The surface object is used as a base for all calculations. The geometry should be single sided, with normals facing upwards. The topology should be simple, clean and uniform, a plane object would be an ideal, but complex terrain objects can be used as a surface as long the topology is clean and low poly. The surface should NOT contain double faces, flipped polygons, zero area triangles, or holes. It is recommended to use Terrain tool under Modify surface tab to add holes and other terrain assets.
The Input splines for Cityscape Pro should be simple, with minimum required interpolation. Vertex count should be as low as possible to speed up calculations and avoid problems. It is highly recommended to clean up splines that are directly imported from CAD software. In some cases it might make more sense to completely rebuild splines before using them in Cityscape Pro. The splines should NOT be self intersecting, when self intersection is detected, an error message will pop up with highlighted spline. All splines should be Closed, with an exception of Road Texture spline mask templates. When open spline is detected, an error message with highlighted vertices will pop up.
Fix hardscape areas that were not generated properly - Refine tool
Geometry defects on the generated mesh is a rare occasion, but there is a dedicated tool to fix that: Curbed Areas toolbar > Refine. Procedure: Draw a small rectangle that covers the problematic area, pick it as a refine spline and generate. The Refine tool will subdivide the specified area and calculation resolution will increase to generate a correct mesh. Second option would be slightly shifting the problematic hardscape area spline vertices around in random directions. simplifying/reducing vertex count of the problematic splines could also help.
Viewport settings for optimal performance
The Road Texture tool In Cityscape Pro can generate a very complex composite map. For optimal viewport performance, it is highly recommended to set the viewport rendering level to “basic” mode in 3ds max per-viewport performance window > Per View Presets > Rendering Level.
Distance from a scene centre
It is recommended to place Cityscape assets close to 3ds max scene centre to avoid problems caused by calculation accuracy. When the problem is detected, a warning message will appear.
The result that gets generated by Cityscape Pro gets updated on each generation. It is not recommended to apply modifiers on top of Curbed Area geometry, otherwise all custom edits on generated Curbed Area geometry will be lost on next generation. The same principle applies to a Surface object, when a Modify Surface checkbox is enabled, a Cityscape Surface modifier gets applied to original surface object, which stores a new, modified mesh generated by Cityscape Pro. DO NOT collapse Cityscape Surface modifier, Do not place any modifiers on top of Cityscape Surface modifier. If you'd like to make any edits to the original surface object, edit the original object UNDER the Cityscape Surface modifier and regenerate Citycape Pro.
Cityscape Pro has multiple dependant stages of generation to reduce the calculation time and only regenerate elements that need update. If the changes are made to a lower level, like Surface object, a full generation will be triggered, if the change is minor, a partial generation might occur, which can save calculation time. Cityscape Pro keeps multiple levels of buffered geometry to avoid full recalculation on minor changes.
Naming Cityscape Pro elements
Cityscape Pro is designed to generate large, detailed city scale site models. It is very important to name all input splines properly to make a workflow intuitive. When a name of the Cityscape Pro helper is changed, a new name is displayed in a viewport. If you have multiple Cityscape Pro helpers in a scene, it can be useful to name them accordingly, for example: "Main Site", "Context Site", "Pavement Texture 01" and etc.
System Units Scale in 3ds Max
It is recommended to use inches in 3ds max System Units Scale – Customise>>Units Setup>>System Unit Setup>>System Unit Scale: 1 Unit = 1 Inches.
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