Learn how to work with typcial urban centers and develop a schematic design for this area that meets the city’s zoning regulations. Tutorial PDF. Set up a new project. Create a new project and scene. First, you’ll create a new CityEngine project. Steps: 1. Click File > New > CityEngine.
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Otherwise Futorial equals zerodo not load the window asset, but use a simple plane coming from the facade instead. Notice that in the scene, there is already a small test shape layer Footprint that we can use as a locator indicated in green in the next screenshot to place a building.
Introduction to the CityEngine tutorials—CityEngine Tutorials | ArcGIS Desktop
Now we are ready to zoom esrj further and design the exterior space our attempt on landscape architecture right at the entrance of the development area.
The actual creation of the building starts now. What this simplified example covers in about two hours would take several months up to several years in reality. You added a condition esei the Window rule: The actual asset is loaded from the project’s assets folder in the Navigator.
In this section, you’ll learn how to apply textures to window and wall elements of the simple building. Actually, instead of placing only one, we will place nine 3×3 grid mixed-use towers with a total height of meters and check the FAR in the Reports section of the Inspector.
This means that CityEngine uses rules to generate the 3D model. This subdivision scheme can be implemented in the CGA shape grammar as follows: If the dimensions are not set the same as the Window or Door rule, the sizes are adapted automatically—otherwise the given dimensions are used.
The following image shows the rule set applied to arbitrary mass models: A new project is created and appears in the Navigator by default, located in the upper left corner of the CityEngine window. The width and height of the scope are not affected since relative coordinates are used: You’ll construct a cityenbine building with a typical facade.
Introduction to the CityEngine tutorials
For the sake of simplicity, we define the development framework based on the spatial context allotment, city structure, neighboring quarters etc. Next, we zoom in on one building plots and further refine typology and design.
After the initial facade structure has been defined, the tiles can be modeled. Seri reduce the complexity polygon count of the model, which is helpful when creating larger areas of simple buildings.
You’ll use them now. A close-up view of the same model: We can now easily customize the design by changing the attributes in the Inspector. We have prepared an initial layout with a mixture of rectangle, L-shapes, and U-shapes with a variety of usages.
The final rules replace the geometry of the window, door, and wall shapes with the corresponding assets, positions them, and sets the texture. The modes are also listed in the Selection Tool submenu in the toolbar. The Grow Streets dialog box appears. The CityEngine Scene dialog box appears.
Tutorial 16: Urban planning
For this purpose, we are using a fictitious example of a development area with nine building plots in the center of a city. The Groundfloor rule refines the groundfloor shape with a similar subdivision split, with the difference that an entrance tutoriial placed on the right. The following image shows the final building model: As with the assets, you’ll define the textures you’ll use at the top of the rule file.
Selects a single object. The following image shows an example of different seed values for height: The facades can now be modeled. The brick tuotrial channel 0 will be repeated every 1.
If the LOD value is greater than 0 your high-resuse the old, high-res window asset.