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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0" />
<title>Big</title>
<link href="big.css" rel="stylesheet" type="text/css" />
<link href="./themes/dark.css" rel="stylesheet" type="text/css" />
<link href="./manti.css" rel="stylesheet" type="text/css" />
<script>BIG_ASPECT_RATIO = 2;</script>
<script src="big.js"></script>
</head>
<body>
<div>
<h1>Hello</h1>
<br>
<img src="img/diskmanti_transparent.png" style="width: 15%;">
<h3 class="nowrap">Amanti LULO / Cartographer </h3>
<br>
<h3>harta.xyz/blender3d</h3>
<notes>Talk about self</notes>
</div>
<div>Masterstroke; <br> A very skillful and oportune act
<notes>The starting point is the skill, the ability to produce something technically brilliant.
Many people have this sort of technical ability but will never be able to produce their own master stokes
Its the oportune part that really defines the masterstoke. Its about knowing the exact moment or cricumstance to
deploy your skill. Its the extra brush stroke on exactly the right place on the canvas. Its the final note in a
chorus at exactly the right moment
Technical skill is easy, the wisdom to know when to use it is what makes the master stroke the masterstroke
</notes>
</div>
<div class="layout" style="grid-template-columns: 45% 10% 45%;">
<img src="./img/architect_image.jpg" alt="">
<div></div>
<img src="./img/painting_image_2.jpg" alt="">
<notes>talk about traditianal ways of generating hillshades and how blender does it. make comparison. Old ways =
architectural drawing, sharpish. Blender = Masterstroke from a painter</notes>
</div>
<div>
<div>
What is a <div id="shadow">Shaded Relief</div>
</div>
</div>
<div>
Short answer: Shadows <br> <br>
Long answer: There is no more important component of a map than the shaded relief. <br>
<a href="http://http://shadedrelief.com/">> Tom Patterson</a>
</div>
<div>
<img src="./img/hillshade_demo.png" alt="">
<!-- <img src="./img/blender_demo.png" alt=""> -->
<notes>According to Leland Brown the first one looks like wrinkled tinfoil, sharp(remention sharpish look) edges
</notes>
</div>
<div>
<h2>Steps to awesome</h2>
<ol>
<li>Prep</li>
<li>Plane</li>
<li>Camera</li>
<li>Sun</li> <!-- praise the sun reference to dark souls -->
<li>Final Tweaks</li>
</ol>
</div>
<div>Prep
<ul>
<li>Data - <a href="http://dwtkns.com/srtm30m/" target="_blank">Derek Watkins</a> </li>
<li>QGIS/GDAL</li>
<li>Blender - duh!</li>
</ul>
</div>
<div>Merge and/or Clip your dem/topo</div>
<div>
<pre><code>$ <b>gdalsrsinfo</b> [input file]</code></pre> <br>
<pre><code>$ <b>gdalwarp</b> <em>-co "TFW=YES"</em> [input file] deleteme.tif</code></pre> <br>
<pre><code>$ <b>gdalinfo</b> [input file]</code></pre> <br>
<pre><code>$ <b>gdalwarp</b> <em>-s_srs</em> [source cs] <em>-t_srs</em> [desired cs]
<em>-r bilinear</em>
[input file] [output file]</code></pre>
<br>
<pre><code>$ <b>gdal_translate</b> -of GTiff <em>-ot UInt16</em>
<em>-scale</em> [dem min/max values] <em>0 65535</em>
[input file] [output file]</code></pre>
</div>
<div>Prep Blender
<notes>Talk about cycles renderer and do not forget dhe experimental features</notes>
</div>
<div>Plane <br>
<div class="nowrap">Not an actual ✈️</div>
<notes>
Plane dimensions
Material setup
Displace plane - Node Editor - add image texture
3D View - UV unwrap - relief
Add Modifier - Subsurf{Simple - Adaptive} - Settings{Displacement: True}
</notes>
</div>
<div>Camera 📷
<notes>
Position
Rotation - 0 45 135 - explain why
Render dimensions - the same px values as dem - {explain % meaning }
Set Orthographic View
