|
POST
|
Hi ! There's noting really we can do about this right now. Best, move the GUI a bit to the side.. Ok ?
... View more
04-19-2013
01:28 AM
|
0
|
0
|
2531
|
|
POST
|
Roofs are the only operations which �?? this was not yet fixed, but it�??s on the to do list �?? are oriented based on the vertex order of the geometry, and NOT based on the scope orientation, as other ops. There�??s 2 ways to fix this for rectangular geometries, basically 2 hacks. 1] physically rotate the geometry in that case ( e.g. rotating the scope by 90 degs and inserting a quad. [ or inserting a builtin:cube, then take the bottom face with reversed Normals ] 2] make a case statement, where you call roof twice, for both ratios : Once normal and once with : roofGable(angle, overhangX, overhangY, even, index) this does a hardcoded-rotation of the geometry. Bad side of 2] is that not all roof ops have an �??index�?? param. You'll need to play with this a bit, but I've not always been able to make this happen correctly. Matt
... View more
04-18-2013
02:22 AM
|
0
|
0
|
4615
|
|
POST
|
have a look here :
###############################################################################################################
# attributes
###############################################################################################################
@Group("SETBACKS",0)
attr FSetback = 1.5
@Group("SETBACKS")
attr BSetback = 5
@Group("SETBACKS")
attr LSetback = 5
@Group("SETBACKS")
attr RSetback = 5
@Group("HEIGHTS",1)
attr height = 46
@Group("HEIGHTS")
attr GroundFloorHeight = 5
@Group("HEIGHTS")
attr UpperFloorHeight = 4
@Group("COLORS",2)
attr LUColor = "#ff6464"
@Group("VIZ",3) @Range("massOnly", "floors", "massAndFloors")
attr vizMode = "massAndFloors"
###############################################################################################################
# generic, hidden attributes
###############################################################################################################
@Hidden
attr plotArea = 0
###############################################################################################################
# functions
###############################################################################################################
colorFunction ( volumeType ) =
case volumeType == "GF" :
"#646464"
else :
LUColor
###############################################################################################################
# parcelling
###############################################################################################################
@StartRule
Lot -->
set (plotArea, geometry.area)
setback(FSetback) { street.front : Concrete | remainder : Sub1 }
Concrete --> color("#CCCCCC") #Grey
Sub1 --> setback(BSetback) { street.back : Concrete1 | remainder : Sub2 }
Concrete1 --> color("#CCCCCC") #Grey
Sub2 --> setback(LSetback) { street.left : Concrete2 | remainder : Sub3 }
Concrete2 --> color("#CCCCCC") #Grey
Sub3 --> setback(RSetback) { street.right : Concrete3 | remainder : Building }
Concrete3 --> color("#CCCCCC") #Grey
###############################################################################################################
# building
###############################################################################################################
Building -->
extrude(world.y,height)
color(LUColor)
BuildingVolume3D
BuildingVolume3D -->
# the 3d volume will not be split into smaller 3d volumes ! 1 ground floor volume will be created.
split(y) {GroundFloorHeight : Volume("GF") | ~1 : AllUpperFloors}
AllUpperFloors -->
# the rest of the volume is not split into upper floor volumes, as many times as possible ('*' sign)
split(y) {~UpperFloorHeight : Volume("UF")}*
###############################################################################################################
# volume
###############################################################################################################
Volume(volumeType) -->
color (colorFunction ( volumeType ))
MassReporting # shape for reporting, will be deleted
MassViz # shape duplicate for visualization
###############################################################################################################
# viz
###############################################################################################################
MassViz -->
case vizMode == "massOnly" :
Viz.
case vizMode == "massAndFloors" :
set(material.opacity,0.8)
Viz.
