Steps we already did:
Overall view showing viewports in red
The red rectangles represent a sheet of Arch D paper sized at a scale of 1:200. We'll call these viewports.
For each drawing, we want to prepare shadows with the sunlight always shining from the upper-left. There is a sort of optical illusion if the shadows come from a different angle because our brains have been conditioned to the standard map angle for hillshading at 315°.
I use a query filter on the viewports layer. Each feature has a "dwg_name" attribute associated with it. If we isolate one feature, we can extract the dem.tif easily by using its extents.
The first page is the only one with its orientation so we only need to isolate just the one with "dwg_name" = "1". We will enter this in a query filter.
Right-click the viewports layer and click Properties. You can also just double-click the layer.
Choose Source tab on the left. In the lower-left click 'Query builder' and enter "dwg_name" = "1"
In QGIS, under Raster find Extraction > Clip Raster by Extent. Then after Clipping extent find the dropdown arrow ▼ and Calculate from Layer and choose your viewports layer.
Scroll down and choose to save your file. Hit save and if you're on a Mac a funny thing might happen (a bug, perhaps?). The Raster Extraction window will disappear almost making you feel like you finished. But you have to find the window. Hit 'run' on it and then you know you've finished.
Subsequent pages share orientations so we can simply extract for the pages that share them. A more technical query feature will help us.
"dwg_name" IN ('2', '3')
Now it will show just those two pages. Run through the extraction process again and repeat these steps for subsequent viewports. I have been putting the dwg_names covered in the filename so as to not get mixed up.
Now we open our extracted .tif files in Blender.
The order of the next steps isn't important
Optional: change our model's already existing light or add a new one. Light options are infinite. The following are one man's preferences:
The Rotation Math was simple enough for the light. Instead of 0° starting at North like in Map Math, Blender Rotation values begin due East or 90° and the positive direction runs counter-clockwise. So, 135° in Blender = 315° Azimuth (technical name for angle of the sun).
Because the Viewport rotation will add additional math for our sun angle we will continue this in Light 💡 Pt 2.
Let's add a camera for the viewport