W-1g

Aerial Photogrammetry for Modeling Context

Unlocking the Potential of Aerial Photogrammetry for Contextual Modeling in Architecture: Explore the Art of Scanning with a Drone and Utilizing Aerial Imagery to 3D printable Context Model.

Master Aerial Photogrammetry for Architectural Modeling: Save time and enhance your design process by precisely creating a contextual site model. This course provides a step-by-step approach to using a basic DJI drone to scan a specific context and turn it with the CAD software Blender into a 3D printable context model. Translate your architectural ideas into printed models for your context model, elevating your project visualization and communication.

About the Course

This course is intended for architects who want to use new technologies, save time and use a 3Dprinter to fascilitate the creation of a contextual site model for their architectural projects. No morecardboard cutting and glueing layer by layer. Get a detailed 3D model of a site using a simple drone,DroneDeploy and the open-source CAD software Blender. We will start by understanding the processof getting a village scanned and making the output data 3D printable, ensuring an easy and fast wayto get a digital and physical 3D model, assisting to visualize future design ideas and the relations of adesign to its surroundings.

Skill level and duration

Intended for the curious and more experienced designers using Blender. A self-taught course that helps its users to understand the basics of 3D scanning with drones and editing the relative data. The course is 8 chapters long, each with a lecture of no more than an 20 minutes and an integrated practical exercise, each requiring between 15 to 30 minutes.

Recommended Next Step Tutorials

Follow these tutorials to practice an develop the skills learned here to create a full Model integrated into a unified architecture project.

 
 

In this course you will learn

  1. Photogrammetry and DroneDeploy

  2. Importing Mesh and Cleaning Outlines

  3. Filling Holes and Extrusion of Model

  4. Demolish a House and insert your Project

  5. Prepare for 3D printing

  6. Assemble your printed model

  7. Slicing Strategy

  8. Supporting your assembled context model

The materials you will need

  1. Drone (rental or personal, with camera interface and batteries)

  2. Latest version of open-source CAD software Blender

  3. Basic understanding of Blender (by completing the Course “Bl-0 Blender Foundations

  4. Highly efficient computer

Course Content

  • 8 Videos.

  • Full Tutorial Script with commands

  • Each exercise accompanied with solved exercise to double check

  • Two different exercise files: full-sized scan or section

  • Additional scan of different village for exercise

0. Free Vs. Parametric Modeling

Lets start to understand the interfaces, the tools and the configurations of the programs where we are going to develop our Models. This is fundamental because these programs usually have an interface that seems tricky at first glance.  It’s important to take some time watching and understanding the distribution and grouping of tools, options and configurations.

Choose your software and follow the exercise

Blender

IMPORTANT NOTE: If you have never opened Blender or would like to get a foundational understanding of the Software, I invite you to follow this link to the Foundations Tutorial of Blender It will be a good hour spent either learning how to navigate it or furthering your knowledge.


1. Site Scan with Aerial Photogrammetry

Moving away from the time-consuming task of cardboard modeling, modern, cheap and available technology allows for the scanning of a site of interest, quickly transforming it into a detailed 3D file with textures. This efficient approach not only saves time but also provides a more accurate and comprehensive model, streamlining the design process and ultimately giving you more time for the actual design project.

Choose your software and follow the exercise

Blender

Blender Script

1. What is Photogrammetry

  1. Mobile App QLONE

  2. More powerful and professional services like Polycam

  3. Specialized businesses and other options

2. Ready, Set, Fly

  1. Image capture with user-friendly Drones such as DJI Mavic platform

  2. Drone regulations and maps for restricted areas as published by the BAZL (Federal Office of Civil Aviation) on their website or corresponding publications by the national authorities in your country

  3. Mobile app DroneDeploy

  4. Adjust units from imperial to Metric

  5. Set the Max Altitude

  6. Search the location for your flight

  7. Choose Standard Mode

  8. Adjust the grid using the polylines

  9. Enable Enhanced 3D

  10. Plan the Flight Altitude carefully

  11. Adjust the Front Overlap

  12. Adjust the Side Overlap

  13. Adjust the Flight Direction

  14. Adjust the Gimbal Angle

  15. Enable Perimeter 3D

  16. Enable Crosshatch 3D

  17. Keep eye contact with your drone

  18. Ideally fly in overcast weather conditions without wind or rain

3. Drone Deploy

  1. Download the images to your phone for checking

  2. Save a backup

  3. Head over to the DroneDeploy Website on you PC

  4. Wait for the Processing to finish

  5. Alternatively Upload the separate images manually in the Upload Tab

  6. Check out the explore mode in the Explore Tab

  7. Export the model as a Pointcloud

  8. Export the model as an OBJ file

3. Soglio Drone Flight

  1. Adjust the flight settings to the specific situation of the context where the flight will take place. Take into account terrain, topography, landmarks and electricity lines


