wxGUI.nviz(1grass)
π wxGUI 3D View Mode π
okay so bestie, this is the manual page for wxGUI.nviz(1grass) from the GRASS User's Manual, and it's literally all about the wxGUI 3D View Mode β aka the vibe where your maps get a whole third dimension π
β¨
π KEYWORDS π
display, GUI, visualization, graphics, raster, vector, raster3d
π DESCRIPTION π
β οΈ note: wxNviz is currently under development. Not all planned functionality is already implemented.
wxNviz is a wxGUI 3D view mode which allows users to realistically render multiple surfaces (2D raster maps) in a 3D space, optionally using thematic coloring, draping 2D vector data or different 2D raster data over the surfaces, displaying 3D vector data in the space, and visualization of 3D rasters.
To start the wxGUI 3D view mode, choose 3D view from the map toolbar. You can switch between 2D and 3D view. The region in 3D view is updated according to displayed region in 2D view.
wxNviz is emphasized on the ease and speed of viewer positioning and provided flexibility for using a wide range of data. A low resolution surface or wire grid (optional) provides real-time viewer positioning capabilities. Coarse and fine resolution controls allow the user to further refine drawing speed and detail as needed. Continuous scaling of elevation provides the ability to use various data types for the vertical dimension.
For each session of wxNviz, you might want the same set of 2D/3D raster and vector data, view parameters, or other attributes. For consistency between sessions, you can store this information in the GRASS workspace file (gxw). Workspace contains information to restore "state" of the system in 2D and if wxNviz is enabled also in the 3D display mode.
π οΈ 3D View Toolbar π οΈ
- Generate command for
m.nviz.imageβ generates command form.nviz.imagebased on current state. - Show 3D view mode settings β shows dialog with settings for wxGUI 3D view mode. The user settings can be stored in wxGUI settings file.
- Show help β shows this help.
π§° 3D View Layer Manager Toolbox π§°
The 3D view toolbox is integrated in the Layer Manager. The toolbox has several tabs:
- View β for view controlling,
- Data β for data properties,
- Appearance β for appearance settings (lighting, fringes, ...).
- Analysis β for various data analyses (only cutting planes so far).
- Animation β for creating simple animations.
π View π
You can use this panel to set the position, direction, and perspective of the view. The position box shows a puck with a direction line pointing to the center. The direction line indicates the look direction (azimuth). You click and drag the puck to change the current eye position. Another way to change eye position is to press the buttons around the position box representing cardinal and ordinal directions.
There are four other buttons for view control in the bottom of this panel (following label Look:):
hereβ requires you to click on Map Display Window to determine the point to look at.centerβ changes the point you are looking at to the center.topβ moves the current eye position above the map center.resetβ returns all current view settings to their default values.
You can adjust the viewerβs height above the scene, perspective and twist value to rotate the scene about the horizontal axis. An angle of 0 is flat. The scene rotates between -90 and 90 degrees.
You can also adjust the vertical exaggeration of the surface. As an example, if the easting and northing are in meters and the elevation in feet, a vertical exaggeration of 0.305 would produce a true (unexaggerated) surface.
View parameters can be controlled by sliders or edited directly in the text boxes. It is possible to enter values which are out of sliderβs range (and it will then adjust to the new range).
ποΈ Fly-through mode ποΈ
View can be changed in fly-through mode (can be activated in Map Display toolbar), which enables to change the view smoothly and therefore it is suitable for creating animation (see below). To start flying, press left mouse button and hold it down to continue flying. Flight direction is controlled by mouse cursor position on screen. Flight speed can be increased/decreased stepwise by keys PageUp/PageDown, Home/End or Up/Down arrows. Speed is increased multiple times while Shift key is held down. Holding down Ctrl key switches flight mode in the way that position of viewpoint is changed (not the direction).
π Data properties π
This tab controls the parameters related to map layers. It consists of four collapsible panels - Surface, Constant surface, Vector and 3D raster.
ποΈ Surface ποΈ
Each active raster map layer from the current layer tree is displayed as surface in the 3D space. This panel controls how loaded surfaces are drawn. To change parameters of a surface, it must be selected in the very top part of the panel.
The top half of the panel has drawing style options. Surface can be drawn as a wire mesh or using filled polygons (most realistic). You can set draw mode to coarse (fast display mode), fine (draws surface as filled polygons with fine resolution) or both (which combines coarse and fine mode). Additionally set coarse style to wire to draw the surface as wire mesh (you can also choose color of the wire) or surface to draw the surface using coarse resolution filled polygons. This is a low resolution version of the polygon surface style. E.g. surface is drawn as a wire mesh if you set mode to coarse and style to wire. Note that it differs from the mesh drawn in fast display mode because hidden lines are not drawn. To draw the surface using filled polygons, but with wire mesh draped over it, choose mode both and style wire. Beside mode and style you can also choose style of shading used for the surface. Gouraud style draws the surfaces with a smooth shading to blend individual cell colors together, flat draws the surfaces with flat shading with one color for every two cells. The surface appears faceted.
