Surpac macro software#
They also used a competitor’s software to complete their resource models and track blasthole sampling data. Years ago, Mikhailovsky staff used in-house software to manage mining data and plan ore production quality and surveying. Its size presents grade control challenges, and with up to 40 ore faces being mined simultaneously, it is a fairly complicated operation. This large-scale mine has 69 years of life in the projected outlines of the primary ore. Iron content in high-grade ore reaches 54 percent, while low-grade iron ore content averages 40 percent, including 21 percent of magnetic iron. Its depth in the closed outlines is 320 metres, its surface length is 5.8 kilometres and its width is 2.6 kilometres. The Kurskaya magnetic anomaly is Mikhailovsky’s main iron ore source. The company is headquartered in Zheleznogorsk Town in the Kurskay Region of Russia and is owned by Metallinvest. Founded in 1957, Mikhailovsky GOK (annually produces more than 19 million tonnes of iron ore and exports its high-quality products to Austria, the Czech Republic, Slovakia, Poland, Romania, Ukraine and China. The world’s largest iron ore reserves At more than 11 billion tonnes, Mikhailovsky Mining and Processing Integrated Works (Mikhailovsky GOK) has the world’s largest iron ore reserves. “Our geologists and engineers are able to increase mining efficiency and iron ore production by using world-class Surpac software.” - Jury Rudskoy, General Engineer, Mikhailovsky Mining and Processing Integrated Works
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Gemcom software updates, maintenance and future development, ensuring investment is never out of date. Consolidation of process steps for engineering support. Reduction in time spent on labour-intensive projects. Business Benefits: Sharing of information and project knowledge. Reduced complexity derived from Surpac’s interfaces with third-party software. Availability of technical support and training expertise locally. Easy data access at all management levels. IT Improvements: Automation of routine tasks via macros. Approach: Implement the Gemcom Surpac mining software system to increase mine production and overcome technical issues. Mikhailovsky GOK uses Gemcom Surpac™ to simplify complex grade control challenges Russian iron ore producer boosts the quality of planning work and assessments Countries: Russia Objective: Support engineering activities for iron ore mining. It RIENC ult Sys acquir tè E e is n ow Compa mes, t d kno h n e y, wn as G in July EOV IA. However, Unity aggressively batches shadow casters, even if objects have different materials, and ignores the clip mode when doing so.*Ge mco mS o 3DE by Da ftware s was X sa PE 201 2. The clip mode always gets applied when rendering shadows. Why do shadows sometimes ignore the clip mode? The inside surface now gets shaded correctly, although it still ends up darker than the outside because of self-shadowing. Properties Backfaces and all faces, correct lighting. We'll use is as the source for albedo and alpha, with solid white as the default. TexturingĪdd a main texture property to the Lit shader. Their RGB channels are uniform white so won't affects the material's appearance. Import these textures and indicate that their alpha channel represents transparency. Alpha maps for square and sphere, with black background. Here are two textures for that, one for square geometry like quads and cubes, and one for spheres. The most straightforward way to achieve this is with an alpha map. Alpha MapsĪlpha clipping is only useful when a material's alpha varies across its surface. So to support alpha clipping we only have to adjust our shader. Besides that, it's exactly the same as rendering opaque geometry. This technique is known as alpha clipping, alpha testing, or cutout rendering. Alpha ClippingĪs explained in Rendering 11, Transparency, it's possible to cut holes in geometry by discarding fragments based on an alpha map. A mix of opaque, clip, and fade materials, all casting and receiving shadows. This tutorial is made with Unity 2018.3.0f2. It's about adding support for alpha clipping and semi-transparent materials.
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Surpac macro series#
This is the sixth installment of a tutorial series covering Unity's scriptable render pipeline.