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Hi @JulesChasson Could you try setting the Material to "two sided" in Twinmotion and check if that solves the problems? (Using the material picker and then setting the Two sided flag in the Misc. category). Currently the double sided material flag is not propagated to the Datasmith format from CityEngine. Let me know if that helps! Best, Benjamin
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05-06-2024
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The plugin is now released: https://github.com/Esri/vitruvio/releases/tag/v2.0 🙂 Let me know if you encounter any issues! Thanks, Benjamin
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03-08-2024
06:37 AM
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Hi Gabi! Thank you for your interest in the plugin! We are working on the update and it should be released very soon. I will let you know here once it is released. Thanks and best regards Benjamin
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02-23-2024
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Hi Gabi! Currently there is no way to do that with our exporter. But what you could try is exporting them using mesh merging set to "globally by material" without texture atlassing and then enabling Nanite on each mesh. The good thing about Nanite is that many meshes won't impact performance as they are rendered using a different render pass from the normal geometry. Let me know if that works for you! Best, Benjamin
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02-22-2023
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Hi @biaozeng Thank you for your feedback. Sadly this is not possible currently, but it something we are working on and hoping to add in an upcoming release. Best, Benjamin
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09-28-2022
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Hi @Aurigainteractivestudios Thanks for your question! I added a Vitruvio actor component and an RPK I made of the Complete Streets rule. Only it just uses the spline instead of the shape. I managed to get it to generate some narrow buildings along the spline, but if I try it with a road, it generates an amorphous blob that is below the terrain. The reason why the normal building works fine and no geometry is generated for the streets is that they require special UV coordinate setup on the initial shapes (see https://doc.arcgis.com/en/cityengine/latest/help/help-street-intersection-shape-uv.htm). But we actually have an internal prototype using a very similar approach as you described to get streets (intersections are a bit more complicated) working using Unreal splines. I hope we can release it in a future Vitruvio version. I'm building a scene that's primarily nature, but need roads and intersections. Very much like this https://github.com/Esri/vitruvio/blob/main/doc/img/vitruvio_attributes.gif Those streets are actually just normal Datasmith exports from CityEngine (Vitruvio was just used to generate the buildings). I think for now the best solution would be to model the streets in CityEngine and then only export the shapes (not the generated model). Then you could apply for example the "Complete Streets" rule on these shapes in Unreal using Vitruvio (similarly to this https://github.com/Esri/vitruvio/blob/main/doc/usage.md#initial-shapes-from-cityengine-to-unreal-engine). Sadly this won't allow you to make changes to the actual street "splines" in Unreal. I will let you know once we have a proper solution using the Unreal spline system for more advanced street modeling. I hope that helps. Best, Benjamin
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07-29-2022
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Hi @GarrettU Oh wow I did not know that exists! But it's great to hear that it works now. I think that might also have been the issue for the crashes initially. Thanks for letting me know! Best, Benjamin
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01-27-2022
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Thanks! Yes everything seems to work on my machine... Could you also send me the crash report log file (*.log) which should be found in the directory which opens when you click "click here to view directory" in the crash dialog? And otherwise should also be found in \Saved\Logs folder of the project. Best, Benjamin
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01-25-2022
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Hi @GarrettU Thanks again for your feedback! I'm not sure of any setting which could interfere. Would it possible to upload the project where the crash occurs to Dropbox/Google Drive and share the link with me? Maybe I can reproduce the problem this way. Thanks you for your patience 🙂 Best, Benjamin
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01-25-2022
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Hi @romainjanil, Thanks for your feedback! We are currently fixing some issues regarding Datasmith landscape exports. We will consider your input for that! Best, Benjamin
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01-25-2022
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Hi @GarrettU. Thanks again for your response! I think I found the underlying issue. Would it be possible for you to try out the fixed version Vitruvio 1.1.1? Just delete the old Vitruvio version from your Engine/Plugins/Marketplace folder and install the version from the link above. Let me know if the issues still happen with this update. Thank you and best regards, Benjamin
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01-24-2022
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Hi again @GarrettU! Very strange. I just tried it again with a fresh installation and the New York example and everything seems to work fine. Can you make sure that the plugin version is "2021.0 (CE SDK v2.4.7316" (under Window → Plugins)? Could you also try with a fresh downloaded example project from Github and check if the same errors occur? Best, Benjamin
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01-21-2022
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Hi @GarrettU, thanks for reaching out! Are you seeing and errors in the Output Log (Window → Output Log)? I noticed when I place a "Vitruvio Actor" all the details show up except the "Vitruvio Component". Can you post a screenshot of how that looks? Does this also happen if you open a new empty Level and place a VitruvioActor from the "Place Actors" panel? If this does not help. Would it be possible to upload your Unreal project somewhere and send me a link to it so I can do some more debugging? Best regards, Benjamin
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01-20-2022
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Hi @GabrielaRW Thanks for your response! I will do some more investigating so we can improve the situation hopefully! In the meantime a workaround would be to export a triangulated mesh of the terrain using FBX (instead of a heightmap and Unreal landscapes using Datasmith). This could also help with issues where buildings do not sit perfectly on the terrain anymore (due to how Unreal landscapes are tessellated differently than CE landscapes). Note that the Material in Unreal needs to be set to opaque after importing them. Best, Benjamin
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12-09-2021
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Hi @GabrielaRW! Thanks for reaching out. I did some investigating. which I am guessing is calculated using the maximum and minimum height of each GeoTiff tile individually This is correct. We then basically follow these steps in the exporter to calculate the correct Z scaling. instead of the whole set. We don't calculate the Z scaling on the whole set because we are not modifying the elevation values of the heightmap we export (only the dimensions are changed to fit Unreals preferred landscape dimensions). This means for different heightmaps, the same grayscale value could mean different elevations. We don't want them "to match" for the whole export set because that could mean we loose precision. Imagine a landscape with only a small elevation difference. For this landscape we have a lot of different grayscale values to represent this small elevation difference. Now if we added another landscape with a mountain and a large elevation difference we'd "loose" a lot values to represent the elevation of the first landscape. But I don't think that's actually the problem. The problem is, that neighboring terrains could have slightly different elevations directly at the border. And because they are not connected you can see a small gap. You can also see this issue already in CE: For now I don't have a nice automatic solution to fix the issues. The only thing I can suggest, is modifying the terrain in Unreal afterwards to fix the issues or modifying the original heightmaps so they don't have these elevation differences at the border anymore. Best, Benjamin
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12-08-2021
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4 | 04-11-2018 12:15 PM | |
1 | 09-18-2019 02:05 AM |
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