Terrain Editor Tools
I have decided to create a terrain editing tool for my team to handle terrain data scanned by drones.
DJI drone software can output OSGB or OBJ files with multiple levels of precision.
I need to add two new modifiers to Blender: a terrain loader and a block editor.
The terrain loader can read block models from a folder. When a block editor exists in the scene, some blocks in the terrain loader will be hidden.
I am posting this idea here because I want to know if anyone is doing something similar or if there is a similar need in Blender.
Due to my coding habits, this project is unlikely to be open source unless someone is willing to help translate it into code that conforms to Blender standards.
However, I still want to gather everyone's opinions and ideas, as well as the requirements for a terrain editor.
6 Comments
What's the difference between your method and the new "file import node"? devtalk.blender.org/t/gsoc-2024-geometry-nodes-file-import-nodes/34482/18
this node can handle OBJs; with a "menu switch" node or an "index switch" node you should be fine
Thanks, I will try to import OSG this way, but the texture gives me a headache
Completely out of topic, but I wonder how you would "make this in Blender" without it being open source. Considering that, Blender's Python API and most of its source code are under a copyleft license. See License — blender.org .
Wouldn't that mean not using bpy or using/linking any part of Blender's copyleft-licensed code? That sounds tedious...
About why not consider open source: First of all, this is a task assigned by the company, not my personal project. My primary goal is to complete the company's tasks, and then I will try to share what I can. Because my personal code habits are very inconsistent with the specifications of blender developers, there is a high probability that I will not pass the review without help. If I can merge it into the backbone, I hope I will only contribute for free once, and subsequent maintenance will continue to be carried out by other core developers. I hope I am free enough.
Considering the task given by the company is to have me find a tool for editing terrain at all costs, rather than purchasing my code outright, the main reason I'm not planning to open source it is due to personal habits. I have a preference for using Chinese variable names and emoji comments. So, if I were to contribute to Blender, I would hope that after I translate everything once, others could maintain it. Otherwise, I will have to maintain it myself and keep it closed source.
Considering the complexity of Blender's source code, I might implement this functionality first in UE or Unity, as they have more code examples for terrain editors.