Exporting models consists of these basic steps:
- Select the objects in the Viewport or Scene Editor you want to export.
- Click File > Export Models... in the main menu or press Ctrl + E.
- Select the preferred file format.
Note:
The model exporter is completely independent of the already generated models in the current scene, and can therefore export arbitrarily large scenes. This means that you do not have to generate a scene prior to model export.
Supported formats and typical usage
3D Formats | Features/Typical Usage |
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Alembic is an open, interchange framework designed for VFX content production pipelines. | |
Loads in a large number of DCC tools and rendering engines with support for asset-instancing, layered-textures & file-referencing. | |
The Unreal Engine (Datasmith) exporter provides simple data transfer from CityEngine into the Unreal Engine Editor. It supports modern materials (PBR) as well as geometry instancing. | |
Autodesk DWG is a proprietary 3D geometry format native to Autodesk AutoCAD. Even though it doesn't have modern material support it is widely used in the BIM and CAD industries. | |
Provides export into Autodesk Maya, 3ds Max, MotionBuilder and other DCC tools equipped with an FBX importer. It Includes support for layered textures (multi-textures) and per-texture UVW transformations (scale, translation, rotation). | |
A recent JSON-based 3d geometry delivery format. It supports modern materials (PBR) as well as geometry instancing and is supported by many desktop- and web-apps. Currently it is the recommended exchange format for new projects. | |
buildingSMART IFC is an open-source 3D geometry exchange format to describe building elements. It is mainly used in the BIM and CAD industries to store project information for design, procurement, and construction phases as well as reference for operations. CityEngine only supports version 2x3. | |
Transfer models with solid coloring or single texture layers to any DCC tool or rendering engine. The Material definitions are exported into accompanying MTL files. It does not support instancing. | |
USD is able to efficiently and flexibly store very large CityEngine scenes with minimal loss of information which makes it suitable as an interchange format for further processing in VFX pipelines. | |
Native object format for polygonal meshes of e-on Software's Vue. CityEngine supports Vue 8.5 and higher. We recommend using the latest version. |
3D GIS Formats | Features/Typical Usage |
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Common file format for GIS workflows. Export to multipatch/multipoint/point/polyline geometry types into a File-Geodatabase. Textures are supported. | |
Exports into georeferenced earth browsers like ArcGlobe or ArcGIS Earth; such models are shared e.g. in Google Warehouse. |
ArcGIS Online formats | Features/Typical Usage |
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An Esri Mobile Scene Package is a custom, web-optimized file type to share complete scenes on the ArcGIS Platform. | |
Esri Scene Layer Package (.slpk) is a custom, web-optimized format that can be shared and published on ArcGIS Online and viewed with the Web Scene Viewer. | |
Exports panoramic photos of CityEngine scenes. | |
CityEngine Web Scenes can be viewed in a web browser using CityEngine Web Viewer. Note:The 3ws format is deprecated and may not be supported in future releases of CityEngine. |
Material formats | Features/Typical Usage |
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CGA Material | The material descriptions of a CGA model are collected and written into individual subdirectories. Each subdirectory then contains the whole material including the used textures and can simply be copied into e.g. a folder in assets. The name for the subdirectory and the .cgamat file is the material.name attribute (but made unique if there are several different materials with the same name). The <matName>.cgamat file is a CSV file, same as the result of the CGA function getMaterial(used, changed). |
Customized exports | Features/Typical Usage |
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Allows for execution of arbitrary Python commands during batch export. |
General export options
These options are available for all export file formats. Certain formats contain additional settings which will be described in the corresponding section.
Note:
- In the Export Wizard, each export option widget displays a tooltip with a description.
- See below for a comparison of the different formats with respect to material and shading features.
General settings
Output Path | Path to the export location. The path must exist. |
Base Name | The base name of the exported files. Various suffixes will be appended depending on the other export settings. |
Export Geometry |
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Terrain Layers |
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Simplify Terrains | Uses the reduceGeometry operation to simplify the terrain geometry prior to export. This can take a long time, especially on higher resolution terrains. |
Granularity settings
File Granularity |
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Memory Budget | Maximum memory consumption in megabytes. The geometry data is written into a single file if Memory Budget is zero. Otherwise a new file is written to disk whenever the memory budget is reached. Remarks:
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Mesh Granularity |
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Feature Granularity |
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Geometry settings
Vertex Indexing | Choose between indexed polygon vertices or separated vertex copies per polygon. |
Vertex Normals |
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Normals Indexing | Choose between indexed polygon normals or separated normal copies per polygon. |
Texture Coordinates |
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Local Offset | Local offset is only active when File Granularity is set to One File per start shape as it is computed for each individual shape.
