Learn how to work with typcial urban centers and develop a schematic design for this area that meets the city’s zoning regulations. Tutorial PDF. Set up a new project. Create a new project and scene. First, you’ll create a new CityEngine project. Steps: 1. Click File > New > CityEngine.

Author: Zukora Gushicage
Country: Costa Rica
Language: English (Spanish)
Genre: Career
Published (Last): 12 April 2017
Pages: 425
PDF File Size: 11.81 Mb
ePub File Size: 1.10 Mb
ISBN: 933-6-61288-170-3
Downloads: 6081
Price: Free* [*Free Regsitration Required]
Uploader: Tokora

This tutorial describes how CityEngine can be used for typical urban planning tasks. This tutorial describes how CityEngine can be used to work for typical urban planning tasks.

Tutorial 6: Basic shape grammar

For this purpose, we are using a fictitious example of a development area with nine building plots in the center of a city. The goal is to design a mixed use quarter, where shopping, living, and working will take place.

In this tutorial we are developing a schematic design for this area that meets the city’s zoning regulations. This tutorial was developed in collaboration with Matthias Buehler http: Of course, urban planning processes are typically reaching a much higher level of complexity than the simplified case described in this tutorial. In reality, these processes are influenced by a large number of factors, such as a variety of stakeholder interests, budget, project phasing, mobility targets, capacity of infrastructure public transport, supply and wastelisted buildings, nature conservation, etc.

What this simplified example covers in about two hours would take several months up to several years in reality. CityEngine is particularly well suited to deal with such processes of iterative nature. Feedback-loops with clients are easily managed by sharing the proposed design options via CityEngine WebScene.

As it is typical work in CityEngine, the refinement of the designs are mostly done by adapting shapes, positions, and changing attributes in the Inspector.

Changes are immediately reflected in reported key figures such as FAR floor area ratio. This tutorial shows how CityEngine’s procedural modeling can successfully be applied to a point and polygon “feature-driven” semi-automated workflow. Since writing custom distribution rules for building placement patterns can result in quite complex CGA code, we propose in this tutorial to simply use either point shapes or manually created footprint shapes of any form, as a faster way to control the footprint distribution.


Many people may find this quite intuitive and more flexible, especially for small to medium-sized contexts. As you will see, CityEngine can be used in multiple contexts, disciplines, and planning phases for your projects. Here is an overview of the CGA-files that will be used in this tutorial:.

Tutorial 6: Basic shape grammar—CityEngine Tutorials | ArcGIS Desktop

In this part of the tutorial, we focus on the definition of the development framework. For the sake of simplicity, we define the development framework based on the spatial context allotment, city structure, neighboring quarters etc.

First, we define the arrangement and proportion of different usages and then we specify the maximum building heights and setback lines.

We use building Plot A as an example to show how the usages are derived from the spatial context. Here are the defined conditions:. Based on these conditions, we plan for mixed-usage along the main street with shops on the ground floor and services on the upper floors; plus residential usage behind the buildings.

Setting the maximum building height usually this is defined in the existing building and zoning regulations. To start, we will test if our zoning definition allows sufficient tutoriall for an urban center. Notice that in the scene, there is already a small test shape layer Footprint that we can use as a locator indicated in green in the next screenshot to place a building.

Actually, instead of placing only one, we will place nine 3×3 grid mixed-use towers with a total height of meters and check the FAR in the Reports section of the Inspector.

The current FAR value is 0.

To get a correct value, we input the area of the plot the building occupies. The simplest way this is done is by defining the value as a user set value in the rule. Of course, this is only a very coarse design approach, but it gives us a ball-park number for the FAR very quickly. We now can dig deeper and work out more details, with more precisely placed buildings and better overall designs.

Tutorial 16: Urban planning

Now that ewri have set a starting point in the zoning regulations, we can start looking at the schematic design for the complete development area. First, we select an initial layout with base typologies and main usages for the building plots and show how the compliance with zoning regulation can be ensured. Next, we zoom in on one building plots and further refine typology and design. Finally, we move our focus to the exterior tktorial and add structuring elements.


We have prepared an initial layout with a mixture of rectangle, L-shapes, and U-shapes with a variety of usages. We can now easily customize the design by changing the attributes in the Inspector.

The predefined styles for usage mixes, footprint shapes, and the ability to create grid-like arrays make this process substantially more simple. Now let us have a look at how we can use the given rules to visualize any broken zoning regulations. We can change the height of one of the buildings to a value that is higher than allowed, such as 20 floors. The part of building that exceeds the maximum height allowed by the zoning regulation is displayed in red.

The building rules in this tutorial have a small set of tutoriak to actually design the building, especially the overall building volume.

You can drive the building’s total height and then design the building minimally by cutting away one part of the building. Let’s zoom in on the central building plot and refine the design of the future entrance to the neighborhood. We add landmarks by changing the design of the two adjacent buildings.

Now we are cityyengine to zoom in further and design the exterior space our attempt on landscape architecture right at the entrance of the development area. We increase the amenity of the entrance by adding a water basin and trees. Obviously, we only have time in this tutorial to focus on this small and abstract design.

We hope this tutorial, however, has been helpful and has cigyengine the many ways in which CityEngine can be used in your city planning scenarios.