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Hi All, After searching in forum I found that we can change the GPU usage of cityengine. In .ini file I have changed the -Xmx from 4G to 10G. I can see in the status that GPU value got changed but when I check in my performance status from task Manager it shows only 4Gb of Dedicated GPU is being used. The other 16Gb of shared GPU is not being utilized. Screenshot from cityengine status line Screenshot from Task manager Can any one suggest what changes I have to do to get city engine use the shared GPU. Thanks in advance. Abhishek
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03-14-2019
01:42 AM
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I have plotting data for which I need to identify or attribute it with the cardinal direction from road. For the above plot I have to assign from which direction the road access is possible (North, South, East and West) I was hoping is there a tool or any process that we can work to solve this problem.
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01-10-2019
02:38 AM
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Hi Everyone, I have been generating models from CE to WebScene, which we can share it through ArcGIS online. I want to make webscene more interactive by adding info-graphics and showing attributes in different way such as showing bar graph or chart. I was searching through the ArcGIS API for developers, I am not sure how to integrate the webscene from cityengine and java script API to create a new interface. I would love to see is someone has done this kind interactive webscene. Please do share the link for some insight. Thanks in advance. Ab
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07-02-2018
10:16 PM
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Hi Thomas, sorry to disturb you again. I was trying to use the 30⁰ rule for a river but it is loosing shape while extruding. Lot --> extrude(world.up, dist) comp(f) {front: Slope } Slope --> rotate(abs,scope,90-angle,0,0) extrude(world.up,0.1) Visualisation Visualisation --> color(0,1,0) set(material.opacity,Transparent) I am not able to figure out how to solve this. Thanks in advance.
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01-16-2018
05:44 AM
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Hi Thomas, I tried using the code you have provided. But doesn't generates like you have shown in screenshots. Does occlusion works in same parcel/footprint . Code Used Code_1.cga :- version "2016.1"
@Range(0,1,2)
attr LOD = 1
attr maxFloors = 50
attr floorheight = 4
@StartRule
Lot-->
offset(-3)
comp(f) { inside: Initial }
Initial-->
extrude(maxFloors*floorheight)
FloorSplit
FloorSplit-->
case overlaps(inter):
split(y){~1:FloorSplit | floorheight: Outside}
else:
case LOD < 1: Mass
else: split(y){~1:FloorSplit | floorheight: Floor}
Mass--> color("#0000ff")
Floor--> color("#00ff00")
Outside--> color("#ff0000") // or NIL Code_2.cga :- version "2016.1"
@Range(1,89)
attr angle = 30
@Range(50,1000)
attr dist = 500
@StartRule
Lot -->
offset(dist)
comp(f) { border: Slope }
Slope-->
rotate(abs,scope,-angle,0,0)
extrude(world.up,1)
comp(f){bottom: Visualisation}
Visualisation--> set(material.opacity,0.3)
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01-08-2018
03:30 AM
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Hi, I have tried using recursion to check the floors generated, but somehow its not generating exactly the total number of floors. I have attached the cga script bellow , can you help me where I am going wrong. Thanks in advance
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01-04-2018
11:02 PM
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Happy New Year City Engine Folks, So, Is there a way to do buffer analysis. Let's say I have split the plot into parts and I want building placed such a way that 10 meter buffer around it there shouldn't be any other building. Also, If possible I want to set it for specific like front and back of the building. I don't want to use setback and offset, since it will use the space in the plot, as you can see I have set the distance building between by using offset rule.
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01-02-2018
12:27 AM
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Thanks Thomas, your code was really helpful to understand various ways to use functions. I tried this code and works perfectly, but since my plots are getting divided base on the plot dimension say, 30*40, so I am not able to figure out how to incorporate this code. Basically I split my parcels in grids using split function and generate give 30% probability to cover 30% ground cover for buildings and then randomize heights between max floors and min floors. Since I am working with FAR concepts now I have total number of floors fixed. I hope we can incorporate your code in mine. Here is my code getHeight(row_ind, nRows, col_ind, nCols) = GfHeight + nFloors(row_ind, nRows, col_ind, nCols)*UfHeight nFloors(row_ind, nRows, col_ind, nCols) = case Variation_Mode == "None" || (nRows*nCols) < 2 : Floor_Max case Variation_Mode == "Increasing" : Floor_Min + (rint((Floor_Max-Floor_Min)*((row_ind*nCols+col_ind)/((nRows*nCols)-1)))) case Variation_Mode == "Decreasing" : Floor_Min + rint((Floor_Max-Floor_Min)*(1-(row_ind*nCols+col_ind)/((nRows*nCols)-1))) case Variation_Mode == "Alternating" : Floor_Min + rint((Floor_Max-Floor_Min)*((row_ind*nCols+col_ind)%2)) case Variation_Mode == "Plot_Increasing" : Floor_Min + (rint((Floor_Max-Floor_Min)*(col_ind/(nCols-1)))) # case Variation_Mode == "Plot_Decreasing" : Floor_Min + (rint((Floor_Max-Floor_Min)*((1-(col_ind))/(nCols-1)))) ///// Not Working case Variation_Mode == "Plot_Alternative" : Floor_Min + (rint((Floor_Max-Floor_Min)*(col_ind%2))) else : rint(rand(Floor_Min-0.49,Floor_Max+0.49)) @StartRule Lot --> set(Plot_Area, geometry.area) report("Plot Area", Plot_Area) Lot2 Lot2 --> split(x) { Width: Col(split.index, split.total)}* Col(col_ind, nCols) --> split(z) { Length: Cell(split.index, split.total, col_ind, nCols)}* Cell(row_ind, nRows, col_ind, nCols) --> print("total cels " + (nRows*nCols)) print("row_ind " + (row_ind*nCols+col_ind)) DevelopLot(row_ind, nRows, col_ind, nCols) DevelopLot(row_ind, nRows, col_ind, nCols) --> case p(BuildPer/100) : ExtrudeBuild(row_ind, nRows, col_ind, nCols) case p(OpenSpacePer/100) : Openspace case p(GreenspacePer/100) : Greenspace else : Greenspace ExtrudeBuild(row_ind, nRows, col_ind, nCols) --> extrude(world.y, getHeight(row_ind, nRows, col_ind, nCols)) split(y){GfHeight : Done. | ~1 : UpperFloors} UpperFloors --> split (y){~UfHeight : Done.}*
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12-12-2017
10:26 PM
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Its been quite some time for this post. Thanks Cherly, I have used most of the expression suggested by you. I have some query regarding this, Since we can achieve total number of floors from ((FAR*SiteArea)/SiteArea). Can this be applied with a given Minimum and Maximum floors per lot. So that all the buildings in the plot will not cross total number of floors given and can be randomize the heights between maximum floors and minimum floors. I hope this make sense, I able to find the logic but its difficult to put in CGA Script. Regards Abhishek
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12-12-2017
04:58 AM
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My best guess is, you can try SplitArea function, lets say BCA is 0.5 (50% of ground cover) splitArea(x) {(geometry.area*(1-BCA)) : GreenSpace | ~1 : Extrude_Building} I hope this helps you. Regards Abhishek
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12-12-2017
01:03 AM
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Hi, GFA & FAR Calculations with CityEngine - YouTube, I hope this tutorial will help you to figure out FAR. Regards Abhishek
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12-10-2017
11:15 PM
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Hi, I have split my parcel into different part and extruded building with 30% case, as shown in image Is there a way where I can randomize the height with constant number of floors. For example, I have total number of floors 30, and I want to randomize the number of floors between 5(min floors) to 10(max floors) floors, In end the total number of floors should be 30. Similarly having control like first building lot should be with number of floors 10 and then decreasing with total number of floors 30. Thanks
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12-10-2017
11:06 PM
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Thanks for the Tutorial, helped me a lot to understand more ways to write my code. But I am not sure how to put a handle in my code since it is generated from GFHeight + nFloors*UFHeight Here is my complete code Lot --> split(x) { Width: Col(split.index, split.total)}* Col(col_ind, nCols) --> split(z) { Length: Cell(split.index, split.total, col_ind, nCols)}* Cell(row_ind, nRows, col_ind, nCols) --> extrude(getHeight(row_ind, nRows, col_ind, nCols) ) ////////////////////////// getHeight(row_ind, nRows, col_ind, nCols) = GfHeight + nFloors(row_ind, nRows, col_ind, nCols)*UfHeight nFloors(row_ind, nRows, col_ind, nCols) = case Variation_Mode == "None" || (nRows*nCols) < 2 : Floor_Max case Variation_Mode == "Increasing" : (Floor_Min) + (rint((Floor_Max-Floor_Min)*((row_ind*nCols+col_ind)/((nRows*nCols)-1)))) case Variation_Mode == "Decreasing" : Floor_Min + rint((Floor_Max-Floor_Min)*(1-(row_ind*nCols+col_ind)/((nRows*nCols)-1))) case Variation_Mode == "Alternating" : Floor_Min + rint((Floor_Max-Floor_Min)*((row_ind*nCols+col_ind)%2)) else : rint(rand(Floor_Min-0.49,Floor_Max+0.49)) //////////// Random Height Function I can't put handle on both GFHeight and UFHeight in the attribute because both will be constant from the attribute. I saw the seedian shape attribute in help link but didn't get it properly how to apply in the code. It will be great if you can provide some example on using "seedian shape attribute" Thanks
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11-27-2017
01:48 AM
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Does @Handels works on 2015.2 advance version? My height function is not defined in attribute, it from the GF_Height and UF_Height, getHeight(row_ind, nRows, col_ind, nCols) = GfHeight + nFloors(row_ind, nRows, col_ind, nCols)*UfHeight nFloors(row_ind, nRows, col_ind, nCols) = case Variation_Mode == "None" || (nRows*nCols) < 2 : Floor_Max case Variation_Mode == "Increasing" : (Floor_Min) + (rint((Floor_Max-Floor_Min)*((row_ind*nCols+col_ind)/((nRows*nCols)-1)))) case Variation_Mode == "Decreasing" : Floor_Min + rint((Floor_Max-Floor_Min)*(1-(row_ind*nCols+col_ind)/((nRows*nCols)-1))) case Variation_Mode == "Alternating" : Floor_Min + rint((Floor_Max-Floor_Min)*((row_ind*nCols+col_ind)%2)) else Lot --> extrude(getHeight(row_ind, nRows, col_ind, nCols) ) I am looking for a seed function like in block division shape parameters. Is it possible to have such function in the code.
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11-23-2017
07:46 PM
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