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POST
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Hello Zhen He Thank you for your question. Please have a look at the reply of CLau-esristaff in the adjust attr of CGA rule by python script thread.
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08-07-2017
01:53 AM
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1040
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IDEA
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Hello Dave Thank you for your feature request. Currently it is not possible to pass a rule as an argument. But there is a way to accomplish the task you are describing: In the CityEngine Example Sternwarte 2016.0, that showcases detailed building modeling, the material properties of the window glass can either be set with a global attribute glass_material or a rule argument isTransparent. This is done with a case statement. To keep the rule that generates the geometry window.cga clean, the material properties should be defined in an imported rule file material.cga. This material rule can be reused in other geometry rules and constantly extended/modified without the need to modify the parent rules. /**
* File: window.cga
*/
version "2017.0"
import material:"rules/material.cga"
// assets
windowFrame_asset = "/Example_Sternwarte__2016_0/assets/window_frame.obj"
windowGlass_asset = "/Example_Sternwarte__2016_0/assets/window_glass.obj"
@Range("CE Blue","CE Dark Blue","CE Green","CE Brown","CE Black","iRay Glass")
attr glass_material = "CE Black"
@StartRule
// window
Window -->
s(1, 2, 0.3)
WindowFrame
WindowGlass
// frame and inner grid of window
WindowFrame -->
t(0, 0, '-0.8)
i(windowFrame_asset)
color("#929280")
// window glass
WindowGlass -->
t(0, 0, '-0.15)
i(windowGlass_asset)
material.Glass(false) // not transparent /**
* File: material.cga
*/
version "2017.0"
@hidden
@Range("CE Blue","CE Dark Blue","CE Green","CE Brown","CE Black","iRay Glass")
attr glass_material = "CE Black"
@StartRule
MyMaterials -->
primitiveCube()
Glass(false) // not transparent
// glass material for windows
// isTransparent [true, false] true: use default opacity, false: opacity=1
Glass(isTransparent) -->
case glass_material == "CE Blue":
case isTransparent :
color(0.7,0.75,1)
set(material.ambient.r,0) set(material.ambient.g,0) set(material.ambient.b,1)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,50) set(material.opacity,0.6)
else :
color(0.7,0.75,1)
set(material.ambient.r,0) set(material.ambient.g,0) set(material.ambient.b,1)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,50)
set(material.opacity,1)
case glass_material == "CE Dark Blue":
case isTransparent :
color(0.2,0.2,0.25)
set(material.ambient.r,0) set(material.ambient.g,0) set(material.ambient.b,0.1)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.6) set(material.shininess,50) set(material.opacity,0.8)
else :
color(0.2,0.2,0.25)
set(material.ambient.r,0) set(material.ambient.g,0) set(material.ambient.b,0.1)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.6) set(material.shininess,50)
set(material.opacity,1)
case glass_material == "CE Green":
case isTransparent :
color(0.4,0.5,0.4)
set(material.ambient.r,0) set(material.ambient.g,0.2) set(material.ambient.b,0.05)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,50) set(material.opacity,0.6)
else :
color(0.4,0.5,0.4)
set(material.ambient.r,0) set(material.ambient.g,0.2) set(material.ambient.b,0.05)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,50)
set(material.opacity,1)
case glass_material == "CE Brown":
case isTransparent :
color(0.3,0.25,0.2)
set(material.ambient.r,0.2) set(material.ambient.g,0.1) set(material.ambient.b,0)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,50) set(material.opacity,0.6)
else :
color(0.3,0.25,0.2)
set(material.ambient.r,0.2) set(material.ambient.g,0.1) set(material.ambient.b,0)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,50)
set(material.opacity,1)
case glass_material == "CE Black":
case isTransparent :
color(0.1,0.1,0.1)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.7) set(material.shininess,50) set(material.opacity,0.8)
else :
color(0.1,0.1,0.1)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.7) set(material.shininess,50)
set(material.opacity,1)
case glass_material == "iRay Glass":
case isTransparent :
color(0.35,0.37,0.5)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,128) set(material.opacity,0.8)
else :
color(0.35,0.37,0.5)
set(material.specular.r,0.8) set(material.specular.g,0.8) set(material.specular.b,0.8)
set(material.reflectivity,0.8) set(material.shininess,128)
set(material.opacity,1)
else:
case isTransparent :
color(1,1,1)
set(material.opacity,0.8)
else :
color(1,1,1)
set(material.opacity,1)
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08-04-2017
03:08 AM
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0
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1
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1371
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POST
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Thank you for your questions. For the 2017.0 release of CityEngine the capabilities of Context Queries have been extended. One new feature is the possibility to check a labeled geometry. The CGA Changelog gives a complete overview of all those new features and enhancements. The some effects you are describing might be caused by a performance setting in the CityEngine preferences for the Procedural Runtime . Edit > Preferences > General > Procedural Runtime > Occlusion and Context The default value for Neighborhood distance for inter-occlusion is 1.0. This means that occlusion testing with the target only happens with checking objects whose initial shapes are within 1m. Please try if changing the setting is enhancing the accuracy. If this doesn't help, please provide more information about the initial shapes you are using.
