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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The subdivision split is performed in the same way to assure that the floor heights are in sync with the front facade.

Introduction to the CityEngine tutorials

The actual creation of the building starts now. Now that we have set a starting point in the zoning regulations, we can start looking at the schematic design for the complete development area.

The building rules in this tutorial have a small set of attributes to actually design the building, especially the overall building volume. This means that CityEngine uses rules to generate the 3D model.

Download items Model a simple building Texture the simple building Add level of detail Random variation of building attributes. Select Objects of Same Type. The facades can now be modeled. First, the facade can be decomposed into floors.

Tutorial 6: Basic shape grammar—CityEngine Tutorials | ArcGIS Desktop

Many people may find this quite intuitive and more flexible, especially for small to medium-sized contexts. New variations of the buildings can be created by changing the seed value. This rule file is executed when the generation is triggered.

The following image shows the final building model: To interact and edit the objects in your scene, tutrial need to select them.


Tutorial 1: Essential skills—CityEngine Tutorials | ArcGIS Desktop

Download items Set up a new project First street layout Navigation and selection Model generation with rules Rule editing. The z dimension is set to Here is an overview of the CGA-files that will be used in cityenginw tutorial:. In this example, you’ll define the following two levels of detail:. The CityEngine Scene dialog box appears. CityEngine is particularly well suited to deal with such processes of iterative nature.

The part of building that exceeds the maximum esrl allowed by the zoning regulation is displayed in red. We can change the height of one of the buildings to a value that is higher than allowed, such as 20 floors. Terrain and dynamic city layouts.

Tutorial 1: Essential skills

The simple building you already modeled will be your high resolution model. Start Rule—Defines the first rule that is executed within the rule file. You copy these files from the citynegine Tutorial 1: Add a new attribute LOD to the existing attributes in the. You’ll now create a low resolution version in a few steps.

We add landmarks by changing the design of the two cityngine buildings. The selection items are described in the following table: The textures are loaded from the assets folder.

Make sure the visibility of models is activated by citywngine with F Because CGA is a scripting language, it offers you a generic and flexible tool to create 3D models for all types of cities. The result of this section will look like the following image: This section shows how to add variation to generated buildings by defining random attributes. The EntranceTile rule defines the entrance shape in a similar way as the tile shape tutoriak, obviously, with no wall on the bottom.


As with the assets, you’ll define the textures you’ll use at the top of the rule file. The following image shows the rule set applied to arbitrary mass models: Start the Selection Tool using the mouse button or press Q. This tutorial describes how CityEngine can be used for typical urban planning tasks. The final rules replace the geometry of the window, door, and wall shapes with cigyengine corresponding assets, positions them, and sets the texture.

Two important parameters are found here: Selects a single object. 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 figures depict the extruded mass model first and the described decomposition into floors and tiles below. Building attributes are typically defined at the beginning of the rule file although they can be put anywhere in the rule file. You added a condition to the Window rule: Explore the provided rule you’ve been using so far. The brick texture channel 0 will be repeated every 1. In this section, you’ll add a simple level of detail LOD mechanism to your simple building.