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 following figures depict the extruded mass model first and the described decomposition into floors and tiles below. This means that CityEngine uses rules to generate the 3D model. Typically in this step, a mass model can be divided into its facades by applying the component split. We add landmarks by changing the design of the two adjacent buildings. The EntranceTile rule defines the entrance shape in a similar way as the tile shape but, obviously, with no wall on the bottom.
Start the Selection Tool using the mouse button or press Q. You can drive the building’s total height and then design the building minimally by cutting away one part of the building.
New variations of the buildings can be created by changing the seed value. Selects a single object. As it is typical work in CityEngine, the uttorial of the designs are mostly done by adapting shapes, positions, and changing attributes in the Inspector. For the sake of simplicity, we define the development framework based on the spatial context allotment, city structure, neighboring quarters etc. The Roof rule prepares the UV coordinates to cover the entire roof face, esru the roof texture, and applies the texture coordinates to the geometry.
The SideFacade rule splits the side facades into floor shapes. Your Scene Editor under the Navigator in your layout will now contain a new Streetnetwork layer, containing a network of blocks, graph segments, and shapes.
Once you have a selection, the right mouse button context menu contains entries with which you can select additional elements. The following image shows an example of different seed values for height: Your first buildings appear. 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. First, we define the arrangement and proportion of different usages and then we specify the maximum building heights and setback lines.
A new project is created and appears in the Navigator by default, located in the upper left corner of the CityEngine window. The textures are loaded from the assets folder. Explore the provided rule you’ve been using so far.
This way, the windows and textures are set back 0. Navigating in the viewport is one of the most essential skills a CityEngine user has to master. In reality, these processes are cittengine by a large number of factors, such as a variety of stakeholder interests, budget, project phasing, mobility targets, capacity of infrastructure public transport, supply and wastelisted buildings, nature conservation, etc. The left-to-right rectangular selection is usually used to select tiny objects such as single Street Graph Nodes when there are many objects occupying the same space.
Changes are immediately reflected in reported key figures such as FAR floor area ratio.
Tutorial 6: Basic shape grammar—CityEngine Tutorials | ArcGIS Desktop
Later in this tutorial, you’ll need rule files and assets for the generation of the building models. Download items Set up a new project First street layout Navigation and selection Model generation with rules Rule editing. We can change the height of one of the buildings to a value that is higher than allowed, such as 20 floors. The Floor rule is a typical example of the subdivision of a floor into tiles of tutoriao approximate width of 3.
This tutorial describes how CityEngine can be used to work for typical urban planning tasks. Here are the defined conditions:. While the Selection Tool is active, press Ctrl and Shift to either add or subtract from your selection.
The z dimension is set to You’ll use textured planes instead of the complex window asset. Two important parameters are found here: You’ll use them now.
Tutorial Urban planning—CityEngine Tutorials | ArcGIS Desktop
We increase the amenity of the entrance by adding a water basin and trees. This means that on the next generation of the building, the LOD value in the rule file will be set by the value 0 in the Inspector. A tile typically consists of wall and window elements. Make sure the visibility of models is activated by toggling with F Select Cityenggine with Same Rule File.
You’ll reduce the complexity polygon count of the model, which is helpful when creating larger areas of simple buildings.
Tutorial 1: Essential skills
To make the floor design slightly more interesting, you’ll split a wall element of width 1 on each side. Select Objects with Same Start Rule: As with the assets, you’ll define the textures you’ll use at the top of the rule file.
This tutorial shows how CityEngine’s procedural modeling can successfully be applied to a point and polygon “feature-driven” semi-automated workflow. Using the operation s x,y,zthe size of the scope can be set in the Wall rule.
Terrain and dynamic city layouts. If the LOD value is greater than 0 your high-resuse the old, high-res window asset.
Tutorial 6: Basic shape grammar
The Tile rule defines the appearance of the tile by splitting along x- and y-axis with a nested split. The CityEngine Scene dialog box appears. Rather than listing all nine texture names as single assets, the function in step 2 returns one of the nine window textures in the asset folder.