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Hi, This project was made based on attributed 2D GIS data. Means all Interior walls were stored as separate polygons. Then, a rule was written that translates the polygons first up to the according floor height, then extrudes by the wall height. Makes sense so far ? Now, it depends a bit on what type of data you have or whether you want go generate entire interiors procedurally (not based on GIS polygon data). Let me know .. matt
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01-13-2014
02:16 AM
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My video here should help you further in understanding reporting a bit better. From this, you should be able to extrapolate .. Have you seen it already ? Let me know .. Matt
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01-10-2014
03:54 AM
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Hi, You can find the complete set when you run the 'City Wizard'. Since the full library is too big to be copied in each example so it works 'standalone', we copied only the 'best fitting' ones in each Example. Ok ? Matt
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01-10-2014
03:27 AM
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Hi! There's the CityEngine log ( Window > Show Log ), that's output to : workspace/.metadata/.log Otherwise, there's some export logs that are produced and put in the same export directory as the exported files, so usually the 'models' folder. Since it could be 'anything', you need to track things down logically: - layer after layer - binary search: when a layer does not export fully, export half the shapes. if it works, the issue is in the other half.. and so on until you find the issue. It may also depend on the data and file format you export to. Are you using GIS data ? If so, did you try to use the 'cleanupGeometry()' operation right as the first operation on the shapes ? That sometime helps with weirdly digitized shapes or such. Let me know.. matt
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01-09-2014
12:26 AM
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Occlusion won't work here. You could write a python script that samples multiple times, then store multiple attributes. Though such 'shape analysis' usually should be done in ArcGIS, which is good in such things. What's the precise use case ? matt
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01-08-2014
07:39 AM
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Hi, This is in the works. More detailed info about release dates etc at Esri Dev Summit in March '14. m.
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01-08-2014
07:04 AM
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Hi, can you PM me your mail address, then I can try your texture here .. Concerning the game project: Not sure if you've seen this already, but I've done about 80% of the design and game assembly work in this demo here: Concerning smooth terrains: Yes, CE is still limited in that regard, but in general ( independent of any tool ), I'd not hold on to a given baby-butt-smooth terrain model with nice topology, since after a certain design process, the terrain WILL have changed and all the precise-detail-work will only have taken a lot of time. Precision usually kills creativity and only consumes time. Thus, for work in CE, I'd recommend you import a very crude base terrain ( 200 x 200 subdivisions ) and for the beginning only work on crude layouts ( check out the 'Medieval Town Example' that I've created quite some time ago ) and how the terrain is created there. Yes, I did use a terrain object there as a base, but the main part of the terrain I built only with the 'Dynamic City Layouts' tools. There's many things that I could tell you here, I guess .. 😉 But in short: There's NO other tool available that let's you create cities more efficient than CityEngine. Not even Houdini, since it has no Architecture-specific tools, such as CGA or the 'Dynamic City Layouts'. Though level-creation is very interesting in Houdini : e.g. or http://www.sidefx.com/index.php?option=com_content&task=view&id=2211&Itemid=68 If I had to do your task, I'd try to combine different approaches .. matt
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01-08-2014
03:40 AM
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Hi Güçlü, A few inputs: 1] Sometimes, GIS data can be quite a bit messy and sometimes very dense, causing some issues. CityEngine 2013 has some new cleanup tools that deal with road data and cleaning them directly on import. 2] When the only 'realworld' data one has are street center lines, it's impossible to calculate from that the exact realworld situation since of course much important data is missing. So importing street center lines is already a very strong simplification. Street data thus also never produces directly the 'proper' results due to the reasons in the last paragraph. Thus also, if you need to model some parts of your city quite precisely, you need to manually adapt the streets for specific looks. 3] CityEngine is a procedural modeling application, thus not designed for 'rapid' recreation of realworld scenarios, but rather 'geotypical cities', which of course can be based on realworld datasets. That's a fundamental thing to know. If you need real world city models with the real textures and geometries, you'll need to use 3d scan / LIDAR data or use models derived from photogrammetry (stereo imaging) techniques ( e.g. cybercity3d.com ). 4] CityEngine was not designed as a precise engineering tool such as e.g. 'Civil3d', thus also it's functinality is limited. The strong side of CityEngine is that you can very rapidly create many design iterations and case studies. CityEngine will also be going more in that direction, development-wise, in future. 5] I'm not sure if you have seen these videos and played with the actual tutorial project files: http://video.arcgis.com/watch/1767/tutorial-1-essential-skills http://video.arcgis.com/watch/1768/tutorial-2-terrain-and-dynamic-city-layouts http://video.arcgis.com/watch/1770/tutorial-4-street-import which show the workflows for CE2012, which are still valid for CE2013. Please also consult Help > Manual > Street Networks in it's entirety ( if you did not already ). In case you have a specific dataset that causes you further issues, please send me a PM, then we can exchange our eMail addresses and have a closer look. Ok ? :cool: Have a nice day ! Matt
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01-08-2014
03:14 AM
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Hey Kim, Please read this .. http://forums.arcgis.com/threads/54072-textures-raster-files-concepts-in-CityEngine-ArcGIS --> CityEngine does not handle textures larger than 4000x4000px ( not 4K ). That was decided quite some time ago, since usually people use many ( sometimes hundreds ) of textures, and they all must fit in the GPU memory. Exchanging lower res textures with the final resolution can easily be done, so I'd not recommend to use anything bigger than 2K in general. Now, the terrain is obviously a special case, since you want to have a certain resolution which drives the resulting geometry. But also here, I'd recommend to rather use an approximated terrain and replace this before render time with the full resolution. --> Sadly, CityEngine is a bit limited still 'on the terrain side of things'. Does that help to understand the situation ? Maybe if you describe a bit what you guys and girls are planning to do, I can give some more pointers. Let me know .. Matt
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01-08-2014
12:15 AM
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Hi, CityEngine 2013 scenes cannot be opened in 2012.. There's no ( never was ) backwards compatibility in CityEngine cej files.. The only way to go back is to export the actual data from 2013 (e.g. GDB) and reimport in 2012. Matt
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01-08-2014
12:02 AM
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Hi ! Try a standard 32 bit RGB as displacement map ( heighmap ). Also, when you have the terrain selected, check the Subdivision U and V settings in the Inspector. Btw. What's the polycount of the original MAX terrain and what's the final rendered displacement map ? Lemme know .. matt
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01-07-2014
06:33 AM
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Hi, It's just the terrain's heightmap and texture paths that are wrong. Just select the terrain in the scene editor, then fix the paths in the Inspector. Ok ?
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01-06-2014
11:03 PM
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Hi Carl, I've just heard that it's a known issue, so it's on the bug list now. Sad but true, but there's nothing I can do for you right in this moment .. 😞 m. ps. do you have an other machine on which you could install ?
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01-06-2014
05:17 AM
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