Thursday 29 July 2010

Redhill: Visual Impact on an Archaeological Landscape 3

A final version of the Redhill visualisation completed in CryEngine. Better in the end than I anticipated, but still problematic, particularly in terms of placing digital vegetation to mirror the real-world, which becomes crucial when local vegetation can radically alter mid-range views and visibility.  

8-bit CryEngine texture mask derived from a colour
air-photograph co-registered with the terrain model in ArcGIS
CryEngine terrain model, textured using
an air-photo mask, (top) without
and (below) with vegetation models.

One innovation that I am pleased with is using air-photographs to create Sandbox texture masks to rapidly add low-resolution landscape detail.  Here I've used a colour original air-photograph, co-registered with the DTM in ArcGIS, to create an 8-bit monochrome mask, with features textured on other layers such as trees, excluded.  The end results add useful detail to the CryEngine rendered terrain and makes placement of assets such as trees and hedges easier. 




I think based on these results, and the development of a fairly robust and rapid workflow from GIS to CryEngine I'd be confident to use CryEngine to take on more ambitious GIS derived visualisations, particularly where good quality asset models already exist.