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Has the Color chooser dialogue been removed from CE 2016 for attribtes that are assigned a color value? I cant seem to get the little color box that I can click to choose a color from a menu.
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08-16-2016
09:54 AM
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Your welcome. Yes, if you want to use a single segment as a sidewalk....you could make one sidewalk width = 0, the street width = 0, and the other sidewalk = *however wide*...But again, I think your best option is to clean up the data before importing to CityEngine. The streets only 'perfectly' match the buildings if the buildings were created from the blocks in the street network, but it is pretty easy to line the street shapes up along the buildings once you have them generated. Just play with SidewalkWidthLeft, SidewalkWidthRight, and StreetWidth in the inspector window. Good luck.
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08-11-2016
06:48 AM
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This might be very difficult because City Engine uses a single line to create street segment and uses single nodes to create intersections and crossing types. I think it would be worth your time to re-create your street data with single lines. However, a great resource for street data (if it is available for your area) is Open Street Maps. https://www.openstreetmap.org/#map=16/18.4621/-66.1154 I have gotten plenty of data from them before and used it in CityEngine street network generation. A third option (And not very trustworthy) would be to erase the sidewalk (width = 0) from street segment sides that are in the median of the road. Use the other street segment sidewalk that is in the median as an actual median. However, this may be more trouble than its worth. Good luck.
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08-10-2016
02:59 PM
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I was wondering the same thing. I was able to upload a separate 2D polygon dataset to the same location as my 3D buildings (same scene), extrude them within the scene viewer, make them transparent, and use them as the trigger for the popup. However, this seems to cover up the shading of the 3D buildings. Is it possible now or in the future to use the 3D objects attributes for the popup in a scene by uploading a scene layer package? with invisible polygons without invisible polygons (better image but no popups )
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07-29-2016
01:45 PM
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This is all very cool! I would like to use 3D scenes in my story maps. I noticed in the CityEngine 2016 demo that the Esri 3D scene format export lets you put models into ArcGIS online scenes to use in apps. Do I need ArcGIS portal to use this functionality? or will it work if I only have CityEngine 2016 and an AGOL organization account?
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06-10-2016
01:15 PM
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If you have a texture on the facade you want to preserve in absence of a color...you could try this... Colorizer_Off_Facade--> NIL but if you are only coloring your facades (no textures) ...then you could just use a white color Colorizer_Off_Facade--> color("#fff") I hope this helps.
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05-23-2016
09:42 AM
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I have had this problem in the past, and I found that if I select everything at one time....it will give me the same error. However, if you select all of your model pieces one at a time....save them as a selection set....and use the selection set....the export is successful. I am not sure that your situation is the same, but it is worth trying. Good luck.
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05-23-2016
07:10 AM
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I have inserted two 3D objects from outside CityEngine using the i() operation. When I apply a texture to these objects, they become really dark (although still textured). The first series of objects I tested this on work correctly...and still work correctly when I re-generate, but every other instance of the same operation results in the darker objects. I have tried set(material.colormap,x) as well as texture(x). See attached.
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05-18-2016
12:51 PM
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If I follow the Local Government workflow (mentioned above) and create building models from LIDAR in ArcGIS Pro....Those buildings are "multipatch" correct??? And if they are multipatch....I cannot use them in an ArcGIS online Scene without ArcGIS Portal? But I can import those multipatch buildings to CityEngine or create a .3ws web scene?
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05-11-2016
09:04 AM
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This sounds like a cool project. I also like the look of your model. Here is a suggestion.... 1. Create the area around the streets representing the different levels of noise (possibly with a buffer / buffers OR a distance raster from the streets) 2. Create a "noise_level" attribute in the building shapes. 3. CityEngine - write CGA attr for and assign the facades a color based on the new noise_level attribute. for example... attr noise_level = 1 #connect this to your building shape "noise_level" attribute noiseLevel = case noise_level == 1 : "#99192A" case noise_level == 2 : "#B23343" else : "#CC4C5D" #Code to generate buildings ... ... ... YourFacadeRule--> #This rule could color facades (or possibly roofs??) based on each buildings noise level color(noiseLevel) OR you could use a noise raster as a map layer type.... Help - Hope this helps...let me know how it goes.
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05-09-2016
12:06 PM
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If you are using the data from the portland example (www.arcgis.com/home/item.html?id=44fc826520574946a97bf45ce0b7dffe) or you are using the example scene ("Portalnd 3D City.cej") then your trees should appear. Try changing the subtype or type field. However, if you are using your own tree points for the tutorial, then you need to make sure you followed all the previous steps as Dan mentioned. The reason is... The 3DCIM_Plants.rpk is looking for the "tree genus" in the attributes of the tree data (also looking for height, diameter, etc). If that field is not present, spelled incorrectly, etc...then the asset cant be found and CE will give you a box. However if you manually type in the subtype and type ...regenerate...then the trees SHOULD still appear. However, this defeats the purpose of having a tree database with all the attributes in it so I would suggest going back in the lesson. One disadvantage here appears to be that the 3DCIM uses rule packages as opposed to rules. There is no way to edit the rule to check for file path errors. I think (not 100% sure) all of your tree models are packaged up with the rule package...meaning you cannot move them. Good luck. let me know how it goes.
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05-04-2016
03:12 PM
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If I download the CE viewer application and host it from a server on my end...what is the benefit other than custom appearance? Does this make the scenes load faster, hold larger file size scenes, etc??
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05-04-2016
09:10 AM
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Ok...so it seems you have a couple of options here. 1. If you have an attribute in the footprints data that has the texture names...you can create (in the CGA code) one variable that references the folder that has the texture images (i am assuming jpg) and another variable that represents the texture name..then you can connect that CGA texture name attribute to the footprint texture name attribute. Then connect the attributes here... 2. If you want to use the "building names" from your footprint attributes....you will possibly need to rename your texture images to match the building names for example...it your building name is "building1"----rename the texture image for that building "building1.jpg". Then use the following code.. Then follow the "connect the attributes" section above to connect your building name attribute to your CGA attribute (I called it "BuildingTexture_From_Attribute_Table") and then the rule should put the appropriate texture to the building. I hope this helps. Let me know how it goes.
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04-29-2016
03:03 PM
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This sounds like you need an attribute in your buildings dataset containing "texture names" or "building names" that matches your texture images. Then you could write the CGA code to match the building to the texture. Can you give some more information? 1. Are your buildings originally 2D GIS data (such as footprint polygons)? 2. Are you generating these buildings with CGA rules...or are they from some other 3D object import? 3. Did you write a CGA rule, or are you using a downloaded rule? 3. Are your texture images you wish to use for an entire building face (walls, windows, etc) or are you applying general textures (solid brick, solid vinyl, concrete, etc) and creating the windows separately withing the rule?
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04-29-2016
01:11 PM
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Your welcome! It seems that the rule was extruding every face of your shape. Was that block shape already a block when you brought it into city engine? or was it flat?
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04-27-2016
02:13 PM
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