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I am not 100% sure, but I think that is just imagery on a DEM ("Terrain") that was exported with the other 3D elements.
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10-19-2015
06:32 AM
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Click this symbol in your inspector window and connect the "MEAN_Z" CGA attribute to your shapefile "MEAN_Z" attr. Hope this helps.
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10-19-2015
06:09 AM
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The CGA code below should do what you want, but be sure and look at other building rules as well and how they work. There are lots of rules out there that can create 3D buildings already. http://www.arcgis.com/home/item.html?id=4a62343e07c247299d056321b00f059c Useful CityEngine Rules attr MEAN_Z = 2 @StartRule Extruder--> cleanupGeometry(all,1) #remove this line if you want to keep all the grid vertices in the model alignScopeToAxes(y) s('1,0,'1) extrude(MEAN_Z)
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10-12-2015
03:32 PM
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Not yet it seems. I have my workspace saved and backed up. Should I attempt a re-install of CE? Also, i have not updated to the 2015.1 (still 2015.0). Would that make a difference?
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09-08-2015
02:38 PM
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Sweet! I never thought of using s operation to flatten. Huge help. Thanks. Check this sample from one block i made...this is where its headed next....using the Lumen extension for CityEngine.
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09-08-2015
02:31 PM
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The vines that are supposed to be on the balcony railing itself are what is missing due to the import error.
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09-08-2015
01:56 PM
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haha..yes I try to backup my workspace regularly...I learned that the hard way. I am going to restart everything and see if that helps. Its doing it in all scenes now. Thanks!..Its is a model vine (i have creeping vine, and wisteria vine). Im trying to write a rule to generate building styles based on a country selection, and then see if i can make them "green" and possibly score them on how green they are. Just started it.
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09-08-2015
01:54 PM
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When I try to import objects from a rule or by drag and drop from my assets, I get the message below. Also, the objects will not show up in the preview window. It was working and then just stopped all of a sudden. Any idea how to fix this?
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09-08-2015
01:21 PM
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This may be something simple I am missing, but I have modified a building rule from a tutorial to include a balcony with a sliding glass door. However, because the main facade rule sets the texture to a brick wall jpg, every time I do a split and attempt to insert a sliding door object...it paints the sliding door with the same bricks. I have tried using deleteUV(0) in the rule that places the door, but the bricks are still there. Is there a way to erase the texture from the sliding door (I want to use the textures that come with the door obj file, not a rule texture). And later in the code I insert the door object And the door is placed but has this fine brick pattern connected to it, howver it is supposed to be solid shiny gray.
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09-04-2015
01:06 PM
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I agree this should be much easier. I am not familiar with 3DS, but have only adjusted mtl files within CityEngine. Here is a link that might help you with two sided faces 2-Sided (Double Sided) | 3ds Max | Autodesk Knowledge Network You can assign the materials manually, but it is a bit tedious. Just click the model, go to shapes->Convert Models to shapes. Next, select the new shapes from the model and select shapes->Clean up shapes. Now you can click individual faces and use the texture button to select textures for the shapes. Just keep in mind that the model is not a model anymore at this point , but it is a shape. It can still be exported as a model, but it will always be a shape in CityEngine unless you apply a rule to it. Sometimes, when you convert the models to shapes, the textures will show up behind the shape faces. Try deleting one face on the shapes and see if your textures appear. (See below....this is a model --> convert model to shape--->cleanup shape--->delete the faces covering the textures)
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08-25-2015
01:38 PM
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Also, dont forget to refresh the "models" folder and workspace every now and then.
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08-24-2015
11:45 AM
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The file appears to be formatted correctly so I am not sure how to fix this. However, I have done a couple of things on my obj files in the past that seem to have worked. Try rearranging the file in the following formats and see if it works... Try this one first..... newmtl Arch41_057_mat_1 Ns 0.0000 Ni 1.5000 d 1.0000 Tr 0.0000 Tf 1.0000 1.0000 1.0000 newmtl Arch41_057_mat_1 Ka 1.0000 0.8784 0.0667 Kd 1.0000 0.8784 0.0667 Ks 0.0000 0.0000 0.0000 Ke 0.0000 0.0000 0.0000 map_Ka Arch41_057_leaf.jpg map_Kd Arch41_057_leaf.jpg newmtl 13___Default Ns 10.0000 Ni 1.5000 d 0.5000 Tr 0.5000 Tf 0.5000 0.5000 0.5000 newmtl 13___Default Ka 0.4196 0.7725 0.9059 Kd 0.4196 0.7725 0.9059 Ks 0.7000 0.7000 0.7000 Ke 0.0000 0.0000 0.0000 map_Ka HighRiseGlass0055_2_S.jpg map_Kd HighRiseGlass0055_2_S.jpg Try this one next (remove the illum entirely).... newmtl Arch41_057_mat_1 Ka 1.0000 0.8784 0.0667 Kd 1.0000 0.8784 0.0667 Ks 0.0000 0.0000 0.0000 Ke 0.0000 0.0000 0.0000 map_Ka Arch41_057_leaf.jpg map_Kd Arch41_057_leaf.jpg newmtl 13___Default Ka 0.4196 0.7725 0.9059 Kd 0.4196 0.7725 0.9059 Ks 0.7000 0.7000 0.7000 Ke 0.0000 0.0000 0.0000 map_Ka HighRiseGlass0055_2_S.jpg map_Kd HighRiseGlass0055_2_S.jpg Lastly, try putting ONLY TEXTURES in a separate folder within your "Models" folder (For example : models/RandomFolder/HighRiseGlass0055_2_S.jpg) and try this format... newmtl Arch41_057_mat_1 Ka 1.0000 0.8784 0.0667 Kd 1.0000 0.8784 0.0667 Ks 0.0000 0.0000 0.0000 Ke 0.0000 0.0000 0.0000 map_Kd models/RandomFolder/Arch41_057_leaf.jpg newmtl 13___Default Ka 0.4196 0.7725 0.9059 Kd 0.4196 0.7725 0.9059 Ks 0.7000 0.7000 0.7000 Ke 0.0000 0.0000 0.0000 map_Kd models/RandomFolder/HighRiseGlass0055_2_S.jpg If none of these work, zip up the textures, obj, and mtl and attach it in a comment and I will see if I can get it to work on my end if you like. Another thing you might try is this....look within the software you made the model...and find the option to "Export two-sided faces" and DISABLE it. I have had this problem in the past as well. Good luck, I know this is frustrating from experience; especially when you spend a lot of time building a model and it will not export.
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08-24-2015
11:42 AM
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Hi! Have you tried opening the .mtl and checking the path name to the textures for each model component? It should look similar to this.... newmtl component Ka 0.000000 0.000000 0.000000 Kd 0.400000 0.392157 0.368627 Ks 0.330000 0.330000 0.330000 map_Kd YourAssets/YourTexture.jpg #This should be the path to your texture Good luck!
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08-24-2015
06:46 AM
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