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Devin Lavigne mentions in the comments of that video that they sell their rules and create custom rules. You can also check out examples like Philadelphia and Redlands Redevelopment or Tutorials 6 and 9 (Help -> Download Tutorials and Examples) .
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07-19-2018
09:27 AM
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There are simple building rules in ESRI.lib. Building_From_Footprint.cga takes as input a 2D initial shape representing the building footprint. Building_From_Mass_Texturizer.cga takes as input a 3D mass model of the building and puts textures on it. Building_From_OpenStreetMap.cga is for 2D footprints from OpenStreetMap data which may have object attributes specifying heights or colors (i.e. height, building__levels, roof__height, roof__shape, building__colour, roof__colour).
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07-19-2018
08:30 AM
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There are simple building rules in ESRI.lib. Building_From_Footprint.cga takes as input a 2D initial shape representing the building footprint. Building_From_Mass_Texturizer.cga takes as input a 3D mass model of the building and puts textures on it. Building_From_OpenStreetMap.cga is for 2D footprints from OpenStreetMap data which may have object attributes specifying heights or colors (i.e. height, building__levels, roof__height, roof__shape, building__colour, roof__colour).
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07-19-2018
08:27 AM
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No, it is not possible to export terrain to KML or SLPK. The export formats for terrain can be found here: Exporting Terrains
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07-19-2018
08:01 AM
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No, sorry, it is not possible to report viewdome information.
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07-19-2018
07:25 AM
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I'm not sure what you're asking because it seems like you've achieved what you wanted. It looks like you successfully connected the object attribute building__Nbay__x to the rule attribute NBayNumbers by connecting it as a layer attribute (drop down arrow next to attr in Inspector -> Connect Attribute -> Layer attribute). If you do it this way, you don't need all the code. You would just need the line which creates the rule attribute NBayNumbers. If you would rather have rule attributes be automatically connected to object attributes (without having to go through the Connection Editor), then you need to make the rule attribute in the cga code have the same name as the object attribute. Then, when you assign the rule file to the shape, the rule attribute will be automatically connected to object attributes with exactly the same name. (Note that the auto connect doesn't happen if you change the code after the rule is already assigned to the shape. Just reassign the rule in this case.)
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07-19-2018
07:18 AM
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1478
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This is a bug that the setting is not saved when you do it through the Edit Bookmarks window. Instead, please go to Edit -> Preferences -> General -> Viewport, and this should work.
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07-19-2018
03:09 AM
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You can use split() with the noAdjust option to keep the parent scope. Lot -->
rotateScope(0, angle, 0)
split(x, noAdjust) { ~w: split(z) { ~w: A. }* }*
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07-04-2018
03:20 AM
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2
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No, sorry, there isn't a way to have a colormap on uv set 0 and have a dirtmap which is scaled larger than the colormap. However, there is a way to get a colormap and a dirtmap on a street where both use the UVs of uv set 0. With this solution, you'll have to repeat the dirtmap as frequently as the colormap. The street shapes, by default, have uv sets 1 and 2 defined as distance fields from the start/end of the street, as defined in the doc here: Street and intersection shape UV—Help | ArcGIS However, if you want to override this behavoir, you can delete the UVs on uv set 1 or 2. Then, since the UVs are not defined, the UVs of uv set 0 will be used. This way, you can set a dirtmap (or bumpmap). This does not copy the UVs of uv set 0 to uv set 2. The UVs of uv set 2 will not exist. This means, you cannot use them for splits, and you cannot use them as the distance field from the start/end of the street. For example, the standard street rule in ESRI.lib uses distance fields in uv sets 1 and 2. In this code, the colormap and the dirtmap use the UVs from uv-set 0. Street -->
set(material.colormap, "builtin:uvtest.png")
deleteUV(2)
set(material.dirtmap, "/ESRI.lib/assets/General/Dirtmap/dirtmap_1.jpg")
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06-25-2018
05:15 AM
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There are some simple street rules in ESRI.lib (comes with CityEngine, see Navigator). There is the Example Complete Streets downloadable through CityEngine (Help -> Download Tutorials and Examples). David Wasserman also has a complete street rule which has many advanced features.
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06-18-2018
02:23 AM
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No, one of the limitations of cga is that shapes do not know information about other shapes (except in the case of occlusion). You would have to figure out all the numbers before you split up the shapes and then pass the appropriate numbers in to each part.
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06-11-2018
02:27 AM
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2
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If you can't assume rectangular geometry and do what L R suggested, then I'm afraid there isn't an easy way to get this information (the angles between edges).
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06-04-2018
03:27 AM
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Sorry, there's isn't an operation that will do that nicely for you in one call. You'll have project the uv's onto each face and then calculate how much you want to translate the uv's and use translateUV().
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06-04-2018
02:48 AM
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No, sorry, there is no option to use nearest neighbor interpolation. As you said, the only way to mitigate this problem is to use a larger texture, but this doesn't completely solve the problem.
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05-29-2018
05:12 AM
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