Well after some basic investigation I have found the problem.
Overlapping surfaces that both have contours displayed will cause freezing when osnaps is turned on.
Download the example file here – onsnaps-freeze1, see image below for explanation. Try and draw a polyline over the top of the overlapping area with onsnaps turned on
I can confirm that this happens in both Civil 3D 2014 and 2015. With 2015 recovering slighltly faster than 2014. say 3-5 minutes instead of 10 – 15minutes
See my previous post here to see the full process. This is an expansion on this process to bring in more or better quality imagery.
Once you have setup your coord system etc. as per previous post, you then want to zoom your screen down to the desired resolution. I find going one zoom level further in than you like is usually a good strategy.
Now you want to keep pressing “save as image” then panning your screen around to get the tiles you desire. Just use your middle mouse button, don’t zoom in and out. Give the images about 5/10% overlap.
Once you have saved all the images you need. Just read them back in to have a look at the finished result. I have saved 6 images below.
Now I want to merge them together as one image.
Raster -> Miscellaneous -> Merge
So now you just need to output your merged image in the desired coordinate system.
Right click the layer and press “save as”
Make sure you tick “rendered Image” and specify your desired coord system.
Give it a short moment to output
Now read into cad. Don’t forget to set your units to “meters” on command INSUNITS if you are using the metric system.
You should now have an image in CAD that is better resolution, or covers a more vast area
A common problem with Civil 3D. If you have a surface with a hole, the hole will not be filled with the surface you are pasting into. It will triangular across the hole like below.
Pond with hole in middle
When pasted together the middle is wiped out. Rather than the middle been taken by the existing surface pasted in first.
I know you can create a “hole surface” as workaround, but this isn’t as dynamic.
Q: Thanks Brad. Looks like a good solution for this scenario where the spigots are in a straight line, but how would you go about doing a perimeter discharge (the most common type of TSF). The pathways and guidelines would be crossing over.
A: It’s a good question, I generally wanted to just show the basic concept in the original post. To do a perimeter discharge you just draw pathways coming back the other way and very roughly trim them up.
Here is how I would tackle it using the same method.
I start by making the one spigot discharge into a block. Then use the measure command to space it around the complex at 200m intervals. Align that block to the line and you get something like below.
I delete a few of the stranger spigots, relocate as necessary then I just keep trimming the lines inside the block until I get to a point where I don’t have too much overlap. Like below. (If I trim in the block, they all change at once. J)
Trim any major areas of overlap and then check your rough triangles surface, near enough is good enough here, minor overlap will be taken care of by the kriging routine,
This is what we want to achieve (below). A tailing’s deposition that looks realistic, showing flow originating from each point (a spigot) at a specified grade(s) outwards until it is bound by the existing ground or a designed embankment.
But how can we do this quickly without software like Muck 3D and Vulcan?
The method described below in no way replaces these fantastic tools completely, Particularly when creating vast amounts of options/beach slopes etc. But it does produce a realistic result that is very easy to update. Read on to see how I do it. (P.S It’s not the concentric circles technique!)
So here is the general plan before we knew where anything was…
First I determined an approximate spigot spacing with the engineers and then chose a suitable elevation to deposit from. You can work this out with some rough calcs.
(<Change in elevation> * <2d Area>) / 3 – Note: keep adjusting the elevation to gain more/less volume
(20 * 331000)/3 – 2.2Mm³ so if I deposit from about 274 should be approx. right. (it’s easy to adjust later)
Create a base pathway using a 3D poly line (command 3DPOLY)
Engineers have told me they want a 200m spigot spacing, 3 spigots. So offset some 100m guidelines either side of your main deposition path
Draw 3 more path ways on one side of the deposition, a ¾ length a ¼ length and back trail
Now you need to grade all of your lines to your desired tailings beach. Engineers have told me that we can achieve a 0.5% beach slope.
Select start point, type starting elevation, select to the end and type grade on all lines.
Then just mirror them across to other side and delete your guide lines. You should end up with something like below. (copy this off to the side somewhere if you want to change the beach grade later)
Copy the pathways to your spigot locations and rotate as necessary. Then draw some trail lines on the wings. Put all those deposition lines on their own layer and you should end up with something like below.
It’s okay to have a little bit of overlap, but try to avoid it if possible!
Now add these as breaklines to a surface called TS-TAILS_<some description>
Check for any strange anomalies in elevation first. Then you want to run a krig on the surface.
Go to the surface definition and right click on edits -> smooth surface
Change to Kriging and then select parameters as defined in image.
The finished result. Is obviously exactly what you are looking for. Now you just need to create a design embankment to entrap the tailings
If you zoom into the tailings surface where one of the contours meets a break line. You will notice some little spikes. These may be more pronounced on your model.
To fix this issue simply tick off the breaklines from the definition under surface properties.
Once you have designed an embankments to suit your deposition. Just find the intersection between your tailings TS surface and your CP combined natural and embankment
Some Notes
· To vary the deposition height, raise lower the TS surface, or relocate/raise/lower the breaklines.
· If you want to change the grade of the deposition, you will need to regrade all the lines, you don’t have to delete them though. (A good trick is to keep a block that represents one spigot and just regrade that and copy it around.)
· Always keep an unclipped (TS surface) and a clipped (DS surface) so if your design updates it’s easy to recreate a boundary.
· Do all your tailings modelling in a separate dwg file!
· Kriging does not update if you change the breaklines, so try to do all your editing to your pathways pre-kriging then run the krig at the end
This is just a basic example, there are obviously more complex scenarios, like multiple elevation spigot points and bimodal (multiple grade) tailings beaches. But I hope to cover these in a later post.
You may also notice the benefits of kriging for things like groundwater modelling/geological surfaces and air pollution modelling.
Reply to this email if you have any questions, or post on the 3D forum.
UPDATE: I have updated this so that is now current for wordpress version 4.2.1 with twentyfourteen theme version 1.4.. enjoy :p
So your using Twenty fourteen theme. You really like the style etc. But you just want your content to stretch to full width. Most importantly on front end content/ and in your back end editor (so it’s the same width as your content on front end.
I have been searching forever how to do this properly so that it doesn’t delete itself after I update wordpress or the theme. Here is the quick solution using a child theme.
UPDATE – This is actually by design. As the inside of your design may have triangles with large angles that may need to be maintained. Still I would prefer this as an option here to look everywhere or outside only..
Surface Properties -> Definition – > Build -> Use Maximum Angle
This feature should give you the ability to weed any triangles in your surface that have an angle greater than the specified angle.
Obviously for corridor models this is quite useful as they are built by almost parallel sections triangulating between one another. So anything outside this wonderful playground should stand out, like below.
For some reason though, when I apply a Maximum angle of 95deg it does not weed all the triangles. It leaves lots of them with angles greater than 95 deg. See below
Civil 3D news/tips/tricks from someone like you and also some Unity Game Development stuff