+ Reply to Thread
Results 1 to 4 of 4

Thread: Distributing assets on a surface

  1. #1
    Matthias Buehler

    Join Date
    Oct 2011
    Posts
    1,676
    Points
    438
    Answers Provided
    140


    0

    Default Distributing assets on a surface

    Hi !

    [ already posted this in a separate thread since this has been discussed a little hidden in an other thread and may be of interest for other peeps too.]



    Here's a little project attached which helps understand how CGA can be used to distribute assets - in this example trees - on a surface.


    There are 4 ways described how to to this. Check out screenshot and CE project attached:
    Click image for larger version

Name:	treeDistribution.jpg
Views:	238
Size:	77.0 KB
ID:	13129
    treeDistribution.zip



    way 1 :
    using the scatter() operation : asset instances may overlap.

    way 2 :
    using 2 repetitive splits, one in x, one in z direction of the scope.

    way 3 :
    using 2 repetitive splits, one in x, one in z direction of the scope. difference to way 2 is that the noAdjust parameter is set in the first split, which creates a regular split pattern, since the scope is not adjusted on each 'stripe' as in way 2.

    way 4 :
    splitting recursively ( 'and again .. and again ..' ), always orthogonal to the longest edge, until the remaining length is smaller than a specified attribute value.
    Last edited by matthiasbuehler; 03-30-2012 at 02:39 AM.
    _________________

    CityEngine Machinist

    * YOUTUBE CHANNEL : www.youtube.com/channel/UCNS4TLgToEDQiH9pi06ofOA
    * tutorial videos : http://forums.arcgis.com/threads/648...URCES-FAQ-HELP
    * Please use the rating buttons on the right side !

  2. #2
    Joanne O'Brien
    Join Date
    Jun 2012
    Posts
    155
    Points
    19
    Answers Provided
    5


    0

    Default Re: Distributing assets on a surface

    I have a land parcel which also contains building footprints ontop, it there a way to scatter the trees so that they don't go ontop on the building footprints (ie so I don't have trees growing out of my buildings?!)

    Also how do you put in a buffer around the edge so that the trees don't generate too close to the edge of the reserve?

    Thanks!

  3. #3
    Matthias Buehler

    Join Date
    Oct 2011
    Posts
    1,676
    Points
    438
    Answers Provided
    140


    0

    Default Re: Distributing assets on a surface

    1]
    depends on how you create/insert your footprint.

    if you cut the parcel down into just green with trees and footprint shapes, you should not get that issue. if you copy the parcel first to create green with trees, logic dictates that you get trees sticking thru your buildings.

    check your code for duplicate those issues.

    2]
    just use an offset() with comp(f) {inside : Green | all : NIL } to make a little gap.
    _________________

    CityEngine Machinist

    * YOUTUBE CHANNEL : www.youtube.com/channel/UCNS4TLgToEDQiH9pi06ofOA
    * tutorial videos : http://forums.arcgis.com/threads/648...URCES-FAQ-HELP
    * Please use the rating buttons on the right side !

  4. #4
    Joseph Armbruster
    Join Date
    Apr 2010
    Posts
    50
    Points
    7
    Answers Provided
    0


    0

    Default Re: Distributing assets on a surface

    I am currently putting a series of posts together on the topic of scatter. This directly relates to the idea of distributing assets on a surface but it dives a little bit deeper. Keep your eyes open for my future posts:

    http://libjoe.blogspot.com/2014/02/s...eneration.html

    Joseph Armbruster

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts