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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This way, the windows and textures are set back 0. Of course, this is only a very coarse design approach, but it gives us a ball-park number for the FAR very quickly.

Tutorial 1: Essential skills—CityEngine Tutorials | ArcGIS Desktop

The Groundfloor rule refines the groundfloor shape with a similar subdivision split, with the difference that an entrance is placed on the right. Since writing custom distribution rules for building placement patterns can result in quite complex CGA code, we propose in this tutorial to simply use either point shapes or manually created footprint shapes of any form, as cotyengine faster way to control the footprint distribution.

Actually, instead of placing only one, we will place nine 3×3 grid mixed-use towers with a total height eari meters and check the FAR in the Reports section of the Inspector. The CityEngine Scene dialog box appears. The following image shows an example of different seed values for height: First, we define the arrangement and proportion of different usages and then tutlrial specify the maximum building heights and setback lines.

Selects a single object. The actual asset is loaded from the project’s assets folder in the Navigator. The height is now defined as a random value between 15 and The Current Mouse Scheme drop-down menu lists the available schemes of other 3D apps.

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Download items Model a simple building Texture the simple building Add level of detail Random variation of building attributes. Examining your current model, you’ll see that you can save polygons mainly on the window assets. The appearance of the ground floor is often different from the other floors, especially for front facades. Download items Set up a new project First street layout Navigation and selection Model generation with rules Rule editing. As it is typical work in CityEngine, the refinement of the designs are mostly done by adapting shapes, positions, and changing attributes in the Inspector.

Tutorial 16: Urban planning

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.

Select Objects with Same Start Rule:. For this purpose, we are using a fictitious example of a development tutorixl with nine building plots in the center of a city. The window asset used for the creation of the simple building is defined here.

Feedback-loops with clients are easily managed by sharing the proposed design options via CityEngine WebScene. The Select a wizard dialog box appears. Now let us have a look at how we can use the given rules to visualize any broken zoning regulations. As you will see, CityEngine can be used in multiple contexts, disciplines, and planning phases for your projects. In this tutorial, the rules are already provided. Notice that in the scene, there is already a small test shape layer Footprint that we can use as a locator esrii in green in the next screenshot tktorial place a building.

Esrii the sake of simplicity, we define the development framework based on the spatial context allotment, city structure, neighboring quarters etc.


Make sure the visibility of models is activated by toggling with F The following image shows the rule set applied to arbitrary mass models: Remember the assigned start rule in the Inspector. Obviously, we only have time in this tutorial to focus on this small and abstract design. Many people may find this quite intuitive and more flexible, especially for small to medium-sized contexts. Navigating in the viewport is one of the most essential skills a CityEngine user has to master.

This results in a front shape usually the main front facade with entranceseveral side shapes as facades, and a roof shape. The textures are loaded from the assets folder. Next, the floors are further broken down into elements called tiles floor subdivisions.

The mass model ctiyengine created with the extrude operation as follows:. 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.

Using the operation s x,y,zthe size of the scope can be set in the Wall rule. Cityegine analyze a finished rule file that contains all the steps to create a basic building. Select Objects of Same Group: Selection type Result Single click.

They differ not only due to the existence of an entrance, but often also due to different sized floor heights, window appearance, color, and so on. Next, the insert operation i cltyengine inserts an asset into the current scope. For more information on block subdivision and dynamic city layouts, see Tutorial 2: