Raw Oahu
I recently had some orders for my 2-color “Print Oahu” 3d print. Here’s the unfinished results, ready for the customer:
If you’d like one for yourself, let me know!
Posts Tagged ‘ map ’
I recently had some orders for my 2-color “Print Oahu” 3d print. Here’s the unfinished results, ready for the customer:
If you’d like one for yourself, let me know!
After making my SF Bay print, I thought I’d turn to the Hawaiian islands: I lived on Oahu for a time and have many fond memories. I was always shocked by its beauty constrained by size: I’m pretty sure you could drive around it twice in one day if you tried. Printed on my Makerbot Replicator (1) . Download the files to print over on Thingiverse.
I’ve covered in detail the process I used to make these maps. But below are tweaks I made this time:
Check out the article written on it at 3DPrint.com
Several people asked me if I’d share the specifics of how I completed my previous print, “Print The Bay“. Sure!
As mentioned in the post, I used a great (and relatively new tool) by Thatcher Chamberlin called “Terrain2STL” to do the heavy lifting of the map geometry creation: I had looked at the well documented techniques by Thingiverse user Shapespeare (aka Whitney Potter, as documented on his “Grand Canyon” thing here) and was about to start, but discovered several pieces of the software chain were PC only: I’m currently on Mac. So while I started trying to figure out an alternate pipeline, I found a random blog post on Terrain2STL, and everything changed With Terrain2STL, it’s as easy as defining a region in Google Maps and hitting “download” to get a 3d printable stl of the terrain (although as mentioned below, some work is still needed).
After doing several test prints I got in contact with Thatcher, making suggestions as I became more familiar with the tool. One of which was a way to add “extra thickness” to the ground, and the ability to “lower” the water: In places like the San Francisco bay, much of the land is at sea level. When I’d print the map, you couldn’t tell where the shoreline was. Thatcher was able to implement these new “drop” features, and created a special “Bravo” page for Terrain2STL that exposes them.
Based on all that, here’s the overall process I used:
I waited for the sun to rise, and shot the above image. Hope you find this helpful, and let me know if you have any questions.
Check out the article written on it at 3dPrint.com.
This is a print of the San Francisco bay area I made based on the fantastic tool by Thatcher Chamberlin, Terrain2STL. I used Meshlab for cleanup of holes, and scaling operations.
I epoxied each of the four regions to a custom piece of light blue acrylic acquired fromTAP Plastics.
Get more info and download the files to print yourself over on Thingiverse.
To see a detailed overview the process I used to make them, check my pose here.
Check out the article written on it at 3dPrint.com.
Starting using a couple shorthand techniques today via map and lambda to save on screen real estate when authoring Python modules in Maya. I often times will troll the scene for info and want to print stuff:
Here, I find the transform name for all mesh in the scene, then print them all with tabs in front:
import sys import maya.cmds as mc # Get transform for each mesh: shapes = mc.ls(type='mesh') transforms = map(lambda x: mc.listRelatives(x, parent=True)[0], shapes) # print with tab in front: map(lambda x: sys.stdout.write('\t%s\n'%x), transforms)
By using our map / lambda combo, I’m able to side-step the need to write any loops. Here’s how it would look otherwise:
import maya.cmds as mc # Get transform for each mesh: shapes = mc.ls(type='mesh') transforms = [] for s in shapes: transforms.append(mc.listRelatives(s, parent=True)[0]) # print with tab in front: for tran in transforms: print '\t', tran
Not counting imports and comments, I halved the number of lines of code. One could argue the bottom example is possibly more readable however.