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I've played a little with the Philly code to produce some visible markers on the lanes. what you could do now is report those positions and create some script code for UNITY ( BOO / JScript ) that produces your markers in all those locations. Though the driving direction and the precise linking of lanes over the crossroads must be done manually, or if possible within that system you use. CE cannot really help there efficiently. Let me know what you think. matt ps. of course you can get the code, but let's first find the workflow.
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08-16-2012
08:01 AM
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- are you using the modern streets example for your street models ? - which version of CityEngine do you have ? Advanced ( PRO ) ? because you need Python Scripting to write that metadata out. lemme know.
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08-16-2012
07:20 AM
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hi ! so you just need the position of those nodes and the curve network is created by that iTween system ? did I understand this correctly ? because if that's the case, your main task is 'just' to report those markers, which is not too hard in CE. lemme know. 🙂
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08-16-2012
06:02 AM
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it's a very tricky task to express this generically .. maybe you start best with a screenshot that shows a part of your dataset with both street center lines and actual footprints. based on this, the criteria can be found better.. can you post such an image ?
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08-16-2012
05:59 AM
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Hi ! This is a thread where I collect the most important threads and links to useful and essential CE knowledge. Have fun browsing ! Matt RESOURCES | HELP FILES _______________________ CityEngine Examples, Tutorials, Web Scenes, GIS Workflows: http://resources.arcgis.com/en/communities/city-engine/01w90000000r000000.htm#s=0&n=30&d=1&md=cte-ce-version:10 Tutorials and QuickStart Guide http://resources.arcgis.com/en/help/cityengine/10.2/index.html Ideas Site ( Wishlist ) : http://ideas.arcgis.com/ideaList?c=09a300000004xET&category=Esri+CityEngine 3D GIS Blog : http://blogs.esri.com/esri/arcgis/category/subject-3d-gis/ (search for CityEngine) KnowledgeBase Articles : http://support.esri.com/en/knowledgebase/techarticles/browse/productid/186 WEBGL VIEWER - WebGL Online Help : http://resources.arcgis.com/en/help/arcgisonline/index.html#//010q000000nz000000 ESSENTIAL FORUM THREADS : CGA SHAPE GRAMMAR ________________________ - Concept of Scope : http://forums.arcgis.com/threads/44417-CGA-Understanding-the-concept-of-the-scope - Shapes, Models and Model Export : http://forums.arcgis.com/threads/70378-Shapes-Models-and-Model-Export - Reversing Shape Normals : http://forums.arcgis.com/threads/70604-CGA-Reversing-Lot-normals - Simple Roof Rules : http://forums.arcgis.com/threads/62005-CGA-Simple-Roofs ESSENTIAL FORUM THREADS : GENERAL DISCUSSION _______________________ - Shape/Model/MultiPatch terminologies : http://forums.arcgis.com/threads/76669-Shapes-VS.-Models-VS.-MultiPatch - Maximum Image Resolutions : http://forums.arcgis.com/threads/54072-textures-raster-files-concepts-in-CityEngine-ArcGIS - CityEngine crash on ATI graphics cards : http://forums.arcgis.com/threads/72410-CE-crashes-on-machines-with-ATI-graphics-cards ESSENTIAL FORUM THREADS : IMPORT | EXPORT _____________________ - 'Wobble' Effect : http://forums.arcgis.com/threads/59442-FBX-export-%28models%29-to-3DSMAX ESSENTIAL FORUM THREADS : INSTALLATION AND FIRST STEPS __________________________________ - Esri CityEngine Installation Guide : http://resources.arcgis.com/en/communities/city-engine/01w900000006000000.htm - Licensing Issue with ArcGIS10.0 installed : http://forums.arcgis.com/threads/72636-Esri-CityEngine-2012.1-Software-Authorization-Patch-available ESSENTIAL FORUM THREADS : PYTHON ____________
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08-16-2012
04:59 AM
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With the convert() function, you can get the height of the street shape�??s scope directly in world coordinates. heightOverTerrain = convert(y,scope,world,pos,scope.sx*0.5,scope.sy*0.5,scope.sz*0.5)-elevation ( note the sx,sy,sz * 0.5 is the offset of the sampled point towards the center of the scope, thus the height sampled is calculated in the �??middle�??. ) of course, this is just a simplification. �??elevation�?? is an attr which is derived from the terrain map layer. Let me know if this already helps you further or need an example. convert() is quite complex and not easily to understand.
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08-16-2012
01:58 AM
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hi ! Thanks for all inputs of the posts before. CityEngine can merge those faces which share the same material. That is defined in the exporter settings. Thus, yes, you do have the chance to join the faces by merging the vertices.
