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I was hoping someone in this community would be able to assist with this. I'm building Hangar Models with Rounded roofs and door storage on the side. Is there a way to keep my texture from rotating? The rounded roof is an inserted .obj and the door storage is just extruded on the left and right side of the building. See the image below so you can get an idea of the question. The yellow highlighted areas need to be rotated. I attached my rule file as well.
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03-29-2023
12:55 PM
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Thanks Thomas, I just tried this and it isn't working. The inside is extruded along with the outside.
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12-08-2022
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Has anyone ever experienced this issue where a Building Footprint (Blue Fill) within another Building Footprint(Yellow Fill) gets extruded together as one? These have separate bldg heights in the Table. I'm sure it has something to do with each having shared vertices. Is there a way I can split these so I don't have to manually fix this in CityEngine? Thank you, -Ben
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11-10-2022
10:54 AM
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Hi Brian, Thank you for looking over the code. The problem seems to occur at LOD2, when I switch to LOD3 the textures are all correct. I checked the Y heights and made sure they were all the same. Still having the same issue. -Ben
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10-15-2020
01:04 PM
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Thanks, Brian. Here is the code. /** * File: Res_Rule.cga * Created: 14 Oct 2020 19:16:56 GMT * Author: bhammer */ version "2020.0" @Range (min=0, max=3, stepsize=1) attr LOD = 0 @Range (min=3, max=6.25, stepsize=.25) attr BldgHeight = 4 const RandomFacadeTextureRES = fileRandom("/San_Saba/assets/Facades/Residential/Window/*") const RandomFacadeTextureRES_NoWindow = fileRandom("/San_Saba/assets/Facades/Residential/NoWindow/*") const RandomWindowTextureRES = fileRandom("/San_Saba/assets/Windows/Residential/*") const RandomRoofTextureHIP_RES = fileRandom("/San_Saba/assets/Roofs/Residential/Hip/*") const RandomDoorTexture = fileRandom("/San_Saba/assets/Doors/*") BasementTex = "assets/Facades/Basement/Facade_Basement.jpg" Lot --> extrude (BldgHeight) Mass Mass --> Residential Residential --> case LOD == 0 : comp(f) {all: Res} case LOD == 1 : comp(f) {top : ResTop | side : ResSide | bottom : Basement } case LOD > 1 : comp(f) {top : ResTop | left : ResLeft | right : ResRight | front : ResFront | back : ResBack | bottom : Basement } else : comp(f) {all : Res} Res --> color("#FF6767") ResTop --> ResRoofHip ResRoofHip --> case LOD > 2 : roofHip(15,.5) setupProjection(0, scope.xz, 8, 8, 0, 0, 0) texture(RandomRoofTextureHIP_RES) projectUV(0) else : roofHip(15) setupProjection(0, scope.xz, 8, 8, 0, 0, 0) texture(RandomRoofTextureHIP_RES) projectUV(0) ResSide --> case LOD == 1 : ResWallWindow case LOD >= 2 : case geometry.height < 4.25 : split(y) { 2.5 : ResFloor | ~3 : ResWallNoWindow } else : split(y) { 2.5 : ResFloor | {~3 : ResFloor}* } else : ResWallWindow ResWallWindow --> setupProjection(0, scope.xy, 3, 3, .5, 0, 0) texture(RandomFacadeTextureRES) projectUV(0) ResFloor --> // case LOD == 1 : ResWallWindow case LOD > 2 : split(x) { 1 : ResWallNoWindow | { ~2.3 : ResWindowTile }* | 1 : ResWallNoWindow } else: ResWallWindow ResWallNoWindow --> case LOD == 3 : s('1,'1,0.4) t(0,0,-0.4) primitiveCube() setupProjection(0, scope.xy, 3, 3, .5, 0, 