To set given draw settings for all loaded surfaces press button Set to all.
The bottom half of the panel has options to set, unset or modify attributes of the current surface. Separate raster data or constants can be used for various attributes of the surface:
colorβ raster map or constant color to drape over the current surface. This option is useful for draping imagery such as aerial photography over a DEM.maskβ raster map that controls the areas displayed from the current surface.transparencyβ raster map or constant value that controls the transparency of the current surface. The default is completely opaque. Range from 0 (opaque) to 100 (transparent).shininessβ raster map or constant value that controls the shininess (reflectivity) of the current surface. Range from 0 to 100.
In the very bottom part of the panel position of surface can be set. To move the surface right (looking from the south) choose X axis and set some positive value. To reset the surface position press Reset button.
π§ Constant surface π§
It is possible to add constant surface and set its properties like fine resolution, value (height), color and transparency. It behaves similarly to surface but it has less options.
π Vector π
2D vector data can be draped on the selected surfaces with various markers to represent point data; you can use attribute of vector features to determine size, color, shape of glyph. 3D vector data including volumes (closed group of faces with one kernel inside) is also supported. This panel controls how loaded 2D or 3D vector data are drawn.
You can define the width (in pixels) of the line features, the color used for lines or point markers.
If vector map is 2D you can display vector features as flat at a specified elevation or drape it over a surface(s) at a specified height. Use the height control to set the flat elevation or the drape height above the surface(s). In case of multiple surfaces it is possible to specify which surfaces is the vector map draped over.
For display purposes, it is better to set the height slightly above the surface. If the height is set at zero, portions of the vector may disappear into the surface(s).
For 2D/3D vector points you can also set the size of the markers. Currently are implemented these markers:
xβ sets the current points markers to a 2D "X",sphereβ solid 3D sphere,diamondβ solid 3D diamond,cubeβ solid 3D cube,boxβ hollow 3D cube,gyroscopeβ hollow 3D sphere,asteriskβ 3D line-star.
Thematic mapping can be used to determine marker color and size (and line color and width).
π 3D rasters π
3D raster maps (volumes, voxel models) can be displayed either as isosurfaces or slices. Similarly to surface panel you can define draw shading - gouraud (draws the 3D rasters with a smooth shading to blend individual cell colors together) and flat (draws the 3D rasters with flat shading with one color for every two cells. The 3D raster appears faceted). As mentioned above currently are supported two visualization modes:
isosurfaceβ the levels of values for drawing the 3D raster(s) as isosurfaces,sliceβ drawing the 3D raster as cross-sections.
The middle part of the panel has controls to add, delete, move up/down selected isosurface or slice. The bottom part differs for isosurface and slice. When choosing an isosurface, this part of the panel has options to set, unset or modify attributes of the current isosurface. Various attributes of the isosurface can be defined, similarly to surface attributes:
- isosurface value β reference isosurface value (height in map units).
colorβ raster map or constant color to drape over the current 3D raster.maskβ raster map that controls the areas displayed from the current 3D raster.transparencyβ raster map or constant value that controls the transparency of the current 3D raster. The default is completely opaque. Range from 0 (opaque) to 100 (transparent).shininessβ raster map or constant value that controls the shininess (reflectivity) of the current 3D raster. Range from 0 to 100.
In case of 3D raster slice the bottom part of the panel controls the slice attributes (which axis is slice parallel to, position of slice edges, transparency). Press button Reset to reset slice position attributes.
3D rasters can be moved the same way like surfaces do.
πͺ Analysis πͺ
Analysis tab contains Cutting planes panel.
β¨ Cutting planes β¨
Okay bestie, this is the part where you get to slice thru your surfaces like they're a lil cake π β cutting planes let you cut surfaces along a plane, fr.
- You can switch between six planes; wanna turn cutting planes off entirely? Just switch to None. Easy.
- At first the plane is vertical, and you can flip it to horizontal by setting tilt to 90 degrees.
- The X and Y values specify the rotation center of the plane. The way that you actually get what X and Y are doing is by messing with rotation β then it clicks, iykyk π‘.
- The Height parameter only applies when you're changing tilt concurrently.
- Press the Reset button to reset the current cutting plane. Fresh start energy π«Ά
And if you've got multiple surfaces going on, you can visualize the cutting plane by Shading. Heads up tho β Shading is visible only when more than one surface is loaded, and those surfaces must have the same fine resolution set. No matching res, no shading, periodt.
