2D->3D Roads, Vegetation, Water – Miller Garden

This project was to finally take our existing 2D plans and to covert them effectively into a 3D space. 

By using general primitives, and combining them into groups using both Boolean and Group commands, I created simple trees and building structures to the site, following the vegetation layer’s guidelines. These were then laid down to sit upon the base of the topographic model. 

In order to create the path, I had to duplicate the entire topography and project the path curves onto its surface. By trimming away the excess, I was able to create pathways that followed the exact topography, which I then placed on site. The issue arose when constructing the architecture, seeing that it didn’t actually match the site. Google’s Arts and Culture website had a walk-through of the building and garden, but it had been made to be generally flat. I’ll need to explore Rhino further to see if I missed a tool that would have allowed me to flatten the ground easier without the unsightly addition of shapes. 

The water was made by making a surface out of the water curves and then extruding it a few feet, which I then BooleanDifferenced (while setting delete object to false) the topography with it, and then SetObjectModeDisplayed the shape to Ghost mode, keeping its color. 

I look forward to learning how to better sculpt the land and to create more realistic trees, perhaps using textures and fractal designs. 


Site Model Base

Today we added a base to the patch we created for the Miller Garden contours. This was done by DupEdging the patches boundaries and Joining them as a CloseCrv. A plane was placed to encompass the patch, and the curve was Projected and used to Trim, making a flat, clean base. The bottom and top curves were selected and then lofted to make sides, and then all surfaces were joined to make a clean box. 



2D to 3D Miller Garden

For today’s lesson we practiced transforming out 2D drawings of the Miller Garden into a 3D landscape. We used three methods, first being the Patch method, in which we dropped a patch onto the surface of topographic curves by using EditPtOn, SelPt, and then Patch. With a U and V value of 50, I produced this and gave it a Trim. 

The second method was MeshPatch, which generated a messy mesh layer that I then used the Drape command on to generate this nice isometric shot. 


The final method was admittedly a bit confusingly written, but I ended up extruding the curves of the contours to created a stepped topography. These were then Patched over, and thickened by an ExtrudeSrf. I left the initial curve extrusions to demonstrate how it worked. The Contour command was used, but I may need to play with it more, as it just led to an excess of points bogging down my computer. This was the result. 

Using Format