Build Tiles from Multiple Model Datasets
Instructions for use
This function supports one-time generation of a S3MB or S3MBLOCK file from Model Data (Model Dataest or CAD) in Datasource. Loading these Model Tiles in the scene can significantly improve model browsing performance and Display Effects.
Function entrance
- 3D Data Tab-> 3D Tiles Group-> Generate Tiles drop-down menu-> Multiple Datasets to A Tile module-> Model button
Operation steps
- In Workspace Manager, open the Datasource that needs to generate Model Tiles.
- On the 3D Data tab, in the 3D Tiles group, click the Model button in the Generate Tiles drop-down menu to bring up the Merge Generated Model Tiles "dialog.
- When Add Dataset, click the button to Select Dataset in the "Select" interface.
- Select Datasource in the left area of the interface of the Select dialog box, and all Model Dataest in the selected Datasource are displayed in the right area of the interface. Click Select All or Select Multiple to confirm the added Dataset, and click OK to add the Dataset. You can also Create Dataset as Add Dataset.
- Toolbar:
- Select
- All: Select All in the data list to perform batch operations on the Dataset, such as deletion and Batch Settings Tile parameters.
- Invert: Select the unselected Dataset in the data list.
- Delete: Removes the Dataset from the Current Data list.
- Set Password: is the generated 3D TilesSet Password. The 3D Tiles data after Set Password requires a password to be entered when it is opened. Click the Set Password "button, enter the same password in the Password and Confirm Password boxes, and then click Confirm to complete the Password Settings. It should be noted that Set Password is only supported for S3MBLOCK files. Caution:
- During
- Batch Settings Tile parameters, you need to click Enter after typing the specific parameter value to make it effective. Otherwise, it may not work to assign the same parameter value in batches.
- Basic Seting
- Tile Name: name of the Config File of Generate Tiles, which is consistent with the Datasource name by default and can be modified.
- Tile Path: Model Tiles storage path, under which a folder named by Tile Name is created for storage.
- Attribute Storage Type: Storage Format used to set data attributes. The following types are supported:
- S3MD: Store in JSON format, able to quickly extract all Attributes of a single object.
- ATTRIBUTE: It is stored in the form of binary stream, which is more suitable for the use of data with many Attributes. It can quickly extract the Attributes of Specify Field of multiple objects.
- DB: It is stored as a DB large file and is only available 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.
- Number of Threads: Sets the threads used for Batch Build Model Tile. The default is 4.
- S3M version: Support four types of S3M1.0, S3M2.0, S3M3.0 and S3M 3.01.
- S3M 1.0: PBR material is not supported, and generating Tile with sphere as datum is supported.
- S3M 2.0: Support PBR material, adjust the Property file storage structure (binary stream), and support the generation of Tile with a sphere as the base plane.
- S3M 3.0: Support OBB bounding box, support generation of Tile with ellipsoid as datum plane, and support Meshopt vertex optimization.
- S3M 3.01: comply with the provisions of CH/T 9040-2023 standard, support OBB bounding box, support the generation of Tile with ellipsoid as the datum plane, and support the Meshopt vertex optimization mode.
- File Type: S3MB and S3MBLOCK are supported.
- S3MB is an open and extensible compressed data format of spatial Model data format, which is suitable for the transmission, exchange and sharing of spatial Model data.
- S3MBLOCK: When the model is used to Build 3D Tile, the texture is separated from the skeleton. It is mostly used for fine models, which can effectively solve the problem of too large Tile files and improve the loading efficiency. S3M 1.0 does not support setting S3MBLOCK format.
- Texture Compression Format: For Tile Data for different purposes, Application will adopt different Texture Compression methods to reduce the amount of video memory used by texture images. The following four Texture Compression formats are currently supported:
- WebP: a Texture Compression format that significantly reduces the amount of data and is supported on both PC and mobile devices.
- DXT (PC device): Reduce video memory usage and improve rendering performance, but the total amount of data will increase.
- CRN _ DXT5 (PC): Reduces video memory usage, reduces total amount of data, but requires longer processing time.
- KTX2.0: Reduces video memory usage and reduces the total amount of data, but requires longer processing time than Standard CRN. Texture Compression format is supported by both PC and mobile terminals.
- Vertex optimization mode: 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 or S3M 3.01, the vertex optimization mode only supports the non-compression and Meshopt modes. Meshopt compression will reduce the total amount of data, facilitate front-end rendering, and compress the BIM model in a larger proportion. However, this method is lossy compression, and it is recommended to use it after splitting a single object in a strip shape. Compared with Meshopt, the compression force of Normal Compress is smaller and the compression time is shorter.
