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I have been trying to split a lot and retrieve the index. Lot --> split(x) {{~Length : SPLITZ | ~Length : SPLITZ | Road_Width : Road_Color}* | ~Length : SPLITZ } SPLITZ --> split(z) {{~Width : Extrude_Building | ~Width : Extrude_Building | Road_Width : Road_Color}* | ~Width : Extrude_Building } Extrude_Building --> extrude (world.y, Extruding) comp(f) {top : Numbering | side: Colorize} Numbering --> set(SplitCount, split.index) texture("assets/no/no_"+SplitCount+".png") alignScopeToGeometry(zUp, 0, world.lowest) setupProjection(0, scope.xy, '1.0000, '1.0000) projectUV(0) Result What I am looking for is Any suggestion to achieve the index like that with spliting the plot Thanks Ab
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07-28-2017
12:14 AM
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Hi Brendan, Thanks for the video it was very helpful, I am actually looking at bigger plot level generation of building based on FAR and ground coverage. With the help of this video I tried to make a rule where I have split the plot into parts based on there input dimension, but I am unable to achieve the FAR value and Ground coverage. Basically I am splitting a bigger parcel by the following code Lot --> split(x) {{~Length : SPLITZ | ~Length : SPLITZ | Road_Width : Road_Color}* | ~Length : SPLITZ } SPLITZ --> split(z) {{~Width : DevelopLot | ~Width : DevelopLot | Road_Width : Road_Color}* | ~Width : DevelopLot } DevelopLot --> offset(-((sqrt(geometry.area)-sqrt(Gcover*(geometry.area)))/2)) Test_2 Test_2 --> comp(f){inside: FootprintReach | border: Lawn_Color} ////// FootprintReach --> ReachRecursion(MaxFAR * geometry.area) ReachRecursion(restArea) --> case restArea < geometry.area(bottom) : Done. else : extrude(world.y, FloorHeightFunction) VisualizationReach(CurrentFloorIndex) set (CurrentFloorIndex, CurrentFloorIndex +1) comp(f) { top : ReachRecursion(restArea - geometry.area) | all : NIL} VisualizationReach (VolumeType) --> case VolumeType == 1 : Volume("GF") else : Volume("UF") I guess the issue is in my code that I am duplicating my ground area in each plot because of which the building is having same height regardless of FAR and Ground coverage. The intention is to make a rule file like I have seen in the video where you can change your dimension of the plot and also change FAR w.r.t ground coverage and also having a floor variation parameter.
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07-26-2017
10:19 PM
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Hi All, I have recently watched a video which is very impressive, which is very important for urban design. Designing Our Future – Urban Redevelopment Authority I have been trying to build similar rule file and functions, but I am not able to get that functions. @6:00 in the video, there is a function using the GFR and coverage. I am looking to build similar function for FAR/GFR, Ground Coverage and Floor variation that has been shown. Can anyone help me out with this. I am using Advanced 2015.2 version of CityEngine. Thanks Ab
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07-19-2017
08:55 PM
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Hi Cheryl, Sorry I was offline for few weeks so was not able to reply. Thanks for the details inputs you have provided, it has helped me to achieve my target upto 80%. Currently to achieve this issue I have first divided the plot into smaller pieces using split(x) {50 : split(z){60:Footprint}*}* and then used Lot --> case p(greenspacePercentage/100😞 report("Area.Greenspace",geometry.area) GreenSpace else: report("Area.BuildUp",geometry.area) BuildingLot which more or less provide me the percentage breakup for the for greenspace, building and openspace. Thanks for navigating me to the tutorial. I am still working on making rule for various subdivision of plots like it happens in default Block Parameter. where I can apply my percentage breakup.
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06-14-2017
05:50 AM
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Sorry I confused you bit there, I can not use splitArea since my version doesn't support that function, So I am using split function in both direction to achieve 33% Greenspace (GS), 27% Openspace (OS) and 40% Building (Bu), like the code below split(x) {'.21: split(z) {'.21: OS | '.57: OS |~1: OS} | '.57: split(z) {'.21: Bu | '.57: GS |~1: Bu} | ~1: split(z) {'.21: Bu | '.57: Bu |~1: Bu}} Bu--> shape : split(x) {50 : split(z){60:Footprint}*}* As you see this one option that generates from the above code. What I am trying to do is randomize between greenspace, openspace and building. Which is like this The above I have achieved using the block parameter using recursive subdivision, but the issue in using this is we cant control the percentage we need for greenspace, openspace and building. One advantage I see is we can control the building footprint area say 3000 sqm and seed function where it control randomness between the plots. Can this be achieved using split function and also using seed function where it control the randomness for plot by retaining the percentage breakup.
