CityEngine 2014 – What’s New? (The Changelogs)

CityEngine 2014 – What’s New? (The Changelogs)

ce2014_splashScreen

It’s finally here and I have very little time to blog about it, how about a change log cut ‘n’ paste instead? It seems more stable and has sorted some of the export issues out.

 

CGA Changelog

2014.0
CGAC 1.2
new features:

  • offset, roofGable, roofHip, roofShed operations: holes in polygons are now supported.
  • setback operation: new syntax for selecting uv sets and new uv-based selectors uv.left, uv.right, uv.bottom, uv.top; uv coordinates and vertex normals are not deleted anymore but interpolated for new inner vertices.
  • tileUV operation: using 0 for the textureWidth or the textureHeight parameter protects that coordinate from beeing touched.

changes to existing features:

  • import: attr value propagation logic was simplified.

bugfixes:

  • import: resolving assets from cross-project imports failed in some cases (imports which imported a cga file from the same directory). This was fixed in the cga compiler (CGAC), so existing rpks should be updated.
  • assetApproxRatio, assetApproxSize, assetBestRatio, assetBestSize, assetFitSize, fileRandom, imageApproxRatio, imageBestRatio functions: fixed a bug which led to wrong asset lookups if imported from a different project.
  • geometry.angle function: fixed a bug which led to wrong results.
  • fileSearch operation:
    • hits in the current project were reported in relative path notation; this got changed to absolute workspace paths again.
    • crash fixed if illegal regexps were used in attr initialization
    • spaces within qoutes were broken
  • initialShape attributes returned wrong values if used in const / attr functions.
  • comp operation: for polygons with holes, the border, insider selectors and the = operator were buggy.
  • imageInfo function: does not crash anymore on empty filename.
  • imagesSortRatio function: does not crash anymore on empty fileList.
  • split operation: fixed a bug which led to deletion of the last leaf of a uv-split in some cases.
  • inside function: fixed a bug which led to wrong results.
  • Fixed a bug connected to inter-model occlusion of vertically distant initial shapes

Python Changelog

Status Commands
new setFirstEdge
new setStreetEdges
new separateFaces
new setCameraPoI
new combineShapes
new get/setExportedContent in CEWebSceneExportModelSettings
new get/setReportMode in DAEExportModelSettings and KMLExportModelSettings
new get/setFacesWithHoles, get/setTriangulatedMeshes in FGDBExportModelSettings
new/changed get/setStreetWidthSettings* in GrowStreetSettings
changed New argument in addAttributeLayer to add georeferenced textures.
changed *StreetWidth* changed to *StreetLanes* in AnalyzeGraphSetings

 

That’s all for now! ¬†More when I’m not deep in work ūüôā

Sedbergh in 3D

Sedbergh in 3D

sedbergh1

I’ve been looking forward to this dataset for a while, it’s my home town and it’s been the first production under the new CyberCity3D and Bluesky International agreement.

CyberCity 3D, a leading provider of advanced geospatial smart building data, has teamed with UK-based aerial mapping company Bluesky to create smart 3D city models throughout the UK. The Company also plans to integrate Bluesky’s National Tree Map into 3D Esri CityEngine scenes it creates with Esri UK and Cumbria, England-based Garsdale Design.
 

What this potentially means is small areas can now get 3D models much easier you don’t have to go and source your own stereo imagery in England now. ¬†I won’t say it’s cheap but it is cost effective at least!

sedbergh3

 

Did I say that CityEngine 2014 is now live too? ¬†I’m in heaven this week….

You can view the first draft Sedbergh Webscene on ArcGIS Online here (you need a WebGL enabled browser and being 3D it may need to be above average in performance)

New look, do you like it?

The Radiate Theme, it had a picture of a city on it, what can I say?

My blog was starting to look tired so I went for a new look, I had also recieved some questions in regards to my colour choices. ¬†I could have done a redesign with Artisteer but I quite liked this theme in the WordPress theme directory,¬†it’s called ‘Radiate’. ¬† Why reinvent the wheel? ¬†I know it’s not perfect on a mobile device, but I’ll look into that bit soon… until them I hope you like it!

The Goldilocks Project (CityEngine rule: parking and floor space standards)

The Goldilocks Project (CityEngine rule: parking and floor space standards)

This is not the post you were looking for....
This is not the post you were looking for….

So you came here wondering what side project I’ve got going on that I have to refer to a fairy tale? ¬† Sorry to disappoint I’m still talking CityEngine. ¬†Specifically it’s ability to take planning standards and work with them…

In this rule file I’ve fed a parking standard (1 space per 23 square metres of floor space) into a lot divided into a building and parking area. ¬†When the buildings (parking garage and building) achieve the required standards (within a tolerance of course!) then they change colour from transparent red to white.

I’m going to be using this type of rule file a lot I think in the next year or so. ¬†It’s adaptable and one that goes beyond a pretty model…

Modelling Infrastructure with CityEngine – Rail Networks

ce_2013_transitI have been cleaning up my extensive¬†rule library and I’ve finally got to my infrastructure rule set. ¬† Since I’ve been doing some webscenes of downtown Miami, I thought I would try out this new cleaned up rule. ¬† This can be used to model a high speed rail, regular rail and also light rail systems.

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Don’t worry Miami this is just a demo webscene, I’m not aware of any high speed rail network coming near you!

3D Building Data from CyberCity3D

CyberCity Black

Communicating Master Plans – Miami in 3D

ce_2013_miami_06

When I think of Miami I think Will Smith… (if you know why leave a comment below)..

Anyway I’ve been working at clean format to view planning/zoning data in CityEngine webscenes and I think I’ve found it…

One thing I’ve got to work out is when using transparencies how to keep the labelling consistent, notice how the landuse areas are darker with a ground surface?

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3D Building Data from CyberCity3D

CyberCity Black