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Hmm... that didn't work for me. Let me know if you think of something. 🙂 Thank you! Marie
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04-25-2012
11:51 AM
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Hey, thanks for the response. I managed to work around it more or less but it would be immensely helpful to set an attribute for type: attr multistory = false
BaseFacade -->
case scope.sy >= floorHeight: set(multistory, true)
else: BaseSide I'm wondering why this doesn't work? I am able to set other attributes, like height. Thanks! M
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04-25-2012
06:02 AM
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Hi Matthias! I have a question that has to do with models built on sloped lots. Following your example, I started with the base volume:
Lot -->
alignScopeToAxes(y)
LotAligned(scope.sy)
LotAligned(yDim) -->
alignScopeToAxes(y)
extrude(world.y, 100)
split(y) {yDim : BaseVolume | ~1 : NIL} Then I want to do something to the top only if the front face exceeds a certain y scope. But I don't know how to access the y scope of the just the front without doing a component split first, and then I can't apply this to the top face, which is already split off. Any suggestions? Thanks! -Marie PS. One related question: I was trying to deal with this by setting a boolean attribute, i.e:
BaseVolume-->
comp(f) {front: BaseFacade | left : BaseSide | right : BaseSide| back : BaseSide | bottom : NIL | top : setPivot (yzx,4) Ground Row }
BaseFacade -->
case scope.sy >= floorHeight: set(multistory, true)
else: BaseSide
However, this doesn't work. Any ideas? Thank you...
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04-24-2012
01:55 PM
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Hello Matt, thanks for the response! I think I figured out the coordinate issue, what I do is make a reference area for the entire model, export that, and use the global offset for all the models. So the global offset gives me the center point of the model, and I just convert this from UTM to decimal degrees. I still haven't got this to work with the KML, but this has to do with the Unity scripts I think. The current version of 'Digital Rome' uses dynamic shadows... this is because once the model got more complex, the number of lightmaps was too large. I am still working on a solution to this. There is another version up there (A Walk With the Dead) which is an earlier, lower res model and uses lightmaps. The characters are part of a custom package we made (for Unity PRO) - so not free I think! Marie
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02-21-2012
07:25 AM
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Well, I got this to work eventually... I think it was a Unity issue, not related to CityEngine! I do have one more question for you... We are using KML to set positions within the Unity model, so I need a way to find the coordinates of the center point in the CityEngine model. For example, the coordinates of the point that will become 0,0,0 when I export to unity. What do you think is the best way to do that? By the way, if you would like to see how the model is shaping up: http://hvwc-server.ats.ucla.edu/ (DigitalRome) Thank you 🙂 Marie
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02-15-2012
02:03 PM
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Hi Matt, Glad you have been working with Unity, then I will have a lot of questions for you! Actually I found a way to load fbx with textures... change materials generation to "Per Material" instead of "Per Texture" on the FBXimporter. It only works with one texture channel though (no dirtmap channel). I have actually loaded all my models this way. I will give the maya version a try though it would be nice not to go to the extra step. Although it would be an advantage if Unity could load the entire scene as one .mb -- do you know if this is possible? Normally you have to break up the scene into many small models because Unity cannot import more than a certain number of vertexes at once. I'll see if this solves the problems with the streets though and let you know... Thanks! Marie
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02-10-2012
10:37 AM
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Hello! I'm having a weird problem with some FBX exports of street models. Some of them will crash the Unity FBX importer. This only happens with street models and doesn't seem to have anything to do with the file size. Building models import fine. It could possibly be a Unity problem, not a CityEngine problem, but there seem to be specific combinations of nodes that Unity just won't import, while others work fine (I had to break the street network into multiple pieces, some I could import, others I couldn't). I'm wondering if you might have any idea if something in CE could be causing this problem? I'm wondering if it could have anything to do with the geolocation of the model or coordinate system? Thanks! -Marie
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02-09-2012
11:33 AM
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Thank you. Workaround 2 actually was better for me because it tiles the textures properly, whereas #1 kept the texture size as '1. Thanks again! Marie
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01-03-2012
04:28 PM
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Hey ... here's my screen. I can't tell if they are inside out because they are closed surfaces(normals should be correct, facing outwards). Only texture uvSet (0) is black... and colors not showing up either obviously! Thanks! Oh, and single-sided lighting is not checked.
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11-08-2011
01:42 PM
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I am having this problem too... in CE 2011. Textures showed up fine in the old version, now they are solid black. Actually this happens only for channel 0 textures, dirtmaps on channel 2 show up fine. There is an error massage in case it is related: Message: Native Render: found GL Errors on exit! Plug-in: com.procedural.assets Thanks! Marie
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11-01-2011
11:28 AM
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Ok, scope, etc. I think I get that. What was confusing me I think is: I cannot use texture() for uvSet(2), I must use set(material.dirtmap) yes??? do I finally understand this? 😛
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10-27-2011
02:00 PM
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Thank you! 🙂 I think what I was doing wrong is that I also have to setup and project uvSet(0), even if I'm not using a texture on that channel, correct? Otherwise the the projection on uvSet(2) doesn't work. Marie
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10-26-2011
03:37 PM
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I have a related question: Does uv projection behave differently on different uvSets? For example, just by changing from 0 to 2 the tiling automatically changes, and the sides of the roof lose their texture (see attached screenshots) Is it not possible to use the dirtmap channel if your facade is already broken into separate faces? I guess you're not supposed to be texturing at that point anyway. Walls --> alignScopeToAxes () setupProjection(0,world.xy,tile,tile,0) texture(dirtTex) projectUV(0) Walls. Thanks!!! Marie
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10-25-2011
12:58 PM
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