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05-30-2017
05:30 AM
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In your case I guess you have to choose "Align graph to terrain". Select all the objects, right click on the viewport and click "Align graph to terrain", set y=0 Cheers Ab
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05-29-2017
04:13 AM
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You can select all the objects and use "align shapes to terrain" option and select y=0 this will bring everything to one level, I hope this helps you. Regards Ab
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05-29-2017
01:19 AM
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Hi Cheryl, Thanks for your kind reply. Since I have CE 2015.2 can I upgrade my version with my current license? Thank you for letting me know about the misinterpretation of stochastic rule, I was using that thinking of randomizing the placement of building, green space and open space. When I use split(x) {'.33: OpenSpace | '.27: color("#FFC500") | '.4 : split(x) {50 : split(z){60:Building}*}*} but this divides in one direction which gives me one option. If we see block division parameter where we can see offset division where we can create courtyard division with openspace in the middle and buildings around it, similarly recursive subdivision we can give randomization of parcels. My intention is creating the similar code where I can give this randomization or courtyard visualization for a parcel which I have in 5ac of plot. I think this function can be made without using block division parameter. I hope this is understandable, Please let me know if there's a way where we can achieve this subdivision function. Thanks Ab.
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05-25-2017
10:21 PM
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Hi all, While searching in the discussion forum, I found part of my answer of dividing the plot in direction to achieve the floor area for building which is 3000 sqm. split(x) {50 : split(z){60:Extrude_Building}*}*} also the rotation scope can be managed via, rotateScope(0,Rotation,0) but I am unable to randomize the split function, lets say my plot has to be divided in 33% of green cover and 27% of Openspace (which will also include setback from street and distance between the buildings) and rest 40% should be cover by buildings with 3000sqm foot print, and all this should also gives options so that when I regenerate the model I can choose which is better. I tried using the percentage but somehow it is not working Lot --> 35% : split(x) {50 : split(z){60:Extrude_Building}*}* 27% : OpenSpace 33% : Greencover else : Extrude_Building The above code provides just the one of the options but not all together. Can anyone suggest how can I achieve this. Thanks Ab
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05-25-2017
01:42 AM
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Hi David, I am having City Engine V 2015.2 advanced License. I am new to CityEngine so I am following tutorial, I don't know what parameters are needed for the function to work. Please let me know if my version covers everything that is needed. Thanks Ab
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05-23-2017
09:17 PM
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Hi, I am trying to break down a parcel using splitArea(x/z) function some how it says unexpected token: splitArea. I am trying to build a query where I can divide parcel 60-40% and in which 40% of the plot be subdivided into 3000sqm area and extrude building over it. Also I want to manage the orientation based on some angle (0-360 deg) Can somebody help me with this. or suggest be best possible way to do this Thank you Ab
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05-22-2017
07:11 PM
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Hi, I trying to Build a rule where I have a Podium and a Tower over, for which I am trying to split a plot based on FAR and ground cover. But my building is splitting in two rather that coming one above each other. My Code: Tower(h)--> extrude (world.y,h) split(y){TowerFloorHt:Colorize}* Podium(h)--> extrude (world.y,h) split(y){PodiumFloorHt:Colorize}* Colorize --> color ("#ffffff") DevelopLot --> case Zoning == "HRCommercial" : HRCommercialLot else : OpenSpace Lot --> split(x) {'(0.6*GCover): Tower (((floor((SiteArea * MaxFAR)/(0.6*GCover* SiteArea))+(PodiumFloors))*TowerFloorHt))|'(1-(0.6*GCover)) : Podium (PodiumFloors*PodiumFloorHt)} OpenSpace --> color("#77ff77") I want to have enough control to be able to place the tower any place over the podium(eg. corner or center), which I am unable to do. Is there a way for me to have this kind of control over the placement of the tower and also controlling the FAR for tower and podium differently. Thank you A
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04-21-2017
02:47 AM
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I have a setback rule for building which helps to give setback from the street and building, the rule is given below @Group("Setback",3) @Order(2) @Range(3,6) attr distanceStreet = 1 @Order(3) @Range(4,8) attr distanceBuildings =1 Lot --> Parcel LotInner --> OpenSpace Parcel --> setback(distanceStreet) { streetSide: OpenSpace | remainder: SubParcel } SubParcel --> setback(distanceBuildings / 2) { noStreetSide: OpenSpace | remainder: Building} OpenSpace --> color("#77ff77") I want to control the set back from all side differently, something like from left, right, front and back. It will be helpful if someone can help me out in this.
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