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    <title>topic Re: Texturing split floors and roofs. in ArcGIS CityEngine Questions</title>
    <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655222#M8683</link>
    <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;From what I read, I think you want the texture on the first floor to be the same as the texture on the second floor.&amp;nbsp; When &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;LOD=2&lt;/SPAN&gt;, this is not always the case.&amp;nbsp; Here is why.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;For example, when &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;BldgHeight=4&lt;/SPAN&gt; (default value) and &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;LOD=2&lt;/SPAN&gt;, the first floor is textured in the rule &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;ResWallWindow&lt;/SPAN&gt; with the texture &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;RandomFacadeTextureRES&lt;/SPAN&gt;, and the second floor is textured in the rule &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;ResWallNoWindow&lt;/SPAN&gt; with the texture &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;RandomFacadeTextureRES_NoWindow&lt;/SPAN&gt;.&amp;nbsp; The first and second floors, therefore, have different textures in this case.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;STRONG&gt;Tip&lt;/STRONG&gt;:&amp;nbsp; You can use the Model Hierarchy (&lt;EM&gt;Window&lt;/EM&gt; -&amp;gt; &lt;EM&gt;Model Hierarchy&lt;/EM&gt; -&amp;gt; &lt;EM&gt;Inspect Model&lt;/EM&gt;) to see which piece of code generates a certain part of the model.&amp;nbsp; Click on a part of the model in the viewport, and its corresponding node will be highlighted in the Model Hierarchy.&amp;nbsp; Double click on that node to go to its corresponding rule in the cga code.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;This screenshot of your rule applied to a footprint shows what I mean by first (pink) and second (blue) floors.&amp;nbsp; The lowest floor is the underground (basement) part of your rule.&lt;/P&gt;&lt;P&gt;&lt;IMG alt="" class="jive-emoji image-1 jive-image" height="328" src="https://community.esri.com/legacyfs/online/511912_uvs_on_model.png" width="289" /&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;With regards to the roof problem you mentioned, I'm not sure what you want to happen with the roof.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
    <pubDate>Tue, 27 Oct 2020 13:38:43 GMT</pubDate>
    <dc:creator>CherylLau</dc:creator>
    <dc:date>2020-10-27T13:38:43Z</dc:date>
    <item>
      <title>Texturing split floors and roofs.</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655217#M8678</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;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&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Thank you&lt;IMG alt="" class="jive-emoji image-1 jive-image j-img-original" src="https://community.esri.com/legacyfs/online/510902_SplitFloorTexture.jpg" /&gt;&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 13 Oct 2020 17:58:37 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655217#M8678</guid>
      <dc:creator>BenHammer1</dc:creator>
      <dc:date>2020-10-13T17:58:37Z</dc:date>
    </item>
    <item>
      <title>Re: Texturing split floors and roofs.</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655218#M8679</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;You will have to share your CGA code if you want a good answer.&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 14 Oct 2020 16:32:42 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655218#M8679</guid>
      <dc:creator>Anonymous User</dc:creator>
      <dc:date>2020-10-14T16:32:42Z</dc:date>
    </item>
    <item>
