Use this as your terrain before you export.While this may look ridiculous in CE might give you the result you need in LumenRT because currently you are getting "flat" terrain with a small range of values.so a very large range could result in the actual terrain.ģ. Reclassify a copy of the terrain (normalize 0 to 65535) in ArcGIS before you import it into City Engine. This will prevent that from messing up the terrain in CE because it takes place during export.Ģ. Write a script to reclassify the terrain values from 0 to 65535. In the LumenRT Exporter, their is a script input option at the bottom of the dialogue box. While I am not sure of the answer, I do have a few suggestions.ġ. So maybe you can adjust the CityEngine settings so that it better corresponds to what LumenRT expects. And aside from the heightmap, CityEngine should tell LumenRT that value 0 corresponds to 3m and value 65535 corresponds to 15m, so that LumenRT can build the terrain with correct real-world altitudes. The real-world altitude range is specified separately.įor example, if the real altitudes of your terrain are between 3 meters (lowest altitude) and 15m (highest altitude), then the heightmap image should be filled so that points with altitude 3m have value 0 (full black) and points with altitude 15m have value 65535 (full white). the lowest part of your terrain should have value 0, and the highest part should have value 65535, independently of the real-world altitudes. The 32-bit TIFF format is indeed not supported.Īs for your 16-bit TIFF image, I noticed that all values are very close: it only uses a very small part of the full 16-bit range (0 to 65535).Īctually, for maximum precision, LumenRT expects the heightmap to use the full range of values, i.e. Here is the response I received from Lumenrt support: As it stands now, I can get the "sculptable" terrain into Lumenrt but it's not keeping any of its heightmap attributes. I'm trying to troubleshoot a workflow where I export scenes from CE into Lumenrt and the terrain becomes "sculptable" in Lumenrt.
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