Creating LOD 2 ~ 2.5 Buildings

Discussion created by guyincognito on Dec 16, 2012
Latest reply on Jan 7, 2013 by MBuehler-esristaff

I'm trying to create a bunch of somewhat detailed buildings from footprints containing some GIS data (building height, roof height, basic roof shape, floors, etc), with as much CGA-scripting as possible.

I'm not looking for a complete solution but any hints or tips would be very helpful :)

The modelling includes:

* Extruding the buildings
* Texturing each facade with a seperate texture
* Extruding significant attributes (like a balcony) and texturing them
* Roof modelling, again with attributes extruded and textured
* (The objects should obviously retain the GIS data)

I've experimented a bit and can create the basic building shapes and texture them if they're simple blocks (comp front, back, sides). However, I can't really figure out a good way how to continue. There's always the option to do a shape conversion and extrude/texture manually, but I'm rather hesitant to use it because it feels too stiff and "final".

My main problems are:

* Texturing buildings with an arbitrary number of sides. I tried comp(f){all:SubShapes} but after that I'm kinda stuck. I'd like to do a loop like "for i = 1 to <number of facades> apply texture from <folderpath/buildingid/i.jpg>". Is that possible?

* Accessing the generated sides for attribute extrusion & texturing without converting them to shapes. I hoped the inspector would give me a some info about the sides but nada. I figured I could import a building-specific script after running the above one, but again I haven't got the slightest clue how I could specify what to extrude at which point (except manually, which I'd like to avoid).

* Creating a more complex shape from a footprint, like placing a smaller roof on a bigger roof, or stairs-like structures (again with textures).

Any ideas where I should start to look?