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Tanks for the info. At this point what I did, is doing the job perfectly. Also when I split my gable roofs vertically, the vertical texture are the same as the one given for my facades.
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08-19-2014
02:01 PM
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459
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Sorry didn’t see the vertical option Roof--> roofGable(Angel_ler, X, Y) comp(f) {vertical:Tagpap | top:TagLer}
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08-19-2014
01:41 PM
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Hi, Could someone tell me how to create a texture on a gable roof. I can’t seem to figure out how to split it. I wan’t a roof texture on each angled part of the roof, but for vertical part of the roof, I would like the wall texture.
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08-19-2014
01:39 PM
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Thanks for your reply. It seems so 😉 I'm happy about it!
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08-19-2014
01:19 PM
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Got it, using the case Materiale == "Bric" : listRandom(fileSearch("assets/Textures/Brick/*.png")) instead of fileRandom, will assign only one picture to the building.
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08-18-2014
05:49 AM
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Hi, I would like to get a set of random textures to my buildings. All my building will get an attribute, so I know what kind of material I need to assign to each building. I would like to assign my rule to multiply buildings, and choose a random material texture inside my texture folders. Let’s say I got an brick building, it should randomly choose from 5 different brick textures. If I use a random search inside my brick folder, it will assign random textures to my tiles inside 1 building. If my folder contains 2 textures 1 yellow brick and 1 red brick, one building will contain both textures. That is not what I would like of course. How do I create my rule, so it would take random textures for each building and not each tile?
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08-18-2014
01:22 AM
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I was just exploring the London Example Scene: http://ow.ly/tfqKA found on the CityEngine facebook page. I�??ve never been to London, but I can tell that the roofs are spot on, from an orthophoto. See this is where I want to be, in fact it is much better than my first goal. Since this is an extract, from a larger model, I�??m wondering how they done that, without having to model every single roof. So with all my writing in this post, I could get it down to: �?? I got some free data available, and my goal is to get it close to the London example.
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07-01-2014
10:50 PM
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680
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DOH, seems kinda easy, will post an answer to my self later....
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07-01-2014
02:36 AM
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I was thinking about creating a rule, with the idea from the Paris rule. I got three information???s on every building in Denmark, I could use to determent my façade architecture 1. Building use 2. Date of built 3. Façade material I???m not going to use my building use, since it would make too many types of instances, 152 different types, before I assigned the date of built. So I???m going to stick with only a year and material. What I was thinking was to create 9 folders, for every material, and inside each folder there would be some textures equals to the Paris rule, where I take the year end divide it by 10. Is it possible to create a rule where it first would look for the prober folder, and then look for the texture jpg? Our classification is like that 110 is bricks, then it should look for the texture in the 110 folder. Searched the documentation, and forum, but couldn???t find it. Probably there also is another way around, so would be glad to hear any ideas .
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06-30-2014
10:07 AM
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Hi, Will start this thread, by saying that I�??m amazed by CityEngine. And love to be the one that are responsible to get this out to the public in Denmark. Just wanted to set things straight if my perversely posts haven�??t explained that probably 😉 I�??m still struggling on which workflow I should use, to create existing buildings in a area of interest. I told in an earlier post that we were receiving Lidar data with 40 x 40 cm of density in average. Those data will be free for everyone in Denmark, and of course I would like to use that data to create 3D content inside CityEngine. ( I know CityEngine don�??t manage Lidar) I mention before that I�??ve been working with GIS before, but BIM and 3D visualization is my core competence. So I�??m no GIS expert, but I do work together with a lot of GIS geeks. My problem is that I can take my building footprints, assign lidar data, and get the height at an attribute like we know from Redlands Redevelopment. But with 100 of different roof types, and even a lot of different roof types within the same building polygone, I�??m having trouble to see how I would create that. I do not see a straight line to follow, so I can build up a rule that could get even close to that. I�??m not talking about the prober facade texture for each building, but just to get the geometry right, or almost anyway. I have a colleague who is willing to help me. He have created multipatches from our Lidar data, and I hope that you guys have maybe another solution, or a way to clean out those multipatches. I have no trouble seeing how the building should look like, but I would like the building to not be that shaky. Any good ideas workflows? Am I on the wrong track or? Left attached picture is the multipatch in ArcScene the the right CityEngine
