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Hello Thomas, you can use the CityEngine Python Scripting Interface to automatically export to small patches of your scene. The code example below creates 4 patches and should be a good starting point: def checkInside(shape,xMin,xMax,zMin,zMax):
vert = ce.getVertices(shape)
for i in xrange(2,len(vert),3):
if (xMin <= vert[i-2] <= xMax) & (zMin <= vert <= zMax):
return True
return False
def exportPatch(shapes,xMin,xMax,zMin,zMax):
exportSettings = FBXExportModelSettings()
exportSettings.setBaseName("fbx_batchexport_"+str(xMin)+"_"+str(zMin))
exportShapes = []
for shape in shapes:
if checkInside(shape,xMin,xMax,zMin,zMax):
exportShapes.extend([shape])
if len(exportShapes):
ce.export(exportShapes, exportSettings)
def iterate():
shapes = ce.getObjectsFrom(ce.scene(),ce.isShape)
patchSize = 256
xMin = 0
xMax = 512
zMin = 0
zMax = 512
for x in xrange(xMin,xMax,patchSize):
for z in xrange(zMin,zMax,patchSize):
exportPatch(shapes,x,x+patchSize,z,z+patchSize)
... View more
04-26-2016
08:51 AM
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1
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1
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852
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Hi Tobias, I'm sorry, but there is no way to open a CGA rule file generated by the facade wizard in the facade wizard again. The CGA file alone does not contain all the information needed. Please immediately review and correct the CGA after export while the facade wizard is still open.
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04-26-2016
07:00 AM
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0
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0
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890
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Hello Scott, Thank you for your report. Can you please give more detail on the version of CityEngine and the coordinate system you used for your scene? Exporting a street network as multipatch should be no different to a export of any other geometry. For graph networks there is also the option to export it to FGDB as a plolyline.
... View more
04-18-2016
03:05 AM
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0
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0
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568
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Hi ZR, this is a trade off between two bottlenecks: reading files from disk decompressing the files on the CPU The answer depends on your hardware and compression method. I would recommend to use standard compression to reduce the file size. After reading the textures they are sent to the GPU via the Open GL interface. For CityEngine's procedural runtime 'GL Texture Compression' is enabled by default, what should give best GPU performance. Texture compression is provided by the driver and is independent of the original image format.
... View more
04-11-2016
03:01 AM
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1
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0
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806
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You can find additional information on urban planning in CityEngine Tutorial 16: Tutorial 16: Urban planning—CityEngine Tutorials | ArcGIS for Desktop
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04-06-2016
02:40 AM
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0
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1
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1531
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Thank you for your feedback. 3 days is really a long time Can you please give more information on how the trees in your scene are composed. As I understand you added extra leafs to a pine tree model. This means you inserted the same OBJ many times, right? I would like to recreate the behavior. You can export your data to a variety of different 3D formats: General Export Reference There is not option to extract the database from a cej. If you want to remove a project from your CityEngine workspace, please refer the CityEngine help on Exporting a Project .
... View more
03-31-2016
06:12 AM
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1
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1
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1417
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Yes, this is possible! Python Scripting Interface Reference noUIupdate(f) Decorator to mark a function as non-UI updating. By decorating a function with @noUIupdate: the function will be executed on the UI thread thus preventing UI updates. Note: # mark setAttributes() to run faster without UI updates @noUIupdate
def setAttributes():
for shape in ce.getObjectsFrom(ce.selection, ce.isShape):
ce.setAttribute(shape, 'height', 15)
if __name__ == '__main__':
setAttributes()
... View more
03-30-2016
06:42 AM
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0
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1
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1042
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Hello Lixin Huang 'MipMapping' and 'Texture Compression' can be disabled in the CityEngine preferences (Preferences > General > GrammarCore). Update: The location has changed to: Preferences >General > Procedural Runtime > Rendering
... View more
03-29-2016
06:19 AM
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0
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1
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1117
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Hello Emmanuel John, Thank you for your question. You can continue to use your CityEngine 2015 workspace. It gets automatically updated on first startup. The same applies to the ESRI.lib content. The scenefiles (CEJ) get converted at load. Saving the scene then creates CEJs in the new version. Can you please give more details on what is not working in CityEngine?
... View more
03-29-2016
05:38 AM
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0
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4
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1417
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Hello Z R In the "Prefetching Data" step the scenefile gets loaded. Normally this is quite fast and model generation takes most of the time. But as you are mentioning, your scene is made with an older version of CE. Therefore conversion of legacy data might be needed at startup. Once the scene is loaded, you could save it in the new format and try if opening is now faster. If there is no change, another way of narrowing down the problem is, to remove layers and save/re-load the scene until the prefetching step is faster.
... View more
03-29-2016
05:21 AM
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1
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1
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871
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Hello Phil Your project sounds very interesting. Regrettably the CGA grammar definition can not be published to external users. Of course you can use the CGA reference to derive your own version.
... View more
03-22-2016
06:07 AM
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0
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1
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867
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Hello Amber, In the CityEngine, buildings are described using the CGA grammar. A CGA rule file consists of several rules that define how the actual building geometry is created. A CGA rule file is usually assigned to a shape (e.g., a lot or a street etc.). One of the rules defined in the file is then chosen to be the shape's start rule, i.e., generation will start with this rule. So for example: The rule file would be building.cga and the start rule is a rule named Lot within this file. For further information, please refer the CityEngine help on Rule Files
... View more
03-18-2016
09:23 AM
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0
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0
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1008
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POST
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Hi Amber, Welcome to the CityEngine community! Your approach with the 5m DTM seems to be feasible. Here is a tutorial that explains the terrain import workflow: Tutorial 2: Terrain and dynamic city layouts—CityEngine Tutorials | ArcGIS for Desktop Detailed information on terrain layers is given in the CityEngine help: Terrain Layer
... View more
03-16-2016
08:10 AM
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1
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0
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1239
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Update: The exporters for CityEngine 2015.2 do include atlas generation functionality. Texture Settings: Create Texture Atlas Creates texture atlases which combine a set of textures into one, thus reducing the number of textures and materials. All textures except COLORMAPs are removed. Note: in case of repetition (i.e. uv coordinates outside [0,1]), textures can not be put into an atlas.
... View more
03-11-2016
02:29 AM
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0
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1
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3320
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Hello Tanvi Maheshwari, Thank you for your report. I tested CityEngine 2015.2 for the issue you described, but was unable to reproduce. Selecting shapes in the viewport was accurate on the external monitor. Here is my setup: MacBook Pro (Retina, 15 inch, Mid 2014) OS X 10.10.5 (Yosemite) Monitor with 2560 x 1440 native resolution (extended display) Could you please provide more information on your system? Also have a look at the compatibility settings for Retina Macs in OS X: Using a Retina display - Apple Support
... View more
03-02-2016
07:21 AM
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