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Global Offset | Global offset for generated geometry: Set offset for x, y and z axes (Cartesian coordinate values). |
Vertex Precision | These values can be used to reduce the floating point precision of different geometry data prior to the actual file output (used to reduce file size in OBJ). |
Merge ... within precision | Coordinates (vertices/normals/texture coordinates) which have an Euclidean distance equal or less than precision will be merged and their corresponding indices will be updated. |
Triangulate Meshes | Convert all faces to triangles. |
Faces with holes |
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Materials settings
Include Materials | If enabled, material definitions (e.g. diffuse color) and textures will be included in the export. Otherwise, the default material will be referenced (if required by the format). |
Texture settings
Collect Textures | All referenced textures will be exported into the export target folder and the file references will be adapted. |
Create Texture Atlas | Creates texture atlases which combine a set of textures into one, thus reducing the number of textures and materials. All textures except color maps are removed. See CGA material attribute. Note:In case of repetition (i.e. uv coordinates outside [0,1]), textures can not be put into an atlas. |
Texture Atlas Max Dimension (2^n) | Specifies the maximal dimension of the texture atlases in power-of-2 pixels, e.g. 11 gives a 2048x2048 Atlas. |
Texture Atlas Border | Add a border of pixels that repeat the texture content to protect against mipmapping artifacts. |
Advanced settings
Write Log | Write log file with detailed information and statistics about this export session. In case of error, check the log file to find out what went wrong. |
File Type | Choose among Binary or Text (ASCII) based file creation. |
Embed Textures | Choose to reference the file path (Default) or embed the texture files within the binary file. |
Shape Name Delimiter | This character will be used to resolve clashes in the shape names. Example for delimiter "_": {"shape", "shape", "shape"} will be resolved to {"shape", "shape_1", "shape_2"}. Already existing suffices like "_1" will be recognized. Note:The name resolver can also be called manually on a selection of shapes through Edit > Make Names Unique.... |
Existing Files |
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Other settings
Script | Workspace path to python script for additional python execution parallel to export. |
Formats feature comparison
The features in this table are listed with respect to the actual output of CityEngine, not the theoretical features of the individual format. Please also check the list with known interoperability limitations and issues in the Format Recommendations.
Format | Instancing | Shaders | Multi-Textures | Tex Trafo | Triangulation | Referencing |
---|---|---|---|---|---|---|
ABC | Yes | No 2 | Yes | Yes | Yes | No |
DAE | Yes | No | No | Yes | Yes 1 | Yes |
DWG | No | No | No | No | No | No |
DATASMITH | Yes | Yes | Yes | No | Yes 4 | No |
FBX | Yes | No | Yes | Yes | Yes | No |
FileGDB | No | No | No | No | Yes | No |
glTF | Yes | No | No | No | No 3 | No |
KMZ / KML | Yes | No | No | Yes | Yes 1 | Yes |
OBJ | No | No | No | No | Yes | No |
SLPK | No | No | No | No | No | No |
USD | Yes | No | Yes | No | No | Yes |
3ws | No | No | No | Yes | No | No |
- 1 Triangulation is necessary when exporting to ArcGIS Earth (see Format Recommendations).
- 2 Alembic does not store any shaders, but it is possible to use CGA reports to write out a shader name as property and then bind it in a downstream tool.
- 3 The glTF format itself only allows triangulated geometry.
- 4 CityEngine always passes triangulated geometry to DATASMITH.
Feature descriptions
Instancing | Support for instancing of geometry. Typically, the assets would be stored separately and in unmodified state from the actual nodes and transformation data. |
Shader | Support for custom shader names. |
Multi-Textures | Support for multiple texture channels. |
Tex Trafo | Support for separate texture coordinate transformations independent from the texture coordinates stored in the meshes (eg. texture rotation). |
Triangulation | Does the exporter support optional triangulation upon export? |
Referencing | Does the format support referencing of entities between files? This allows for the definition of a primary file to combine all scene elements. |