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Hi David, Just tested it. Worked beautifully!! Thank you so much for your effort.
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05-03-2020
08:52 PM
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Hi David, 1. I think that would be great! 2. I really hope that could work. It will save me a ton of time. I am always open to test new versions thank you so much david for your help!
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04-09-2020
10:40 AM
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Dear David, Thank you a lot for your answer, 1. Works like a charm!! I really like it, I believe this subtle randomness gives much more realism. 2. The most that I want to be separated out would definitely be the street lights, that why I was investigating this issue in the first place. I can replace the models as OBJ in CityEngine and maybe change their materials later in Unreal which is fine for me but for the street light however, if you want to do a night scene, if the street lights are merged and you want to add a light at each you would have to do it manually, imagine if you have thousand of them. If they are instances you can just copy all of them then replace the with a spotlight for example. Unless there is a better CE-UE workflow for something like this?
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04-09-2020
04:07 AM
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Hello David, Thank you for your answer, First of all, I am a not too familiar with the cga rule concpet, I tried to add + rand(0,2) at the corresponding line also for the median tree attribute, right click saved the rule, hit generate nothing happens. I am sure I am missing something For the second point: So As you can see, in the viewport and in the outliner, I can select each instance of this palm tree or the trees in the sidewalk individually, they are all instances and grouped under one actor, and can be very easily replaced with a couple of clicks as shown in the next screenshot. However, the other elements are only split into shapes, one shape for the street with all its content, one shape for each of the sidewalks. I moved the left sidewalk a little so it is clearer, you can also see it is one shape in the outliner. I asked about the same issue on the forum (DataSmith Unreal Engine), I had a clear answer from Benjamin that I think should be very helpful, however I don't know where to start editing in the rule Currently all the geometry which is generated by CGA (not an inserted object with the insert operation ) are merged (as specified by the export options, for example "per initial shape" or "by material"). Typically objects like benches or lamp post are actually inserted (with CGA insert command) objects so they should be instanced as well? So the only way to achieve what you want is to use CGA insert operation for all the objects you later want to replace in Unreal (we actually do this as well for some of our demo content). We do not export all leaf shapes (CGA essentials—Help | Documentation ) as Actors. Our thinking is that exporting all objects individually would lead to a lot of Actors/instances in Unreal which in turn will lead to bad performance for larger scenes. Thank you,
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04-08-2020
09:11 AM
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Hi Benjamin, Thanm you for your answer. Correct me if I am wrong, But I dont think "All" geometry generated by the cga rule are merged. As I mentioned earlier, plantation like trees works perfectly and are instanced and easily changeable in unreal? So, I think there must be something in the cga rule that generates plantation in a different way than other elements? Regards,
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04-06-2020
07:26 AM
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Hello, Thank you David for this amazing rule, I have 2 questions though. 1. I cannot find out how to have random scale for the plantations. Either for the sidewalk or the median part. Is there anyway to do that? 2. My second question, I dont know if its relevant here, using the datasmith for unreal, the plantations come fine as instances which can be easily replaced in unreal later, however, it seems like there is no way to do the same for other elements like the lamp posts, benches... they usually come either as one static mesh for all elements e.g (all lamp posts one static mesh) or either as a part of the street e.g (sidewalk all one static mesh including all benches, lamp posts...) I tried all possible combinations for merging and instacing while exporting. Is there something that can be modified in the rule to make those elements exported for unreal as instances just like the plantation? Thank you!
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03-30-2020
10:43 AM
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Hello, I have CityEngine 2019.1 - and I still struggling with exporting using Datasmith. I am only exporting one street for testing purposes, I made it using the complete streets cga rule. What I want is for every element to be exported individually as an instance to be replaced later in Unreal. I tried all possible combinations for Merge and Instancing. If I am using plantations its the only element that works fine, every plant is either an instance or instanced static mesh actor which are both fine and I can replace them easily. however for elements like benches, lamp posts... they are either merged as one element each e.g (all lamp posts one static mesh not instanced) which in this case there are also very noticeable inaccuracies in the models themselves, not about placement but the actual geometry of the models. Or in other case the entire street is merged e.g (right sidewallk one static mesh with all the benches and lamp posts... or median and lanes one static mesh with all the lamp posts and other elements as well as one static mesh....) seems like there is no way to export instanced elements to replace them later in unreal?? or am I mistaken. thank you,
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03-29-2020
04:28 PM
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