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hey ! Sorry for the late reply, I've been in holidays. CityEngine shows the coordinate system as zUp in the HUD in the viewport, that is correct. Though, this is only visualizing the values zUp if you're working with GIS data (GIS people work with xy, z being the height). CityEngine actually works yUp internally. But that is also stored in FBX, so if you import the file into your other 3d application, you should have easy import options to have the vertices converted for you. Hope this helps !
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07-30-2012
02:24 AM
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I'd recommend to download the Trial download and read the Quick Start Guide for the very basics. Concerning Interface : Not sure on which level of complexity you need the interface, but many things can be done with Python scripting. Little GUIs with buttons are possible, but that's quite high-level, so you'll not have access to all CE functionality. Welcome to the forum and have fun with CityEngine !
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07-15-2012
10:51 PM
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hi ! static ( imported ) parcels are not 'connected' to streets. if you are using the dynamic city layouts ( CityEngine's street / block / lot system ), they are. Cityengine knows just that your parcel is a shape, but it has no knowledge that there's a street next to it. You have to mark the street edges to tell the parcel so. Do that by selecting the parcel edges by either double clicking them, then go to Shapes Menu > Set Street Edges. This creates a new Object Attribute for the parcel shape with the street width information ( value 1 ). The setback operation takes that value into account. Let me know if it works.
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07-13-2012
04:28 AM
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hi ! sloped is not so a problem. the actual problem is the arcs which you have on top of the tunnel. would it be okay if your tunnel has a flat ceiling instead of the arc going from one wall to the other wall ?
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07-13-2012
04:22 AM
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an other question : what file format did you use to export back to ArcGIS ?
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07-13-2012
04:21 AM
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hey ! [ may contain typos ] attr height = 0 # Link to Object Attr ( Gis data )
attr land_use = "C" # Link to Object Attr ( Gis data )
zoneColor = # the color function !
case land_use == "C" :
"#ff0000"
case land_use == "R" :
"#00ff00"
else:
"#0000ff"
@StartRule
Lot -->
extrude(world.y, height)
color (zoneColor)
add more cases once it works .. 🙂 ok ?
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07-13-2012
04:17 AM
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Hi ! Terrain raster files need to be prepared in ArcGIS. they must already be projected in the target Scene Coordinate System (SCS) you are using in CityEngine. CityEngine can reproject vector data (point, line, polygon features) on import if it's stored in an other projection, but not raster files. That may be your issue. If this is the case, you should be able to drag-n-drop a GeoTif directly into the viewport from your project folder ( CityEngine Navigator ). Let me know ..
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07-11-2012
10:17 AM
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hi ! is that a CityEngine screenshot ? ( need to know how advanced your CGA knowledge is .. ) and do you need sloped tunnels or is flat 'enough' ?
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07-11-2012
08:56 AM
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ah, sorry... I meant the actual original picture you are using to create that facade. not screenshots of the model .. let me know .. 🙂
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07-11-2012
08:52 AM
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hi ! I'm not perfectly sure what you mean .. you mean the small value difference which is seen in your pic ? possible issues : 1] point featues are converted to tiny shapes ( about 2x2 cm ), so they basically 'lose' their 'point feature nature' in CityEngine since it does not yet have a native way to handle points. --> this may give you small errors in the cm-range. 2] which export format are you using ? 3] is your data geolocated ? let me know, then I can explain a little more in detail based on your inputs.
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07-11-2012
08:45 AM
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hi ! 1] this is actually tricky because each block is split as a whole object. better would be to have individual objects. currently, there's no way to split an obj asset into it's submeshes. I assume this produces the problems. imagine if you have 3 buildings with 5, 15 and 25 floors --> you'd want to split each building into as many full floors as possible. but if your input is just 1 assets, the assumption is that you want to split the full object into as many floors as possible, basically ignoring the 'mathematical topology' and it's 'architectural semantics' you're interested in. 2] ok, the fewer polygons the better due to any precision issues which usually happen with computers. 3] see 2] 🙂 4] thanks for the code, but I guess the trick is mentioned in 1]. You're also noticing that behavior the fewer buildings you have. --> try to work with 1 obj asset for each building, not for each block. Maybe one of your co-workers knows a little Rhino-Script and Python in CityEngine, which may speed up the workflow with new versions / large datasets. let me know if this all makes sense.
