Parametric Modelling Techniques for Rhine Castle Models in Blender †
Abstract
:1. Introduction
1.1. Historical and Heritage Context of Rhine Castles
1.2. Challenges in 3D Modelling of Medieval Heritage
- Unique architectural features: Modern buildings generally follow conventions in shape and size, while medieval structures are unique. Each castle thus has its own architectural details influenced by the era and location of construction, but also by the master builder in charge of the project.
- Complexity in meaning and shape: Rhine castles are complex in their architecture, but also in their meaning. Understanding the architecture of each castle is important for creating 3D models, but also to understand the reasons behind creating specific architectural details or particular defensive or offensive structures. BIM libraries related to current buildings are thus not really suitable because they do not take into account the historical and geographical context for object creation.
- Making custom parametric libraries: To successfully manage these architectural complexities, it is necessary to create parametric object libraries specifically for these buildings, taking historical and geographical considerations into account as factors influencing the various structures. These libraries must enable the easy and quick creation of new 3D models, while ensuring that the historical aspects unique to each castle are respected and preserved. This can be even more complicated, as castles often underwent several construction phases, resulting in mixes of materials and styles within the same building, which must still be taken into account and represented.
1.3. Objectives and Scope of the Study
2. Related Work
2.1. Literature Review on HBIM and Parametric Modelling
2.2. Existing 3D Modelling Techniques for Heritage
2.3. Gaps and Opportunities in Current Methods
3. History of the Birkenfels Castle
4. Introducing Blender
4.1. Description of Geometry Nodes
4.2. Description of Modifiers
5. Parametric Modelling Workflow
5.1. Creation of a Random Stone Wall
- Time-saving, as there is no need to work on the central part of the stone.
- A demonstration of strength and power to opponents who would like to attack the castle.
- Inputs: A curve representing the castle’s ground plan and a cube representing the stones.
- Iteration on each curve segment, representing a wall section: A minimum and maximum stone width value is set. Since the While condition does not exist in Geometry Nodes, a condition must be found to generate enough stones along the segment. The segment length is divided by the minimum value to ensure that there are enough stones along the segment. At this stage, a row of stones is created, whose total length exceeds the segment length. This row is positioned at the center and created along the X-axis. Each stone’s position can then be compared to the segment, allowing for the removal of those that exceed the segment’s length. As this involves instance deletion rather than a Boolean geometry operation, it is executed almost instantly (under 0.1 ms according to Blender’s built-in timer). The instancing system significantly reduces the computational complexity of the model, resulting in a structure with only 63,520 faces (corresponding to the quoin stones, located at the corners and deformed, which cannot be instantiated), compared to 1,067,040 faces when the instancing system is not utilised. These values are based on Figure 4, which contains a total of 1847 instances, further demonstrating the efficiency and scalability of the workflow. To leave space for quoin stones, 20 or 40 cm is subtracted from the curve length. This operation will be explained further in this paper. Among the remaining stones, the last one is selected, and its scale is adjusted to match the exact required length to complete the curve.
- Creating the wall section: Once a row of stones is obtained, a random value is assigned to determine the height of the row. Using the Repeat Zone, this operation can be repeated as many times as needed to achieve the desired wall height.
- Orientation to match the segment: At this point, the wall section is positioned at the center, oriented along the X-axis, with a total length that matches the length of the segment. This wall section is then translated to the first vertex of the preserved segment, and its orientation must be adjusted. The angle between the X-axis ( direction) and the segment ( direction) is calculated using Equation (1):It does not cover all cases within . Different cases must be considered. Let be the coordinates of the first point of the segment and be the coordinates of the second point, then:This separation ensures correct orientation for all possible configurations.
5.2. Integration of Arrow Slits
5.3. Parameterising the Parapet Walkway with Adaptive Sizing of Merlons and Crenels
- Merlons: Stone structures providing full protection.
- Crenels: Empty spaces between merlons, allowing for an unobstructed view downwards while protecting the lower body.
- L = Total length of the curve between two control points;
- = Length of half a quoin structure (the other half is on the neighbouring segment);
- = Length of the segment on which the merlons and crenels will be placed.
- M = Width of a merlon;
- C = Width of a crenel;
- = Number of merlons;
- = Number of crenels.Thus:Let T be the truncated value of . Thus, T represents the integer value corresponding to the number of merlons.
5.4. Adding a Roof to the Castle Structure
- A first set of vertices at an altitude .
- A second set of vertices at an altitude , with , all positioned within the surface formed by the first set of points when projected onto the same plane.
- Local X-axis: The axis formed by the two vertices A and B.
- Local Y-axis: The axis formed by the segment between the third point of the triangle and its orthogonal projection on segment .
- Local Z-axis: Formed by the normal vector to the face oriented positively with respect to the global Z-axis, meaning the dot product between these two axes is positive.
5.5. Creation of a Dynamic Hoarding Structure
- Shooting arrows while being protected from enemy arrows by a roof.
- Dropping stones or boiling oil on assailants located below.
- Manual modelling of a minimum number of objects that will serve as inputs.
- Parameterisation of several models, based on basic knowledge and the few elements modelled previously.
- Presentation of the models to the specialized archaeologist for confirmation and modification.
- Adjustment of the models according to the archaeologist’s advice.
- Offset of the arrow slits: These must be located between two planks and not in the middle of one.
- The planks that serve as the floor should not be visible; they should be concealed by the vertical planks.
- The support beam for the roof above the planks should not be visible; it must be hidden by the vertical planks.
6. Procedural Texturing
- They are fully parametric and dynamic, meaning they can be adjusted at any time.
- They do not require the UV projection of the object. Thus, the duplication or deformation of a parametric structure is not a problem when applying textures.
