Most of our feature handle these common tags:
Ground shading is done with a tile based process usingTilemill andMapnik with svg and textures to add details upon OpenStreetMap data.
The ground elevation is done in a distance adaptive way to get something more precise while zooming closer to the ground. Elevation data comes fromDEM3 with a maximum precision of 90m.
We are based onOpenStreetMap simple 3D building specification
over that base:
We're using a proprietary modeled building database (check theEiffel Tower) transfered as a binary form.
They can be disabled using the "F4 specific buildings" button in the graphic options window.
We support simple roof shapes from roof:shape, building:roof:shape and building:shape tags:
\n flat [default] pyramidal, pyramid, hipped, half-hipped, skillion, gabled, pitched, dome, onion, mansard, gambrel, round, sawtooth, saltbox (rendered as double_saltbox) double_saltbox triple_saltbox (rendered as quadruple_saltbox) quadruple_saltbox
We generate buildings with man_made=chimney or tower:type=cooling using anHyperboloid shape.
We handle building:part=steps with roof:shape=skillion (if step:height is not specified we'll use 16cm).
Roofs ridges are generated using astraight skeleton algorithm.
If roof:orientation=along/across we will use the optimal oriented bounding box (oBox) to find the ridge orientation.
If roof height if not defined it will be generated:
Dome, Mansard, Gambrel and Round will use oBox minimal size to determine height.
Skillion will use 25% of building total height.
Others shape will use 4m.
Walls height is computed as height - roof:height.
If building=roof or wall=no walls won't be generated.
Colors are mapped uponthis table
Hex colors are applied "as is".
When no colors are set, we're using a material to color table.
Reflect rate table:
\n glass = 30% gold = 20% mirror = 99%
Walls will use building:facade:material, building:material or material tags.
Roofs will use roof:material or building:roof:material tags.
We generate wide polygons for barrier=wall|hedge and textured polygons for barrier=fence.
If a building got a man_made=chimney or tower:type=cooling we ad a white smoke effect on top taking account of current wind direction and speed.
A Venus de Milo model is pushed on elements with monument=statue artwork_type|artwork:type=sculpture|statue. We handle height and min_height tags.
A specific model is added on highway=street_lamp points.
A specific animated model is added on power=generator and generator:source=wind points.
A specific animated model is added on man_made=petroleum_well points.
A specific animated model is added semi-randomly on landuse=construction polygons.
We handle power=line|minor_line with a black wireframe style with specific models for power=pole|tower points. The tag cables=(number) works on power=line.
A specific model is added on man_made=lighthouse polygons and points. Height is taken from height tag or deduced from seamark tags.
We semi-randomly add graves on landuse=cemetery or amenity=grave_yard polygons.
Animated particle generator is added on amenity=fountain polygons and points.
A specific animated flag model is added on golf=pin|hole (last point of lines, center of polygons or position of points) and man_made=flagpole.
A specific model is randomly added on lines with waterway=river|canal and boat:yes|designated|permissive or route=ferry.
A specific model is added on points with aerialway=pylon. Cables are renderered on lines with aerialway=cable_car|j-bar|t-bar|platter|drag_lift|gondola|chair_lift|mixed_lift. Animated gondolas are added along aerialway=cable_car|gondola|chair_lift.
The water effect is injected inside the ground texture tiles and its wave direction is global to the whole world.
Trees are inserted:
We handle deciduous, conifer and palm trees, they are taken semi-randomly according to the current latitude if not specified in osm tags.
Bush are inserted:
Polygons with landuse=vineyard are randomly filled with aligned hedges.
A specific model is added on natural=stone and megalith_type=true points, lines and polygons.
Clouds, rain, snow... are rendered usingworldweatheronline API, we cache its response with a 1° precision for 2h.
Wind direction and speed is forwarded to the clouds dome and the chimney smoke effects.