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HullReplacer - placing geometry at specific calculated altitude

  • March 22, 2021
  • 3 replies
  • 30 views

2021-03-22 14_22_37-FME Data Inspector - 2021.0Hi everyone and thanks for your time

I've used HullReplacer in order to get my polygon, see attached - but is there a way to place it FLAT at the calculated lowest point of the object.

Thank you

Best answer by daveatsafe

Thanks @daveatsafe​ 

I have tried BUT... It's most likely me being an amateur

 

Please see below:

 

My overlay is crated based on the TIN from the LAS, When I use Bound Extractor it creates one big for all the objects instead of multiple small ones...

Hi @joolek.o​ ,

OK, it's a little more complex, but you can try the following process:

  • assign each hull an unique id with a Counter
  • use a Clipper to clip the original point cloud by hulls - enable Merge Attributes in the Clipper
  • Use a BoundsExtractor on the clipped point clouds to get their min z
  • Use a FeatureMerger (attributes only) to merge the point cloud info onto each hull
  • Use a 3DForcer to elevate the hull to the min z merged in from the point cloud
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3 replies

daveatsafe
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  • 1637 replies
  • March 22, 2021

Hi @joolek.o​ ,

Please use a BoundsExtractor before the HullReplacer to get the minimum Z of the object, then use a 3DForcer after the HullReplacer to set that value as the Z of the polygon.


  • Author
  • 5 replies
  • March 23, 2021

Thanks @daveatsafe​ 

I have tried BUT... It's most likely me being an amateur

 

Please see below:

 

My overlay is crated based on the TIN from the LAS, When I use Bound Extractor it creates one big for all the objects instead of multiple small ones...


daveatsafe
Safer
Forum|alt.badge.img+19
  • Safer
  • 1637 replies
  • Best Answer
  • March 23, 2021

Thanks @daveatsafe​ 

I have tried BUT... It's most likely me being an amateur

 

Please see below:

 

My overlay is crated based on the TIN from the LAS, When I use Bound Extractor it creates one big for all the objects instead of multiple small ones...

Hi @joolek.o​ ,

OK, it's a little more complex, but you can try the following process:

  • assign each hull an unique id with a Counter
  • use a Clipper to clip the original point cloud by hulls - enable Merge Attributes in the Clipper
  • Use a BoundsExtractor on the clipped point clouds to get their min z
  • Use a FeatureMerger (attributes only) to merge the point cloud info onto each hull
  • Use a 3DForcer to elevate the hull to the min z merged in from the point cloud