hi !interesting project.if you have placed your terrain manually ( which I usually think IS precise enough ! ) and then want to use the same terrain 'extent' ( size and offset ) for use in CGA for texturing purpose, use the following code and enter your specific terrain values :you can use it of course for texturing roofs or e.g. Streets, ..a note on the code : An other user of this forum found that using a projection with world.xz produces OpenGL texture flickering with geolocated scenes because of the high UV-coordinates. this version here keeps the UVs in the 'zero-to-one-space', thus without flickering.
satellitePic = "data/basemap/Philly_basemap3.tif"
xS = 1519.035
zS = 1411.032
xO = 819715.793
zO = -73249.384
xWorld = convert(x, scope, world, pos, 0, 0, 0)
zWorld = convert(z, scope, world, pos, 0, 0, 0)
Lot -->
alignScopeToAxes()
setupProjection(0, scope.xz, xS, -zS, -(xWorld - xO) , -( zWorld - zO) )
projectUV(0)
texture(satellitePic)
Shape.
a tip would also be to use the 'dirtMap' channel ( UV set 2 ) and an adapted satellite picture (photoshopped to a brighter version), which then is multiplied over the standard color channel of e.g. the standard roof texturing. that way, you can add some 'realworld details' onto otherwise (too) simply textured models.please note that using multiple UV networks in your materials, you need to be able to port that information to softimage. the standard export formats such as 3ds or obj do NOT support this ( BASIC version ! ). thus, you may need to set this up in softimage afterwards, if you need this behavior. but if you use just an altered version of your satellite picture to texture (just using UV set 0) e.g. the roofs, you will be fine of course.btw : cool demo reels you have on your site ! nice work !