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Attribute-Based Styling in 3D?

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11-08-2023 09:33 PM
MarissaD
New Contributor

I am working with a group of GIS and game design students to visualize environmental and climate change related data in Oculus Quest, through the Unity SDK. I understand the SDK is just a viewer without access to layer attributes, so I would like to style the layers beforehand in ArcGIS Pro. However, between converting the 2D data to a 3D format, the attribute-based symbology is lost and I can only use single symbol - ??

For example, I have a Rivers feature class with an attribute for Stream Order. I set the symbology to Proportional Symbol, based on the Stream Order attribute.

Then, I add the layer to a Local Scene and set the extrusion to Base Height, with a Field value of 2 miles (just for viz). The extrusion removes the proportional symbology, and I cannot figure out any way to add a width measurement (even the Tube width doesn't work). 

The last step is to run Layer 3D to Feature Class, to convert the Rivers into a Multipatch layer. Then share the layer with Online, which will turn it into a 3D Object Scene Layer. In Online I also don't see many options to style by attribute.

  • Is this workflow correct?
  • Am I asking too much of the SDK?
  • Is there a 3rd party plugin that can do this?
  • Or should I focus on only using the SDK to display basic geometry?

 

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1 Reply
GuyHeathcote
Emerging Contributor

Hi Marissa,

Making use of geospatial attribution within a 3D environment is something that I struggled with for many years.  However, I now have a somewhat convoluted approach to this that would required the use of Blender, FME and some custom Python code.  I could explain further, if that would be an option that you'd want to explore (it requires a a good level of familiarity with Blender).

Regards,

Guy Heathcote
Ordnance Survey

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