I am assuming that for the demo pictures you guys made (which look amazing by the way!) that the streets shapes were imported by the standard CE means? And then you just apply the RPK rule to the shape? We have also thought about "similar" strategies for replacing instances/materials.
Hi for the response! For a clarification on my asset question, yes I was thinking that when we use materials/textures/static mesh assets such as CGA's i(tree.fbx) in CGA code they could pop up in Vitruvio in UE4 with associated asset parameters (actors, materials, textures), allowing for drag and drop replacement. Vitruvio adds an extra dimension of design capabilities (because we can still make model changes in UE4) which I love but it may not always be the right workflow(still thinking this through as I experiment in CE and UE4)? I am assuming that for the demo pictures you guys made (which look amazing by the way!) that the streets shapes were imported by the standard CE means? And then you just apply the RPK rule to the shape? Just another note, as a new Vitruvio user I am still thinking about various workflows and how it was intended to be used in the UE4 workflow, and how the existing export to UE4 fits into that equation. Does that work on actors (mesh+material) too? Note, I saw some further documentation that we could link to ready made UE4 materials by file path in CityEngine and I haven't tried that yet. UE4 screenshot with for the response! For a clarification on my asset question, yes I was thinking that when we use materials/textures/static mesh assets such as CGA's i(tree.fbx) in CGA code they could pop up in Vitruvio in UE4 with associated asset parameters (actors, materials, textures), allowing for drag and drop replacement.
Simple set of functions to calculate standard statistics within CityEngine Visualizing cityscapes of Classical antiquity: From early modern reconstruction drawings to 3D digital 3D models Ī collection of useful City Engine CGA files: extrude buildings based on zoning heights GIS-driven symbology of survey finds and (late) Classical Greek architecture Demo workflow for creating 3D models of historical and archaeological sitesĪ library of procedural rules for creating Greek and Roman architecture and cities