0:01 Now that we have two different models: our park design and its surrounding neighborhood context…we need to merge them together.
0:09 First thing we need to do is make any minor movements or adjustments to our park’s location based on the new context information we’ve imported.
0:25 Then after turning some layers off that we don’t need right now…
0:32 …we can see the existing terrain mesh shows through our park model which means that the interior needs the interior clipped out.
0:41 Also, the sidewalk in the north corner sits too high compared to the terrain and needs to be adjusted as well.
0:49 Let’s briefly look at a couple of different methods to solve both of these issues.
0:54 Start by turning off the terrain and context layers so just our park model shows.
1:01 Then, using the line tool, trace the outside of the entire park to create a complete boundary.
1:12 No need to catch every little detail here, because close is good enough for our needs.
1:29 Once done, select and move the boundary up above our park model so we can see that its enclosed.
1:39 No need to worry about verticals either as the next step is to drape the boundary over the terrain which will then flatten everything.
1:48 With the terrain layer turned back on, first check to make sure it’s unlocked, then select the whole boundary...
1:59 ...and then use the Sandbox ‘Drape’ tool to drop the linework onto the terrain surface.
2:06 If all goes well, then we should be left with a separate terrain surface representing the boundary of our park model.
2:14 We can now go into the terrain group and then select, group, and hide the terrain bit that we don’t want showing through.
2:26 Now we can see that our park model fits nicely with no existing terrain poking through.
2:32 As mentioned earlier, we still have a problem with the finished grades matching at the corner.
2:39 Since we know our park's grades are more accurate that the terrain, we need to adjust the existing terrain slightly to come up a little.
2:47 If you recall during our terrain exercises that the ‘Artisan’ extension has a super easy sculpting tool for just this kind of thing.
2:56 If you don’t have or don’t want to get ‘Artisan’, then this can be done with the Sandbox ‘Smoove’ took as well.
3:03 Start by going into the existing terrain group and turning on hidden geometry.
3:09 You may need to switch face style to see the lines better.
3:13 Then select a large enough area around around the corner...
3:19 ...and then using ‘Artisan’ or Sandbox, subdivide the selected mesh to give us a bit more detail to work with.
3:27 Then, using the ‘Sculpt Brush’, pull up and down the surrounding context [mesh] as needed to get it to line up correctly.
3:40 It will take a bit of work to get right but if you sculpt too much in either direction, don't worry as it’s an easy fix.
4:03 Once done, turn off the hidden geometry and change face style back ‘Textured’ to view the result.
4:20 This looks a lot better than before.
4:29 To wrap this context modeling section up, I thought it would be fun show an example of context map diagram done entirely in SketchUp.
4:38 Normally I would export GIS layers to Adobe Illustrator in order to make something like this but now I’ve found it easier and quicker to do right here in SketchUp.
4:49 The nice thing about this process is that if something changes in our park model or context models, our diagram can update easily as well given the fact they’re the same file.
5:02 While we’re not going to get into it for this track, now that we have a context model you can imagine all the other analysis we can do with it…
5:10 …everything from creating sun and shade studies…
5:17 …to overall site cross sections.