They are not
😉
This is a very old trick, possibly since AC8.1
Requirements:
• Mesh A = the ones with the contours
• Mesh B = The one that defines the path and has no contours and it intersects M-A in the Z coordinate. Previously we used a Slab for this but with BMats it creates major slow downs since the Slab needs to be calculated for the whole site.
Optional if you need the path either lower or higher than M-A then you will need copies of the previous meshes and lets call them:
• Mesh A2
• Mesh B2
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1. Using SEOs subtract M-B from M-A. M-B should be in a dedicated SEO Layer so that you can turn it off or wireframe if editing. The result is a hole tracing the path.
2. Using SEOs intersect M-A2 with M-B2 so that you get the path following the contours
3. Move M-A2 up or down (Z) to either have the path lower or higher than the base Terrain M-AB
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Usually I make the copies side by side and group them by set and them move one on top of the other. Editing the path later is easy since you can edit both of them at the same time because they share the same nodes.
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If by some other reason you don't need a difference in height between driveway and terrain then you can try
1. Subtract with Upwards M-B from M-A and select Keep Original Surface
2. Then do an Intersect with M-A and M-B
The result should work though I don't normally do it this way
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This procedure should not slow down the model but if you have a "Huge" site plan it might be easier to divide it into easier chunks to work with.
Hope that I have not forgotten any steps.
Eduardo Rolón AIA NCARB
AC27 US/INT -> AC08Macbook Pro M1 Max 64GB ram, OS X 10.XX latest
another Moderator