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hi ! you can not set the grid dimension. the grid dimension is automatically adapted to the distance of the camera to the camera focal point. thus, if you zoom to a small object with the 'f' key, the grid will adapt to 1 meter or even smaller. Ok ? 🙂
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11-12-2012
12:59 AM
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Hi ! Lot -->
extrude(world.y, 20)
comp(f){side: Facade. | top: Roof}
Roof -->
roofHip(30)
comp(f) {all : RoofPlane}
RoofPlane -->
alignScopeToGeometry(yUp, any, world.lowest)
setupProjection(0, scope.xz, '1, '-1) # or absolute dimensions ..
projectUV(0)
texture("builtin:uvtest.png") Ok ? 😮
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11-07-2012
12:08 AM
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Hi Peter, Please PM me your mail address, then I can forward you to a person who can help you better than me. Thanks ! Matt
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11-06-2012
05:45 AM
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Hi ! If you experience issues in CE that some polygons are like cut away depending on how you watch the model. This has to do with the camera. Try the 'f' key to focus the elements in the scene. Watch the new tutorial video 'essential skills' for some tips on navigation in CE, if you don't have seen it already. * * * Concerning LOD: LODs can not directly be driven in CE based on camera proximity. (Well, could be done via Python, but that's not a beautiful way) CityEngine is a Modeling Application and not a Visualization Application, thus this and similar features are not in CE. Otherwise, I assume you are familiar with how to create different LODs, right ? Matt
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11-06-2012
12:32 AM
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Hi ! We are aware of the fact that if you have 10.0 installed that there are licensing issues with 2012. The current workaround is to launch the Authorization Wizard from the command line with this switch: C:\program files\esri\cityengine\bin>Softwareauthorization.exe �??ver 10.1 We're collecting all pieces on this and will hopefully be able to provide a proper solution soon. Let me know if you know how to do the above workaround. Matt
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11-05-2012
01:10 AM
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Hi ! you cannot declare consts inside a rule body, same with attributes. cheers !
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11-05-2012
12:54 AM
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Hi ! I created a new sticky thread. This will help you. http://forums.arcgis.com/threads/70604-CGA-Reversing-Lot-normals Let me know if it works. Matt
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11-04-2012
11:30 PM
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Hi, In some cases, datasets with building footprints have some shapes which have reversed normals, so that after an initial extrude, the extrusion points down (into the ground). This can be prevented by checking the normal right on the shape, then reversing if needed : Lot -->
case convert(y, scope, world, pos, 0,1,0) - convert(y, scope,
world, pos, 0,0,0) < 0 :
reverseNormals
LotNormalUp
else:
LotNormalUp
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11-04-2012
11:27 PM
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Shapes can be selected based on attributes, yes. But that must be done with Python. If you want to select specific faces of shapes, I think that is currently not possible.. What is the precise task you need to do ?
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11-02-2012
01:53 AM
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Hi ! DWG is not supported in CE. To prevent precision issues, CityEngine only allows datasets which are in a certain position, e.g. a city. If you have a city dataset in a specific projection in the scene and then e.g. want to add some data which is centered around the CARTESIAN origin, that new data is very far away from the dataset. That is prevented by that error message. So you need to check that your dxf data is also geolocated, with approximately the same coordinate values as the rest of the scene. Does this help ?
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11-02-2012
01:44 AM
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hi ! it's where the CityEngine application is installed. application folder. on windows usually: C:\Program Files\Esri\CityEngine Ok ? (let me know if you're not on windows.) matt
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11-01-2012
05:38 AM
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Hi ! I created a new sticky thread with some help which may help you on this too: http://forums.arcgis.com/threads/70378-Shapes-Models-and-Model-Export Let me know once you read through it carefully. I think you have to address specifically which geometries you handle as 'textured Shapes' and which ones you deal with as 'Models' with CGA. Let me know if that thread makes things clearer or if things are missing ! Matt
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11-01-2012
04:25 AM
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Dear CE community I've seen that there are quite a few users for whom some concepts of the model creation are still unclear. 🙂 So let me explain the main concepts behind 'Shapes', 'Models' and 'Model Export'. Please have a look at the attached scheme image. Notes about the scheme : 1] CityEngine is a procedural modeling application, thus the 'result' of working with CityEngine is a '3D Model'. 2] 1 'Shape' + 1 'CGA Rule File' (+assets/textures) --> Model Generation --> 1 'Model' 3] Assets can also be placed in the scene as so-called 'Static Models', which themselves represent already a final 'Model' and have no more need for being processed with CGA. (Static Models have no 'Rule File' and 'Start Rule' slots in the Inspector) 4] Both 'CGA generated Models' and imported 'Static Models' can be CONVERTED to Shapes for further processing with CGA (dashed line in the scheme). 5] Shapes by default are not textured, e.g. if you draw them manually with the 'Polygonal Shape Modeling Tool' (CE 2012 and later). But Shapes can also have textures as a result from importing a textured asset as 'Shapes'. Or Shapes can be textured with the 'Shape Texturing Tool' (CE 2012 and later). 6] --> both 'Shapes' and 'textured Shapes' are - conceptually spoken - not 'Models', even if they look as such in the viewport. 7] If you want to explicitily generate a 'Model' from a Shape within CE, you have to use a CGA rule file. For a simple conversion, the following CGA code already suffices (which you have to attach to the rule, then generate):
Shape --> MyModel. This simply copies the incoming shape plus it's textures in a simple final 'Model'. 8] Nevertheless, you can also export Shapes which have NO RULE ASSIGNED as Models, as if they were Models. It is important to understand that this is the default behavior in the Export settings which just exports the shapes. Check the attached screenshot with the export settings. You'll notice an option where Shapes without assigned rules can also be ignored instead of exporting their basic Shape geometry. --> Make sure on what type of geometry you are working. Shapes �?� Models ! Hope this gave some insight. 😮 Cheers !
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11-01-2012
04:20 AM
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New query as well (sorry about all the questions!) So When I import as collada dae from sketchup why are not all my textures included? Check out the image attached. Basically this building should have all the roof the same texture (this is what it is in sketchup) but as you can see when it's imported some of the roof's turn up blank! how can I fix this? thanks!!! A few posts above (from 10-15-2012 11:11 AM), I had written in 1] : If CE does not find the texture, either the texture is actually missing or the file path to it is wrong. Use the standard file navigation conventions : Examples: images/myTexture.jpg --> CE will search the image in the images folder. images/myFolder/myTexture.jpg --> CE will search the image in images/myFolder. I assume this is the issue, so please double check both the paths and if the textures really are there. CE does not search further than that given path. Subfolders are NOT checked. If you open a COLLADA file in a text editor and search for the file paths, you can also see this: ../myFolder/myTexture.jpg '..' means go up one directory, then go to the folder called 'myFolder' to find the file. That structure would be used if the collada file is in 1 folder and it's textures in an other. Adapt all those paths according to your file structure if CE does not find them. TIP : 'Search and Replace' works also over multiple files with some text editors. E.g. with the free tool called 'NotePad++' ( http://notepad-plus-plus.org/ ) , you can search and replace texts in folders and subfolders, editing 100s of files if needed ! Did you play with this input ? If textures are missing, then I assume in about 95% of the cases that simply the texture path inside the Collada file is wrong. Let me know .. Matt
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11-01-2012
02:23 AM
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