Generate Tiles from Model

Instructions for Use

Generates the specified single Model Dataest as S3M Tile Data.

Parameter Description

Parameter Name Parameter Description Parameter Type
Datasource: Select the Datasource where the source Model Dataest is located Datasource
Model Dataset: Select Source Model Dataest DatasetVector
Tile Name:
(Optional)
Set the name of the resulting Tile Data String
Tile Path: Set the storage path of the result Tile Data String
S3M Version:
(Optional)
Set result S3MTile version number including S3M 1.0, S3M 2.0, S3M 3.0, S3M 3.01 S3MVersion
Compressed Type:
(Optional)
Set data Texture Compression format, including WebP, DXT, CRN _ DXT5, KTX2.0. It is suggested that different Texture Compression types should be used for different purposes of data, which can reduce the amount of video memory used by texture images.
  • 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: It is common for PC and mobile terminal, and the mobile terminal does not support transparent texture temporarily.
Note: In iServer 11.1.1 and above in the Linux environment, you need to set the corresponding parameter value 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 way the data is optimized for vertexing. Vertex optimization differs between S3m versions.
  • S3M 1.0 and S3M 2.0 support setting no compression.
  • S3M 3.0 and S3M 3.01 support setting No Compression, MeshOpt Compression.
    • No compression: 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
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 side length can be set to a small value, such as 200 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
Filter Threshold:
(Optional)
Set a threshold to filter smaller (less than threshold) sub-objects in the rough layer of data, improving rendering performance on large scene data. The default is 2 in pixels Double
TileFile Type:
(Optional)
Set the TileFile Type, 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
Password
(Optional)
Set Password is supported for data encryption when S3MBLOCK is selected for TileFile Type String
Process Thread Count:
(Optional)
Set the number of threads assigned to the current operation. When the number of threads is 0, it means that the number of threads is the maximum number of cores of the current computer. Default is 8 Integer
Object ID field:
(Optional)
Select Property Field String
EigenValue Field:
(Optional)
This option is only available when the vertex weight mode is set to Dataset Field. Click the drop-down arrow Specify Field at the right end. 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
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
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
Texture:
(Optional)
Set texture processing, including stitching, Splicing and Remapping, and remapping. Splicing is applicable to data with dense triangulation. This parameter can improve Tile generation efficiency TextureProcessingType
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: Apply multiple textures to the model. Currently supports dual textures. Multiple Textures can be used to create more complex effects that enhance the visuals and realism of the Model Object.
MultiTextureMode
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
Texture-Relevant Document:
(Optional)
Import Texture Related File in *.json format.
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
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 to repeat Map Group for the data. It is not checked by default.
In the process of modeling, a large number of duplicate Texture Maps are often used on a building. For example, railings, guardrails, etc. on different floors often have the same appearance. This parameter can reduce resource consumption by sharing a map
Boolean
Whether to instantiate
(Optional)
Set whether to instantiate Model Object for storage. 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
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
Storage Type:
(Optional)
Set the file storage type, including Compact and Raw. The default is Compact.
  • Compact: When Generate Tiles, a mechanism is used to compress and encrypt the data.
  • Original: The data is not compressed and the original information of Model Data is retained.
StorageType
Encryption algorithm: (Optional) Set the encryption algorithm for Coordinate Encryption. The specific algorithm is specified by the Coordinate Encryption tool. EncryptCoordinatesSetting

Output Result

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