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hi. yep, this is a famous problem. 🙂 the issue is that there's no 'lowest horizontal edge' to align to. thus, the easiest way to solve this issue is to split off a tiny fraction of the shape which will give you this lowest edge : alignScopeToAxes(y) split(y) {0.01 : X. | ~1 : Y.} then on the Y shape, you can align to the lowest edge and continue texturing. I know, this is not a beautiful solution, but currently, it's the easiest. I'll dig a little deeper if there's a better option available. ok ?
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04-17-2012
08:00 AM
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hi ! yes, this is possible : some options : 1] have a look at the Downtown Damage Example which you can download from within CityEngine ( Help -> Download Tutorials and Examples ) 2] have a look at this thread of the archived CityEngine forum : http://forums.esri.com/CityEngine/forum-17845.html [ Only a very simple example of a procedural approach. by far not finished or optimized ! ] 3] try writing the rules so they create 'simulatable' geometries (mathematically watertight) and simulate them with an external tool, using e.g. the BULLET Physics Solver. Here's a a test I did quite some time ago within RealFlow ( Geometries created procedurally in CityEngine ! ) : [ATTACH=CONFIG]13576[/ATTACH] [ATTACH=CONFIG]13577[/ATTACH] [ATTACH=CONFIG]13578[/ATTACH] let me know if you have more questions ! 🙂
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04-17-2012
01:21 AM
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Hi .. working down from the roof form is possible, but really not recommended. the main issue is that since you'd be working on individual roof polygons, you'll create separate volumes for each shape which cannot be re-combined or synchronized. thus, the best is to come from the footprint-side. we'll work on better roof operations to you can create more realistic roof forms faster. though it's not yet defined when yet.
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04-16-2012
07:40 AM
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hi the log is created in the export dir. if nothing happens, there's propably an error going on. can you check the 'Log Window', if an error (red cross) is thrown ? If so, double click the error to open the stack trace. let me know.
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04-16-2012
05:46 AM
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hi ! to do this, you'd need the CityEngine Advanced version and use it's Python Scripting functionality to 1] parse the file for the content, then 2] assign the values to the shapes. it may be easier to bring them in via a format which already supports such attribute metadata, such as .shp or Esri's GDB. what's your source application from where you get the .txt data files ?
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04-10-2012
12:49 AM
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hi .. it is very important to understand that since CE works in a tree structure, you have to pass information down each shape if you want to reuse it further down the rules. e.g. if you use a comp(f) to split off a facade, any prior knowledge of the other shapes is gone. to pass the Lot area down, you do this best by using a 'Generic Attribute'. -->
attr Footprint_Area = 0
Lot -->
set (Footprint_Area, geometry.area)
extrude(world.y, 20)
comp(f) {all : Printer}
Printer -->
print (Footprint_Area)
an other input is to split directly after the extrude : this will again create closed volumes after the split, which you then can comp(f) in a second step.
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04-10-2012
12:43 AM
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Hi, maybe I can help you .. though I need a little preciser description. what are the symptoms ? 🙂
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04-09-2012
11:38 PM
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hi .. yes, things like this are possible, though I need some more input. can you post a picture of what you'd like to have as a result ? let me know. 🙂
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04-04-2012
01:42 AM
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Hi ! [ already posted this in a separate thread since this has been discussed a little hidden in an other thread and may be of interest for other peeps too.] Here's a little project attached which helps understand how CGA can be used to distribute assets - in this example trees - on a surface. There are 4 ways described how to to this. Check out screenshot and CE project attached: [ATTACH=CONFIG]13129[/ATTACH] [ATTACH=CONFIG]13130[/ATTACH] way 1 : using the scatter() operation : asset instances may overlap. way 2 : using 2 repetitive splits, one in x, one in z direction of the scope. way 3 : using 2 repetitive splits, one in x, one in z direction of the scope. difference to way 2 is that the noAdjust parameter is set in the first split, which creates a regular split pattern, since the scope is not adjusted on each 'stripe' as in way 2. way 4 : splitting recursively ( 'and again .. and again ..' ), always orthogonal to the longest edge, until the remaining length is smaller than a specified attribute value.
