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Hi the XX, should be replaced with the roof height, from eaves to hip. / Kenneth Lindhardt -- +45 61 22 59 19
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11-21-2016
11:39 PM
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That’s awesome, Works perfectly so thank you ☺ / Kenneth Lindhardt -- +45 61 22 59 19
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11-21-2016
10:24 AM
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Thank’s that will work in some cases, but only if you got a completely square byilding, as soon you got something sticking out, or an angled corner it won’t work. Is that correct? / Kenneth Lindhardt -- +45 61 22 59 19
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11-21-2016
04:48 AM
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Hi Guys, I find the new function Value type byHeight in roof creation very useful. I was a little sad that I did not recognized that the possibility to rotate the roof by it’s index didn’t work when you use byHeight. Is there any other way to rotate the way CE calculates the slope side, by rotating the scope or something? Right now my roofs are calculated almost perfect, but I need to “rotate” them. No problem if I had the angle. Could it be possible to calculate the Angle, by what the byHeight created and loop it back and use the angle instead? Any good ideas on that? Thanks
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11-21-2016
01:46 AM
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Hi Thomas, thank you for the answer. It really helped a lot. My late reply is not be course I did not appreciated your answer, I simply wanted to have some time to create something that could illustrate my plan. So the idea was to have a catalog of materials to choose from, and see them visually in CE, then quickly assign the desired material to a building. I haven’t had that much time, so it still needs a lot of work, but my testing passed, and I just need to make it shine from now on. First you create your building rule, and link to the textureSearch.cga. Her I’ve created a beautiful cube. When I enable the ShowMaterial attr, all my materials get shown next to the building. Let’s say I want material number 8. The I type in 8 in MaterialNumber, and because I use the same logic in the Building rule and the material rule, it will match on the building. Just another example on how everything seems possible with cga, You just need an idea some knowledge and some help. How useable this will be at the end, time will tell. But I expect incorporating the workflow into all my rules. I have this huge library, with almost seamless textures, and I never use them because there was an overload of materials, and it took forever find the right one. In the passed I googled “Brick Texture” Now I think I can make use of my “pro“ materials, and even filter by material type. The cool thing is, that I got my bumpmaps, right next to the texture Cheers!
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10-11-2016
01:00 PM
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HI, it seems that you are creating double shape upon each other . In your Up rule you are creating the same shapes two times, by creating a Reporter and roof. Delete Reporter…
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10-03-2016
07:03 AM
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Hi, I’m trying to create a little hobby project. The background for this is that I have a lot of textures, and no order in those. So my idea was to link a texture finder rule into all my other rules, and when necessary activate a plane with all the textures matching my filesearch criteria, and a annotation below that I could use in the main rule to texture my models. I created a primitivequad, that will have the sqrt size of the total number of textures in the filesearch. The I’ve splited it up in the x and z direction. That would bring me a grid, where I need to assign different materials to each one. I redefined the Index of my splits so it will keep growing, so if the last split in the X direction in the first split of the Z direction will end up with Index 10 the first split in the X direction in the second split of the Z direction will be 11, and so on…. Okay… I can do a listItem on a string from a fileSearch, so let’s say the I have a spit with a value of 10, I would like the the 10 th texture in the listItem, comeing from the fileSearch to be assigned to that Index. No problem there, if I create a case for each Index, but I need that to be a recursion, and now the chain is broken. I think I’ve tried to put this together in every different ways I could think of, but maybe I’ve stared my self blind on it. In my rule the Selector is the definition of which number of texture it should take from the list, the Number is the Index. So in case the number equals the selector map the texture that has the same index/Selector value as the number. Else go back to the same rule and raise the Selector value with one, until there is no more splits == Selecto > ListSize : NIL Maybe this is cryptic writing , but hopefully it makes sense: PS: I know that the current recursion will not work attr ListSize = listSize(fileSearch("Textures/*")) attr ListSearch = fileSearch("Textures/*") Start --> primitiveQuad(ceil(sqrt(ListSize)), ceil(sqrt(ListSize))) SplitX SplitX --> split(x) {1 : SplitY(split.index)}* SplitY(IndexOne) --> split(z) {1 : Shape(IndexOne,split.index+1,split.total,1,1)}* Shape(IndexOne,IndexTwo,Total,Iterations,Selector) --> //print(ListSearch) Next(IndexTwo+Total*IndexOne,Selector) Next(Number,Selector) --> case Number > 1000 : NIL else : set(material.colormap,listItem(ListSearch,Number))projectUV(0) Next(Number,Selector+1)
