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Hero house and city generator

Posted By davidktimperley 10 Years Ago
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davidktimperley
davidktimperley
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How could this be implemented???
User creates one or two 'hero buildings'.

Access the city generator and select the two 'hero buildings'. These are used as a seed to generate a single street (the length of which the user can adjusted) populated with randomly generated buildings, .
A lot of the time, just a single street is needed. The user can move the 'hero' buildings to any position on the street and the randomly generated buildings are reconfigured around them.

If corners and intersections are a requirement there could be an option to increase the number of streets. This adds streets in a tic tac toe pattern around the original item. 'Hero buildings' can be moved about anywhere within the resulting grid.

There will be a limit imposed by memory at some point.
It would be nice (especially for inner city blocks) if the program had an 'infinite' setting which would extend the streets off into the distance, constructed of 'billboard' representations of the buildings.

davidktimperley
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davidktimperley (11/22/2014)
Where we could specify it's how 'cartoony' the result is.
This could be implemented with a slider that gradually throws all the angles out of kilter, or pushing the angles in the 'y' out from the base in a curve)





Cartoons also tend to have rounded features so an option to 'fillet' all edges and corners would be useful.
davidktimperley
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Procedural Modeling and Animation Project 1
http://youtu.be/9olyMlEaXpQ



Intro to Procedural Modeling...
http://youtu.be/ILT2KRF0r58

Procedural Building Generator in Houdini
http://youtu.be/Jczz3RmqMVM
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10 Years Ago by davidktimperley
davidktimperley
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What's New in CityEngine 2013

[url=http://youtu.be/hIVVheEV1kk][/url]
justaviking
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davidktimperley (11/22/2014)
I'm assuming that the Indigo renderer not only computes 'sun at time of day', it also implements position of sun at a user defined location on earth.

I think that's a bad assumption.

I've not seen anything like that on the Indigo pages, nor have I noticed any such settings in the trial version I installed several weeks ago.

Indigo is a "rendering" system, not a "simulation" tool.  You can certainly move lights around, but it has no concept (AFAIK) of "earth" where the sun is at any given time.



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animagic
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You could easily look it up at http://www.sunearthtools.com/dp/tools/pos_sun.php and then use that to change the sun direction in Indigo.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

prabhatM
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davidktimperley (11/24/2014)
What's New in CityEngine 2013

[url=http://youtu.be/hIVVheEV1kk][/url]


They have a Plugin for Maya. ICLONE too could use the SDK !
But the question is how big a scene ICLONE can handle at this moment !
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10 Years Ago by prabhatM
davidktimperley
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This video has some ideas that could be implemented such as using particle systems.


How to Create a City in Blender...
https://www.youtube.com/watch?v=XCEN0qQOsIA
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prabhatM
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davidktimperley (12/9/2014)
This video has some ideas that could be implemented such as using particle systems.


How to Create a City in Blender...
https://www.youtube.com/watch?v=XCEN0qQOsIA


Most of the 3D and even 2D programmes are using the Particle systems to create POPULATED SCENES.

RL needs to recognise that potential.

But to implement that ICLONE needs to have Occlusion Culling feature to manage such large scenes. ICLONE 5 is TOO FRAGILE for such large scenes.

RL needs technology help like UMBRA ( http://www.umbrasoftware.com/).
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10 Years Ago by prabhatM
davidktimperley
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prabhatM (12/10/2014)
davidktimperley (12/9/2014)
This video has some ideas that could be implemented such as using particle systems.


How to Create a City in Blender...
https://www.youtube.com/watch?v=XCEN0qQOsIA


Most of the 3D and even 2D programmes are using the Particle systems to create POPULATED SCENES.

RL needs to recognise that potential.

But to implement that ICLONE needs to have Occlusion Culling feature to manage such large scenes. ICLONE 5 is TOO FRAGILE for such large scenes.

RL needs technology help like UMBRA ( http://www.umbrasoftware.com/).


True true. That tech looks great.
If the buildings were 'built' in the same way that Speedtree generates trees, the plug in could control Occlusion. Only structures within cam view would be displayed.



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