Set Orthographic Scale - double the largest dimension of dem
</notes>
</div>
<div>
<div class="sun">
<div class="ray_box">
<div class="ray ray1"></div>
<div class="ray ray2"></div>
<div class="ray ray3"></div>
<div class="ray ray4"></div>
<div class="ray ray5"></div>
<div class="ray ray6"></div>
<div class="ray ray7"></div>
<div class="ray ray8"></div>
<div class="ray ray9"></div>
<div class="ray ray10"></div>
</div>
</div>
<div><img src="./img/praise_the_sun_2.png" alt="" style="width: auto; height: 350px;;"></div>
<notes>
Lamp type - sun
Rotation - 0 45 135
Sun size{1} - Use nodes - sun strenth{3}
</notes>
</div>
<div>Final Tweaks
<notes>
Node editor{Add - Converter -Math} - Multiply
Render settings - Samples{300 final render}
Tick on Denoising
Light Paths - Limited Global Illumination
</notes>
</div>
<div><img src="./img/blender_render.gif" alt=""></div>
<div> <a href="http://www.textureshading.com/Home.html">Texture Shading</a>
<h6>Texture shading emphasizes the drainage network (canyons and ridges) of the landscape and exhibits a visual
hierarchy that reflects this structure. <br> > Leland Brown </h6>
</div>
<div>
<pre><code>$ <b>gdal_translate</b> <em>-of EHdr</em> -ot Float32 [input dem] [output .flt]</code></pre> <br>
<pre><code>$ <b>texture.exe</b> <em>1/3</em> ..\dem-utm-scale.flt my_texture</code></pre> <br>
<pre><code>$ <b>texture_image.exe</b> <em>-2</em> my_texture.flt my_image</code></pre>
<notes>
We need GridFloat format for this program
First param - Lower values of detail retain more elevation information, giving more sense of the
overall, large structures and elevation trends in the terrain, at the expense of fine texture detail
Second param produces the texture image. Higher numbers increase contrast in
the midtones, but may lose detail in the lightest and darkest features. Lower numbers
highlight only the sharpest ridges and deepest canyons but reduce contrast overal
</notes>
</div>
<div>QGIS/Photoshop Time</div>
<div><img src="./img/final_print.png" alt=""></div>
<div>Final Thoughts</div>
<div>
<h1> <a href="https://www.axismaps.com/blog/2018/05/relief-in-10-steps/" target="_blank">10 eeeeeeasy steps</a>
</h1>
<ol>
<li>Download a good digital elevation model</li>
<li>Genereate a shaded relief image using Blender</li>
<li> Set up a QGIS project with land cover data. Reduce it to only a few colors (mainly, evergreen forest and
“everything else”) and export it with dimensions matching the relief image</li>
<li>In Photoshop, add land cover, then the relief layer with a “multiply” blending mode</li>
<li> Heavily blur the land cover so that it’s not harsh and pixelated. It becomes a subtle base layer, not an
essential piece of data</li>
<li> Add water lines and pliygons to QGIS, style, export, and add to Photoshop above land cover</li>
<li> Use some Photoshop tricks to make relief highlights a bit brigher and warmer-colored, and shadows a cooler
color</li>
<li> Generate and label contour lines from the DEM using QGIS, then export and add them as a Photoshop layer.</li>
<li> Add roads to the QGIS project. Export and style them with
Illustrator, and place the .ai file as a layer in Photoshop underneath the relief. (Shadows thus fall on roads
as they would in real life.)</li>
<li> Label all the peaks, physical features, and towns one by one in Illustrator (no GIS data involved), and place
them into Photoshop.</li>
</ol>
</div>
<div>
Kudos!
<ul>
<li>Daniel Huffman</li>
<li>Leland Brown</li>
<li>Tom Patterson</li>
<li>Tom Macwright</li>
</ul>
</div>
<div>Thank You! <br>
Go make maps great again 🤯 🗺️
</div>
</body>
</html>