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Hi ! Easy : Open the Collada in a text editor, search-and-replace 'texture_low_res.img' with 'texture_high_res.img'. Save. Done. 🙂
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09-27-2013
03:28 AM
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Hi ! I'd do this with the 'Dynamic City Layouts' system. [ATTACH=CONFIG]27749[/ATTACH] With thin streets ( maybe 2 meters wide ), and sidewalks set to 0 meters. Check out tutorial videos 1 & 2 how to do this : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP Does that help ? m.
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09-25-2013
09:27 AM
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your approach should work. haha, that's funny. You need to press 'return' to preform the move. weird, I know. once you have moved the data ( or even before ), you need to delete ALL the other layers which have something near the cartesian origin (XYZ = 0). E.g. that terrain image. Ok ? m.
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09-25-2013
09:07 AM
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Hi Tadeo, Welcome to the Forum ! Please read this first : http://forums.arcgis.com/threads/54072-textures-raster-files-concepts-in-CityEngine-ArcGIS Let me know if this does not resolve your issues ! Matt
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09-25-2013
09:04 AM
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Hi, I thought the scenario was a bit different, but that's ok .. 🙂 In your case, you need to do Shape > Separate Faces. This will 'explode' all polygons. You then need to select all shapes which belong to 1 building and Shape > Combine Faces again. Basically creating n new shapes from that 1 shape, where n = number of buildings. So this can be done manually in CityEngine, but that's a pain. Easier would be to pre-process the data and create 1 shape per building, maybe based on some building ID attibute, ok ? This should solve your issue. Matt
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09-25-2013
09:00 AM
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ah yeah, that setting's only available in a few formats. 1] what version of CityEngine do you have ? 2] can you export the model with obj and see if you get the same result ? 3] can you somewhat test if there's a unit setting in the .3ds file ? (I'm not a MAX user really) lemme know.. matt
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09-25-2013
02:40 AM
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Hi, Yes, that should work. Not sure why you get that error. 1] What's the SCS ? 2] Can it be that even though they're the same SCS, one of the scenes has some elements at the cartesian origin ? 3] Can you create copies of the scene file, delete out all layers except 1 layer consecutively, then try importing 'layer cej by layer cej' ? Lemme know. matt
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09-25-2013
02:37 AM
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Hi, Can you add some reference images of what you want to reach ? I may give you some better pointers then. Lemme know. matt
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09-25-2013
02:33 AM
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hmm. how many shapes to you have, on which you create buildings ? a const() value is evaluated exactly once PER SHAPE. so if all your buildings are constructed on the same shape, all will get the same textures. (there's ways around this too) lemme know. (maybe post a screenshot too ) m.
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09-25-2013
02:30 AM
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Hi, maybe they all share the same 'seed' value. Check the shape's info tab in the Inspector. or simple Shapes > Reset Seed. let me know if this helps. ( note : if the shapes share the same seed, they may all get the same 'random value', thus the same texture ) ok ?
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09-24-2013
05:36 AM
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Hi, the shape creation tool was changed completely from 2011 to 2012. it's working enirely different. check tutorial 14 ( 3 parts ) : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP For the upcoming CityEngine 2013, the tool has been improved a LOT, to make it much more stable towards producing correct geometries. ok ? m.
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09-24-2013
05:34 AM
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hi, CityEngine was not designed to reconstruct 'as is' scenarios as closely as possible. So in any way, if you need to do this, use the shape modeling tools. Nevertheless, yes, you can also make a shapeL() on top of the gound floor, just to create the roof. For this, do something like : [ Code incomplete ] attr angle = 360
attr mirrorX = False
attr mirrorZ = False
Lot -->
extrude(5)
comp(f) {
alignScopeToAxes(y)
mirrorScope(mirrorX, False, mirrorZ)
rotateScope(0,angle,0)
shapeL(..)
| side : Facade.
} ok ?
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09-24-2013
05:15 AM
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Hi, did you check the global scale settings in the exporter details ? lemme know. m.
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09-24-2013
04:58 AM
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Hi, usually setupProjection() and projectUV() go right after each other, because projectUV() 'bakes' the UVs into the geometry based on the last projection. Scaling existing UVs in between will show no effect. once UVs are projected, you can rotate , translate, tile them, .. tileUV() takes metric values, so e.g. '~2' means tile the texture approximately each 2 meters. Ok so far ? m.
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09-24-2013
04:56 AM
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Hi, based on this:http://www.geforce.com/hardware/desktop-gpus/geforce-9400-gt/specifications your card has OpenGL 2.1. can it be that you have a second graphics card ( onboard ), which is activated ? (e.g. power options ) can you post some more details ? OS version, CE version, .. Lemme know. M.
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09-24-2013
04:53 AM
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