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hi ! The workspace is the folder, where your CE projects sit. The default WS is 'C:/users/username/CityEngine'. Note there's a hidden folder called '.metadata' and a project called 'ce.lib' (a special helper project which is hidden in CE by default) in there. So CityEngine starts with this project folder. Now, the projects within that workspace may or may not be linked in CityEngine. This means even though they sit in the workspace folder, they may or may not be visible in the Navigator. You can LINK projects into CityEngine with 'import CityEngine project'. ( deleting the project folder in the Navigator deletes the link. IMPORTANT: note the 'delete contents on disk' option. do not check this unless you're certain to kill the project.) So if you have a project on which you work, e.g. 'C:/users/username/CityEngine/myProject', which is linked in CE, so you see it as 'myProject' in the Navigator. If you want to use a certain file (let's say a GDB) in your scene, you can either: 1] In windows explorer : copy the file to C:/users/username/CityEngine/myProject/data/. If you do this with copy paste, then you won't see the GDB directly in CE. You need to refresh the workspace in CE (File> refresh WS) to see the GDB in the Navigator. 2] Copy the file directly in CityEngine's navigator to the 'data' folder ( select the folder > paste ). Now comes something important : - Importing a project in CityEngine into the Navigator just makes the project available for work. - Importing files into an actual CityEngine scene, e.g. that GDB, for this you can use drag-n-drop into the viewport or right-mouse-clicky>import> .. > until it is added in the 3d scene. I know, the workspace concept is a bit special - I've had some time to adapt to it - but there's positive sides to this too. You even can have multiple workspaces and link projects into different workspaces. Play a bit with this knowledge & let me know if it works. 🙂 good luck ! matt
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10-18-2013
02:04 AM
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Hi, CityEngine basically works only with files within the workspace, so I'd not recommend to drag-n-drop files from the windows navigator into the viewport directly. just use copy-paste to put the data first into the maps or data folder, then from there into the viewport. You may notice that if you copy the files in those folders in the windows explorer, that they don't show up directly in CE ( Navigator). Use File > Refresh Workspace or select the folder in the Navigator and press F5 to refresh that dir. Ok ? Lemme know ! m.
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10-17-2013
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Hi .. Is there a reason, why you are even converting to KML? ArcGLobe can display textured multipatches, no problem. You can also turn these multipatches into a Globe service as well. So there's no real use for CityEngine in this case.. Let me know ! Matt
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10-17-2013
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hi. try : import the shape file in an empty scene. select 1 point, navigate to it ( frame it ), then check the point's vertex coordinates in the Inspectore. Are the values related to lat / long values or actual projected (very big) values ? if lat/long degree values are interpreted as cartesian values - of course that would be very far away .. 🙂 let me know. matt
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10-16-2013
09:45 AM
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hmm. try: 1] delete the .cityengine folder in the user account 2] create a new workspace, move and relink the projects. lemme know. m.
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10-16-2013
08:21 AM
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On the CGA side of things, I'd say occlusion queries. But since ( and this is a crucial fact ) CGA starts operating on all shapes as they exist. CGA can not (yet) change shapes or query neighboring shapes or such --> a shapes needs to be given with a set of attributes, that's the base for CGA model generation. --> in your case, maybe the best choice would be to write a python script to do these things or to pre-process the data within ArcGIS. Let me know. Matt
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10-16-2013
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Hi, DEMs within GDB are not supported (yet). You need to import as separate files ( .tif, .world, .prj ). Ok ? Please read on here : http://forums.arcgis.com/threads/54072-textures-raster-files-concepts-in-CityEngine-ArcGIS Cheers ! Matt
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10-16-2013
12:11 AM
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1] The red parts are just copies of the base geometry moved up, so you see the 'main idea' of the two approaches. Of course they would not be created otherwise. Those just show the basic idea. inspect them carefully. Note the '.' dot. Use it to stop the rule generation at any point to observe how the code goes. E.g. Lot -->
A
A. -->
B The dot basically renames the target rule, so A cannot be found. But the dot also suppresses the yellow 'undefined rule' warning. 2] the first version uses flat polygons as a base for a scatter() operation. Means you scatter copies of chimney boxes on the roof surface. Anywhere So : split the roof faces back to a point where we are near the top, then we can add a roof anywhere with a 25% probablity. Note how that code generates something realistic in every possible geometric start situation. 'That's procedural modeling' 🙂 Make the code work in every situation. 3] the second approach is a bit trickier. Cut the roof volume back to the last 10%. The result is a 3d volume again. When we use only the bottom of this 3d volume, in complex roof cases, that polygon can be a complex concave polygon, e.g. a big 'z' form or such. convexify cuts this form into convex subshapes. aligning then to the longest edge of each subshape and checking if the longest edge has a certain length then makes finally sure that you place chimneys only in places that are on 'long enough' parts of the ridge. Note how the resulting geometries are again handled so that they work in every possible case. Better ? More questions ? I'd really recommend you write the same code down yourself again manually. This will make things clearer. ok ?
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10-14-2013
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Hi, you could do this (build a base first) : Lot --> alignScopeToAxes(y) LotAligned(scope.sy) LotAligned(yDim) --> extrude(world.y, 1000) split(y) {yDim: BaseVolume | ~1 : NIL} BaseVolume --> comp(f) {side: BaseWall | top : ContinueToExtrudeBuilding.} There's of course more solutions. Maybe post an image of what you need. Ok ? M.
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10-14-2013
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after thinking for a minute, you could do something like this : @Hidden attr perimeter = 0 Lot --> extrude(1) set (perimeter, geometry.area() - 2 * (geometry.area(bottom)) comp(f) { bottom : reverseNormals Gotcha. } the idea of course being that you take the full surface after the extrusion, subtracting the bottom and top area, then dividing again by the extrusion height. cheers ! matt
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10-11-2013
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Hi, there's one more, much more complex way to obtain directly in CGA. otherwise, I'd recommend to use Python to quickly take the reports and write them as an object attribute. let me know if you're interested in the complex way. I'll need to adapt an other existing rule for this, will take a bit of time. matt
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10-11-2013
09:52 AM
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Hi ! Here's 2 strategies which proved being useful : I recoded them for you with notes. Check if you understand every single thing in this code. [ATTACH=CONFIG]28269[/ATTACH] Let me know where's questions. Matt
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10-11-2013
06:53 AM
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hi, support should know this type of licensing issue by now. please you send a mail to [email protected]. cheers !
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10-11-2013
06:13 AM
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Hi, ok, tracked down. seemed to be a security issue within our network. ( 3ws ( zip files)). m.
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10-11-2013
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