2. Importing Mesh and Cleaning Outlines

Just as scissors or a cutter can shape cardboard, there are myriad ways to manipulate geometry on a computer. Once a site has been successfully scanned and converted into a usable 3D model, the next step aims to simplify your workflow. This part of the process focuses on making your life easier by streamlining the editing and avoiding future problems when preparing the mesh for 3D printing.

Choose your software and follow the exercise

Blender

Blender Script

1. Import Mesh

  1. Enable ‘3D Printing Toolbox’ add-on by going to Edit > Preferences > Add-ons, search for the add-on and make a check.

  2. Download the full-sized context model or section. Unzip it. Keep the folder structure. MTL file must have same naming as OBJ file.

  3. Import the OBJ to Blender

    1. File > Import > Wavefront OBJ

    2. Navigate to the OBJ file

    3. Set in ‘Transform’ settings the ‘Forwards Axis’ to Y and the ‘Up Axis’ to Z

    4. Hit ‘Import’

2. Check Mesh and Texture

  1. Adjust Clipping Settings: Right Side Bar > View > Clipping End > 10000

  2. Check mesh for errors (e.g. hole).

  3. Bring light into the scene for texture inspection:

    1. Properties Panel > Render > Render Engine > Cycles

    2. Change workspace from ‘Layout’ to ‘Shading

    3. Viewport Shading: Render

    4. Switch from ‘Object’ to ‘World’ in Node Editor

    5. Press Shift + A and search for Sky Texture

    6. Sun Intensity: 0.03

    7. Sun Rotation: 161°

    8. Sun Elevation: 46.1°

  4. Check texture for errors.

3. Cleaning Model Outlines

  1. Switch from ‘Rendered’ to ‘Solid Mode’ Viewport Shading

  2. Check correct orientation of mesh faces

    1. Enable Edit Mode

    2. Go to Overlays > Geometry > enable Face Orientation

    3. Flip face: OPT/ALT + N

    4. Check top faces are blue, bottom faces red

  3. Cut Outlines:

    1. Enable Object Mode and X-Ray

    2. Create Cube: Shift + A > Cube

    3. Scale Cube: S + X / Y / Z

    4. Move scaled Cube: G + X / Y / Z. Ensure outline is within cube.

    5. Turn off X-Ray, switch from Orthographic to Perspective, check outline inside of cube

    6. Select the context model

    7. Go to Properties Panel > Modifier > Add Modifier > Generate > Boolean

    8. Set Boolean Modifier to ‘Difference’ and solver to ‘Fast’

    9. Select the Cube as ‘Object’

    10. Select ‘Apply’ from Boolean dropdown menu

  4. Select one complete (and next) outline(s): (Shift +) OPT/ALT + Left Mouse Button

  5. Create Vertex Group: Properties Panel > Object Data Properties > plus symbol. Rename Vertex Group. Use Assign to add vertices to the group. Use Select to select all vertices

  6. Hide all except of selected: Shift + H

  7. Select vertices in between two vertices: Select first vertex using CMD/CTRL + Left Mouse Button, repeat for second vertex

  8. Generate n-gon / face out of selected vertices: Press F

  9. Unhide hidden elements: OPT/ALT + H


3. Filling Holes and Extrusion of Model

Following the initial phase of scanning a 3D model and preparing it slowly for 3D printing, wetransition into the crucial next stage of editing: making the model suitable for brining it into realityThis video is dedicated to expanding our understanding of the intricacies involved in transforming adigital mesh into a physical printed object. It encompasses a detailed exploration of the essentialcriteria, adjustments, and considerations necessary to ensure the model is not only 3D printable butalso maintains the intended design integrity and detail.This stage provides a comprehensive guide toprepare your model for successful 3D printing.

