Creating roads and curbs

Creating roads and curbs

Anonymous
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Message 1 of 8

Creating roads and curbs

Anonymous
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Just curious as to how people go about creating detailed roads with curbs, pavements and differing heights. There seems to be a lot of ways of doing this but would like to see if there are any better ones

 

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Message 2 of 8

Anonymous
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What are the ones you have come across so we can stipluate different ones for you...

 

There are many work-arounds ranging from modified floors, merged toposurface geometry, "Marchello's DWG technique" that utilises imported DWG files and using the subscription only Site designer tools, although the feedback hasn't been overly great on those tools. 

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Message 3 of 8

Anonymous
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- Subregion/split surface then add a mass block to fill in the gap

- floor slabs

-  this http://www.revitcity.com/forum_files/97093_Revit_Street_Work.pdf (although I do not quite understand it)

- https://knowledge.autodesk.com/support/revit-products/learn-explore/caas/CloudHelp/cloudhelp/2016/EN... not sure whether this is something you have to purchase/download separately or is part of the updated revit 2016

 

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Message 4 of 8

Anonymous
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So the link you have there for site designer is the addin by autodesk i mentioned. I haven't used it personally yet, I hear it is ok for basic stuff, but it isn't what people were hoping it would be. 

 

So this link is to MARCELLO SGAMBELLURI AU class. Well worth the watch. It has 3 techniques depending on your needs all based around similar principles of DWG Importing. 

 

http://au.autodesk.com/au-online/classes-on-demand/class-catalog/2013/revit-for-architects/ab3340#ch...

 

Next is a technique using spliting & merging of toposurface. The instructions I felt weren't very clear, took me a few goes to understand what they were getting at, but it does work fairly well. My advice for this technique (as mentioned in the blog) is to completely sketch up the outline of everything first using lines. Makes it much easier to edit after if required. Since you can't snap to topo edges, these lines help a great deal. 

http://bimtionary.blogspot.com.au/2010/02/curb-and-gutter-along-topo.html

 

My personal preference is Marchello's technique of creating a massing rig. It seems cumbersome, but when you break it down, it doesn't really take long at all. The toposurface merging technique is clever I thought, but I feel it requires more work.

Message 5 of 8

Anonymous
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Thank you so much, just watched the Marcello one and it looks like a great trick to know! Fortunately my current site is completely flat, I just wanted to make varying heights between curb and road levels but it seems simple enough. Will post my results at a later
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Message 6 of 8

Anonymous
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Flat! Does such a thing exist? 😉 lucky you. If it is flat I would just use roofs. I say roofs and not floors, because roofs increase in thickness from the level up, whereas floors go down. So if your road was at toposurface level for example, then place a roof 150mm thick at level for your footpath. For the kerbs, use a fascia with a profile that looks like a kerb... 

Kerbing Sample Using Fascia.JPG

Message 7 of 8

Anonymous
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Thanks, you've been incredibly helpful! Last little question: any idea on how I could put road marks on? like the dashed white lines

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Message 8 of 8

Anonymous
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your welcome. 

depends how much of it you have. Simplest might be just to use subregions, otherwise build some families, make them 1mm thick and place them. 

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