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06-27-2014
05:12 AM
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Hallo, At this very moment, we are scanning Denmark with high resolution Lidar. (See attached picture) I was wondering if it was possible to extrude my building polygons, a little smarter than I???m currently doing. At this point I???m using my Lidar to assign a Z value to my polygons. I would like to create a DTM and a DSM and then extrude my buildings between those two layers. That way my buildings would get the right slope of the roof. Then it could be nice to split the roof from the building, to assign textures to it. Could something like that that be a possibility. [ATTACH=CONFIG]34323[/ATTACH]
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06-03-2014
11:35 PM
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This is probably not the best way or the right way to do it, but I did a comp split took the front, and extruded it a little, and then my colors worked. I would still like to get this setup probably, but now my project can continue. Until next issue 😉
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05-28-2014
11:03 AM
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Will do next time, I just didn�??t know where I should start to setup the projection, I don�??t know where it was turned around. So I tried to do this just before I assigned the color, it didn�??t make any changes. Glass -->
setupProjection(0, scope.xy, '1, '1) projectUV(0) color("#FF0000") Shape
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05-28-2014
06:24 AM
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323
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I have a problem with my colors, normaly I???m able to change this with some kind of projection, I have been thru a lot of different settings, but only in my Glass rule, I don???t know if I need to setup the scope or projection prior my Glass rule. A little help here would be very appreciated. /**
* File: Test 2.cga
* Created: 27 May 2014 07:43:52 GMT
* Author: KennethL
*/
version "2013.1"
attr height = 100
attr groundfloor_height = 6
attr floor_height = 3
attr top_ledge = 0.5
attr first_tile = mid_tiles - wall
attr mid_tiles = 5
attr last_tile = mid_tiles
attr top_legde2 =0.2
attr wall = 0.1
attr window = mid_tiles - wall
attr frameW = 0.5
const window_tex = "images/1_glass_2_blue.tif"
Building -->
comp(f){ front : Frontfacade | side : SideFacade | top: Roof}
@Location(903,-265)
Frontfacade -->
split(y){ groundfloor_height : Floor(split.index)
| groundfloor_height : Floor(split.index)
| {~floor_height : Floor(split.index)}*
| floor_height ++ top_ledge : Floor(999)}
@Location(1124,-680)
Floor(floorindex) -->
case floorindex == 0 :
split(y){ TileRow(floorindex) | top_ledge/2 : Balcon }
case floorindex == 999 :
split(y){ TileRow(floorindex) | ~top_ledge : Ledge | top_legde2 : TopLedge2}
case floorindex == 1 :
split(y){ TileRow(floorindex) | top_ledge : Ledge }
else :
split(y){ TileRow(floorindex) | top_ledge : Ledge }
@Location(2078,-568)
TileRow(floorIndex) -->
case floorIndex == 0:
split(x){ ~mid_tiles: Ground_facade }*
case floorIndex == 1:
split(x){ ~mid_tiles: Ground_facade }*
else:
split(x){ ~mid_tiles: First_tile | {~mid_tiles : Mid_tiles }*|~mid_tiles: Last_tile }
@Location(2549,-192)
@Location(2782,-267)
First_tile -->
split (x) {mid_tiles : Window3 | wall : Wall } Shape
@Location(3070,1044)
Last_tile -->
split (x) {wall : Wall | mid_tiles : Window2 } Shape
@Location(3055,682)
Mid_tiles -->
split (x) {wall : Wall | ~mid_tiles : Window | wall : Wall} Shape
@Location(3779,663)
Window -->
split(x){ frameW: Frame | ~1: Glass | frameW: Frame}
split(y) {floor_height-top_ledge-0.5 : Glass | ~frameW : Frame}
@Location(5004,798)
Frame -->
extrude(0.02) color("#676D6D")
@Location(5059,1143)
Glass -->
projectUV(0) setupProjection(0, scope.xy, ~1, ~1) texture(window_tex) color("#FFFF80")
@Location(4226,391)
Wall -->
extrude(0.05) color("black")
Shape
@Location(1896,459)
Ledge -->
extrude(0.05) color("#7E7B78") Shape
@Location(3707,1537)
Window2 -->
split(x){ frameW: Frame | ~1 : Glass}
split(y) {floor_height-top_ledge-0.5 : Glass | ~frameW : Frame}
Window3 -->
split(x){ ~1 : Glass | frameW: Frame }
split(y) {floor_height-top_ledge-0.5 : Glass | ~frameW : Frame}
@Location(2895,-693)
Ground_facade -->
split(x) { wall : Wall | ~mid_tiles : Glass | wall : Wall } Shape
@Location(2293,-179)
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05-28-2014
04:15 AM
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1 | 09-03-2014 06:03 AM | |
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