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08-15-2012
08:38 AM
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hey ! I did not get your point of the recursions. what would they be for in your case ? btw. you can make an attr for your index. that way you can use a slider to choose the wall index interactively. * * * I've taken some time to code your thing very simply : check the code very precisely and try to find out what it does. - check out the case blocks and what is tested after each other. - check how door placement variation is done - check how I managed the stepping let me know if you have more questions ! Matt @Group ("Building Main") attr buildingHeight = 5 @Group ("Building Main") @Range(1, 20) attr wallID = 3 @Group ("Building Main") attr baseHeight = 0.8 Lot --> extrude(world.y, buildingHeight) comp(f) { side = Facades | top : Roof.} # note the # which puts all sides in 1 shape ! Facades --> comp(f) {wallID : DoorFacade | all : WallWithWindows} minWallWidth = 0.3 # don't make an attr to keep the variation ! @Group ("Doors") attr doorWidth = 1 @Group ("Doors") attr doorHeight = 2.0 DoorFacade --> case scope.sx < doorWidth + 2 * minWallWidth : Wall else : 33%: # door centered split(x) { ~1 : WallWithWindows | doorWidth : DoorPart | ~1 :WallWithWindows} 33%: # door left split(x) { minWallWidth : WallWithWindows | doorWidth : DoorPart | ~1 :WallWithWindows} else : # door right split(x) { ~1 : WallWithWindows | doorWidth : DoorPart | minWallWidth :WallWithWindows} @Group ("Windows") attr windowBaseHeight = 0.8 @Group ("Windows") attr windowHeight = 1.2 @Group ("Windows") attr windowWidth = 1.0 windowDist = rand(.5,2) # don't make an attr to keep the variation ! WallWithWindows --> case scope.sx <= minWallWidth : Wall else : split(y) {windowBaseHeight + baseHeight : Wall | windowHeight : WindowArea | ~1 : Wall} WindowArea --> split(x) {{~windowDist : Wall | windowWidth : Window}* | ~windowDist : Wall} Window --> color(.3,.3,.4) DoorPart --> split(y) {baseHeight : Base | doorHeight : Door | ~1 : Wall} Door --> color(.3,.2,.2) @Group ("Steps") attr stepHeight = 0.19 @Group ("Steps") attr stepDepth = 0.27 Base --> split(y) {~stepHeight : Step(split.total - split.index)}* Step(index) --> extrude(stepDepth * index) Wall --> color(.8,.7,.7)
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08-15-2012
08:31 AM
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Does this also mean that once a generation process starts it can't be interrupted, it has to complete generation and end in a resulting leaf(or error)? i.e. by the changing of an attribute during the generation process such as streetWidth Attr does it not halt execution and restart the generation? Not that i require this I'm just interested. yes. but usually this happens so fast that it does not matter. of course it can happen that the attr values are changed during the generation phase, but that's rule defined. the generation process itself just runs until finished. What I am not understanding is if I place a list to appear in a UI (@Range) for a shapeNode, for a user to select a streetWidth, for the initialStreetShapeSegment, why the result of this change can not set the attribute on that initialStreetShapeSegment and have it start the regeneration of the initialStreetShape leaf. Yet a map layer can alter this value? Is there a way to customise per project the attributes and settings on those initialShapes(non user StartShapes)? important : distinguish a] shape creation from b] model generation. a] the 'Dynamic Street Layout' creates street shapes, blocks and their subdivision into Lots, .. basically it creates just 'shapes'. nothing in this process uses CGA. b] 1 shape and 1 CGA rule produce 1 model. some of the PARAMETERS of the dynamic street layout's shape creation are passed on to the created shapes. the shapes, e.g. street shapes thus inherit those values as ATTRIBUTES. inherited attributes are written italic. so CityEngine can map block subdivision parameters and street widths from other sources like map layers ( images ). but anything related to the final 3d model comes afterwards with CGA's attributes ( which can also be mapped of course). makes sense ?
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08-15-2012
07:51 AM
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Hi, can you rephrase the questions little better ? I'd like to grasp the core of your questions better to be able to properly answer. nevertheless : 1] try extrude(world.y, 4) 2] what would the use case be ? maybe I can help. 3] inserted assets can have multiple materials, but you can only access individual faces directly by ID. you can not access groups separated by material (yet).
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08-15-2012
07:16 AM
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1] depends on how you create/insert your footprint. if you cut the parcel down into just green with trees and footprint shapes, you should not get that issue. if you copy the parcel first to create green with trees, logic dictates that you get trees sticking thru your buildings. check your code for duplicate those issues. 2] just use an offset() with comp(f) {inside : Green | all : NIL } to make a little gap.
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08-15-2012
07:09 AM
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2 possible traps : 1] 1 of the 2 polygons you see is the SHAPE. Show/Hide the shapes in the viewport (F11) 2] you have 2 leaf nodes in your code. that would mean you have one colored and 1 non-colored polygon in your model. example for 2] Lot --> A. color(1,0,0) B.
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08-15-2012
07:04 AM
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there's tutorials with help HTML files you can download from within CE. Help --> Download Tutorials and Examples
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08-15-2012
06:59 AM
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hi ! sadly, to all of this : no. CityEngine has no specific piping functionality, but we have heard this request quite a few times now so we're seriously considering this to be implemented. LIDAR is not supported in CityEngine since CityEngine is not designed to interpret / analyze LIDAR data. For this specifically, use dedicated solutions or track down companies who do this as a service.
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08-15-2012
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