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07-25-2017
01:31 AM
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1
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0
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5170
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POST
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When high quality renderings are needed, please consult Tutorial 19: VFX workflows with Alembic—CityEngine Tutorials | ArcGIS Desktop that explains how to utilize Houdini FX | SideFX for the task.
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07-19-2017
03:58 AM
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1
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0
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3337
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POST
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Thank you for your feedback. Since I'm mainly concerned with CityEngine let me focus on the first option you mentioned. Export from CityEngine You can export your scene as a local scene. Please note, that you have to create your own basemap. The following Blog post shows you how: How to Create Local Scenes in the Scene Viewer | ArcGIS Blog If you can somehow reproduce the problem why CE fails to export your scene, please send more information. I can file a bug report on this Upload / Publish on Portal In CityEngine 2017 the SLPK output has been adapted to be coherent with the latest versions ArcGIS Online and Portal. Please check if it is needed to update your portal. Since you can open your SLPK in ArcGIS Pro, I think the file is valid. In general there is better support for global scenes. Maybe this could also be a solution in your case.
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07-18-2017
09:38 AM
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2
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1
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1849
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POST
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For further information on terrain export please consult Exporting your map—Help | ArcGIS Desktop
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07-18-2017
07:02 AM
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2
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0
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2574
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POST
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For CityEngine areas with no NoData should be transparent. So you need to add a transparency layer. ArcMap has the ability to save with transparent color for those image formats that support a transparent color: GIF and PNG, of these two the PNG (Portable Network Graphic) is the better format as it supports 24bit color and transparency where GIF only has 8bit palette color and transparency. To make the export transparent select in the export dialog (File::Export) On the color dialog: Pick the large box at the top that says 'no color' and the PNG will be exported with a transparent background.
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07-18-2017
06:48 AM
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2
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1
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2574
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POST
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Thank you for the positive feedback on CE 2017. The CityEngine Web Viewer will be maintained, but there are no new features planned. Development is focused on export to SLPK for the ArcGIS Online 3D Scene Viewer
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07-14-2017
09:17 AM
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1
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3
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1849
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POST
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Sorry, I can only assist with SLPK creation from CityEngine. Your data probably is an export from drone 2 map Therefore I moved your question to the ArcGIS Pro section.
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06-30-2017
08:01 AM
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0
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1
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3984
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POST
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Are you sure the slpk was created with CityEngine? If so, it would be good use the latest version 2017.0 and try it again.
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06-30-2017
07:13 AM
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0
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3
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3984
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POST
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This is a limitation with Python the terrain sampling is reduced to 1024x1024 If a higher sampling is needed, please use a tiling approach by adding multiple terrain layers with reduced extend.
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06-30-2017
07:06 AM
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0
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2
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1199
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POST
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Please also have a look at this thread: https://community.esri.com/message/677868-re-how-to-perfectly-align-shapes-to-a-street-network-on-a-basemap
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06-30-2017
06:24 AM
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1
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0
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1033
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POST
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I am not sure what is going wrong here, would you please provide more info: How did you reduce the file size? Was is by only exporting part of the scene? What is the content of the scene? Any special scene coordinate system used? Which version of CityEngine were you using? Did you try to share the SLPK from the navigator via "RMB > Share as.."?
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06-26-2017
01:08 AM
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0
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5
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3984
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POST
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ESRI provides Tutorials for CityEngine. In Tutorial 7: Facade modeling—CityEngine Tutorials | ArcGIS Desktop. With it the users can practice modelling more complex and detailed buildings with CGA. It is shown how to instance pre-modeled facade elements like arcs. CityEngine supports import of many commonly used 3D formats, this allows to create the assets with a wide variety of modelling tools. I am confident you will be able to come to a satisfying result.
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06-23-2017
04:08 AM
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1
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1
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2087
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POST
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Thank you for the report. Generally FGDB textures are showing correctly in CityEngine. Could you provide your small example, so it can be analyzed?
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06-23-2017
01:44 AM
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0
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0
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1569
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