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I agree tutorial data are not easy to find on-line. Here's a link to an old version of what I believe you want to do: http://resources.arcgis.com/en/help/pdf/cityengine/10.2/tutorial_7_facade_modeling.pdf A newer version I could not see, I think maybe you get the option to download them when you install a trial version of the product.
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01-29-2014
05:44 AM
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1232
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IDEA
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-->
The Excel to Table tool doesn't seem to pick up Named Ranges from Excel. Please make it. How silly of you to forget!
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01-13-2014
07:46 AM
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3
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3
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965
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I can't get fileRandom to work to assign random textures. This is the way I want to do it:
attr txtIdent = ""
attr txtPath = "images/New Textures_test/"
attr txtExt = ".jpg"
buildingSide-->
case txtIdent == "":
setupProjection(0, scope.xy, '1, '1)
texture(fileRandom(txtPath+"*"+txtExt)
projectUV(0)
else:
texture(txtPath+txtIdent+txtExt)
but I have also tried like this, assigning the random file to a constant first as per tutorial 7
const myRandomTxt= fileRandom("images/New Textures_test/*.jpg")
attr txtIdent = ""
attr txtPath = "images/New Textures_test/"
attr txtExt = ".jpg"
buildingSide-->
case txtIdent == "":
setupProjection(0, scope.xy, '1, '1)
texture(myRandomTxt)
...
I tried moving the * around and including more and less of the file name but I get nothing in return. And the textures work if I assign a txtIdent value.
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01-08-2014
05:49 AM
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0
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0
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1060
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Hi Matt, I'm afraid I don't understand - but it's possible I didn't explain the problem very well; let me have another go: I want to position lights on the top of large buildings, but these buildings could actually be draw as several small buildings because they have different heights. See attached image - let's say I want lights on any building longer than 50m and each of those red or blue blocks are 20m in length. I want CityEngine to somehow recognise that the blue blocks form a 60m building and put lights on it. [ATTACH=CONFIG]29966[/ATTACH] If I created a "buildingName" attribute and gave all the blue blocks a common name, could I somehow use that to make CE recognise they are all one building? Thanks Ben
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12-18-2013
02:09 AM
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0
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0
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766
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Trigonometry. If you only know the maximum height you must assign a roof angle, then assuming a gable roof you eave height will be: MaxHeight-(0.5*BuildingWidth*tan(roofAngle)) or for a shed roof MaxHeight-(BuildingWidth*tan(roofAngle)) or if you know the eave height the and the max height you can calulate the roof slope: Gable: atan(2*(MaxHeight-EaveHeight)/BuildingWidth) Shed: atan((MaxHeight-EaveHeight)/BuildingWidth) building width will equal scope.sx (or .sy or .sz) assuming the scope is aligned to the geometry and it is a building with a simple rectangular footprint.
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12-05-2013
05:15 AM
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1
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0
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1482
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Hi City Engineers I am modelling some real-world building complexes so I am working with predefined building footprints each with separate heights. But I also want to apply rules based on the overall dimensions of the complex. So, I want to somehow combine shapes but keep attribution separate - any cunning tips that might allow me to do this?
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12-05-2013
03:02 AM
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0
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3
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2606
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POST
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If you're able to edit the alpha channel of your tiff and set the no data part to transparent City Engine will display it as white which you may find preferable to black (still not transparent though). Or if you're editing the image you could just paint the no-data part white, or green if it's likely to be grass.
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12-03-2013
02:35 AM
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0
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0
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428
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Is there a way to seemlessly map a single texture across many faces? I have created this arched roof but in doing so I have needed to put splits in the gable end. This means that when I apply a texture I get something like this: [ATTACH=CONFIG]29435[/ATTACH] what I want is something like this: [ATTACH=CONFIG]29434[/ATTACH] can I get the building's overall dimensions/coords somehow and use those in the UV?
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11-28-2013
12:23 AM
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0
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1
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1633
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Well, I can make it work but I'm not any clearer on what is causing the problem - it feels like I have to teach CE how to read my rule file by showing it the file in bite sized pieces. As per my first post - if I start CE and try to export using the whole rule file it takes very very long time (it took ~6hours to export 1 building) However, if I comment-out 3/4 of the rule, save all and generate models, then comment-out 1/2, save all and generate models, then comment-out 1/4, save all and generate models, then use the whole rule file save all and generate, my model exports in 1.4 seconds. If I do it like this it is very quick to export. I seem to have to do this commenting-out in at least 3 steps (1/3, 2/3, all) but doing it in quarters seems to be quicker. I will continue to try and specific problem with my code but at the moment I'm at a bit of a loss. Could it be a caching/memory problem? ...and to answer you questions: no error entries exporting to collada I'm using 25 materials (but I have various case statements that allow for up to 125 different materials) 3144 polygons
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11-11-2013
12:51 AM
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0
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0
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651
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I've just upgraded to a fully licenced version of CE 2012 (having previously been using 2011 then a trial version of 2012) and I am trying to export from this fully licenced version for the first time. The scene is quite simple and it exported with satisfactory haste in previous versions. I have tried to export a few times, this morning I have been here 45mins and it still says "operation in progress..." and I am still waiting. CPU Usage is piddling along at 5%, I have closed other programs and rebooted and I am still waiting. Is there anything I can try to speed this up? All assets are on my local drive however the licence file is on a network server - does CE look at the licence when exporting? Other aspects of the program seem to run normally.
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11-07-2013
10:34 PM
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0
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3
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2494
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POST
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Some features seem to go missing from the create features window - I can't see why. The features are visible and selectable and I only have one data source - what am I over looking?
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11-05-2013
06:42 AM
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0
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3
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1228
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Is it possible to upload a geodatabase to the forum - I can't see how to do it? Anyway I'm just testing the procedure so there is no proper data but these are the steps I have done: 1. Draw a line 2. Use Construct points to place points along the line. 3. Set up a Representation on the line feature that follows the direction of the line. 4. Set up a Representation on the point feature. 5. Use Align Marker to Stoke or Fill so the representation on the point feature also follows the direction of the line (or that is the idea anyway). What I ultimately want to do is: a) Draw a line. b) Add points along the line. c) Rotate the points so they follow the line. d) Copy the rotation value to a feature attribute so it can be read in another program.
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10-31-2013
06:38 AM
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0
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0
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693
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POST
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Thanks, maybe I misunderstand what you mean but I don't think that explains my problem because the line I have drawn is a single contiunous line and yet some of the points orientate at 180 degrees to one another. Even looking at the underlying direction of each segment it doesn't seem to explain the discrepancy in the orientation.
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10-31-2013
02:13 AM
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0
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0
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2873
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I'm trying to do something similar except I want to create points at certain intervals along the line, then orientate the point to the line and if possible copy the orientation value into an attribute of the point. I am using representations to orientate the point symbol to the line however I'm getting some unexpected results - see attached some symbols are at 180degrees to the others - how can I correct this? [ATTACH=CONFIG]28739[/ATTACH] And anyone know if it is possible to copy the rotation value into an attribute of the point - not sure where to start on that bit?
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10-30-2013
11:50 PM
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0
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2873
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