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Hi all I have a suggestion for the next version: I was thinking, since now most render engine support PBR, wouldn't it be a blast to update the maps that CE can digest so that - Base Color - Roughness, - Normals - Metallic and maybe (Height, Opacity, Emission and AO) are included? I am not saying they should render correctly, just that there should be a "slot" for them, a dedicated UV set. So that you can plug in Substances outputs maps directly in CE and when you export the connections are already there and it renders PBR correctly. Base color, normal and Opacity are there already, so it would be like rearranging connections a bit and add a couple ones . What do you think CE people, is it something doable?
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09-13-2018
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It includes a bugfix, that deals with a crash that matches your description. Thank you Hi Thomas, thanks for the reply! Do you mean there is a solution?
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09-12-2018
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Hi David Wasserman! thank you so much for the assistance I have a question, which I tried to exemplificate in the above image. What I am trying to achieve is to have a specific percentage of large lots inside a single Block. So basically have less huge buildings and many small buildings, completely excluding middle sized lots and accordingly to parameters I set. The default irregularity parameter creates a very even result instead which, it seems to me, is not very representative of how cities are structured. I would LOVE for additional controls to be introduced o the dynamic subdivision stage. If I understand, you are suggesting to use python to have each block be subdivided with different parameters, correct? But this won't change the distribution of huge and small lots inside the block itself right? It will still produce an even distribution of small medium and large lots like in the left example I fear 😕 Question 2: Set up a define first edge routine. It should at least establish inner/out lots. This crude, but might be easier to program. # set street parameter 'streetWidth' on segment 'ShapeFile Segment 3148' to 20 Can you elaborate a bit more on this step? How can I tell CE to define Inner, outer, corner and streetwidth exactly as in the dynamic subdivision procedure? If you set thestreetwidth parameter of the lot to an arbitrary "20" it will not be a mirror of the width of the street nearby right? It will just be a 20 no matter what correct? How does CE gets the streetwidth from the nearby street segments to the lots? I greatly appreciated your help BTW Thanks Abele
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09-12-2018
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I see that there are these 2 commands in python CE.subdivideShapes CE.computeFirstStreetEdges Does it means it is possible to create a custom block to lot dynamic subdivision (using if, ifelse end else conditions) and than compute the streetwidth of each lot? Does CE.subdivideShapes calculates which lots are inner outer or corner and the street width? Or if it does not, can these elements be calculated for each lot? I am trying to wrap my head around python, but to say I am a beginner is being kind. Any help would be massively appreciated Thanks A
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09-09-2018
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Hi When I'm subdividing blocks Dynamically from a street network.. Is there a way to specify a portion of lots whose area will be kept larger,so that I can assign larger buildings rules to them, like parks, churches etc? I'm doing a fantasy city, there is no real world data involved. For instance, to tell CE to keep 10% of lots bigger than 100 square meters and with a side bigger than 8 meters, keep 5% of lots bigger than 70 square meters and smaller than 100 sq m and with a side bigger than 6 meters and smaller than 9 and the rest bigger than 35 sq meters and smaller than 77 sq m and witha side bigger than 3 meters and smaller than 6? All of this, and this is important, keeping it dynamic, so that the streetwidth attribute is kept in each lot and the lot remember if tgth are inner, outer and street facing. I tried using CGA to subdivide the lots and it does the job, BUT the lots forget if they are inner or outer or corner and they loose the streetwidth attribute, which is fundamental. I'd be happy to subdivide in cga if there was a way to keep these information in the final lots. I don't know anything about python,but maybe there is a way? Wouldn't it be a nice feature to add for a future release? Any help on this would be a huge help Thanks A
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09-08-2018
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Hi. I have the exact same problem! # EXCEPTION_ACCESS_VIOLATION (0xc0000005) I can select huge portions of my city and generate the models ok, but it does crashes after 2 seconds on others. If I generate the models one at a time it works, if I select the SAME models all together it crashes . Any suggestion on how to solve this texture issue? Many Thanks A
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08-07-2018
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Hi David! I agree on the cobblestones! I think what could be really really useful is something that adds some irregularity and grunge to the otherwise very perfect streets of CE, and make them feel less perfect and more manufactured . For instance create streets that have not a straight "section" but a concave or convex one, like you see in Pisa or Florence. Often sidewalks are not necessary. I have been trying to create something similar and I noted down what the really tough points were:) Cobblestones should not appear tiled, the texture patch should be very big and have maybe have moss or dirt at the left and right edges, but work correctly with every street width (I am struggling to find a solution on this one). There should be the possibility to have unpaved muddy paths instead of cobbles for the poor areas maybe. Also could be amazing being able to setdress it with medieval themed things instead of cars and bikes (horses, barrels..), or find a way to create some border irregularity trough a dirt map that doesn't look tiled. Stone stairs and old bridges could appear when the street angle is steeper than a certain degree (I did that in the rule that I am writing mimicking the one from the link you posted) and roundabouts could generate squares with simple wells, fountains, stalls or statues. These are just thoughts I have about my personal work, but if you could insert it in your project it would be a total blast I think! In any case, your job is absolutely brilliant. Thanks for sharing it! Cheers A
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07-30-2018
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This is such an amazing rule set Thanks for making such a great work available to all of us. Did you ever consider a medieval street version? Like creating streets that would fit in ancient Rome or any pre-asphalt setting?
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07-30-2018
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Very clear Cheryl! Thanks a ton! Could be useful to have a separate UV set for dirt, just as a suggestion
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06-28-2018
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Do NOT assign more than half of your system memory to Java. A question from a not very technology savvy guy: I have 48 GB of RAM, how does it translate as a safe limit? 48/2= 24 Do i have to multiply it by 1000? 2048, 4096, 8192, 16384, 32768? Would you mean do not set it over 24.000? I have a big big scene and ATM I get the Purge memory messages, so I would like to use the best settings Thanks a million A This is what my CityEngine.Ini configuration settings says -Xms384M -Xmx6G -XX:MaxDirectMemorySize=64G -Xincgc -XX:+UseCompressedOops -XX:TieredStopAtLevel=1
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06-24-2018
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Hi. Is there a way to apply a dirt map to a street segment rule on a different UV set (1) than the color Map (0)? Like it's usually done with buildings facades in the cityengine tutorials. I'm trying to have a tiling cobblestone pattern function as the colormap multiplied by a dirtmap scaled much larger so to hide the seams (projected from the scope.xz and tiled max (scope.sx, scope.sz)). I read that the streets have 3 UV sets only and they work differently from the 5 sets of the blocks. Is this procedure still a possibility given this difference? Thanks A.
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06-21-2018
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Hi Thomas First of all thanks again for giving me the script back in October!. I had to take a break from the project until now but finally I arrived to the point where I can implement the script you gave me. Right now I select my script network and then I run the script you gave me (which I saved as .py using the create Pyton Module) pressing F9. But instead o scaling by half the street width, the whole street networks get all jumbled up in a knot. It s the first pyton I run so I am definitively doing something wrong. Any help you may give on the subject would be greatly appreciated Thanks A
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06-13-2018
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I understand Would you know if there is a way for a face to know the uv "height" of the one immediately below? Than I could write a rule translating each face of that amount. Cheers A
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06-04-2018
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Hi Cheryl I'm not in front of my station right now but I remember I managed to get the continous UVS in the blue case by applying the project UV before the recursive split and scale rule. At least in the Gable roof case. I will find the rule and past it here asap. For the green case I was hoping there was some way to precisely translate each uvs on the v axis of the height of the precedent lower roof section UV height so that they all get placed exactly one after the other on the v axis and centered on the u axis in a continuous way. I don't know if it makes much sense but that's what I would do in Maya with a seam uvs operation. Thanks A
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05-29-2018
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| Title | Kudos | Posted |
|---|---|---|
| 1 | 10-01-2018 10:28 AM | |
| 1 | 09-12-2018 06:30 AM | |
| 1 | 09-25-2018 03:24 AM | |
| 1 | 10-01-2018 03:14 AM | |
| 2 | 09-13-2018 03:56 AM |