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What can be the killer application for modeling a city using procedural modeling. If you have an answer, can this application be accomplished using the CityEngine software
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11-26-2014
10:01 PM
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Thankyou for the reply. I have done an analysis in Global mapper by creating a contour map of the dataset and analyzing it. I am hereby attaching the video of the analysis. I am not sure, whether we can infer anything from the elevation values. I doubt whether '0' value resembles nodata?
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07-21-2014
09:38 PM
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I need help to analyse the SRTM DATA (1025 X 1025) of a particular terrain which has gaps or voids. Could anybody suggest a solution to find the percentage of gaps or voids in the SRTM data? I would like to know if there is a tool for such data analysis? It is also possible for me to share the data if needed. The file format is (.geotiff)
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07-21-2014
08:08 PM
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Using facade wizard, i tried to create a rule file and import the rule to create a new building. But while splitting the building texture to floors, i found out that the roof portion which contains an arch like component cannot be split individually. The final outcome is that the created building does not look realistic. My question is , whether there is any method or tool to re-shape the building texture before splitting the texture into floors. The attached images will provide more insight into my question.
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03-26-2014
10:57 PM
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In Tutorial 7-Facade modeling, it is shown that the picture has ground floor with only doors. But what if the ground floor has both windows and doors. How to write the CGA script? Please help me. Also see the attached file for the 'code' and facade picture. @StartRule Lot --> s(15,15,15) extrude(height) Building # we only need the front face for this example Building --> comp(f) { front : Frontfacade | side : Frontfacade} # the front facade is subdivided into one front groundfloor # and upper floors Frontfacade --> split(y){ groundfloor_height : Floor(split.index) // Groundfloor | floor_height : Floor(split.index) // First Floor | floor_height : Floor(split.index) // Second Floor | floor_height : Floor(split.index) // Third Floor | floor_height : Floor(split.index) // Mid Floors | floor_height : Floor(999) } // Top Floor, indexed with 999 Floor(floorindex)--> case floorindex == 0: Subfloor(floorindex) case floorindex == 1: split(y) {~1 : Subfloor(floorindex) Balcony | 0.5: TopLedge} case floorindex == 4: split(y) {~1 : Subfloor(floorindex) Balcony} else: split(y){1 : BottomLedge(floorindex) | ~1 : Subfloor(floorindex) | 0.5 : TopLedge} Subfloor(floorindex)--> split(x) {0.5 : Wall(1) | {~tile_width:Tile(floorindex)}* | 0.5:Wall(1)} Tile(floorindex)--> case floorindex == 0 : split(x){~1: SolidWall | door_width : DoorTile | ~1: SolidWall} else: split(x){~1: Wall(getWalltype(floorindex)) | window_width : WindowTile(floorindex) | ~1 : Wall(getWalltype(floorindex))}
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01-01-2014
04:14 PM
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