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 selection items are described in the following table: Select Objects with Same Start Rule: CityEngine is a procedural modeling application. The current shape is translated We can change the height of one of the buildings to a value that is higher than allowed, such as 20 floors.
The default folders that store your project data, such as assets, rules, and scenes, are already present, though empty. Select Objects with Same Start Rule:. Next, we zoom in on one building plots and further refine typology and design. CityEngine is particularly well suited to deal with such processes of iterative nature.
Tutorial 16: Urban planning
The setupProjection command prepares the UV coordinate projections on the facades for color channel 0 and dirt map channel 2projected onto the scope’s xy plane; therefore, scope. Start Rule—Defines the first rule that is executed within the rule file.
To make the floor design slightly more interesting, you’ll split a wall element of width 1 on each side. Many people may find this vityengine intuitive and more flexible, especially for small to medium-sized contexts.
This tutorial describes how CityEngine can be used for typical urban planning tasks. You’ll reduce the complexity polygon count of the model, which is helpful when creating larger areas of simple buildings.
The current FAR value is 0.
In this section, you’ll add a simple level of detail LOD mechanism to your simple building. Your Navigator should look like the following screen shot: A close-up view of the same model: For the sake of simplicity, we define the development framework based on the spatial eari allotment, city structure, neighboring quarters etc.
Tutorial 6: Basic shape grammar—CityEngine Tutorials | ArcGIS Desktop
The simplest way this is done is by defining the value as a user set value in cityegnine rule. Now you’ll copy all necessary files from the downloaded Tutorial 1 project into your new project.
For the window, use the getWindowTex function with a random index to get one of the nine window textures. Same rule file assigned on all visible layers.
As you will see, CityEngine can be used in multiple contexts, disciplines, and planning phases for your projects. Generated models can also be deleted in the right mouse button context menu.
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 now has a random height value of Once you have a selection, the right mouse button context menu contains entries with which you can select additional elements.
We add landmarks by changing the design of the two adjacent buildings.
Tutorial Urban planning—CityEngine Tutorials | ArcGIS Desktop
We now can dig deeper and work out more details, with more precisely placed buildings and better overall designs. This section shows how to add variation to generated buildings by defining random attributes. You’ll focus on the default navigation scheme. This tutorial was developed in collaboration with Matthias Buehler http: The options are shown in the following table:.
Introduction to the CityEngine tutorials
First, we define the arrangement and proportion of different usages and then we specify the maximum building heights and setback lines. In this tutorial, the rules are already provided. The following image shows the final building model: Once you manually change attributes in the Inspector it will become bold and override the definitions of the rule.
The final rules replace the geometry of the window, door, and wall shapes with the corresponding assets, positions them, and sets the texture. Select the objects by clicking in the viewport.
Later in this tutorial, you’ll need rule files and assets for the generation of the building models.