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09-21-2016
11:35 PM
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If I understand you correctly… I would do it like this Street --> i(fileRandom("Towers/Tower_*.obj")) s(8.5,12.17,5.59) rotate(abs, world, 0, 90, 0) center(xz) #ParkingTower
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08-30-2016
06:39 AM
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The first issue is the generation of roundabouts at the street ends, is it possible to change the default roundabout generation to crossing? At the moment I’m selecting every end node, and manually change it. A soon as the streets are a little more complex, and because of the smart intersection, it will automatically change the line geometry. With an OSM import there actually is a lot of things not connecting probably, moving around and changing geometry. I would like to know how to minimize this. The CleanUp graph are moving those kind of conflicts to places where the street defiantly not should be. This lineset: Converts to this: The roundabouts and fail in intersection
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04-07-2016
08:19 AM
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Hi, yes, CityEgnine don’t support LIDAR. If you want to create the most accurate building geometry from LIDAR, you could create multipatches from the LIDAR Surface with ArcGIS. This will create a static geometry, that contains a lot of polygons and therefor it’s not recommended for larger areas, also the building will get very edged. What I normally do, is that I’m creating a slope raster from the LIDAR, and assign the majority of that slope to each building, with control points on each building footprint, I can get close to which rooftype that will match. Ex. If 3 control points in the center of a building, from gable to gable has the same height , but the facades has a lower height, then you have a gable roof, and so on. The control points are created in CityEngine, and imported into ArcGIS, for adding the information. As soon as you got the information, then you can use CityEngine to automatically generate low polygon smart models. It’s not 100 % accurate all the time, but simple roofs will get very close to the real thing. As soon as you have multiply roof geometries inside the same footprint, I see no other way than to split the polygon matching the different geometries, or use the LIDAR to multipatch, If you want the automated process. Esri Netherland has created an comparison scene, where you can see a couple of procedural workflows VS. Direct from LIDAR, and the hand modelled city model. http://esrinederland.maps.arcgis.com/apps/CEWebViewer/viewer.html?3dWebScene=303cc1648cb944e8bd36a854e921bed4
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03-16-2016
12:57 AM
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Thanks’ Thomas. I did remember the release note for 2015.2, and it has have not been an issue before. So this seems to be regarding that one picture, all other pictures works fine. At first I thought it was the image aspect ratio, but that was’ not the case. There’s nothing to that picture, that stands out from other pictures, not in size or pixels. It’s actually just a snip from my screen. Glad it has been resolved for 2015.2, and sorry for bringing this up ,but if any others are experiencing the same, now they now a workaround I can’t reproduce on any other pictures, so it must be an odd behavior with that one picture. I’m not even able to reproduce with another snip.
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12-21-2015
12:25 PM
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Hi, Like others I also have this issue, still ongoing on 2015,2. Here is the workaround I’m using. For some reason all of the images from the CityEngine examples works, (the ones I’ve tested). So by copying (not mandatory) one of those ex. /Example_Paris__2014_0/assets/FacadePool/145_1.jpg to my project asset folder, start the Crop Image tool on “145_1.jpg” and afterword’s change the source Image to the one you would like to crop. Then you should be good to go. Tested V. 2015.2
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12-21-2015
06:40 AM
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Hi. I have lots and lots of rooftops. That I've extruded down 100 meter a long the y axis. Since the roof has a slope, the bottom also has a slope.I would like to flatten the extrusion at terrain, or a polygon feature. If I could split all the extrude faces with height from water height 0, I could split them perfectly aligned. Could this be possible, or is there another method, like making the extrusion flat from beginning. The ens goal is to extrude the roof down to terrain and håbe a flat bottom. On my data arcgis 3d intersect and other things don't seem to work, so I'm turning to ce... Thanks.
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10-07-2015
10:56 AM
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By the way feel free to make the model folder available online, if you don't resolve this, maybe I can have a look tomorrow.
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08-26-2015
10:42 AM
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Title | Kudos | Posted |
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1 | 09-03-2014 06:03 AM | |
2 | 10-11-2016 01:00 PM | |
2 | 10-03-2016 07:03 AM | |
2 | 03-16-2016 12:57 AM |
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