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Hi ! Read this thread : http://forums.arcgis.com/threads/54072-textures-raster-files-concepts-in-CityEngine-ArcGIS Cheers ! M.
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02-07-2013
05:20 AM
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Any GIS specialists reading this thread ? I'm not really familiar with ArcScene.. M.
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02-07-2013
04:54 AM
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Hi Damiano ! If both datasets are georeferenced, they should match the same position .. so hmmm... Try using the exact same projection for both shape file and raster file. Means make sure all data and terrain images match the target SCS ( Scene Coordinate System ) in the CityEngine scene file. If you already tried this, can you send me the test data ? Lemme know. Matt
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02-07-2013
04:52 AM
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Hi ! Textured MultiPatches should not lose their textures on import ( when Shapes are created ). So this may be a bug.. Can you post a little .gdb example plus a screenshot how it looks in ArcScene or so ? If the data is sensitive, you can also PM me. Let me know .. Matt
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02-04-2013
07:04 AM
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Note that instead of sampling from images ( maps ), you can also sample object attributes from geometries on other layers ! E.g. if you have polygonal shapes with 'zones' defined as attrs, you can define their layer mapping, then sample for those values from shapes on other layers. Cheers !
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02-03-2013
05:23 AM
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btw .. A very important note is that : Lot -->
color ( rand(1), rand(1), rand(1) ) Creates a very large amount of different materials which may kill any 3d application in which you try to import the 3d model after export. So NEVER use random colors . Rather use (or similar) : const color1Value = rand(1)
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02-03-2013
05:20 AM
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Hi ! 1] your list is a string list. so your values are basically text, not numbers. so for each color channel value, you must 'cast' each value first into a float value by using float(). the other way around it's str(). 2] BUT : I'd rather do that thingy like this :
colorFunction (xyz) =
33% : # color 1
case xyz == "x" : 0.3
case xyz == "y" : 0.3
else : 0.3
33% : # color 2
case xyz == "x" : 0.4
case xyz == "y" : 0.4
else : 0.4
else : # color 3
case xyz == "x" : 0.5
case xyz == "y" : 0.5
else : 0.5
Lot -->
color((colorFunction ("x")),(colorFunction ("y")),(colorFunction ("z")))
Didn't test the code. May contain errors.
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02-03-2013
05:17 AM
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Cool, a breakdown of your workflow may help other users too ! Including me ! Hope you have fun learning CGA ! Matt
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02-03-2013
05:12 AM
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Hi ! No problem .. 🙂 The units are in meters .. always in CGA ( CGA is CityEngine's scripting language which creates the geometries ). The '-->' is the definition of a CGA 'rule'. The best intro into CGA you get with my tutorial video 6... http://video.arcgis.com/watch/1772/tutorial-6-basic-shape-grammar It may explain most questions you have right now at the beginning, then we can cover more questions until all is clear .. ok ? 🙂
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02-03-2013
05:09 AM
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Hi ! I'm not perfectly understanding what you mean .. 🙂 You mean the difference between importing (textured) shapes or (textured) static models ? Maybe read this new thread sticky thread I recently created, then rephrase the issue .. Sorry .. 🙂 *me-sa-no-goodsie-speaks-se-engliss* http://forums.arcgis.com/threads/76669-Shapes-VS.-Models-VS.-MultiPatch
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02-03-2013
05:04 AM
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Hi guys .. Yes, this works. Just usually, I don't import a master rule into an other 'god rule'. 🙂 I try to pass down all values needed from the master rule down to the slave rules, if somehow possible. What's also not so beautiful is if each slave rule itself imports e.g. a 'general reporting' rule, you will see instances of that rule in the Inspector ( each selectable ), which is visually confusing. Thus, note the structure in the following example .. I guess it gives the best overall import structures : code in cga file the master file "a.cga", which is assigned to the shape, with Start Rule A :
import b : "b.cga"
import c : "c.cga"
A -->
b.B
b.Mass -->
c.ReportBottom
code in cga file "b.cga" :
B -->
extrude(world.y, 10)
Mass
# note that Mass must remain an 'undefined rule', so you'll not be able to avoid the yellow warning.
code in cga file "c.cga" :
ReportBottom -->
report("BottomArea", geometry.area(bottom) )
As you see in those 3 rule files, all content is 'distributed' from the master file 'a' to 'b' and then taken back to a to be sent to 'c' for reporting. That way, you can create rules, which e.g. creates all Masses alone, all Roofs alone, all Facades alone and distribute all via the master rule file, then cycle it back. This is advanced shit, boys !
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02-01-2013
08:47 AM
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Hi ! Here's a start. Read it carefully and try to understand every little step. Let me know if there's questions so far .. 😮
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02-01-2013
08:30 AM
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Can you post a few representative images too ? I'll have to think about this then .. 🙂
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02-01-2013
05:05 AM
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Hi ! I created a tiny example which shows a possible workflow. Of course, you have to code more to get a proper facade layout first with windows and doors, then use the following trick. In the rectangular asset which has a hole in it, make sure that the face which fills up the full rectangle around the hole has face index 0. That way, you can always use comp(f) {0 :} to access that polygon and treat it as a standard Wall. Let me know if this makes sense so far. Better texturing can maybe done afterwards, after you grasp that concept.. Cheers ! Matt
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02-01-2013
05:00 AM
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