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03-30-2012
02:11 AM
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here's 3 ways to do this .. [ see attached project ] let me know if you have questions ..
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03-29-2012
07:06 AM
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Hi, Quite a few new customers and people evaluating CityEngine who are working in the field of GIS ask about how CityEngine handles 'raster files' or 'basemaps' and what the best practices are concerning file resolutions. Since CityEngine works ( from a technology-POV ) very similar as many other pure 3d applications (CityEngine is a 3d Modelling Application), I wanted to point out a few differences between CityEngine and ArcGIS : ArcGIS-users call bitmap files 'raster files' due to their grid-based nature. People usually working with 3d applications call them 'textures'. It's the same thing. ArcGIS has technologies embedded which 'dynamically' load only the part of a dataset which is currently visible on screen. Thus, with this technology HUGE raster datasets (> 1GB) can easily be displayed. CityEngine does NOT have such a streaming service, thus raster files / textures should be prepared with some basic knowledge how they shall be used in a CityEngine project. Important things to know : 1] Arc GIS' basemaps can not directly be loaded in CityEngine as a layer. The user must export the specific 'area of interest' (extent) as a texture to be used within CityEngine. 2] To be able to work with textures, all the textures must reside within the opened project, usually in the 'assets' folder general textures, respectively the 'maps' folder for map-/basemap - textures (or a subdirectory). 3] CityEngine is a 3d application which uses a technology called 'OpenGL' to display the 3d models (and the scene). Displaying 3d graphics this way uses the computer's graphics card . For this, all textures are fully loaded in that graphics card's memory. [Please note that the computer has 'main memory', which is usually called RAM. A graphics card has it's own RAM, often called 'Video RAM'. ] 4] Since the amount of memory on graphics cards is usually quite small (~ 256 MegaBytes - 1.5 GigaBytes), one can imagine that the resources should be handled carefully ! 5] Please note that when importing raster files from ArcGIS (e.g. GeoTIF), the file's projection MUST MATCH the CityEngine scene's Scene Coordinate System. CityEngine can not (yet) reproject raster files when importing into the scene (as opposed to Shapes and Graph Segments !). Since the amount of memory used per texture is directly linked to it's resolution (e.g. 500x500 pixels) plus the bit-depth of the file, we recommend to work with as efficient files as possible : - use graphics card drivers which are UP TO DATE ! - use 8 bit textures whenever possible (except the terrain's 'heightmap' which usually just is 32 bit) - use texture resolutions <= 1024 x 1024 px (does not need a square ratio) - terrains may be higher in resolution, I'd say <= 2048 x 2048 px. - higher resolution textures may be downsampled automatically by CityEngine ( for viewport display only ! ). - if a texture has too large a resolution (e.g. 13'000 x 13'000 px), it will not be displayed at all. matt Esri R&D Center Zurich
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03-29-2012
05:27 AM
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hi .. sorry, there's no way to do this currently. 😞 m.
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03-28-2012
05:23 AM
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hey ! it's generally the best to assign textures ONLY at the 'leaf-nodes'. it is correct that if you're inserting assets on shapes which already have a material, the asset's material will be overridden. I am no more sure about the precise version, but we've included a way to solve exactly this, by using set(material.colormap, "") just before the insert. like this, your problem should work. but as I just mentioned, it can be that this was done for 2011.1 and will generate errors in 2010.3. [maybe check the CGA changelog at the very bottom of the CGA Help docs.] * * * yep, that's the latest one. though I'd recommend to upgrade. I guess you're located in Germany, so ask Esri Deutschland and maybe you're 'getting lucky'. it's worth a shot .. 🙂 but certainly, try the TRIAL of 2011.2 cheers ! matt
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03-28-2012
02:55 AM
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