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Hi all! I am creating a medieval city. I am trying to break a bit the perfect structure of the CGA basic roofs and curve a bit the surfaces (think of a Chinese traditional building for instance). Right now my workflow consists in a recursive CGA rule that splits the roof on the vertical axes and scales the upper portion of a given factor, and then repeats the whole thing a couple of times. I like the result a lot but the problem comes when is time to texture the thing. If i project the UVs before the recursive rule (blue example), the UV get progressively distorted vertically. If instead, after the rule, I comp split the different roof sections in faces (purple example) each face gets undistorted UVs but overall the UVs become discontinous. I'd like to find a way for the curved planes of the roofs to have a single UV "flow" (like in the green example). Can anybody suggest me a way to obtain this result? of if there is a more efficient workflow even better! I'm trying to obtain it using CGA without importing a premodeled geometry from a 3rd party software, so that the rule can be applied easily to any base shape. Thanks A
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05-22-2018
07:33 AM
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Hi all. Can someone help me understand what "Normalize UV" exactly does and how does it differ from "Project Uv"? normalizeUV operation—CGA | ArcGIS Desktop In the cga online guide they are described in almost identical fashion and I'm not able to understand what and why this operation exists. They are both called Project Uv. Only the normalize UV one has 2 additional parameters What are the the normalize mode and normalize type parameters? Any help would be greatly appreciated Thanks A.
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05-19-2018
05:35 PM
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It works! With FBX, Maya uvsets are correctly used! Thanks
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05-08-2018
06:24 PM
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Ok good to know! So my next question is, does the "i" insert operation reads FBX files? Or only DAE or OBJ? Thanks :}
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11-11-2017
05:35 PM
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Hi all When exported from Maya, a Collada/DAE file is able to keep any multiple UVSets generated in the software, while instead exporting a OBJ does not save this information. As proof of this, when re-importing a DAE file in Maya, it reads the multiple UV sets again (although it looses any custom name given to the set and calls them "map1, map2, map3, map4, map5".. and so on). Problem is, and I guess I am doing something wrong, I can not get City Engine to "see" any of these UVsets a part from the basic 0 one used for the color texture. As an example, I have exported from Maya a simple UVed cylinder that I will include below, that has 6 UVSets, all identical, and I am trying to run this rule below to have the color map and the texture map refer to the set 0 and 2 which will be tiled differently. Right now the set 2 is not recognized as if it did not exist and the default set 0 is used in place of set 2. This behavior accordingly to the manual happens when City Engine does not sees any multiple UV set. Is there something I am doing wrong in the export from Maya? The UV sets are there. Must they be named in a specific way to be seen by CityEngine? Maya seems not to remember the names given internally to the UVsets when exporting DAE. What can I do? Any help would be appreciated! Thanks const Cyl= "models/Primitives/Cylinder/Cylinder_02.dae" Lot--> extrude (13) InsertCyl InsertCyl--> i (Cyl) CylTEX CylTEX--> tileUV (0,1,1) texture ("builtin:uvtest.png") tileUV (1,'2,'1) tileUV (2,'2,'1) set( material.dirtmap, "builtin:uvtest.png") X
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11-01-2017
07:20 PM
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Hi here are the files and some snapshots of Maya and CE. Case 1: I modeled a simple low poly bridge in Maya and exported it as OBJ and DAE (Collada) The OBJ imports with some mistakes, like some missing faces, while the DAE imports like a cube. Case 2: I modeled a low poly Tower and exported it as OBJ and DAE (Collada) The OBJ imports perfectly, while the DAE imported shapes misses several faces.
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10-23-2017
06:13 PM
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FANTASTIC! Thank you so much this is really useful!!!
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10-23-2017
12:08 PM
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Thanks Cheryl, I'll try this tonight! As a curiosity, wouldn't set the seedian to a random value like this attr height = rand (1,10)
Block -->
split(x) { ~1: Lot }*
Lot -->
set(seedian, rint(rand(1,100000)))
extrude(height)
produce the same effect, and allow the whole shape tree to be different from the neighbour one even if they are grown the same block? Otherwise I have no idea of what setting the seedian to a value could be useful for. Also let say I want each of the houses have a different texture, like one is bricks the other concrete, the other is wood. If I use the technique above mentioned to texture the faces of a building would't each single face get a random texture without consistency (like front facade wood, back concrete, sides bricks for instance) and so on for each buidling? What I am trying to obtain is each building from the same base block having its own material
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10-23-2017
11:59 AM
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Sure thing On this note, adding a operation to duplicate a existing UV set in the different channels would be totally cool
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10-23-2017
04:56 AM
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" With regards to collada, there could possibly be some bugs. Would you be able to post one of the collada files that appear broken?" I will as soon as I get home I'll post the same OBJ and collada "If you just need the same UV set in each layer, it seems like you can rely on these defaults and use objs." The problem is that in my workflow I import a file with different shading group assigned per material (stone_SG, metal_SG, Wood_SG, RoofTiles_SG), I then comp split it by material name in CE and assign a random Texture to the new shapes according to the material using the UVs it has. The problem is that for this to work the color.map needs to be tiled several times (TileUV (0,2,2) for instance,) but the dirtmap ( a leak texture) doesn't need this treatment. Once I use theTileUV (0,2,2) operation though, this tiling get copied into the dirtmap and the dirtmap gets tiled too which is not good.
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10-23-2017
03:09 AM
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Hi I am trying to precisely control the subdivision of the inside area of a block generated with "offset subdivision" ,the one that responds to the InnerLot start rule. Specifically I want to create big areas for parks and squares (around 5%) and for the rest instead have very small lots for tiny houses. The base parameters in the "offset subdivision" don't give me the control I need as they tend to even out everything so I thought about using a recursive splitArea operation to split the inner portion myself with greater control. 5% of the lots will stop subdividing when they reach a "ParkMinArea" and the rest will continue to split until they reach a "HouseMinArea". It works but there is a major problem I ca not resolve: All the Lots I create are still connected to the original main shape and that means that attributes and constants are giving the same results for all the buildings created on the inside area from that same original inner space instade of variate per building as I hoped they would have. That causes all of them to have the same aspect instead of being able to have each one his own "personality". I tried to set the seedian to a random number RSeed = rint (rand(1,10000)) set (seedian, RSeed) for each of the final base shapes but it does not work. Isn't this what setting the seedian is supposed to do? If someone does know what I am doing wrong or can give me a hand I'll be very grateful Many Thanks PS: My alternative plan is to assign a "Park" label to a random final small shape (one every 100) and use a mindistance contextquary inter operation to NIL all the faces in a certain radius from the labeled shape to generate the empty space I need. But it is a heavy calculation so I would prefer avoiding it if possible.
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10-22-2017
07:04 PM
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Hi all. In my workflow I import some geometries from Maya to create more complex shapes. Since I need multiple UV sets to use dirt maps properly I can not use the obj format which only supports 1 UV set. That leaves me only with the collada format option. Unfortunately when I import collada files the models appear "broken": faces are missing especially when there are pointy ends, like spikes, or around UV seams. This doesn't happens with objs I noted. Is there something I'm doing wrong? Something I should fix? Otherwise is there any way in CE to duplicate 1 uv set into the other ones? Then I could just use objs I guess. Thanks
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10-22-2017
11:13 AM
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Would be a great and useful improvement to be able to know the full size of the street and not only the center portion
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10-22-2017
11:05 AM
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I understand thanks for the information! Provided that I know nothing about Python, would it be possible to use it to work around this issue? I could try to learn it in case Thanks again
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10-17-2017
05:34 AM
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Hi all. Question: I created a street network by hand replicating an old map of a medieval town, some streets are wide other are very narrow. Then I grew secondary streets on it to add complexity. I now figured out I made the whole things way too big, because when I try to create shapes for lots on a real scale City Engine crashes. I guess it's too many geometries for my computer. City is supposed to be 20 miles long and 6.5 wide but I don't think this size is handable so I thought about reducing the overall size by half. Is there a way to scale down the whole street network keeping the streets in proportion? So that the street width and sidewalk width are scaled down too? Or maybe I'm doing something wrong and a 20 Miles * 6.5 should be doable.. Any advice is welcome Thanks
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10-14-2017
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| Title | Kudos | Posted |
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| 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 |