Create a 3D urban green space scene
To create a realistic urban scene, you will first familiarize yourself with the project contents and explore the area using 3D navigation tools.
Download and explore the scene
First, you will download data to explore and edit 3D urban scenes.
- Download the Learn3DEditing.zip compressed folder.
- In the Microsoft File Explorer, browse to the C: drive and create a folder called LearnArcGIS.
- Locate the downloaded file on your computer and extract it to the LearnArcGIS folder you created.
The extracted .zip file is a folder named Learn3DEditing.
- Open the Learn_3D_Editing folder and double-click the Learn_3D_Editing project package file.
The project package opens in ArcGIS Pro to the Brookside Park Scene.
Next, you will familiarizing yourself with the scene content and the 2D and 3D layers organized in the scene contents layer.
- Review the layers in the Contents pane.
The scene package contains both 3D and 2D layers. Layers in the 3D Layers group represent z-aware data that can be extruded and is placed under this section by default as vector content. In the current scene, some of the 3D layers have not been extruded, so they appear as 2D building footprints. Layers in the 2D Layers group represent non-z-aware data. In this scene, this includes the Landscaped Areas, Paved Area, Street Pavement, Walkway, and Park layers which will remain in 2D and do not need to be extruded.
- At the bottom of the scene, on the Navigator tool, click the Show full control button.
The Navigator tool reveals 3D navigation functions.
- Navigate around the scene using the expanded Navigator tool.
Tip:
You can also navigate a 3D scene by using your mouse scroll wheel to zoom. Press C and drag the scene to pan. Press V and drag the scene to tilt.
Another way you can navigate a scene is by using bookmarks.
- On the ribbon, click the Map tab. In the Navigate group, click Bookmarks and choose the Brookside Apartments bookmark.
The map zooms to a viewpoint where you can see the building footprints for apartment buildings next to the park.
In the next section, you will explore several ways to extrude the apartment building footprints.
Extrude building footprints
There are several ways you can extrude a building to represent height. You can specify the height according to a field or attribute, or you can manually enter a height.
- In the Contents pane, click the Building Footprint Brookside layer to select it.
- On the ribbon, click the Feature Layer tab, and in the Extrusion group, click Type and click Base Height.
- In the Extrusion group, for Field, choose Building Height. For Unit, ensure it is set to Feet.
The scene updates and the Building Footprint Brookside layer displays the buildings extruded to the value in the Building Height field.
Currently, all the buildings have a default height of 10 feet.
- In the Contents pane, right-click the Building Footprint Brookside layer and click Attribute Table.
The attribute table appears.
- Locate the Building Height field and observe the value listed for each building.
All the buildings are set to a height of 10 feet.
- Close the table.
Next, you will use another method to specify the height of buildings using the Expression Builder.
- On the ribbon, in the Extrusion group, click the Extrusion Expression button.
The Expression Builder window appears.
- In the Expression Builder window, in the Expression text box, delete the existing text and type 5. Click OK.
The Building Footprint Brookside layer updates to display all the buildings at 5 feet in height.
Next, you will use procedural symbols to extrude and symbolize the Building Footprint Brookside layer, but first, you will remove the existing extrusion settings.
- On the ribbon, in the Extrusion group, click Type and click None.
Use procedural symbology
In this section, you will use procedural symbols to extrude and symbolize the apartment buildings.
- In the Contents pane, click the symbol for the Building Footprint Brookside layer.
The Symbology pane appears.
- In the Symbology pane, click the Properties tab and click the Layers tab.
- Click Solid fill and choose Procedural fill.
- Click Rule.
The Select Rule Package window appears.
- Browse to the folder you extracted, Learn_3D_Editing, and double-click Int_City_2014.rpk.
The Symbology pane updates with additional parameters for Int_City_2014.
- For Type, choose Apartment Building. For BuildingShape, choose L-Shaped.
- For TotalHeight, click the Set Attribute Mapping button.
The Set Attribute Mapping window appears.
- In the Set Attribute Mapping window, choose Building Height and click OK.
Note:
In the Symbology pane, the Set Attribute Mapping button turns blue to indicate that a field is being used.
- In the Symbology pane, click Auto Apply.
Note:
By enabling Auto Apply, the changes will automatically show on the map. If Auto Apply is disabled (default) then you must click Apply every time you want to see a change.
The Building Footprint Brookside layer updates to the procedural symbols derived from the rule package.
- Explore the updated scene and observe how the rule package has applied different roof types and additional parameters to the building footprints.
Note:
Optionally, in the Symbology pane, update and modify parameters, such as Facade Texture, and observe how it changes the building symbology in the scene.
- On the Quick Access Toolbar, click Save to save the project. Click Yes when asked about ArcGIS Pro versions.
In this section, you explored different ways to extrude and symbolize 3D buildings. Next, you will fill out your urban scene further by adding realistic 3D trees to the park.
Add trees with preset configurations
Next, you will add trees to the urban green space scene that are symbolized using the Realistic Trees style.
- On the ribbon, click the Map tab. In the Navigate group, click Bookmarks and choose Brookside Apartments Overview.
The scene returns to a view of the entire park.
