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Associate Appearance to surface base on feature attribute

  • November 22, 2017
  • 2 replies
  • 19 views

Greetings FME Community!

I have a CityGML of buildings [1] and I want to attach new textures to the roof surfaces.

The Appearance should be a texture based on a specific GeoTIFF that was generated for every buildings.

Every GeoTIFF has the CityGML feature unique id as name. I don’t find a way to save every texture in the FMELibray and, mostly, retrieve the right Appearance for every feature of the CityGMLd to

I think this should be related to the AppearanceSetter [2] settings or SharedItemRetriever [3], but I can't figure how to use them properly.

 

Kind regards,

 

[1] http://donnees.ville.montreal.qc.ca/dataset/maquette-numerique-plateau-mont-royal-batiments-lod2-avec-textures

[2] https://docs.safe.com/fme/2017.1/html/FME_Desktop_Documentation/FME_Transformers/Transformers/appearancesetter.htm

[3] https://docs.safe.com/fme/2017.1/html/FME_Desktop_Documentation/FME_Transformers/Transformers/shareditemretriever.htm

Best answer by takashi

Hi @jeandenis, this workflow illustrates how you can register rasters to the FME Library, retrieve one of them according to its name (unique id), and then map it to surface features as a texture appearance.

However, depending on the scenario, this workflow could work as well.

Hope this helps.

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2 replies

takashi
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  • Best Answer
  • November 23, 2017

Hi @jeandenis, this workflow illustrates how you can register rasters to the FME Library, retrieve one of them according to its name (unique id), and then map it to surface features as a texture appearance.

However, depending on the scenario, this workflow could work as well.

Hope this helps.


  • Author
  • November 23, 2017

Thank you @takashi !

The variable usage is quite insightful.

I only try the first solution because it seems much more generic than the second.

Best regards,


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