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I figured that much Tossing away all the building rules and street network layer sped the prefetching up by a few minutes (removing the terrain did almost nothing) but I obviously can't remove these. Adding a good chunk of the rules back also didn't make the prefetching time shoot up as much as expected. Prefetching is also faster on subsequent openings of a scene after the initial import (regardless of the version the project was exported from), so I guess something (cgbs?) gets cached somewhere? I guess there's no log written detailing the prefetching process?
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03-29-2016
02:49 PM
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0
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640
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I'm trying to change an attribute in a bunch of shapes and then generate all the models at once after the shapes had their attribute set. However CE generates each model separately while running through the loop, resulting in a rather slow process. Can I somehow prevent this? My code: shapes = getObjectsFrom(ce.selection, ce.isShape)
for shape in shapes:
ce.setAttributeSource(shape, "/ce/rule/someAttribute", "USER")
ce.setAttribute(shape, "/ce/rule/someAttribute", "hello")
ce.generateModels(shapes, False, True)
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03-29-2016
02:29 PM
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I tried the rectangle extrusion but the pipes "break open" on vertical curves. I guess I'll try inserting elbows or ball joint objects and see how that goes.
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03-29-2016
02:17 PM
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0
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1
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622
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Writing this blind so it might not work, but I'm pretty sure it should: @Range(0,360) attr r_y = 0 RandomCar --> rotate(abs, object, 0,r_y, 0) center(xz) LumenRT.Vehicle(LumenRT.GetRandomCar) (Who removed the code formatting option? )
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03-22-2016
03:08 AM
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1
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1
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846
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I have a rather large project with hundreds of different quite lengthy rule files (loads of switches and cases leading to different modelling and/or textures) that generate complex facades. In addition to that the scene contains hundreds of trees (one rule, analytical) and a semi-complex street network (rule: street constuction). On top of that, the project was made across different CE versions by a bunch of people. When I import the project and try to open the scene, CE hangs at "Prefetching Data" for up to ten minutes before the generating starts, or gets stuck. Obviously this isn't very great. What's the culprit? The shape/object number, the facade complexity, the rule complexity, the project originating in an old version, or all of these? Can I somehow see what exactly is being prefetched?
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03-21-2016
08:59 AM
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0
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2
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2586
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I'm trying to make pipes from lines. It would probably be easier to make them elsewhere and import, but I'd like to do it in CE. I tried to use the graph layer and inserting a cylinder object but it's pretty messy - modifying the street construction rule would probably get me somewhere but I figured I better ask first.
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03-18-2016
11:59 AM
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0
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3
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3139
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Seems fine, are you sure you didn't turn off the models? It's the black house icon on the viewport (not shown in the screenshot ).
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03-18-2016
10:37 AM
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4785
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In the viewport view settings it's possible to switch the navigation info to decimal degree. Is there any way I can do the same with the data I get from ce.getPosition with Python? The navigation also shows the cursor position, can I somehow access that as well?
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03-14-2016
04:16 AM
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0
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0
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2018
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I played around with making a solid terrain a while ago, this was my rather janky result. The basic idea was to triangulate a shape then align it to the terrain, grab the lowest part's y-pos and subtract the current part's y-pos + x to extrude downward. Top it off with a thick plate from below and then slap an aerial image on top of that. If someone wants to know more, I'll try to remember the steps
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03-11-2016
04:23 PM
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2
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970
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See gif below. I split a shape in a grid pattern, extrude the red opaque blocks and top them off with the transparent blue ones. However this randomly causes some darker blue patches, even without updating the seed. Can I somehow prevent this? (Drop the attached rule on a ~50x50 shape to test)
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03-11-2016
01:14 PM
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2
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2096
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Here you go. I stuffed this in a loop to go through a bunch of layers and check if the models in them touch other stuff.
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03-11-2016
01:00 PM
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2
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1388
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Thanks for linking the reference, I completely forgot about the options. Setting synchronous to false did the trick.
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02-17-2016
02:04 AM
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0
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2
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1388
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Dang, it's still not 100% right. The buildings don't generate if the models are deleted. I tried putting ce.generateModels(VisibleObjects) under the block at line 48 (# set generate attribute for visible layers), but running the code just locks up CE. Any idea why that might be?
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02-16-2016
04:30 PM
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0
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4
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1388
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Thanks, but I'm not looking for the entire split count, just the number of the last one that triggered the touch(). So split.index 3 in the example. Obviously I can't tell which number it is when I use the rule in multiple buildings with different elevation.. If I change the rule to this: TouchCheck -->
case touches(inter): Touched
else : NotTouched
Touched -->
print("Touched, "+split.index)
NotTouched -->
print("NotTouched, "+split.index) I get this ordered output: Touched, 0
Touched, 1
Touched, 2
Touched, 3
NotTouched, 4
NotTouched, 5
NotTouched, 6
NotTouched, 7
NotTouched, 8
NotTouched, 9 so I thought maybe there's a way to catch that last "Touched" split.
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02-16-2016
03:51 PM
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0
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