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POST
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You could use primitiveCylinder() instead of importing a model, it's a bit more flexible.
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05-24-2017
03:12 AM
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0
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0
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720
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POST
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The rpks are just renamed 7z archives. If you're lucky you can extract the CGA but if the creator didn't include it, you'll only have a CGB in the /bin folder, which is a compiled CGA.
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05-19-2017
02:39 AM
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1
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0
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943
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POST
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If your shapes already have some sort of unique ID in their attributes, you could use those. You can access the height with scope.sy. If you don't have any ID, you could probably get away with using the seedian or better yet initialShape.origin.px. This example would print the building seedian and then its height (which is 5 here) in the console window. Lot -->
extrude(5)
print(seedian)
print(scope.sy)
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05-10-2017
11:38 AM
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0
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3
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5321
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POST
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Easiest solution would be to ctrl+f RoofFloor --> and redirect it to RoofPlane. Dummy the rest of the RoofFloor rule out or delete it. Basically, RoofFloor --> RoofPlane
xxx -->
21% : offset(-scope.sz*rand(0.0,0.35),inside)
(...)
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05-09-2017
06:37 AM
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1
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1
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1267
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POST
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The grid is at height 0, so if your terrain is higher, it's normal to be "up there". As for the streaks, turn off smoothing, somewhere in the image options.
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05-03-2017
08:05 AM
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0
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1
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1606
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POST
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Works fine for me. Maybe Text.cga was changed in 2016.1? Try replacing yours with my attachment.
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04-18-2017
05:22 AM
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1
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1
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1389
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POST
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Have you looked into @noUIupdate and ce.generateModels ( --> asynchronous)? Those might help as well.
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04-12-2017
01:35 AM
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0
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1
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1542
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POST
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Looks like this is not possible, generated models aren't triggered by the OBJ, only the other way around.
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04-11-2017
05:07 AM
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0
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0
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2959
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POST
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That's probably because CE is still busy with the first model generation. Try ce.waitForUIIdle().
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04-11-2017
05:00 AM
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0
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0
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1542
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POST
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Rightclick on the OBJ and import it through the dialog. Uncheck the "import as static model" option, then apply the rule to it.
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03-31-2017
05:41 AM
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0
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2
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2959
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POST
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Try @StartRule
Lot -->
innerRectangle(scope){shape : Ex | remainder : NIL}
Ex --> extrude(10) maybe center(AXIS) and primitiveCube(W,H,D) would be interesting as well.
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03-21-2017
06:53 AM
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0
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1
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1326
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POST
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Maybe you could use the split.index, like so: @StartRule
Lot -->
alignScopeToAxes(y)
split (x){10: Spli}*
Spli -->
extrude(split.index)
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03-20-2017
04:02 AM
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0
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0
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1755
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POST
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When the faces are triangulated like that it's usually imported.
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02-27-2017
04:51 AM
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1
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0
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1358
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POST
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You're defining SHAPE_Area as text. Either define it as float (SHAPE_Area = 0) or cast it as float later (attr buildingFootprint = maxCoverage *float(SHAPE_Area)).
... View more
02-25-2017
02:58 AM
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1
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1
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790
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POST
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CGA is unfortunately one-way. I think you could try a two-pass method using python, looking something like this: extrude the mesh straight downwards, so it at least covers the bottom-most building's floor. give the walls attributes: some height variable (let's call it myHeight) some kind of UID, if not already present write a cga rule that splits the wall every 0.1m (or smaller, depends on how accurate you want to be). Each slice then does an occlusion query and reports its UID if touched. This means every slice below ground will report back. write a python script to export the report and then pull the values back. Using the report you can now write the touch-height into myHeight: the UID value can be used to target the proper walls, the report count of the UID * your split height equals the (building-) height at which the building touches the triangle surface. Now that you have the touch-height permanently written as attribute, you can write a rule that uses myHeight as split value.
... View more
02-17-2017
08:44 AM
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