

The attributes are parameters that control shape generation. The shape grammar rules, together with all necessary assets, are bundled in RPKs which can be exported from ArcGIS CityEngine and imported into your Unreal Engine project. The generation process starts with the initial shape (which can be any Unreal Static Mesh or Spline) from which shape grammar rules are expanded. As input it takes a rule package (RPK), an initial shape and a set of attributes. įor questions or enquiries regarding licensing, please contact uses CityEngine's Procedural Runtime (PRT) to generate buildings and cities.
#Esri cityengine forum license
You may obtain a copy of this license at. Vitruvio is under the same license as the included CityEngine SDK.Īll content in the "Examples" directory/section is licensed under the APACHE 2.0 license. Redistribution or web service offerings are not allowed unless expressly permitted. Commercial use requires at least one commercial license of the latest CityEngine version installed in the organization.
#Esri cityengine forum free
Vitruvio is free for personal, educational, and non-commercial use. Static Meshes or Splines as building footprints.

#Esri cityengine forum code
I posted the above code to the ESRI CityEngine forum to ask for improvements and was given the following code (apparently what I did was not so good…): attr streetWidth(i) = 0ĬornerRecursion(geometry.Vitruvio brings ArcGIS CityEngine’s procedural modeling power to Unreal Engine. Setback(0.1) Ĭase streetWidth(0) > 0 & streetWidth(1) > 0 : buildingĬase streetWidth(0) > 0 & streetWidth(2) > 0 : buildingĬase streetWidth(0) > 0 & streetWidth(3) > 0 : buildingĬase streetWidth(1) > 0 & streetWidth(1) > 0 : buildingĬase streetWidth(1) > 0 & streetWidth(2) > 0 : buildingĬase streetWidth(1) > 0 & streetWidth(3) > 0 : buildingĬase streetWidth(2) > 0 & streetWidth(1) > 0 : buildingĬase streetWidth(2) > 0 & streetWidth(2) > 0 : buildingĬase streetWidth(2) > 0 & streetWidth(3) > 0 : buildingĬase streetWidth(3) > 0 & streetWidth(1) > 0 : buildingĬase streetWidth(3) > 0 & streetWidth(2) > 0 : buildingĬase streetWidth(3) > 0 & streetWidth(3) > 0 : building Here’s a useful test (I hope) I was trying to test whether a Lot was a corner (no not the LotCorner which is a triangle), this comes close but does at least check to see whether a Lot has two sides facing a street.
