

FACADE SIGNAGE TUTORIALS FULL
At the beginning of this part of the tutorial, we have defined the full facade size in the Set Region Width popup.

Split this right at the sides of the arc, so we can insert an asset in the upcoming Part 3 of the tutorial.Īt this point, we will redefine the total facade size by defining the width of one single window. Split up the window types into their components.Ī special case is the ground floor where there is an arc. To further detail the geometry, split each of the remaining tiles further, like shown in the upcoming scheme, until you have broken down each window. Do not forget to set the two horizontal repetitive splits which remain (each to 4 horizontal tiles). Splits 2, 4, 6 and 7 are first defined as horizontal splits with one tile size, so those floors get repeated as the building gets higher. The following splits are repetitive splits which define which parts of the facade get repeated to adapt to any facade sizes. Note that the floating split corresponds to the tilde ‘ ~ ‘ sign in CGA code. To define whether a split is an absolute or floating distance, you cycle through the types by using the up and down arrow keys.ĭo this right after you have clicked to define the split and hover over the area of the last split and hit the up or down arrow keys. We want the facade to tile afterwards, so the parts which need an absolute value must be defined as absolute splits. In this first split series, it is important that we define split types correctly as either absolute or floating. Unlike in the previous example, we start directly by selecting a texture file. Main facade structure: An analysis of single splits, repetitive splits and rule symmetry: In the following scheme, you can see one possible approach towards the creation of the main facade subdivision. Really take a few minutes to think about this strategically! Most of the times, when using the Facade Wizard, it is necessary to carefully study the facade details, like numbers of window subdivisions, repetitions in ornamental details or uneven floor heights, to find the best way to split up the structure. It has a nice set of difficulties which a user will encounter often when creating more complex facades with the Facade Wizard. The original facade texture file we will be using will be an Advanced Facade: Later, we will create a simple mass model building rule and trigger the previously generated facade rule.

In this example, we will load an image file into the Facade Wizard to create a facade rule template. Part 2: Advanced Facade Creation Introduction In contrast, when you want to select other facades, you must activate it again. In order to see the volumetric facade correctly, you have to deselect the Show/Hide Shapes (F11) button. With the Facade Wizard, it is easy to create large pools of facade templates that can always be reused - This is most welcome, especially in upcoming projects! Facade wizard
FACADE SIGNAGE TUTORIALS WINDOWS
Note that the number of windows adapts to the facade sizes. In the following picture, we see an example facade picture and the resulting models after the rule file has been assigned to different sized building facades. The beauty of the process is that CGA rules can be created which can adapt to any given facade geometries. Very complex structures can be generated very efficiently and easily.
FACADE SIGNAGE TUTORIALS CODE
The great advantage is that no actual CGA code has to be written by the user, but it is automatically produced in the background by the CityEngine. The Facade Wizard is a handy tool which lets the user create complex CGA Facade rule templates. Project is automatically downloaded and added to your After choosing a tutorial or example, the
