is night scene data, it is recommended to select No Processing.
  • Light Shadow Texture: Apply appropriate brightening to the second texture before application, which can improve data visualization effects.
SecondTextureType
Object ID Field:
(Optional)
Select an attribute field from the dropdown menu to uniquely identify the object ID String
Vertex Weight Mode:
(Optional)
Set the vertex weight mode, which determines the key attribute values used to distinguish and describe objects in the resulting tile data. Options include None, Dataset Field, Height, and Original Feature Value. Default value is Height.
  • Dataset Field: Use the specified field as the vertex weight.
  • Height: Use height as the vertex weight.
  • Original Feature Value: Use the original feature value of the model data as the vertex weight.
VertexWeightMode
Feature Value Field:
(Optional)
Available only when the vertex weight mode is Dataset Field. Used to set the specified field as the feature value field. String
Texture Size Limit:
(Optional)
Used to set the texture size. Default value is No Limit, unit is pixels. Options include: No Limit, 1024*1024, 2048*2048, and 4096*4096. CacheLimitTextureSize
Include Normals
(Optional)
Set whether the result data includes normals. Default is checked to include normals. Normals can determine how light interacts with the surface, affecting the rendering effect Boolean
Include Borders
(Optional)
Set whether the model object includes borders. Default is unchecked Boolean
Group Repeated Textures
(Optional)
Set whether to group data with repeated textures. Default is checked.
When there is a large amount of repeated textures in the data, grouping them for storage can reduce resource consumption and improve rendering performance
Boolean
Enable Instancing
(Optional)
Set whether to store data using instancing. Default is unchecked. Instancing storage means that for reused objects, only one object is stored in memory, and reused instances only record position, rotation, and scale states Boolean
Material Type:
(Optional)
Set the material type for the resulting tile data.Note: When the source model dataset already contains PBR materials, regardless of whether Standard Material or PBR Material is selected, the resulting tile data will be generated with PBR material format.
  • Standard Material: Selecting this value results in standard material for the tile data.
  • PBR Material: When the S3M version is 2.0, 3.0, or 3.01, selecting this value results in PBR material for the tile data.
  • UE Material: It is recommended to select this value when the resulting tile data will be used and beautified in UE.
  • Unity Material: It is recommended to select this value when the resulting tile data will be used and beautified in Unity.
MaterialType
Material Association File:
(Optional)
When the material type is UE Material or Unity Material, importing a *.json format material association file is supported.
The material association file records the material mapping relationship between UE or Unity and the model dataset. When the tile data is used in UE or Unity, the corresponding material can be directly mapped, improving data visualization effects.
String
Number of LOD Levels:
(Optional)
Set the number of LOD levels for the tile data. Default value is 3. Integer
Simplification Rate:
(Optional)
Set different simplification percentages for data at different levels. Default value is 25,50,75 String
Generate Second Texture Coordinates
(Optional)
Set whether to generate texture coordinates for the second texture (emissive texture). The second texture is often used to achieve emissive effects in UE, thereby beautifying the scene. Boolean
Model Horizontal Size:
(Optional)
Available only when Generate Second Texture Coordinates is checked. Used to control the size of the second texture in the U direction. Default value is 3, unit is meters. Double
Model Vertical Size:
(Optional)
Available only when Generate Second Texture Coordinates is checked. Used to control the size of the second texture in the V direction. Default value is 3, unit is meters. Double
Encryption Algorithm:
(Optional)
Set the encryption algorithm for coordinate encryption. The specific algorithm is specified by the Coordinate Encryption tool. EncryptCoordinatesSetting

Output Results

Parameter Name Parameter Description Parameter Type
Tile Result Path Tiles generated from batch model datasets String

Notes

  • If the coordinate systems of multiple source model datasets are inconsistent, tile generation may fail.
  • The tile edge length determines the number of root nodes: the larger the edge length, the fewer the root nodes; conversely, the smaller the edge length, the more root nodes, and the longer the tile generation time. If the number of root nodes is too large, model tile loading may become slower.
  • The number of LOD levels affects the smoothness of data switching display. The larger the number of LOD levels, the smoother the model display switching effect. However, setting the number of LOD levels too large may result in redundant levels. Therefore, set the value appropriately based on display requirements. ```