      <title>Re: Texturing split floors and roofs.</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655219#M8680</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Thanks, Brian. Here is the code.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;/**&lt;BR /&gt; * File: Res_Rule.cga&lt;BR /&gt; * Created: 14 Oct 2020 19:16:56 GMT&lt;BR /&gt; * Author: bhammer&lt;BR /&gt; */&lt;/P&gt;&lt;P&gt;version "2020.0"&lt;/P&gt;&lt;P&gt;@Range (min=0, max=3, stepsize=1)&lt;BR /&gt;attr LOD = 0&lt;/P&gt;&lt;P&gt;@Range (min=3, max=6.25, stepsize=.25)&lt;BR /&gt;attr BldgHeight = 4&lt;/P&gt;&lt;P&gt;const RandomFacadeTextureRES = fileRandom("/San_Saba/assets/Facades/Residential/Window/*")&lt;BR /&gt;const RandomFacadeTextureRES_NoWindow = fileRandom("/San_Saba/assets/Facades/Residential/NoWindow/*")&lt;BR /&gt;const RandomWindowTextureRES = fileRandom("/San_Saba/assets/Windows/Residential/*")&lt;BR /&gt;const RandomRoofTextureHIP_RES = fileRandom("/San_Saba/assets/Roofs/Residential/Hip/*")&lt;BR /&gt;const RandomDoorTexture = fileRandom("/San_Saba/assets/Doors/*")&lt;/P&gt;&lt;P&gt;BasementTex = "assets/Facades/Basement/Facade_Basement.jpg"&lt;/P&gt;&lt;P&gt;Lot --&amp;gt;&lt;BR /&gt; extrude (BldgHeight)&lt;BR /&gt; Mass&lt;BR /&gt; &lt;BR /&gt;Mass --&amp;gt;&lt;BR /&gt; Residential&lt;BR /&gt; &lt;BR /&gt;Residential --&amp;gt; &lt;BR /&gt; case LOD == 0 :&lt;BR /&gt; comp(f)&lt;BR /&gt; {all: Res}&lt;BR /&gt; case LOD == 1 :&lt;BR /&gt; comp(f)&lt;BR /&gt; {top : ResTop | &lt;BR /&gt; side : ResSide | &lt;BR /&gt; bottom : Basement&lt;BR /&gt; } &lt;BR /&gt; case LOD &amp;gt; 1 :&lt;BR /&gt; comp(f)&lt;BR /&gt; {top : ResTop | &lt;BR /&gt; left : ResLeft | &lt;BR /&gt; right : ResRight | &lt;BR /&gt; front : ResFront | &lt;BR /&gt; back : ResBack | &lt;BR /&gt; bottom : Basement&lt;BR /&gt; }&lt;BR /&gt; else :&lt;BR /&gt; comp(f)&lt;BR /&gt; {all : Res}&lt;BR /&gt; &lt;BR /&gt;Res --&amp;gt;&lt;BR /&gt; color("#FF6767")&lt;BR /&gt; &lt;BR /&gt;ResTop --&amp;gt;&lt;BR /&gt; ResRoofHip&lt;/P&gt;&lt;P&gt;ResRoofHip --&amp;gt;&lt;BR /&gt; case LOD &amp;gt; 2 :&lt;BR /&gt; roofHip(15,.5)&lt;BR /&gt; setupProjection(0, scope.xz, 8, 8, 0, 0, 0)&lt;BR /&gt; texture(RandomRoofTextureHIP_RES)&lt;BR /&gt; projectUV(0)&lt;BR /&gt; else :&lt;BR /&gt; roofHip(15)&lt;BR /&gt; setupProjection(0, scope.xz, 8, 8, 0, 0, 0)&lt;BR /&gt; texture(RandomRoofTextureHIP_RES)&lt;BR /&gt; projectUV(0)&lt;/P&gt;&lt;P&gt;ResSide --&amp;gt;&lt;BR /&gt; case LOD == 1 :&lt;BR /&gt; ResWallWindow&lt;BR /&gt; case LOD &amp;gt;= 2 :&lt;BR /&gt; case geometry.height &amp;lt; 4.25 : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; ~3 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; else : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; {~3 : ResFloor}* &lt;BR /&gt; }&lt;BR /&gt; else :&lt;BR /&gt; ResWallWindow&lt;BR /&gt; &lt;BR /&gt;ResWallWindow --&amp;gt;&lt;BR /&gt; setupProjection(0, scope.xy, 3, 3, .5, 0, 0)&lt;BR /&gt; texture(RandomFacadeTextureRES)&lt;BR /&gt; projectUV(0)&lt;/P&gt;&lt;P&gt;ResFloor --&amp;gt;&lt;BR /&gt;// case LOD == 1 : ResWallWindow&lt;BR /&gt; case LOD &amp;gt; 2 :&lt;BR /&gt; split(x)&lt;BR /&gt; { 1 : ResWallNoWindow &lt;BR /&gt; | { ~2.3 : ResWindowTile }*&lt;BR /&gt; | 1 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; else: ResWallWindow&lt;BR /&gt; &lt;BR /&gt;ResWallNoWindow --&amp;gt;&lt;BR /&gt;case LOD == 3 :&lt;BR /&gt; s('1,'1,0.4) &lt;BR /&gt; t(0,0,-0.4) &lt;BR /&gt; primitiveCube()&lt;BR /&gt; setupProjection(0, scope.xy, 3, 3, .5, 0, 0)&lt;BR /&gt; texture(RandomFacadeTextureRES_NoWindow)&lt;BR /&gt; projectUV(0)&lt;BR /&gt;else :&lt;BR /&gt; setupProjection(0, scope.xy, 3, 3, .5, 0, 0)&lt;BR /&gt; texture(RandomFacadeTextureRES_NoWindow)&lt;BR /&gt; projectUV(0)&lt;BR /&gt; &lt;BR /&gt;ResWindowTile --&amp;gt;&lt;BR /&gt; split(x)&lt;BR /&gt; { ~1 : ResWallNoWindow &lt;BR /&gt; | 1 : split(y)&lt;BR /&gt; { ~1 : ResWallNoWindow | &lt;BR /&gt; 1.55 : ResWindow | &lt;BR /&gt; ~1 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; | ~1 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; &lt;BR /&gt;ResWindow --&amp;gt;&lt;BR /&gt; case LOD == 3 :&lt;BR /&gt; s('1,'1,.15)&lt;BR /&gt; t(0,0,-.1)&lt;BR /&gt; i("builtin:cube")&lt;BR /&gt; setupProjection(0,scope.xy,scope.sx,scope.sy)&lt;BR /&gt; texture(RandomWindowTextureRES) &lt;BR /&gt; projectUV(0)&lt;BR /&gt; else :&lt;BR /&gt; s('1,'1,-1.0)&lt;BR /&gt; t(0,0,0)&lt;BR /&gt; setupProjection(0,scope.xy,scope.sx,scope.sy)&lt;BR /&gt; texture(RandomWindowTextureRES) &lt;BR /&gt; projectUV(0)&lt;BR /&gt; &lt;BR /&gt;ResLeft --&amp;gt;&lt;BR /&gt; case geometry.height &amp;lt; 4.25 : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; ~3 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; else : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; {~3 : ResFloor}* &lt;BR /&gt; }&lt;BR /&gt; &lt;BR /&gt;ResRight --&amp;gt;&lt;BR /&gt; case geometry.height &amp;lt; 4.25 : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; ~3 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; else : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; {~3 : ResFloor}* &lt;BR /&gt; } &lt;BR /&gt; &lt;BR /&gt;ResFront --&amp;gt;&lt;BR /&gt;case LOD &amp;gt; 1 :&lt;BR /&gt; case geometry.height &amp;lt; 4.25 : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResGrndFloor | &lt;BR /&gt; {~3 : ResWallNoWindow}* }&lt;BR /&gt; else : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResGrndFloor | &lt;BR /&gt; {~3 : ResFloor}* }&lt;BR /&gt; else : ResGrndFloor&lt;/P&gt;&lt;P&gt;ResBack --&amp;gt;&lt;BR /&gt;case LOD &amp;gt; 1 :&lt;BR /&gt; case geometry.height &amp;lt; 5 : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; ~3 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; else : &lt;BR /&gt; split(y)&lt;BR /&gt; { 2.5 : ResFloor | &lt;BR /&gt; {~3 : ResFloor}* &lt;BR /&gt; }&lt;BR /&gt;else : ResWallWindow&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;ResGrndFloor --&amp;gt;&lt;BR /&gt;case LOD == 1 : &lt;BR /&gt; split(x){&lt;BR /&gt; ~1 : ResWallWindow |&lt;BR /&gt; 1 : ResEntTile |&lt;BR /&gt; ~1 : ResWallWindow &lt;BR /&gt; }&lt;BR /&gt;case LOD == 2 : &lt;BR /&gt; split(x){&lt;BR /&gt; ~1 : ResWallWindow |&lt;BR /&gt; 1 : ResEntTile |&lt;BR /&gt; ~1 : ResWallWindow &lt;BR /&gt; }&lt;BR /&gt;case LOD &amp;gt; 2 :&lt;BR /&gt; split(x){&lt;BR /&gt; ~1 : ResWindowGrndFloorTile |&lt;BR /&gt; 1 : ResEntTile |&lt;BR /&gt; ~1 : ResWindowGrndFloorTile &lt;BR /&gt; }&lt;BR /&gt;else : &lt;BR /&gt; split(x)&lt;BR /&gt; {1:ResEntTile}&lt;/P&gt;&lt;P&gt;ResEntTile --&amp;gt;&lt;BR /&gt; split(x){ &lt;BR /&gt; ~1 : ResWallNoWindow &lt;BR /&gt; | 1 : ResDoor&lt;BR /&gt; | ~1 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; &lt;BR /&gt;ResWindowGrndFloorTile --&amp;gt;&lt;BR /&gt; split(x){ &lt;BR /&gt; ~1 : ResWallNoWindow &lt;BR /&gt; | 1 : &lt;BR /&gt; split(y)&lt;BR /&gt; { ~1 : ResWallNoWindow | &lt;BR /&gt; 1.55 : ResWindow |&lt;BR /&gt; ~1 : ResWallNoWindow &lt;BR /&gt; }&lt;BR /&gt; | ~1 : ResWallNoWindow &lt;BR /&gt; }*&lt;/P&gt;&lt;P&gt;ResDoor --&amp;gt;&lt;BR /&gt; case LOD == 3 :&lt;BR /&gt; s('1,'1,0.1)&lt;BR /&gt; t(0,0,-.2)&lt;BR /&gt; texture(RandomDoorTexture) &lt;BR /&gt; primitiveCube() &lt;BR /&gt; &lt;BR /&gt; else :&lt;BR /&gt; s('1,'1,-1.0)&lt;BR /&gt; t(0,0,0)&lt;BR /&gt; setupProjection(0,scope.xy,scope.sx,scope.sy)&lt;BR /&gt; texture(RandomDoorTexture) &lt;BR /&gt; projectUV(0)&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;Basement --&amp;gt;&lt;BR /&gt; extrude(3)&lt;BR /&gt; comp(f)&lt;BR /&gt; {side: &lt;BR /&gt; BasementFacade | &lt;BR /&gt; bottom: NIL | &lt;BR /&gt; top: NIL&lt;BR /&gt; }&lt;BR /&gt; &lt;BR /&gt;BasementFacade --&amp;gt;&lt;BR /&gt; setupProjection(0, scope.xy, 10, 15, 1, 0, 0)&lt;BR /&gt; texture(BasementTex)&lt;BR /&gt; projectUV(0)&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 14 Oct 2020 20:12:59 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655219#M8680</guid>
      <dc:creator>BenHammer1</dc:creator>
      <dc:date>2020-10-14T20:12:59Z</dc:date>
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    <item>