- In the Catalog pane, browse to the Learn_3D_Editing folder connection. Right-click TreesA.lyrx and choose Add To Current Map.
The trees appear in the scene and their realistic symbology is displayed in the Contents pane.
This layer file was created for use in the tutorial using the 3D Vegetation - Realistic system style. Notice that the trees display using different heights. The layer was set up to base the height off an attribute for crown height.
Note:
To add a system style to the project, from the Insert menu, in the Styles section, click the Add drop-down menu and then choose the styles you want available in the project.
- In the Contents pane, right-click TreesA and choose Attribute Table. Locate the Crown height field.
This is the field being used to symbolize the TreesA layer.
- Close the table.
- In the Contents pane, right-click TreesA and choose Symbology.
- Click the Vary symbology by attribute button.
- Expand Size and locate the Field property.
The values from the Crown height field are used to vary the size of the realistic tree symbols.
- Save the project.
You have created a 3D urban green space scene, complete with 3D buildings extruded and symbolized with procedural symbology and 3D realistic trees displaying at the correct height. Next, you will add a 3D structure to the community center building in the center of the park.
Add a 3D structure
Now that your 3D urban green space scene is set up, you can add more details to the 3D structure in the middle of the park. Before you can create a new 3D feature, you will need to configure the 3D editing environment in ArcGIS Pro.
Set constant elevation
A constant elevation plane is a level surface that can be used as a reference for the determination of the elevation of geographic features such as buildings and trees. In other words, it’s a baseline from which you can visually determine if a feature is elevated above or below the elevation of the constant plane. It is also useful in 3D editing, as it serves as a constant for defining the z-value of a feature.
- At the bottom of the scene, point to the Constraints button, and if necessary, click the toggle button to enable this function.
- On the Map tab, in the Navigate group, click Bookmarks and choose Community Center South View.
The scene zooms to the south view of the community center building.
- Use the Navigator tool and explore the community center building and surrounding area.
- On the ribbon, click Bookmarks and click the Building Slab bookmark.
The scene updates to a straight-down view of the community center building.
You will need to determine the elevation of the building slab to generate a constant elevation plane at the same height as the slab.
- On the ribbon, click the Edit tab, and in the Elevation group, click Mode.
The Mode button highlights in blue, indicating the constant Z mode is activated.
- In the Elevation group, click the Get Z from View button. In the scene, click the Building Slab feature.
- In the Elevation group, the z-value for the location you clicked is displayed.
The elevation derived from the slab polygon is around 1,300 feet. The elevation value will vary depending on where on the slab you clicked.
- In the Elevation group, set the units to m (meters) and click the slab.
The elevation in meters updates to around 400 meters. For this tutorial, you will use a constant plane at 395 meters.
- In the Elevation group, update the value to 395 and press Enter.
The scene updates and now displays a constant elevation plane at an elevation of 395 meters. The constant elevation plane displays in the scene as a transparent medium-gray overlay.
- Use the Navigation tools to zoom out and tilt the scene to get a better perspective of the extent of the area covered by the constant elevation plane.
This is essentially a level surface taken as reference for the determination of elevations of other geographic features such as buildings and trees.
The constant plane extends north of the building slab, meaning that these areas are at 395 meters, or lower than 395 meters, and that areas south of the slab are higher than 395 meters, as they are not covered by the plane.
You have set a constant elevation value. Next, you will configure a 3D grid and enable snapping as guides when you create a new 3D structure.
Configure a 3D grid
Before editing and creating new 3D features, it is useful to generate a 3D grid that will serve as a reference and guide for the new or updated features. Next, you will set up a 3D grid.
- Click Bookmarks to return to the Building Slab bookmark.
- At the bottom of the scene, click the Grid button.
A 3D grid appears in the scene.
- Point to the Grid button to view the properties pane and click the Set Origin button.
Set Origin is activated.
- With Set Origin activated, in the scene, point to and click the lower left corner of the Building Slab polygon feature.
This sets the origin point for the grid.
- Point to the Grid button and in the Grid properties pane, set the following parameters:
- Set Elevation to 5 ft.
- For Rotation, type 90.
- Set Spacing to 395 m.
The editing grid is now aligned to the Building Slab polygon feature.
- Save the project.
Add a 3D step to the building
In the following steps, you will create and design a rectangular concrete step north of the slab to provide an additional step down to a lower grass area. Remember, you have set a constant elevation value of 395 meters. As a result, your new slab will be constructed at this elevation.
- If necessary, on the ribbon, on the Map tab, click Bookmarks and click the Building Slab bookmark.
- Click the Edit tab, and in the Features group, click Create.
The Create Features pane appears.
- In the Create Features pane, under Building Slab, click Building Slab.
- Ensure the Polygon tool is activated.
- At the bottom of the scene, click the Snapping button to turn on snapping.
- Point to the Snapping button and ensure Point snaps to the nearest point or LAS point feature is activated.
Next, you will start feature construction.
- On the scene, click a point to the lower left of the building slab.
- Move the pointer north along the grid, parallel to the existing slab, and click to place the northwest corner.
- Move your pointer east along the grid, parallel to the existing slab, and click to place the third corner.
