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Mount Everest

by iteration2, published

Mount Everest by iteration2 Jan 7, 2013

Description

Topographical map of mount everest, using data from the NASA SRTM (shuttle radar topography mission). Approximately 15 miles square.

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Most places. The SRTM covered all land areas between 60 degrees north and 57 degrees south latitude, though there may be other sources of topographical data for those areas.

Getting the data and translating it to a 3D model was a bit of a process. Here's a tutorial:

forums.epicgames.com/threads/607176-Tutorial-Importing-Detailed-Terrain-from-Google-Earth

But instead of importing the image data into an Unreal map editor, I imported it into Lightwave and used it as a displacement map on some highly subdivided geometry, and then exported the results as an .obj file into RepG.
Can you make a stl from anywhere on the earth from this site? Could you post a link? Thanks!

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Instructions

I haven't done much tweaking on this, but I printed at .27mm layer height with 3 shells and sparse infill (I think 5%) and got decent results. A smaller layer height would probably look better, and more shells should keep flat areas from forming gaps where they recede too far from the previous layer.

And if anyone has a good method for preventing the small blobs from forming on the mountain peaks, I'm all ears.

And speaking of ears, the large flat base is prone to warping, so adding some ears to the corners should help prevent that: thingiverse.com/thing:38272
Can you make a stl from anywhere on the earth from this site? Could you post a link? Thanks!
Most places. The SRTM covered all land areas between 60 degrees north and 57 degrees south latitude, though there may be other sources of topographical data for those areas.

Getting the data and translating it to a 3D model was a bit of a process. Here's a tutorial:

forums.epicgames.com/threads/607176-Tutorial-Importing-Detailed-Terrain-from-Google-Earth

But instead of importing the image data into an Unreal map editor, I imported it into Lightwave and used it as a displacement map on some highly subdivided geometry, and then exported the results as an .obj file into RepG.
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