Choose your software and follow the exercise

Blender

Blender Script

1. Filling Holes

  1. Enable Edit Mode and Face Orientation (in Overlays > Geometry). Inspect mesh.

  2. Switch to Wireframe Viewport Shading and Vertex Mode, then activate on X-Ray.

  3. Check non-manifold parts of mesh: Select > Select all by Trait > Non-Manifold

  4. Deselect vertices: Enable Circle Select with C (or Select > Circle Select) and use Shift + Left Mouse Button or only Middle Mouse Button to deselect. Isolate one hole at a time

  5. Face Fill for sealing hole: OPT/ALT + F

  6. For complex hole: Create Vertex Group, select view vertices and close hole with triangular areas using F to generate a face

  7. Reverse Face Normal: OPT/ALT + N > Flip.

2. Remove Weird Geometry

  1. Make sure X-Ray and Vertex Mode is enabled

  2. Circle Select: Press C once and use Left Mouse Button to select vertices

  3. Delete Vertices: Press X and select ‘Delete Vertices’

  4. Switch between Orthographic and Perspective View to isolate floating geometry

3. Extrude!

  1. Turn off X-Ray. Zoom into the outline

  2. Use (Shift +) OPT/ALT and select outlines. Create a new Vertex Group

  3. Extrude vertices downwards: E + Z + 15

  4. Deselect all Vertices: Double press A

  5. Reduce vertex count: Mesh > Merge > By Distance or M > By Distance. Input 5 – 10m

  6. Turn on Snap > Vertex. Fix corners with moving Vertex: G + X / Y

  7. Turn on Statistics: Overlays > enable Statistics

  8. Check vertex count of each outline. If you need to add vertices: Select two adjacent, right-click and subdivide

  9. Create a regular grid based on the outline with reduced vertex count: Face > Grid Fill

  10. Check for intersecting faces

3. Finalize the Mesh

  1. Enable Face Orientation

  2. Mark affected area with annotation tool from Left Side Bar

  3. Select Vertices: Press C once and use Left Mouse Button

  4. Invert Selection: CMD/CTRL + I

  5. Move selections downwards: G + Z

  6. Repeat until uniform thickness achieved and no intersecting faces

  7. In Right Side Bar > View > Clip Start: Use 300 m to see section of model. Adjust distance between top and bottom surface if necessary

  8. Erase annotations in the Right Side Bar under the View tab. Select respective annotations and hit -


4. Demolish a House and Insert your Project

Chapter in process…

Choose your software and follow the exercise

Blender

Blender Script

1. Wreck a House

  1. Enable Edit Mode with Tab.

  2. Switch to Wireframe Viewport Shading and Vertex Mode, then activate on X-Ray.

  3. Circle Select: Press C once and use Left Mouse Button (LMB) to select vertices and Middle Mouse Button (MMB) to unselect vertices.