- For the final corner, move your pointer toward the southeast corner, right-click, and choose Square and Finish to complete the polygon.
You should now have a new rectangular polygon feature that displays above the community center.
Next, you will use 3D editing tools to adjust the feature so it does not cover the community center.
- On the Edit tab, in the Tools group, click Move.
Handles appear on the feature, which will allow you to adjust the placement of your 3D feature.
- Click the green z-handles and drag the feature downward so it does not overlap with the community center building and aligns below the original Building Slab feature.
- On the Edit tab, in the Manage Edits group, click Save.
- In the window that appears, click Yes to commit your edits to the geodatabase.
- On the Edit tab, in the Selection group, click Clear to deselect the feature.
- On the Edit tab in the Elevation group, click the Mode button to disable the constant elevation mode.
- At the bottom of the scene, click the Grid button to turn off the grid.
Your scene now includes an additional slab step toward the grassy area.
- Save the project.
Note:
You can also repeat this entire section on feature creation, using dynamic constraints to enter the direction, offsets and distance, and so on for the polygon’s line segments. You can press Tab to move from each input box to the next one. This workflow is recommended for high-precision workflows in which accuracy and attention to detail are important.
Use multipatch texture editing
In this section, you will explore another urban scene, create a new multipatch feature, and add detailed textures to create a realistic 3D building.
Set up a packing house scene
To complete this section, you will activate the second scene in the project package, Packing House Scene.
- Click the Packing House Scene tab.
The scene opens with an imagery basemap and several 3D layers and zooms to a new retail development named the Packing House District.
- On the ribbon, click the Map tab. In the Navigation group, click Bookmarks and choose Four.
The map zooms to a single building in the development.
- At the bottom of the scene, click the Grid button to activate it.
- Point to the Grid button to display the Grid properties pane.
- In the Grid properties pane, click the Set the grid's origin interactively button.
- Point to and click the lower left corner of the building from the imagery basemap.
- Point to the Grid button, and in the Grid properties pane, set the following parameters:
- Set Spacing to 8 ft.
- For Rotation, type 360.
- Set Elevation to 1,337 ft.
The editing grid is now aligned to the building as shown in the imagery basemap.
- If necessary, ensure both the Constraints and Snapping buttons are enabled.
The scene is now configured and ready to create a multipatch feature.
Create 3D multipatch feature
Next, you will use the Create tool to create a 3D multipatch feature in the packing house scene.
- On the ribbon, click the Edit tab. In the Features group, click Create.
- In the Create Features pane, click New_Building.
- If necessary, click the Create 3D geometry tool.
- Point to the lower left corner and click the first vertex.
- Using the snapping guide, point to the lower right corner of the building and click to place the second vertex.
- Using the snapping guide, point to the upper right corner of the building and click to place the third vertex.
- Click to place the final vertex in the upper left corner.
- Right-click the path and click Finish.
A new 3D building feature is constructed.
- On the ribbon, click the Map tab, and in the Navigation group, click Bookmarks and click Third.
The scene extent updates to show the new building feature relative to the other buildings in the Packing House District.
- Return to the Bookmark Four view.
- On the ribbon, click Edit. In the Tools group, click Edit Vertices.
A green handle appears in the middle of the new building.
- Point to and drag the green handle up until the height is around 20 feet.
Note:
You can also type a value into the text box as you begin to drag the vertex.
- Save the edits.
- At the bottom of the scene, turn off the Grid and Snapping tools.
- On the Edit tab, in the Manage Edits group, click Save.
- In the Save Edits window that appears, click Yes to commit your edits to the geodatabase.
- Save the project.
Edit texture for multipatch structure
- On the Edit tab, in the Selection group, click Select. Click the newly created 3D structure.
- In the Features group, click Modify.
- In the Modify Features pane, under Reshape, click Multipatch Texture.
- Click the Load Texture button.
The Load Texture window appears.
- In the Load Texture window, browse to the Learn_3D_Editing folder, open the Textures folder, and double-click Roof.
The image appears in the Modify Features pane.
- On the scene, point to the roof of your building and click the roof to place the texture.
- In the Modify Features pane, click Rotate, and drag the preview to rotate the texture to the desired position as you view the scene.
Tip:
The three HVAC systems should be located toward the north of the building.
Tip:
You can also use the three interactive mouse functions. Dragging with the left mouse button will pan, dragging the mouse wheel button will rotate, and dragging the right mouse button will zoom.
- Use what you have learned to place the remaining two textures to the building on your own.
- In the Modify Features pane, click Apply.
Note:
You can also press F2 to save the changes.
- On the Edit tab, in the Manage Edits group, click Save. In the Save Edits window that appears, click Yes.
- In the Selection group, click Clear.
- In the Contents pane, check the Other_Buildings layer.
Additional buildings in the Packing House District appear. The buildings were constructed using the same process that you just learned.
- Save your project.
In this tutorial, you created a realistic building using multipatch editing tools and textures. In the real world, you may encounter simple to complex building geometry and roof forms. The above workflow can be used for different building types and shapes, with little more than a building footprint, height information, and images for texturing.
You can find more tutorials in the tutorial gallery.