Choose facade to apply "high" level of detail ?

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03-12-2013 07:40 AM
reitsined
New Contributor III
Hello,

I hope i am in the right place. Thank's

Is it possible to choose the facade to apply "hight" level of detail ?

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reitsined
New Contributor III
Hi Matt,
Thank's very much for your alchemy. It's right. Now, i can apply hight level of details on the four facades...
Not easy to find this solution alone. Thank's

I give you a preview of my latest creation (WIP)



Have a good week-end

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MatthiasBuehler1
Frequent Contributor
Hi ..

These rules are specifically written so that the back facades keep the low level of detail.

It should be 'relatively' easy to find the comp() component split in the code, where this distinction is made. You should just have to change 1 line of code, if you're lucky.

Use a dot ( . ) stepping each rule to stop it at these steps.

E.g.

Roof. -->
 ..


That way, you find the position, where you have the comp(f) which distincts between front (main) facade, side and back facades.

Ok ?

Matt
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reitsined
New Contributor III
Thank's Matt for your answear...
But i am stupid and dont find your way...
Where can i find  "the comp(f) which distincts between front (main) facade, side and back facades." ?
Have a good evening
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MatthiasBuehler1
Frequent Contributor
Hi ..

Open the Paris.cga rule.. the rule which you use to create that building.

Change the rule editor to show the rule in text, not the nodebased representation.

I assume you just started with CityEngine ?

Did you see the tutorial videos ?

http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP

Matt
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reitsined
New Contributor III
hi,

you say "roof" in paris.cga...   (i am surprise)
I dont find the line i have to change to modify the "back face"..?



have a good evening
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MatthiasBuehler1
Frequent Contributor
Hi ..

Edit the rule named
Floor(textureOffset)
should be on line 491 ( CE 2012 Paris Example, paris.cga ) :

Edit from :
Floor(textureOffset) -->
 case !LOD_HIGH : Floor. # lores floor 
 case comp.sel == "back": Floor. # lores floor on the back 
 case textureOffset == 0: GroundFloor. # no hires for groundfloors
 else :  
  split(y){~Floor_Height : FloorDetails(floorindex(textureOffset))}* # split repeated mid floors again for High LOD


To :
Floor(textureOffset) -->
 case !LOD_HIGH : Floor. # lores floor 
 case comp.sel == "back": split(y){~Floor_Height : FloorDetails(floorindex(textureOffset))}* # split repeated mid floors again for High LOD # lores floor on the back 
 case textureOffset == 0: GroundFloor. # no hires for groundfloors
 else :  
  split(y){~Floor_Height : FloorDetails(floorindex(textureOffset))}* # split repeated mid floors again for High LOD


It's been a bit trickier than I thought.

Matt
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reitsined
New Contributor III
Hi Matt,
Thank's very much for your alchemy. It's right. Now, i can apply hight level of details on the four facades...
Not easy to find this solution alone. Thank's

I give you a preview of my latest creation (WIP)



Have a good week-end
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