0) texture(RandomFacadeTextureRES_NoWindow) projectUV(0) else : setupProjection(0, scope.xy, 3, 3, .5, 0, 0) texture(RandomFacadeTextureRES_NoWindow) projectUV(0) ResWindowTile --> split(x) { ~1 : ResWallNoWindow | 1 : split(y) { ~1 : ResWallNoWindow | 1.55 : ResWindow | ~1 : ResWallNoWindow } | ~1 : ResWallNoWindow } ResWindow --> case LOD == 3 : s('1,'1,.15) t(0,0,-.1) i("builtin:cube") setupProjection(0,scope.xy,scope.sx,scope.sy) texture(RandomWindowTextureRES) projectUV(0) else : s('1,'1,-1.0) t(0,0,0) setupProjection(0,scope.xy,scope.sx,scope.sy) texture(RandomWindowTextureRES) projectUV(0) ResLeft --> case geometry.height < 4.25 : split(y) { 2.5 : ResFloor | ~3 : ResWallNoWindow } else : split(y) { 2.5 : ResFloor | {~3 : ResFloor}* } ResRight --> case geometry.height < 4.25 : split(y) { 2.5 : ResFloor | ~3 : ResWallNoWindow } else : split(y) { 2.5 : ResFloor | {~3 : ResFloor}* } ResFront --> case LOD > 1 : case geometry.height < 4.25 : split(y) { 2.5 : ResGrndFloor | {~3 : ResWallNoWindow}* } else : split(y) { 2.5 : ResGrndFloor | {~3 : ResFloor}* } else : ResGrndFloor ResBack --> case LOD > 1 : case geometry.height < 5 : split(y) { 2.5 : ResFloor | ~3 : ResWallNoWindow } else : split(y) { 2.5 : ResFloor | {~3 : ResFloor}* } else : ResWallWindow ResGrndFloor --> case LOD == 1 : split(x){ ~1 : ResWallWindow | 1 : ResEntTile | ~1 : ResWallWindow } case LOD == 2 : split(x){ ~1 : ResWallWindow | 1 : ResEntTile | ~1 : ResWallWindow } case LOD > 2 : split(x){ ~1 : ResWindowGrndFloorTile | 1 : ResEntTile | ~1 : ResWindowGrndFloorTile } else : split(x) {1:ResEntTile} ResEntTile --> split(x){ ~1 : ResWallNoWindow | 1 : ResDoor | ~1 : ResWallNoWindow } ResWindowGrndFloorTile --> split(x){ ~1 : ResWallNoWindow | 1 : split(y) { ~1 : ResWallNoWindow | 1.55 : ResWindow | ~1 : ResWallNoWindow } | ~1 : ResWallNoWindow }* ResDoor --> case LOD == 3 : s('1,'1,0.1) t(0,0,-.2) texture(RandomDoorTexture) primitiveCube() else : s('1,'1,-1.0) t(0,0,0) setupProjection(0,scope.xy,scope.sx,scope.sy) texture(RandomDoorTexture) projectUV(0) Basement --> extrude(3) comp(f) {side: BasementFacade | bottom: NIL | top: NIL } BasementFacade --> setupProjection(0, scope.xy, 10, 15, 1, 0, 0) texture(BasementTex) projectUV(0)
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10-14-2020
01:12 PM
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About 10% of the time the bottom floor texture doesn't repeat to the second floor. Is there a way to ensure the same texture is used for all floors? See image below. I also noticed my roof texture doesn't follow the edge where the roofline meets the facade. I'm using v 2020.0 Thank you
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10-13-2020
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Hello CE Community, I'm looking for a way to override randomized textures. It would be nice to have the ability to change the textures with a drop-down menu in the inspector. Thanks.
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09-04-2020
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Thanks Jeff! I added the trails as a dynamic service layer with annotation labels. It's getting closer.
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03-15-2014
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I am working on a trails map using the Network Analyst extension. It is running, but I would like to know if is possible to add a feature layer underneath it. Currently, there are no trails underneath the network layer. code here: http://www.public.asu.edu/~bhammer/dm/ thanks!
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03-13-2014
01:24 PM
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