  4. Level select mesh into plane: S+Z+0

2. Smooth the Area

  1. Switch to Sculpting Workspace at the Workspace Toolbar

  2. Select the Smooth Brush by pressing S

  3. To adjust the Brush Size press F

  4. In the Brush settings set the deformation setting to Laplacian

  5. Switch to Layout Workspace at the Workspace Toolbar

3. Texture Fix

  1. Switch to Texture Paint Workspace at the Workspace Toolbar

  2. To adjust the size of the brush press F

  3. Hit Shift + F to adjust Hardness

  4. Select the Clone Tool

  5. Clone with CMD + LMB and then paint with LMB

  6. Switch to Layout Workspace at the Workspace Toolbar

4. Import Own Design

  1. Import OBJ / Import STL by navigating to File > Import > Wavefront OBJ / File > Import > STL

  2. Move the object with G

  3. Add a Boolean Modifier inside the Modifiers Tab


5. Prepare for 3D Printing

Chapter in process…

Choose your software and follow the exercise

Blender

Blender Script

1. Cut Mesh

  1. Hide objects in the Outliner

  2. Position the 3D Cursor at the world origin with Shift + S

  3. Add a cube Shift + A

  4. Rename F2

  5. Adjust the dimensions of the cube in the Item Properties > Dimensions

  6. Turn on X-Ray with Alt + Z

  7. Switch to Top View with 7

  8. Move the box G

  9. Add an Array Modifier in the Modifiers Panel and adjust its properties

  10. Move along the Z-axis G + Z

  11. Copy past CMD + C and CMD + V

  12. Apply the Array Modifier in the Modifiers Panel

  13. Switch to Edit Mode with Tab

  14. Select everything A

  15. Access the Separate Pie Menu with P and then select Separate by Loose Parts

  16. Copy Modifiers with Alt + L

  17. Apply all modifiers at once Object > Convert > Mesh

2. No-Glue Assembly

  1. Import an OBJ File > Import > Wavefront

  2. Scale for the 1:500 scale Shift + S type 500 press Enter

3. Move the Adapters

  1. Create a new Collection int the Outliner

  2. Move G

  3. Rotate with R and snap the movement to Increments by holding down CMD

  4. Duplicate a Linked Copy with Alt + D

  5. Move along Z-axis G + Z

4. Adapter at an Angle

  1. Isolate an object with /

  2. Go into Side View

  3. Rotate by -30 degrees with R and snap the movement to Increments by holding down CMD

  4. Add a Cube Shift + A

  5. Scale S

  6. Move G

  7. Add a Boolean Modifier in the Modifiers Panel and set it up

  8. Copy the modifiers with CMD + L and then Copy Modifiers


6. Assemble your Printed Model

Chapter in process…

Choose your software and follow the exercise

Blender

Blender Script

1. Reference Floor and Simple Column

  1. Add a Plane Shift + A

  2. Scale it up S

  3. Move G (Grab)

  4. Hide and Unhide Objects in the Outliner

  5. Switch to Edit Mode with Tab

  6. Switch to Vertex Select mode with 1 (Edge Select is 2, Face Select is 3)

  7. Position the 3D Cursor by pressing Shift + S and select Cursor to Selection

  8. Switch to Object Mode with Tab

  9. New Circle Shift + A

  10. Change to Transform Pivot Point to 3D Cursor via the pivot point settings or by accessing the corresponding pie menu with . (not on the numpad)

  11. Rename object F2

  12. Edit Mode Tab

  13. Extrude along Z-axis E + Z

  14. Scale along Z exactly to the 3D cursor by hitting S + Z then type 0 and then hit Enter

  15. Fill caps with F

  16. Select all A

  17. Recalculate normals by hitting Alt + N and then select Recalculate Outside

  18. Add a Boolean Modifier in the modifiers panel and adjust its settings

  19. Duplicate mesh Shift + D

  20. Shift + S and set 3D Cursor to Selection

  21. Extrude E

  22. Pivot point with . to Median Point

  23. Fill caps with F

  24. Recalculate normals by hitting Alt + N and then select Recalculate Outside

  25. Object mode Tab

  26. Move G + Z

  27. Create linked copy Alt + D

  28. Scale via item properties panel

  29. Rename F2

2. Exporting and Slicing

  1. Enable Add-Ons Edit > Preferences > Add-Ons search for and enable 3D Print Toolbox

  2. Export STL via 3D Print Toolbox

  3. Head to Prusa Slicer

  4. Scale via Object Manipulation panel

  5. Set Supports to Everywhere

  6. Heat to Preview via the corresponding button or with CMD + 6

  7. Slice with CMD + R

  8. Export G-Code

3. Slicing Optimizations

  1. Switch to Texture Paint Workspace at the Workspace Toolbar

  2. To adjust the size of the brush press F

  3. Hit Shift + F to adjust Hardness

  4. Select the Clone Tool

  5. Clone with CMD + LMB and then paint with LMB

  6. Switch to Layout Workspace at the Workspace Toolbar

4. Import Own Design

  1. Head to Print Settings > Infill and adjust the infill percentage

  2. Head to Print Settings > Horizontal Shells and adjust the number of layers for top and bottom

  3. Head to Plater > Supports and set it to For Support Enforcers Only

  4. Switch to the 3D Editor View with the button or by hitting CMD + 5

  5. Go to Paint-On Supports in the menu or hit L

  6. In the paint on supports menu press Automatic Painting

  7. Paint support areas with LMB

  8. Erase painted areas with Shift + LMB

  9. Block automatic support generation with RMB

  10. Exit the Paint-On Supports mode with L

  11. Re-Slice CMD + R

  12. Preview CMD + 6


7. Sources

For the development of this course, an array of media entries and documents were consulted which I aim to list here. Please report any reference that might be missing so it can be promptly added.

 

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W-1f: Modeling a Context for Architectural Design