stevefaeembra
Swiss topographic map
Map of Central Switzerland using QGIS 3.6 and Blender. That's Interlaken between the two lakes.. Just realised how it got its name... :-)
SRTM raster. Using adaptive subdivision surface allowed me to upscale rasters to 14k x 12k. Used QGIS/gdalwarp to prepare heightmap and map tiles. Approx 2x vertical exaggeration. Using top-down orthographic camera.
Map tiles from OpenStreetMap (wmflabs OSM no labels)
Map layer shader uses a 95/5% mixture of Diffuse/Ambient Occlusion. It turns out ambient occlusion works a bit like 'sky view factor' in GIS, and is a LOT faster to compute in Blender, but is less pronounced. Used two soft blackbody sun lamps, NW 4500K, SE 9000K (shadowless fill light)
Swiss topographic map
Map of Central Switzerland using QGIS 3.6 and Blender. That's Interlaken between the two lakes.. Just realised how it got its name... :-)
SRTM raster. Using adaptive subdivision surface allowed me to upscale rasters to 14k x 12k. Used QGIS/gdalwarp to prepare heightmap and map tiles. Approx 2x vertical exaggeration. Using top-down orthographic camera.
Map tiles from OpenStreetMap (wmflabs OSM no labels)
Map layer shader uses a 95/5% mixture of Diffuse/Ambient Occlusion. It turns out ambient occlusion works a bit like 'sky view factor' in GIS, and is a LOT faster to compute in Blender, but is less pronounced. Used two soft blackbody sun lamps, NW 4500K, SE 9000K (shadowless fill light)