- Unlike textures derived from photographs, these are not repeating images. This ensures diversity in the representation of an object, thereby improving the effect of realism.
- There is no resolution limit in the quality of the texture; whether one is close to an object or viewing it from a distance, the rendering will always be of high quality.
6.1. Procedural Textures Applied on a Stone Wall
6.2. Procedural Wood Textures
- Knots: These are circular or oval marks left by the branches that were attached to the main trunk of the tree.
- Fibers: They are aligned in the direction of the tree’s growth and define the wood grain.
- Wood grain: This is the pattern of wood fibers that naturally forms as the tree grows. The grain can be straight, wavy, or swirling.
- Growth rings: These indicate the age of the tree and the annual growth conditions.
- Colour: It can vary from very light to very dark, and can also change over time and under the effect of sunlight.
- Texture: The texture of the wood can be smooth or rough, depending on the type of wood used.
- Imperfections: Knots, cracks, resin inclusions, or other natural imperfections add uniqueness to each piece of wood.
- Shine: Some types of wood have a shinier or more matte appearance.
- Wave texture: Creates bands with distortion, here used to give nuances in the texture.
- Noise texture with Fractal Brownian Motion: Allows combining multiple levels of noise to create details, here combined with the wave texture.
- Voronoi texture: It is the distance to the closest feature point as well as its position and colour. Here, it is combined with a wave texture to create the knots in the wood.
- Musgrave texture: It generates so-called organic textures, but they are very variable and can adapt to many uses. Here, this texture is used to control the roughness of the material.
- Noise texture: This is a completely random noise, different from Perlin Noise [43]. It is used to add randomness to the various textures mentioned above.
7. Integration of the Model into Its Natural Environment
8. Analysis of the Final Results
8.1. Proposals for Restoring the Historical State of the Castle
8.2. Analysis of Flexibility in Restoration Proposals
- Tiling: The tiles are generated automatically using a Geometry Nodes setup. From a simple object representing the roof (a roof section is represented by a face), each face is separated according to its slope to determine the faces on which tiles are to be placed. Then, a bevelled cube is instantiated on each face to create the tiles. Since the object is instantiated, the number of triangles in the scene remains the same, and the computer resources can easily handle this model regardless of the number of tiles. Additionally, if the roof shape changes or if additional faces are added, the tiles are added or removed in real time. If a particular type of tile is to be applied, for example, following archaeological discoveries, it is sufficient to replace the input cube with a single hand-modelled tile. A random colour is assigned to each tile from a pre-selected set of colours to add realism to the scene.
- Tiles on the roof joints: The edges between each face of the surface used for the roofing are analysed to determine if the faces are concave or convex. If they are convex and have a slope, then linear tiles are applied on the edge to join the different sections of the roof. The initial tile model is instantiated along each selected edge, and each instance is oriented according to the normal and tangent of each edge to ensure proper alignment. The modification of the input mesh and its impact on the tiling is shown in Figure 18, with the changes taking only a few seconds.
- Castle stone walls: Created automatically from a single hand-modelled stone, then applied to each edge of the curve, giving the castle’s footprint.
- Hoards: Modifiable in number and dimension from a few manually modelled objects, and duplicated along a curve.
- Vegetation density: The vegetation models, their distribution, and their density are entirely parametric.
- Windows: Created with a specific Geometry Nodes setup, allowing their duplication and scaling.
- Arrow slits: They are integrated directly into the parametric structure of the wall, and can be modified in height, width, number and position.
- Rock under the castle: Created with Geometry Nodes, allowing noise to be applied to the input mesh that defines the approximate size of the rock.
- Battlements: Modifiable in width, height, and number of stones, always adjusting the size of the merlon.
9. Conclusions
10. Implications and Future Prospects
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
BIM | Building Information Modelling |
DTM | Digital Terrain Model |
GIS | Geographic Information System |
HBIM | Historic Building Information Modelling |
IGN | Institut National de l’Information Géographique et Forestière |
INSA | Institut National des Sciences Appliquées |
LiDAR | Light Detection and Ranging |
MEL | Maya Embedded Language |
NURBS | Non-Uniform Rational Basis Splines |
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Property | Value |
---|---|
Coordinates A | [1, 1, 0] |
Coordinates B | [8, 6, 0] |
Coordinates C | [5, 6, 5] |
Normal vector | [0.55, −0.77, 0.33] |
A in local frame | [−6.16, 0, 0] |
B in local frame | [2.44, 0, 0] |
Leftmost Point | A |
Property | Value |
---|---|
Coordinates A | [1, 1, 0] |
Coordinates B | [8, 6, 0] |
Coordinates C | [7, 2, 5] |
Normal vector | [−0.51, 0.72, 0.47] |
A in local frame | [5.46, 0, 0] |
B in local frame | [−3.14, 0, 0] |
Leftmost Point | B |
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Sommer, E.; Koehl, M.; Grussenmeyer, P. Parametric Modelling Techniques for Rhine Castle Models in Blender. Heritage 2025, 8, 31. https://doi.org/10.3390/heritage8010031
Sommer E, Koehl M, Grussenmeyer P. Parametric Modelling Techniques for Rhine Castle Models in Blender. Heritage. 2025; 8(1):31. https://doi.org/10.3390/heritage8010031
Chicago/Turabian StyleSommer, Etienne, Mathieu Koehl, and Pierre Grussenmeyer. 2025. "Parametric Modelling Techniques for Rhine Castle Models in Blender" Heritage 8, no. 1: 31. https://doi.org/10.3390/heritage8010031
APA StyleSommer, E., Koehl, M., & Grussenmeyer, P. (2025). Parametric Modelling Techniques for Rhine Castle Models in Blender. Heritage, 8(1), 31. https://doi.org/10.3390/heritage8010031