The result looked better, but I feared the geographic locations weren’t correct. Then I had to reference the bottom left extent to x=0 & y=0. The hardest part was bringing the terrain in: there were many steps to manipulate the height data to strip all but the heights out and to get them into RAW format. The final attempt involved using Topaz 3D and Unity. Although there were controls for materials, they always looked like they had been rendered by a Commodore 64.
Again, as with QGIS, it was easy to create the terrain, but with both ArcSCENE and ArcGIS Pro, I found that the 3DS, Collada, and skp models degraded and became shockingly poor quality when rendered on the terrain. The second attempt was using ArcGIS and ArcSCENE. json models, but even when building and testing one myself in mrdoob I couldn’t get it to work within QGIS2Threejs. There are many tools out there to convert 3DS, Collada and skp models into. My first few attempts were involving QGIS2Threejs (QGIS 3D plugin), where I could create some great accurate 3D terrains but couldn’t for the life of me get the. I was sent a visualisation of a wind farm from a company this week, and the back of my mind was niggling at me, telling me that I could do better at little or no cost. No, I haven’t gone crazy in fact quite the opposite.