π Appearance
The Appearance tab is giving three collapsible panels, and honestly? Iconic lineup:
- Lighting β for adjusting light source
- Fringe β for drawing fringes
- Decorations β to display north arrow and scale bar
The lighting panel lets you change the position of the light source, plus light color, brightness, and ambient. Light position is controlled similarly to eye position π (yes, the same vibe). And if the option Show light model is enabled, the light model is displayed so you can visualize your light settings in real time. Slay.
The Fringe panel lets you draw fringes in different directions β your options are North & East, South & East, South & West, and North & West. You can also set the fringe color and the height of the bottom edge. Chef's kiss π
The Decorations panel lets you display a north arrow and a simple scale bar. Both the north arrow and the scale bar length are determined in map units. And yes girl, you can display more than one scale bar. Greedy? No. Ambitious. π
π¬ Animation
The Animation panel lets you create a simple animation as a sequence of images β like a lil flipbook of your terrain π
Here's the workflow:
- Press the 'Record' button and start changing the view.
- Views are recorded in the given interval (FPS β Frames Per Second).
- After recording, the animation can be replayed. Obsessed.
- To save the animation, fill in the directory and file prefix, choose image format (PPM or TIF), and then press 'Save'.
- Now wait until the last image is generated. Just. Wait. Sit there. It's coming π«
It is recommended to record animations using fly-through mode to achieve smooth motion. Trust the process, bestie.
βοΈ Settings
This panel has controls which allow the user to set default surface, vector and 3D raster data attributes. You can also modify default view parameters, or set the background color of the Map Display Window β and the default color is white π€.
π± To be implemented
Aka the "coming soon, manifesting it" list:
- Labels, decoration, etc. (Implemented, but not fully functional)
- Surface β mask by zero/elevation, more interactive positioning
- Vector points β implement display mode flat/surface for 2D points
...
π NOTE
Heads up bestie, this one's important:
wxNviz is under active development and distributed as "Experimental Prototype". So like... experimental prototype behavior, you know? π
Please note that with the wxGTK port of wxPython (Linux systems), a problem might appear during wxNviz initialization (nothing is rendered at all) or when rendering vectors (bad order of rendering surfaces and vectors). If you encounter such problems, try to change a depth buffer number in wxGUI Settings > Preferences > Map Display > Advanced β the possible numbers are 0, 16, 24, 32.
It is currently not possible to automatically determine the right number which is working for your computer. You gotta trial-and-error this one yourself, no cap. π«‘
π SEE ALSO
wxGUI,wxGUI components- See also the wiki page (especially various video tutorials) πΊ
- Command-line module
m.nviz.image
π AUTHORS
The wxNviz GUI
- Martin Landa, Google Summer of Code 2008 (mentor: Michael Barton) and 2010 (mentor: Helena Mitasova)
- Anna Kratochvilova, Google Summer of Code 2011 (mentor: Martin Landa)
The OGSF library and NVIZ engine
- NVIZ (GRASS's n-dimensional visualization suite) was written by Bill Brown, Terry Baker, Mark Astley, and David Gerdes, U.S. Army Corps of Engineers Research Laboratories, Champaign, Illinois and UI GMS Laboratory, Urbana, IL in the early 1990s.
- Original documentation was written by Terry Baker (spring 1995), and updated by Mark Astley, based on a document written by Bill Brown. Additional design help and funding in the early 1990s by Helena Mitasova (CERL). Tcl/Tk support added by Terry Baker. Ported to Linux by Jaro Hofierka and others. Conversion from SGI IRIS GL code to OpenGL by Justin Hickey. Further program and documentation (2004) updates by Bob Covill, Tekmap Consulting. 3D volume support by Tomas Paudits with supervision from Jaro Hofierka and Helena Mitasova. Fly-through mode, thematic site attributes, and picking by Massimo Cuomo (ACS) with updates by Michael Barton. GRASS 6 vector support by Radim Blazek. Additional updates by Markus Neteler, Martin Landa, Glynn Clements, and Hamish Bowman.
- NVIZ evolved from the earlier GRASS program SG3d written for Silicon Graphics IRIS GL by Bill Brown and Dave Gerdes at USA CERL, 1990-1995 and from the NVIZ Motif version written by Bill Brown with contributions by Terrance McGhee.
πΎ SOURCE CODE
Available at: wxGUI 3D View Mode source code (history)
Accessed: Friday May 08 10:38:23 2026
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Β© 2003-2026 GRASS Development Team, GRASS 8.5.0 Reference Manual
and that's a wrap, bestie π
β¨ This was the GRASS 8.5.0 manual page for wxGUI.nviz(1grass) β go forth and slice those surfaces, and remember: nothing rendered at all just means you need a different depth buffer number ππ
π¦ where this page comes from
- alpine 3.24: grass-gis-doc 8.5.0-r1 Β· GPL-2.0-or-later
- ubuntu stonking: grass-doc 8.5.0-1ubuntu1 Β· GPL-2.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms