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Hi Steve, Thank you Steve! This looks like a directory issue, and I have seen it before. Judging by the partial rotations of each box this is very likely the tree library...The street rule tries to refer to the ESRI.lib tree rule and its related assets. If that connection cannot be established for some reason then the rule cannot insert them. Relevant code: ##################### #Tree.Generateed Rules # ##################### import Tree : "/ESRI.lib/rules/Plants/Plant_Loader.cga" # Taken from ESRI.lib and uses its assets. Keep this in mind when using rule. Is there anything different about your ESRI.lib folder/files? Did you make any changes? Do what happens with things like planters and other assets that are in the complete streets assets folder? (In bike lane buffer type go to planters, and make sure the buffer width is >0). For now turn the tree1 Percentage attribute down to 0 so you can look around the scene for other issues. If the boxes go away then it is definitely the trees. (Also make sure that Tree2 is set to none...I forgot about that.) Kind Regards, David
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01-06-2015
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Hi Michael, Chris is correct in his description, and this is the best way to get shapes to align to your terrain. The Align Shapes to terrain function documentation however has several options which are described here. Once you align shapes, often depending on the method you select you still might need to make changes to the terrain so that it matches your shapes. The way to do this is the Align Terrain to Shapes Function. This also has useful attributes in that will till you how much Cut and Fill was required to changed the terrain to match that of the shape at its current alignment (if it is relevant for your project). Hope this is helpful. David
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01-06-2015
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I have edited my response to be more specific. I understand that it is not used to find the shortest path between two points, but if someone is using CE I was assuming they might be interested in potential workflow integration between ArcGIS and CE.
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12-29-2014
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Hi Brian, This seems like an interesting project, and my inner planner definitely sees the potential for GIS and CityEngine to provide scenario building capabilities for such a project. If you are interested in transportation elements we recently released a complete streets example that might have some rules of interest when you start your project. The one I developed was the Complete_Street.CGA rule. It might help with some basic treatments like creating high visibility crosswalks, providing street trees, providing street furniture such as benches to provide places to sit, and represent many multimodal components for streets including bike lanes, buffers, bus lanes,medians, and on-street parking (with parklets). If you want to look at streets closely in your project and want to use this rule, I am available to answer questions about it. Project Link: http://bit.ly/Complete_Streets Kind Regards, David Sample Renderings:
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12-29-2014
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Hi, While the ArcGIS network analysis tools themselves do not exist in CityEngine, some network analysis tools do exist CityEngine that can analyze the Global Integration, Local Integration, and Inbetween Centrality of a network and allow a user to base design decisions on that information. To be clear this is a very limited set of metrics, and not as robust as NA because they are segment based calculations and not capable of any other network operations (such as service area calculation,routing, or others). * If you want to make design decisions on roads or buildings in CityEngine based on an analysis you did in ArcGIS using NA or other extensions* you have two main options: Summarize Analysis Results to Attributes in Imported Base Shapes: This means depending on the results of your analysis on buildings or street segments, make sure the imported data has attributes determined ahead of time. Shape Sampling from the Analysis: Either sample data from overlapping shapes or a raster layer. This can be traffic volumes, transit accessibility maps, service areas, or even residential density rasters. Check out the details for sampling though. For more information on Map Layers check the Help documents. I hope this is somewhat helpful. Kind Regards, David
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12-29-2014
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Hi Luiz, This is great! Thanks for sharing. It took a while to download, but it was worth it. Let us know how using it your project works out. Look forward to seeing the street rule in action. David
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12-16-2014
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Yeah I think I might have been stretching what is possible. I think Matthias might be right and it might be best to use another tool. I still think there might be potential for classifying the raster and making new polygons (less intense on CityEngine more work put on ArcGIS). Again though, never tried these. I was thinking about the problem more this morning and thought about 3D Analyst as an option... Kenneth would just making a TIN from the raster, exporting it to multi-patch and importing it into your scene do the job too? See 3D Analyst Functions below (I have never used the interpolate polygon to multipatch): Raster to Tin Interpolate Polygon to Multipatch You could then apply basic rules to the multipatch like coloring them and such. However it is possible to texture them too using the Comp functions that take angle into account. vertical, horizontal, aslant, nutant: The y-normals are analyzed in relation to the xz-plane of the current shape's local coordinate system. The the angle between normals and xz-plane is used to classify the components as follows: The exact ranges are (in degrees): horizontal: ]78.75, 90] aslant: ]11.25, 78.75] vertical: ]-11.25, 11.25] nutant: ]-78.55, -11.25] horizontal: [-90, -78.75] This is in fact how Chris Wilkins Building Shell Rule works that is in the Complete Streets Example. Again I am suggesting things I have never tried. Sorry about that. It is an interesting problem. David
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12-12-2014
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Hello again, So I tried making a new project folder and moving a copy of the street rule into it. I did 3 things: Move the Complete_Streets Assets to the new project assets directory (highest level). Move the complete street rule to the rules directory of the new project (highest level). Grew a street network and applied the rule, and created trees and bike lanes to check a few things. Let me know if this works in the new project. If not, send me the project and I will take a look. We will get you going with this. David
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12-11-2014
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Hi Luis, This might be a problem outside the scope of the street rule itself. Try making a smaller selection for now? See if you can do a web scene with the street rule with a small grown street in a new scene (like 15 segments tops). Let me know how it goes. We would love to see an example web scene. David
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12-11-2014
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Hi All, I wanted to let the planning and design group know about a new CityEngine Complete Streets Example. In this example, San Diego serves as a template for showing how Esri CityEngine can be used in transportation planning efforts and to help communities envision different relationships between the city and its streets. I was hoping this group might be able to provide feedback or would be interested in this project. Attached are some renderings of streets created by the new street rule. Download the 2014 example here: http://bit.ly/Complete_Streets Download the 2015 example here:http://www.arcgis.com/home/item.html?id=863f4e7139314101a5cee1d7cde079d9 For those interested, there was an update to the complete street rule upload on January 6th ,2015. It includes a large number bug fixes and the addition of variable width bus lanes that can also appear curbside. Take a look. Kind Regards, David Wasserman
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12-11-2014
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Hi All, My name is David Wasserman, the urban planner/programmer that wrote Complete_Street.cga that is featured in the Complete Street Example. I was hoping that if anyone had any comments on the rule or suggestions for changes/features/bug fixes I wanted to provide a forum for that on Geonet. So say what ever comes to your mind, but I would prefer constructive feedback. This could be a forum where everyone could provide input, discussion, and hopefully create a better rule. If you want to discuss transportation/parking/urban planning rules generally for CityEngine consider hitting this thread first. I have attached some example renderings for those unfamiliar with the rule and its capabilities. In addition, there is now documentation for the rule available for download here. It is still pretty rough, so feedback is appreciated. In addition to the documentation, there is a new version of the rule posted about here, feedback would be appreciated. In addition, this is also an ok forum if you are having problems with the rule. If you comment on here, I get buzzed. In the numbered section below I will recount a short summary of problems discussed in this thread. Kind Regards, David Wasserman PS: If you do anything with the rule or want to share a rendering you made (a nice one), feel free to share your images/experience. Discovery 1: Webscene issues that were worked out pretty easily, small webscenes work typically better. Discovery 2: Street rule is not compatible with CE 2013. Its Crosswalks Depend on 2014 UVSpace options, and there is not an ESRI.lib file for 2013. Rule is designed for and works best with the most recent version of CE (2014). Discovery 3: For road segments to snap, you must make sure they are apart of the same layer. Merge layers if you have snapping problems. Discovery 4: Short road segments are hard for the street rule to handle at times. A few work around with short segments include: Change crosswalks and stop types to none, making the CrosswalkBegin/End attributes a negative number, manipulating nodes to be longer, or deleting unnecessary nodes to create longer street segments (use simplify graph tool) (Thanks Steve). Discovery 5: A discussion about curb extensions and how to make them albeit an unorthodox way is both below and on this thread. Discovery 6: Bridges have a minimum height requirement to generate (structure just does not make sense below a certain height). Also if you want Piers to appear regardless of Occlusion settings use On, Show All Piers. If it still does not work try: Making a new segment to test the rule one, restarting CE, or re-importing the road layer and starting again. Discovery 7: When cropping or re-sizing your aerial for your CE project chances are you will need to georeference the image to your geography or another aerial. Georeferencing an aerial in ArcMAP will take on the ArcMAP scene projection but that is not enough. Be sure to use the "Project Raster" in the Toolbox and this will ensure proper scale and placement for your CE scene. Discovery 8: Mapped Attributes: IF you map the streetWidth or sidewalk street parameters, and you want to adjust them after the fact you must change both the mapped object attribute AND the shape parameter. See responses below for details. Discovery 9: Handles - Recent editions to the rule in 2017 have started to support handles for traffic lights and streetlights for more custom edits that were typically reserved for photoshop. If you have any suggestions for handles please add a comment. _________________________________________________________________________________________________________________ Notice: 1: There is a 2015 Version of the Complete Street rule. There was a bug in the street rule that did not make it work in 2015, and in this version of the rule the bug is fixed. It should work in 2014 as well as 2015 versions of CE.
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12-11-2014
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Hi Kenneth, This one interests me I was thinking about how you would convert the classified raster cells to polygons. I think you would need to pick the number of groups carefully, and determine how you want to classify them (you create groups or the computer helps with one of the classification algorithms such as natural breaks). Once you have these cells you can convert them to polygons, I think you can use Union to "Fill Gaps" when you uncheck a certain parameter (never tried might need a buffer hack or editing). You want every polygon to have no holes because then when higher up shapes collide with lower shapes during the extrusion the occlusion functions should make snug connections (punch through a little bit though). You will have a few start shapes from this, and they would either need custom texturing rules or some other functionality to make it seem like they are part of a single building. These are all wild shots...I have abused rasters before but not like this suggestion. David
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12-11-2014
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HI Kenneth, If this is a Raster from Lidar, the work around I would suggest would require some raster processing. What I would suggest is either doing some reclassification or statistical processing to create new polygons. So the work flow would be to reclassify each so that each change in height creates a new set of raster cells with the same value. When you have these raster cells of the same value, you can convert them to polygons and keep their height attributes. I would then extrude the new polygons downward until the occlude with the shapes below (assuming you fill polygon holes, you can collide with terrain to I guess). Then I would treat each shape/model as something that needs to be textured in a similar way to the rest of the building. This will increase the start shape count, but it could...maybe represent this. This is just a throw away idea. Another way to do this is to treat the base shape as a raster in CGA...This will be brutal to process but I am literally suggesting creating a raster splitter where you split horizontally and vertically in equal measure (same size as your cells perhaps? ), and then sample the heights directly from the raster and each shape should extrude in a blockly way to the value you want. It will not handle angles as well as the solution I mentioned above might, but it might be faster. These are definitely hacks (that I have never tried), and I think Matthias is right doing pure CGA splitting could be tedious, but maybe there are options when used with ArcGIS. David
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12-11-2014
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Hi Ionut, The main assumptions directory wise the Complete_Street.CGA rule has are that: The complete streets asset directory is placed at the highest level of the assets folder. ESRI.lib Plant_Loader is correctly imported from the ESRI.lib location. In your image...I think I see underlying splits, but no assets connected to them. I can only be so sure based on the image though. I agree with Chris, and suggest trying it from the same project first. David Wasserman
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12-11-2014
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