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Hi matthias, Sorry to bring this topic back up, but I too am having issues with projecting in to Google earth. I have exported my scene using the presets at the top, but when I open it in Google earth all the data seems to be off by around 20/30m. My City engine scene is currently in British National Grid, do I need to change it to WGS84 before adding my rule files and then export it as a KML file? Thanks, Jamie
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01-21-2014
02:31 AM
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I am not aware of any way that you can determine the altitude from the DTM in order to use it within a rule file (although someone may be able to tell you differently??) Obviously in your case this would be useful as it would allow you to create a rule whereby building height= TopofShapeAltitude-DTMaltitude. Instead, perhaps you could look at using arcMap for example in order to create an attribute for your building lots? eg. If you had DTM and DSM you could work out building height by DSM-DTM. That way you could extrude to your building height attribute without having to worry about any calculations within CityEngine?
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12-16-2013
02:13 AM
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Hi there, are you looking to extrude the building to it's actual height? (e.g are you trying to make an accurate representation of a real life building?) also is the 400m altitude an attribute of the underlying terrain?
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12-16-2013
12:37 AM
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Great idea, it may get a little bit complex as i have a few different roof types under a random attribute selector, but I am sure I can work on the theory to come up with something, Cheers!
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12-05-2013
05:50 AM
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Hi all, I am looking to create buildings with accurate height representation within a city. My lots contain a building height attribute, which allows me to create 3D buildings to the correct height. However, due to the fact that my height attribute data was collected using Lidar, my height attributes are representative of the highest point on the building (often the ridge or chimney on a roof). As such, when I place a roof on my extruded building the height becomes an over estimate by the amount of height the roof itself adds. Is there any way to incorporate the roof height within the building model attribute so that the height of the building is correct once the roof is added? Cheers, Jay
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12-04-2013
01:56 AM
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Hi Matt, ignore that last post- i changed the rooforientationindex to 1 and that's sorted it!
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10-18-2013
02:46 AM
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Hi Matt, unfortunately this has aligned all the roofs the wrong way. however the rule must be working as it has changed all the previously correct orientation to the opposite way... which part of the rule do I need to tweak in order to get all roofs to be aligned the other way?? Thanks!
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10-18-2013
02:33 AM
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Hi Matt, Sorry for dragging this post back up again... i am having a similar problem whereby I want all roofs to be aligned. In my attached image you will notice that the highlighted row of buildings have roofs which don't line up. However the row of buildings on the left are aligned properly (the way i want them all to be!). You suggest: "make a case statement, where you call roof twice, for both ratios : Once normal and once with : roofGable(angle, overhangX, overhangY, even, index)" However I am not sure what you mean by call the roof twice for both ratios? Thanks, Jay
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10-18-2013
01:37 AM
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That makes much more sense. I will go through the code bit by bit to ensure I understand properly. Thanks for all your help!
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10-15-2013
12:11 AM
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Hi, Fantastic! great examples thank you for that. There is a couple of things I am a little confused about; Within the v1 model : "ChimneyShape --> case p(perShapeChimneyProbability) : scatter(surface, 1, uniform){PutChimney} else : NIL PutChimney --> alignScopeToAxes(y) s(chimneyDimXZ, chimneyDimY, chimneyDimXZ) center(xz) i("builtin:cube") Chimney." and within the v2 model : RoofBase --> convexify() # may be a weird shape, so convexify it comp(f) { all : alignScopeToGeometry(yUp, 0, longest) PotentialRoofTopBase } # align scope.sx to the longest edge PotentialRoofTopBase --> case scope.sx < chimneyDist / 2 : # delete short polygons. NIL else : RoofDistribution I am not entirely sure what these part of the rules are doing to the model? Also I am a little confused as to what the floating red shapes above the roof is. Am I right in assuming that these are a by-product of the model? and is there any way that I can remove them? Thanks again, Jamie
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10-14-2013
12:34 AM
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Hi Matthias, thanks for the reply! I have attached an image that I found on the city engine forum together with an actual image of the kind of thing I want to represent... Although I do not necessarily need to go in to such fine detail, I need a rule which will create chimneys for detached and terraced housing. Ideally these would be random in height/width and shape? Thanks again, Jay [ATTACH=CONFIG]28227[/ATTACH] [ATTACH=CONFIG]28226[/ATTACH]
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10-10-2013
06:58 AM
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Hi there, I am new to CE and am trying to create a variation of building types for a city representation that is based on land cover. I have extruded buildings with various features but i am not aware of how to add roof features such as chimneys etc. I have read the desert city tutorial but the scripting is complex and the roof features are predominantly for flat roofs rather than Gable roofs. Does anyone have any advice they would be willing to share on where to begin? Thanks in advance.
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10-10-2013
12:27 AM
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