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Now, any idea how to change the file path of each facade in bulk? Do you use rules? I usually bulk-process mine in Notepad++.
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05-18-2016
04:08 AM
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0
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1
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2121
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I usually texture my roofs with the following rule, which textures them all using the basemap: RoofTextureFromBasemap -->
setupProjection(0, world.xz, Map_Size_X, Map_Size_Z)
set(material.colormap, Map_Path_Aerial)
projectUV(0)
translateUV(0, -Map_Offset_X/Map_Size_X, -Map_Offset_Z/Map_Size_Z)
scaleUV(0,1,-1) However I need to use the buildings in ArcGIS Pro and it's causing some trouble: leaving the rule as-is/exporting it as RPK doesn't texture roofs properly in AGP - the offset and resolution seem to be off exporting the buildings in Collada Format and importing them in AGP removes the textures exporting a building to KML works and displays (flipped) in Google Earth, however AGP simply tells me the file "cannot be used" without additional info. It's also rather large. exporting them to GDB (multipatch) and importing them in AGP works, however the file size ends up huge - roughly 100 buildings result in almost 5GB, which I'm pretty sure is due to the basemap being saved completely for each feature Now to the actual question I clipped the basemap in ArcMap using the building footprints (see attached image) and would like to texture the roofs using the world-aligned clippings. I think I went through all possible projection setups and scope aligning available, is it even possible to use the textures this way?
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05-18-2016
04:05 AM
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0
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0
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2752
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They represent R/G/B values, from 00-FF (= 0-255) in hexadecimals. You could also use 0-1, e. g. color(1,0,0) would be red.
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05-17-2016
03:25 AM
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1
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0
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1977
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I'm using a CityEngine rule to texture building roofs in an area, using a single aerial photo. When I try to use the rule (exported as rpk with the aerial photo included) in AG Pro, the texture is being applied as far as I can tell, but not properly - it seems as if the same bit is being applied to every building. Since it's not possible to change the attributes of a procedural fill layer on a per-shape basis like in CE(?), does this mean that this texturing method can't be used in AGP? (The projection's the same and meter-based). Here's the relevant CGA: RoofTextureFromBasemap -->
setupProjection(0, world.xz, Map_Size_X, Map_Size_Z)
set(material.colormap, Map_Path_Aerial)
projectUV(0)
translateUV(0, -Map_Offset_X/Map_Size_X, -Map_Offset_Z/Map_Size_Z)
scaleUV(0,1,-1) Screenshot(s), top CE, bottom AGP:
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05-11-2016
08:24 AM
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0
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8
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5926
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*.rpk files are just renamed *.7z archives - you can open them with 7zip. If you're lucky you'll find a cga file, unless whoever made the rpk didn't include it (cgb = compiled cga).
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05-11-2016
03:31 AM
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1
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0
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3673
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I'd like to use a GUI for some python scripts. Right now I'm using automation scripting to send commands to the pydev console to run imported scripts, which works somewhat. Unfortunately that requires changing the script every time I reopen CE because the Standard Widget Toolkit CE uses (?) assigns as far as I can see random IDs to the windows, meaning I can't use those for targeting - the windows unfortunately don't report any window title I could use either.
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04-28-2016
02:11 AM
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0
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0
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1633
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I never got anything dynamic to work with importing rules within CGA. If you want some randomness you could try something like this: attr RN = rand(0,1)
Lot -->
case RN > 0 && RN <= 0.1: Rule1
case RN >0.1 && RN <= 0.2: Rule2
case RN >0.2 && RN <= 0.3: Rule3
else: Rule999 You either import all rules into the main one and randomly access one of them, or you combine all secondary rules into one, and put that case instruction in the secondary rule... or you mix both. I had some hangups when importing a "large" (~20) amount of complex rules, so maybe the second approach would be safer. Also since the rand() function is determined by the shape seed (which doesn't change until told to) you have to update it (⌂+, or ctrl+shift+g) to see changes.
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04-10-2016
03:18 PM
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1
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0
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1379
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Unfortunately that doesn't work. Import paths are static. You could however use Python to write a specific CGA file for each shape (using its attributes, for example), save and assign it. Of course that leaves you with tons of CGA files.
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04-08-2016
06:49 AM
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1
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3
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1379
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Compressing a PNG by using color indexing, for example. Or do only dimensions matter?
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04-08-2016
06:30 AM
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0
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1
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2617
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Must be old code, that doesn't work anymore. It should be ~1: RollingStones.
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04-08-2016
06:26 AM
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0
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0
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754
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When you import the lines uncheck the graph options.
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04-07-2016
06:41 AM
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0
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0
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1011
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This should help you get started: Lot -->
#s(0,0,0)
center(xyz)
alignScopeToAxes(y)
i("assets/3D_City_Design_Assets/Street_Construction/lamps/lamp.02.parallel.lod0.obj")
#s('1,'1,'1)
#r(0,40,0)
center(xz) Mind the asset path!
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03-31-2016
03:16 PM
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2
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0
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2928
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You have to define it properly in the rule too, i. e. height ="", not height = 0, because then the rule assumes it's a float and won't connect to your str object attribute.
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03-31-2016
03:14 PM
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1
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0
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849
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No idea then. Try making a new project, or maybe you can upload some sample data?
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03-31-2016
02:55 PM
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0
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0
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4789
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Convert it to float: attr HEIGHT = ""
Lot -->
extrude(float(HEIGHT)) If you want to use a slider to adjust the height afterwards you can do this: @Hidden #optional
attr HEIGHT = ""
attr myHEIGHT = float(HEIGHT)
Lot -->
extrude(myHEIGHT)
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03-31-2016
02:46 PM
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1
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0
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849
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| 4 | 04-12-2019 08:20 AM | |
| 1 | 05-17-2016 03:25 AM |
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