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Hi ! When street segments meet that have different widths, an additional trapezoid shape is inserted to compensate. Those shapes usually create unrealistic models of streets, since lanes would be merging in real world. But the UVs are stretched in that region and the first edge of that geometry is angled, so in CE there's no solution for this issue. The best you can do is avoid streets with different widths. So that's an unsolved issue in 2012. But we've been working on the street system for 2013. Though I'm not perfectly sure if this specific issue will be adressed. Ok so far ? m.
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08-19-2013
06:06 AM
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Hi, Which precise version of CE are you running ? Did you update the graphics driver to the latest version ? I'm not perfectly sure what the issue could be .. Let's track this down ! Matt
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08-19-2013
05:12 AM
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Hi ! Please contact Esri Japan or http://www.crescentinc.co.jp/ Crescent inc created some traditional japanese buildings with CityEngine: http://www.youtube.com/watch?v=00WufWu7GFg ok ? matt
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08-19-2013
05:10 AM
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Hi ! That's the same, just different terminology. ok ? m.
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08-19-2013
05:07 AM
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hi ! there's some known issues in the DEM import in CE. can you do the following : 1] check if all georeferencing metafiles are provided ( .prj & world file ) 2] use the raster calculator [con()] here : http://resources.arcgis.com/en/help/main/10.1/index.html#//009z000000z7000000 to do the following: a] replace all NaN (noValue) values with the terrain's official lowest point value (-36 in this case) b] replace all 0 values ( exact zero ) with 0.01 Both 'noValue' and '0' values cause some issues in the import. 3] check that your terrain is set up correctly: a] a terrain has a DEM (heightmap) path and a texture path. If you did not set the heightmap path correctly, if defaults back to no elevation ( flat.png ) let me know.. matt
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08-19-2013
05:06 AM
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Hi Helen, Can you PM me your mail address, would be more efficient to discuss this. Let me know.. Matt
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08-19-2013
04:59 AM
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Hi ! That seems to be a rendering issue ( the 3d viewport uses OpenGL to display the geometries ). So I'd say this is unrelated to your export. Can you : 1] delete the log with the fat red 'x' 2] restart CE 3] re-export And check if the error remains ? Lemme know. matt
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08-19-2013
04:56 AM
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Hi ! I'm not sure about this precise projection. There's some (rare) ones which are not supported indeed, but I'm not sure if it's possible to create such a list. Thus I usually recommend to use the default UTM projection. Let me know if reprojecting works for you .. Matt
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08-19-2013
04:53 AM
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hi ! I have not checked the new files since usually, there's more files, e.g. the 'world' file, which is also needed for correct placement. Using -georeferenced data is tricky. I'd recommend the following 2 things: 1] What I usually do : - Import the .osm file. This usually works without issues. - Zoom to the data with 'f' - Drag and drop the texture file ( e.g. tif or jpg ) into the viewport, this triggers the terrain import dialog - The size is set to the terrain's resolution, which is of course false in most cases, hit ok to create the terrain - Select the terrain layer and use the w,e keys to move / scale the terrain to the correct spot ( eyeballing ). This usually is by far enough precise 2] If you have ArcGIS available - Import osm into ArcGIS - create basemap in the correct projection - export the extent of interest as GeoTif. This will produce all the right metadata stuff. Ok ? Matt ps. sorry for the inconvenience, but the metadata needs to be spot-on correct, otherwise the system is missing some info.
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08-06-2013
01:36 AM
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Hi Lee ! Open the .mtl in a text editor and check all texture paths (use 'notepad++' to search & replace over many files if needed). Usually if you want the .mtl right next to the .obj file, use a 'relative path', means just use the texture name. E.g. If the path in the .mtl is : mapKd C:/images/myPic.jpg CE cannot find that path because it needs to reside within CityEngine's workspace. If the files are copied to : assets/.. it should work with just the texture name. * * * Otherwise, you can also use the standard file navigation syntax : ../ # 1 dir up / # 1 dir below * * * I usually create: assets/trees/.. assets/cars/.. .. and within those just use relative paths in the .mtls. Additionally, you'll make your life easier if none of any textures you use in your full projects share the same name because on export, they may ( depending on your export settings ) be copied into 1 big folder. Note that files will not be overridden if they have the same name, but incrementally renamed, which may mess up your workflow. Cheers ! Matt
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08-06-2013
01:25 AM
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Hi, Cool ! Looking good ! 🙂 About the second floor : Very easy: on each shape of each floor, create an attribute with the actual height above floor Even though that if you import the shapes they're at 0 height. then, in your code, initialize the attr and use it to directly translate the shape up. e.g.
attr shapeElevation = 0 # points to object attr with e.g. 2.88 m height
@StartRule
Shape -->
alignScopeToAxes(y)
t(0, shapeElevation, 0)
DoYourStuff.
Ok ?
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08-06-2013
01:14 AM
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Hi, I've been able to import the points, so no worries there. The shapes are true circles, so no polygonal shapes. I'm not perfectly sure, but I guess that's not supported yet. Try converting the circles to polygonal shape features, ok ? Matt
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08-05-2013
01:17 AM
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Hi, The toolbox relies on the Data Interoperability extension from Safe software. But preparing those raster files should not be an issue and should not need that. Do you use the projection metadata files ( .prj, .world, .. ) ? Also, can it be that your satellite picture has an alpha channel ( transparency ), which would prevent it's display ? Let me know.. Matt
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08-05-2013
12:41 AM
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