Choose a region of the scroll and set the grid cell bounds in the material shader. A 2^3 cells (1000^3 voxels) region is good. Download those cell tiffs from the server. Make two planes of 10^2 blender meters positioned in at those coordinates, assign them the vesuvius_scan material and verify they show the cells at full definition. A black and white gradient means you are in the right location but the tif files where not found.
Position the horizontal plane at the lower extreme of the region, offset a little bit (e.g. 0.01m) in the z direction or it will show the low res texture.
The first layer takes a bit of work:
- Place the 3d cursor on that plane and create a new plane for the surface of the sheet.
- Go into Edit Mode. Delete all vertices except one. Select it, turn on snapping to "Face project" with the magnet button in the upper toolbar. This will make the vertices we edit lie on the horizontal reference plane.
- Hit
E
to extrude the vertex. Repeat this all along the line where the sheet you pick shows on the reference plane.
We build up the sheet one layer at a time, spaced at 0.5m (50 voxels) in z. This video shows the process.
- In object mode, select the horizontal reference plane. Hit
G
,Z
,.5
,enter
, to move the plane up. - Select the sheet again, and go into edit mode. Hit
2
for edge mode. Select the last layer's edges withalt+click
.E
,Z
,.5
to extrude it in z. - You can move it in XY to try to align as much of the vertices at once as you can.
- Turn on snapping and the poly build tool. Looking from below, adjust each vertex in the reference plane until the faces that are formed show the texture of the sheet.
- When done with a layer, rinse and repeat.