case vizMode == "floors" :
comp(f){ bottom: reverseNormals Viz. }
else:
NIL
###############################################################################################################
# reporting
###############################################################################################################
MassReporting -->
comp(f){ bottom:
report("GFA",geometry.area)
report("FAR",geometry.area/plotArea)
NIL
}
... View more
04-18-2013
01:57 AM
|
0
|
0
|
4126
|
|
POST
|
Hi Basu ! CityEngine does not support the native .max file format. You'll need to convert the files to an other supported file format. I'd recommend either Collada ( .dae ) or .obj. You may be interested in this http://www.okino.com/conv/conv.htm : Let me know if you have more questions ! Matt
... View more
04-18-2013
12:56 AM
|
0
|
0
|
1113
|
|
POST
|
hi ! the set () is still on the wrong spot, there, it makes no real sense since you're setting the area AFTER an extrude. setting the parcelArea must be the very first thing either directly at the start of a Lot ( = parcel Shape ) or if you have a footprint right at the start of the rule. In the latter case ( on a footprint shape ), it makes of course no sense to use geometry.area, because you NEED to set the parcel's area. Means if you have only a footprint shape, you need to 'inform' this shape how big the parcel area actually is. This can be done via an attribute or via sampling, as described in the other thread I mentioned. In the case where you only have a footprint, make an attribute, e.g. with the basic initial value of 0, then set the value in the Inspector attr 'parcelArea = 0' If you have a parcel Shape : Parcel -->
set(parcelArea, geometry.area) # override the value with the actual geometry value
Hope this helps further .. I know getting into CGA may be a bit tricky. If I find time I'll try to record a video which explains those steps better, ok ? Note : For CGA, please use the 'code tag' ( the # button ), it's a bit better readable. Also, just as a tip, try to layout the code properly, using tabs to indent case blocks and other stuff.. ok ? 🙂
... View more
04-17-2013
04:13 AM
|
0
|
0
|
4126
|
|
POST
|
use the scope's dimension. scope.sx, scope.sy or scope.sz, depending on the orientation of the scope relative to the shape's geometry. see here : http://forums.arcgis.com/threads/44417-CGA-Understanding-the-concept-of-the-scope note that if the geometry is non-rectangular, the dimensions will be off, but that's the way supposed to take. Ok ?
... View more
04-17-2013
02:58 AM
|
0
|
0
|
905
|
|
POST
|
Hi ! This video is a reply to the following thread : http://forums.arcgis.com/threads/75606-Rules
... View more
04-17-2013
12:07 AM
|
0
|
0
|
780
|
|
POST
|
Hi .. Sometimes, the windows hide behind the main CE GUI .. Does this help ? I'm usually happy if they start via F9. I never use the console.
... View more
04-16-2013
05:29 AM
|
0
|
0
|
2531
|
|
POST
|
Building -->
extrude(world.y,height)
color(LUColor)
set(plotArea, geometry.area)
This is wrong, because when you call geometry.area, it's calculated based on the current shape. You have already extruded the shape, thus you're calculating the surface of the extruded shape, not the building footprint. Also, the footprint would be wrong of course, you need to have the parcel area. Read on here : http://forums.arcgis.com/threads/82190-CGA-FAR-calculations Volume(volumeType) -->
case volumeType == "GF" :
color ("#646464")
FloorCalc
else :
color (LUColor)
set(material.opacity,0.6)
FloorCalc You did not call FloorCalc in the case statement for 'GF'. Ok ?
... View more
04-16-2013
03:27 AM
|
0
|
0
|
4126
|
|
POST
|
Very cool to hear this works in almost all cases. Bravo ! Matt
... View more
04-16-2013
03:16 AM
|
0
|
0
|
1275
|
|
POST
|
Hi ! What are the problems ? Do you get errors in the Log Window ? What does the stack trace say if you double-click the errors ? Let me know .. Matt
... View more
04-16-2013
03:09 AM
|
0
|
0
|
2531
|
|
POST
|
Hi ! 1] Note that you don't have a .prj file. So set the SCS first to the target projection. Or create the .prj file if you import your terrain into a new scene. After importing ( and not seeing the terrain ), can you activate the viewport by clicking it, then press 'f'. The camera should then fly to the object. It may still now be visible. Can you then rotate the camera so you see it from below ? Is then something visible ? Can you package the file up and post it as a zip ? I'll PM mail mail address. Matt
... View more
04-15-2013
04:35 AM
|
0
|
0
|
4059
|
| Title | Kudos | Posted |
|---|---|---|
| 1 | 12-06-2012 08:40 AM | |
| 1 | 09-30-2013 08:33 AM | |
| 1 | 08-07-2013 04:45 AM | |
| 1 | 10-15-2012 02:19 AM | |
| 1 | 01-30-2014 12:09 AM |
| Online Status |
Offline
|
| Date Last Visited |
11-11-2020
02:24 AM
|