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scenProc Some thoughts on Create3DBuilding: Parapets and Texture Mirroring control

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southkorea
Hello,

I’ve been spending a lot of time with the Create3DBuilding step lately, and I was wondering if a couple of things are currently possible—or if they might be cool additions for the future.

1. Parapets for flat roofsIs there any trick to generating a "sunken" rooftop (parapet) instead of just a flat polygon? I’m trying to get that realistic look where the roof surface is slightly lower than the outer walls. Something like an "inset" or "offset" function would be amazing. Is there a way to achieve this through script logic or attributes right now?

2. Controlling Texture MirroringWhen a wall is longer than the texture width, scenProc seems to default to mirroring the texture for tiling. It's great for seamlessness, but it’s a bit of a headache when the texture has signs or asymmetrical details because everything gets flipped. Is there a way to force a simple "wrap/repeat" instead of mirroring? If not, having a toggle for this would be a lifesaver for urban buildings.

Would love to hear if anyone has a workaround or if Arno has any thoughts on this.
 
Hi,

I never considered the parapets befroe, might be a nice addition. The only option at the moment might be to use a mansard roof and use a negative first angle (I never tried negative angles so not sure if it breaks).

For the long walls, scenProc does not mirror the texture, I have never seen that. When a wall is long, it will be split in sections of the maximum length and each gets a texture mapped. Let me see if I can reproduce the mirror issue.
 
Hi,

I never considered the parapets befroe, might be a nice addition. The only option at the moment might be to use a mansard roof and use a negative first angle (I never tried negative angles so not sure if it breaks).

For the long walls, scenProc does not mirror the texture, I have never seen that. When a wall is long, it will be split in sections of the maximum length and each gets a texture mapped. Let me see if I can reproduce the mirror issue.

Hi Arno,

Thanks for the reply! I really appreciate you taking the time to look into this. I’ll keep an eye out for any updates or good news regarding these features.
 
What I think I did (years ago), was I too noticed completely flat roofs and some with extraordinary deep parapets that did not look very real. So I went through all the roof textures, decided which ones I liked and created a new group for them with a custom GUID. I then used that GUID in my scripts. Never made any changes concerning "long walls". At least that how I think I did it, ha! :p
 
Hi,

Is this the kind of effect you are looking for?

1776369462170.png


What I did here is use a mansard roof for the building, with slope set to -80 degrees, slope2 set to 0.01 degrees (using 0 degrees gives some artefacts on the texture mapping) and a slope2distance of 0.1 meter.

If it is a different kind of roof you are after maybe you can post a picture of what you expect.
 
By the way, you were right about the flipped wall textures. I never noticed them before. I have fixed that bug now, so in the next development release that will be addressed.
 
On second thought, I'll add an option to the texture configuration of horizontal flipping is allowed. Because by flipping the texture there will be more variation in the buildings, but I also understand that for some textures it's not desired.
 
안녕,

이런 효과를 원하시는 건가요?

View attachment 99614

여기서 제가 한 작업은 건물에 경사 지붕을 적용하고, 경사도를 -80도로 설정하고, slope2를 0.01도로 설정했습니다(0도를 사용하면 텍스처 매핑에 일부 오류가 발생합니다). 또한 slope2distance를 0.1미터로 설정했습니다.

혹시 다른 종류의 지붕을 원하시는 거라면, 원하시는 지붕의 사진을 올려주시면 좋을 것 같습니다.

1776740782841.png


Hi Arno

Thank you for your response.

I have attached an image to clarify what I am trying to accomplish. I want to create the same roof as shown in the screenshot. I want to create a flat roof with the edges (paraffets) raised around the rim.

Any guidance on specific steps or features I should be using would be greatly appreciated!

Thank you again.
 
Last edited:
다시 말하면, 헬리콥터 설정에 뒤집기 옵션을 추가하는 게 겠습니다. 부분을 뒤집는 경우에 더 다양한 변형을 줄 수 있지만, 일부 부분의 부분은 뒤집히는 경우가 있기 때문에 이해할 수 있습니다.
1776742092267.png



I think this is included as well.

As you can see in the newly attached image, the texture doesn't align properly as you go up the layers. The noticeable deviation causes the windows and balconies to look vertically out of alignment.
I hope the texture is consistently and uniformly applied to all floors, so that vertical alignment is perfectly repeated without breaking.
 
View attachment 99671

I have attached an image to clarify what I am trying to accomplish. I want to create the same roof as shown in the screenshot. I want to create a flat roof with the edges (paraffets) raised around the rim.
Did you already try the suggestions I posted above with the mansard roof? In that case the edge of the roof has no width, so it's not exactly like your picture, but it is much more friendly on the polygon count (what matters with many buildings in a city).
 
View attachment 99672

As you can see in the newly attached image, the texture doesn't align properly as you go up the layers. The noticeable deviation causes the windows and balconies to look vertically out of alignment.
I hope the texture is consistently and uniformly applied to all floors, so that vertical alignment is perfectly repeated without breaking.
Depending on the height of the building segment the height of each floor can be calculated differently indeed. That is not desired indeed in this situation. It could be prevented by making sure the height difference is always exactly the floor height of your texture. But I'll also check if I can fix it differently.

Is this screenshot one building with different polygons with different height or are it 3 separate buildings?
 
Did you already try the suggestions I posted above with the mansard roof? In that case the edge of the roof has no width, so it's not exactly like your picture, but it is much more friendly on the polygon count (what matters with many buildings in a city).

Thanks for the suggestion, Arno. I did try the sloped roof method. While it does work as you described, I encountered an issue. Since the SHP polygons vary so much in shape, it causes the roof geometry to break or generate gaps/holes.

Depending on the height of the building segment the height of each floor can be calculated differently indeed. That is not desired indeed in this situation. It could be prevented by making sure the height difference is always exactly the floor height of your texture. But I'll also check if I can fix it differently.

Is this screenshot one building with different polygons with different height or are it 3 separate buildings?

It is one single building, not three separate ones.
 
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