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The building appearance module allows the addition of material and texture detail on the surface of a building. Appearances can be organized in themes. A city model can hold and display more than one themes. You define a material using the app:X3DMaterial node and the child nodes app:diffuseColor and app:target. The target node references the id of the polygon in which the appearance is applied.
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The building appearance module allows the addition of material and texture detail on the surface of a building. Appearances can be organized in themes. A city model can hold and display more than one themes. You define a material using the app:X3DMaterial node and the child nodes app:diffuseColor and app:target. The target node references the ID of the polygon in which the appearance is applied.
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```xml
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<app:X3DMaterial>
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You define a texture with the app:ParameterizedTexture node. Then, as child nodes, you define the texture/image location, the MIME type, and the target polygon. To map the texture coordinates on the polygon you use the polygon’s ring(s).
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You define a texture with the app:ParameterizedTexture node. Then, as child nodes, you define the texture/image location, the MIME type, and the target polygon. To map the texture coordinates on the polygon, you use the polygon’s ring(s).
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```xml
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<app:ParameterizedTexture>
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You can download both examples here:
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[appearence_examples.zip](https://transfer.hft-stuttgart.de/gitlab/coors/3d-stadtmodelle/-/blob/master/Buch-3D-Stadtmodelle/Kap-4/appearence_examples.zip)
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The concept of Appearance remains same for all the other modules (CityObjects) of CityGML. FME transformers such as [AppearanceSetter](https://www.safe.com/transformers/appearance-setter/) or GeometryColorSetter(https://www.safe.com/transformers/geometry-color-setter/) can be used to apply materials or textures to the CityGML model. More info on how textures are understood in FME can be found [here]https://docs.safe.com/fme/html/FME_Desktop_Documentation/FME_Desktop/!FME_Geometry/Textures.htm). A tutorial on creating textured CityGML model can be found [here]https://community.safe.com/s/article/creating-a-textured-citygml-model).
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The concept of Appearance remains the same for all the other modules (CityObjects) of CityGML. FME transformers such as [AppearanceSetter](https://www.safe.com/transformers/appearance-setter/) or [GeometryColorSetter](https://www.safe.com/transformers/geometry-color-setter/) can be used to apply materials or textures to the CityGML model. More info on how textures are understood in FME can be found [here](https://docs.safe.com/fme/html/FME_Desktop_Documentation/FME_Desktop/!FME_Geometry/Textures.htm). A tutorial on creating a textured CityGML model can be found [here](https://community.safe.com/s/article/creating-a-textured-citygml-model).
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**Next Chapter** [Chapter 3: Validation](https://gitlab.com/volkercoors/CiD4Sim/-/wikis/home)
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