      <title>Re: Texturing split floors and roofs.</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655220#M8681</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;For the texture switch issues, I think you have the texture switch for windows set at different Y heights for different faces. Make sure they are all the same Y heights.&amp;nbsp; That's my hunch.&amp;nbsp; Or maybe you are refering to your LOD2.&amp;nbsp; I think you are referencing the wrong texture on that.&lt;/P&gt;&lt;P&gt;For the roof, I think you might be looking at the 0.5 overhang on LOD2 for the RoofPlane?&amp;nbsp; Set that to 0.&amp;nbsp; That's my guess at your issue.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Let me know if that helps.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 14 Oct 2020 22:55:39 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655220#M8681</guid>
      <dc:creator>Anonymous User</dc:creator>
      <dc:date>2020-10-14T22:55:39Z</dc:date>
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      <title>Re: Texturing split floors and roofs.</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655221#M8682</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi Brian,&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;Thank you for looking over the code. The problem seems to occur at LOD2, when I switch to LOD3 the textures are all correct.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I checked the Y heights and made sure they were all the same. Still having the same issue.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;-Ben&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Thu, 15 Oct 2020 20:04:21 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655221#M8682</guid>
      <dc:creator>BenHammer1</dc:creator>
      <dc:date>2020-10-15T20:04:21Z</dc:date>
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      <title>Re: Texturing split floors and roofs.</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655222#M8683</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;From what I read, I think you want the texture on the first floor to be the same as the texture on the second floor.&amp;nbsp; When &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;LOD=2&lt;/SPAN&gt;, this is not always the case.&amp;nbsp; Here is why.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;For example, when &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;BldgHeight=4&lt;/SPAN&gt; (default value) and &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;LOD=2&lt;/SPAN&gt;, the first floor is textured in the rule &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;ResWallWindow&lt;/SPAN&gt; with the texture &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;RandomFacadeTextureRES&lt;/SPAN&gt;, and the second floor is textured in the rule &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;ResWallNoWindow&lt;/SPAN&gt; with the texture &lt;SPAN style="font-family: 'courier new', courier, monospace;"&gt;RandomFacadeTextureRES_NoWindow&lt;/SPAN&gt;.&amp;nbsp; The first and second floors, therefore, have different textures in this case.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;STRONG&gt;Tip&lt;/STRONG&gt;:&amp;nbsp; You can use the Model Hierarchy (&lt;EM&gt;Window&lt;/EM&gt; -&amp;gt; &lt;EM&gt;Model Hierarchy&lt;/EM&gt; -&amp;gt; &lt;EM&gt;Inspect Model&lt;/EM&gt;) to see which piece of code generates a certain part of the model.&amp;nbsp; Click on a part of the model in the viewport, and its corresponding node will be highlighted in the Model Hierarchy.&amp;nbsp; Double click on that node to go to its corresponding rule in the cga code.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;This screenshot of your rule applied to a footprint shows what I mean by first (pink) and second (blue) floors.&amp;nbsp; The lowest floor is the underground (basement) part of your rule.&lt;/P&gt;&lt;P&gt;&lt;IMG alt="" class="jive-emoji image-1 jive-image" height="328" src="https://community.esri.com/legacyfs/online/511912_uvs_on_model.png" width="289" /&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;With regards to the roof problem you mentioned, I'm not sure what you want to happen with the roof.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 27 Oct 2020 13:38:43 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/texturing-split-floors-and-roofs/m-p/655222#M8683</guid>
      <dc:creator>CherylLau</dc:creator>
      <dc:date>2020-10-27T13:38:43Z</dc:date>
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