- Tile Setting
- Tile side length: Displays and sets the size of 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 smaller value, such as 200.
- Filter threshold: Filter out the sub-objects with smaller rough layer, so as to improve the performance of large scene data. For example, if the filter threshold is set to 2, sub-objects with the longest edge less than 2 meters are filtered out in the coarsest layer, sub-objects with the longest edge less than 1 meter are filtered out in the second coarsest layer, and so on. Subobjects at the finest level are not filtered.
- Pyramid partition type: Set the partition type of the tree-type pyramid created by Tile, including quadtree, octree and KD tree. The quadtree is suitable for city-level building subdivision; the octree is suitable for subdivision of a single tall building, and is mainly applied to BIM data; after selecting the KD tree, it supports adaptive data subdivision.
- Tile Height: This parameter is available when the pyramid partition type is octree. Tile height is used to slice the model along the Z axis at a fixed height. This parameter is mostly used for higher data of model buildings.
- Number of LOD Levels: LOD means Levels of Detail, which refers to setting the level of detail displayed by Tile. All LOD layers belong to the rough layer. You can set different simplification rates for different LODs. When the overall range of data is large (city level), the LOD value can be set to a large value, such as 5.
- Advanced settings for textures and attributes
- Texture settings: Currently supports two types of texture settings: Multiple Textures and Single Texture. Multiple Textures supports the generation of superimposed textures, while Single Texture only supports the generation of the first heavy texture
- Secondary Texture Type: Support no processing and Shadow Texture. When Model Data is night scene data, it is recommended to select not to process.
- Texture size limit: Used to set the texture size. Options such as unlimited, 1024 pixels * 1024 pixels, 2048 * 2048, and 4096 * 4096 are available. The default is unlimited.
- Object ID Field: When used in Publich Service, associate the Unique identifier field of Object Properties information when querying Properties at the front end. Modifiable, Type is Int.
- Vertex Weight Mode: Four modes are provided: None, Dataset Field, Height and Original feature value. Where, Dataset Field refers to Specify Field as the weight, height refers to height as the weight, and Original feature value refers to the feature value of Model Data itself as the weight.
- Eigenvalue Field: This option is available only when the vertex weight mode is Dataset Field. Click the drop-down arrow Specify Field at the right end.
- Field Settings: used to set the Property Field of Build 3D Tile. All Select Fields are generated by default.
- Repeat Map Group, Texture Sharing, with Normal, Instantiation, with Border: can be checked as required. Texture Sharing only supports Texture Compression in DXT (PC device) format.
- Repeat Map Group: In the process of modeling, a large number of repeating Texture Maps are often used on a building. For example, the railings and guardrails on different floors often have the same appearance, which can greatly reduce the consumption of performance and resources by sharing a map.
- Texture Sharing: Texture Sharing is used to export all textures used in Fine Sheaf Model to a folder. If the same texture is used in different models, only one texture will be exported. If there are a large number of buildings using the same texture in the data, you can use this function.
- With normal: The surface normal is an important attribute of the geometry surface, which is mainly used to produce lighting effects in line with visual habits when rendering. Tile renders based on the model's own normals.
- Instantiation: Only one object needs to be stored in memory, and only the position, rotation, scaling and other States need to be changed for reuse.
- With border: Outline for Build 3D Tile. After loading into the scene, the data with wireframe can be viewed by selecting Style Settings & gt; Fill Mode in the scene.
- Beautify Settings
- Material Type: Common Material, PBR Material, UE and Unity are supported. When the material of Model Data has a PBR material, you can select to generate a PBR material.
- Material Related File: JSON file, supporting material plug-in.
- Generate second texture coordinates: When the U/V value of the side of the model itself is inconsistent with the U/V of the map on the game engine, the U/V of the Generated the second texture will be used. Use the Selt-luminous Texture map to beautify the scene.
- Texture lateral size: Set the size in the U direction.
- Longitudinal dimension of texture: Set the dimension size in the V direction.
- When the settings are complete, click the Generate button to perform the Model TilesGenerate in Bulk operation.
Caution:
- When the coordinate systems of Model Dataest in the list of to-be-generated Tiles are inconsistent, the generation will fail.
- The 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. When there are too many root nodes, loading the model will be somewhat slower. The
- LOD level number has an effect on the smooth switching effect when the model is displayed: the larger the LOD level number is, the smoother the switching effect is when the model is displayed; On the other hand, if the LOD level number is set too large, it will lead to the generation of models with redundant levels, and the Generate Tiles will take a long time. Please set a reasonable value according to the display requirements.
- The sphere data supports loading on the ellipsoid scene; the ellipsoid data also supports loading on the ellipsoid; the ellipsoid data does not support loading on the sphere.