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07-11-2012
08:01 AM
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Dear CityEngine users, I've been asked to create a thread where users can learn how to create roofs in CGA. So I've taken the chance and created the following code for CityEngine (2011.1 and newer). Please note that this code was specifically written to define precise heights of the roof volume, to make sure no matter which roof type a building has, the resulting 'ridge height' is the same. Came as an input from an other user. Let me know if there's questions ! Cheers ! Matt Esri R&D Center Zurich @Group ("BUILDING VOLUME", 0)
attr Building_Height = rand (10,15)
@Group ("BUILDING VOLUME")
attr Ground_Floor_Height = rand (3.5, 4.5)
@Group ("BUILDING VOLUME")
attr Upper_Floor_Height = rand (3, 3.5)
@Group ("ROOF VOLUME", 1)
@Range ("random", "flat", "hip", "gable", "pyramid")
attr Roof_Form = "random"
const function_Roof_Form = # const is constant. consts are only evaluated once per shape !
case Roof_Form == "random" :
30% : "flat"
20% : "hip"
20% : "gable"
else : "pyramid"
else : Roof_Form
@Group ("ROOF VOLUME")
attr Roof_Height =
case function_Roof_Form == "flat" : 0
else : rand(2,3)
@Group ("ROOF VOLUME")
attr Overhang = rand (.1,.3)
#################################################################################
### START
#
Lot -->
case function_Roof_Form == "flat" :
extrude(world.y, Building_Height - flatRoofBorderHeight)
Mass
else :
extrude(world.y, Building_Height - Roof_Height)
Mass
#################################################################################
### MASS
#
Mass -->
# split the 3d volume !
split(y) {Ground_Floor_Height : FloorVolume("groundFloor") | ~1 : split(y) {~ Upper_Floor_Height : FloorVolume("upperFloor") }* }
# make a shape copy for the roof
comp(f) {top : Roof | all : NIL }
#################################################################################
### FLOOR VOLUMES
#
FloorVolume(type) -->
ContinueHere.
#################################################################################
### ROOFS
#
flatRoofBorderHeight = 0.2
Roof -->
case function_Roof_Form == "flat" :
offset(-.2)
comp(f){border : extrude(world.y, flatRoofBorderHeight) RoofColoring | inside : t(0,0,.02) RoofColoring}
case function_Roof_Form == "hip" :
roofHip(45)
s('1,Roof_Height,'1) # scale to the correct height
RoofColoring
case function_Roof_Form == "gable" :
roofGable(45)
s('1,Roof_Height,'1) # scale to the correct height
RoofColoring
else :
roofPyramid(45)
s('1,Roof_Height,'1) # scale to the correct height
RoofColoring
#################################################################################
### COLORING
#
RoofColoring -->
color(.5,.3,.3)
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07-11-2012
04:51 AM
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Thanks for the inputs here, Daniel.. A thread related to the same topic, may give additional answers : http://forums.arcgis.com/threads/57615-I-find-this-syntax-odd-why-is-this-so Let me know if there's more questions ! Matt
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07-09-2012
09:45 AM
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hi ! can I recommend an other way to work with image files ? try the facade wizard. the facade wizard lets you create CGA code directly based on facade images and a series of clicks. I've seen some of the code creation produces a few buggy lines of code, but that can be fixed after the rule was created. can you send me the full facade image file, then I can maybe create a little tutorial based on that image. it's been asked in an other thread too, but I was not yet able to answer there. 😞 let me know.
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07-09-2012
09:30 AM
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hi Dan ! 1] is your 'block' model 1 mesh ? ( coming from 1 obj )? 2] can you export objs from Rhino without triangles ( using quadrangulated geometry, not triangulated ) ? 3] circular forms can easily produce errors when splitting, thus any round form should be as simple as possible ( only few steps per arc ) 4] can you post the CGA code ? ( the splitting portion ) depending on your inputs, I can help you to adapt the strategy to have greater success. 🙂
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07-09-2012
09:23 AM
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