Hero house and city generator


https://forum.reallusion.com/Topic206631.aspx
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By davidktimperley - 11 Years Ago
I've been searching out the web for ways to automate scenery creation....
this is an add-on for Blender that helps build a house.

I'd like to see something like this but pushes the envelope a bit further.

Hero house
It would be great if one could buy a utility that...
Allowed the user to quickly build a 3d house model with doors, windows, a selection of roof types, kitchens, bathrooms, and scattered furniture about.
Doors and windows have animation and collision zones built in.

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)




Options for time period of house.
A way to implement this is to give options for walls that step back in history such as...
concrete walls, wood walls, Tudor frames, stonework. It would be amazing if by key framing the 'time period' slider, the house would animate it's style changing through history.


A city generator
Takes the 'hero house' building as a seed, and generates anything from a village to a city.
lays down options from dirt tracks, to bitumen sealed roads with sidewalks
Options that range from empty fields framed with farm fences to traffic lights and bus shelters.



I'd like to be able to generate everything from a single road wild west town, to a modern high rise metropolis all auto populated with speed tree content. Auto populate car models with inbuilt circulating motion paths for instant city traffic (left and right side of the road options please :D ).

The models generated are for backdrops and scenery so if interiors are required, one should use the 'hero house' generator.
options for detail drop off with distance.
Options to remove individual houses so that this utility can be used to rough out an environment that can then be worked on to add bespoke models at a later date.


Types of customers that might use these facilities
Game designers could quickly build and populate environments.
Film makers could build sets for iClone films or rough out environments for film animatics.
Home owners could model their homes, try out alterations, and move iClone people around these environments to test the alterations out.
By davidktimperley - 11 Years Ago
Types of houses I'd like to see supported...

Tudor


Deco


Small town America


Stonework and thatch
By davidktimperley - 11 Years Ago
A cartoon house is pretty much the same model with the angles randomized and exaggerated...




By davidktimperley - 11 Years Ago
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.

A user could use iClone to model their home, check it's functionality with the iClone humans, then render it in Indigo to see how the sun relates to the home during the year.
By davidktimperley - 11 Years Ago
A user is creating a 'road safety' campaign and they quickly want to knock up a suburban street with traffic driving along the roads and pedestrians on the side walks.
By davidktimperley - 11 Years Ago
Reasons for posting this 'wish'?

I'm interested in telling story's and if I wanted to spend all day creating models I'd use Blender to tell these story's.
I see iClone as a way to minimize the asset creation section of the pipeline.

I can find lots of building models around the web, but they all have differing styles.
If i'm creating a town, I'd like a tool that generates buildings in a similar style.

Much like I would like to use Speedtree because why would I want to spend time creating individual trees in a forest just for a backdrop, why would I want to create all the individual buildings in a city?
By davidktimperley - 11 Years Ago
The 'city generator' should support parks, play fields, and cemeterys. Story's also happen in the spaces between buildings.
By davidktimperley - 11 Years Ago
'City generator' should also support 'cul de sacs' as story tellers love those too.
By brand468 - 11 Years Ago
davidktimperley
I understand, but why all these posts one after the other ??
By davidktimperley - 11 Years Ago
brand468 (11/22/2014)
davidktimperley
I understand, but why all these posts one after the other ??


Brainstorming. I'm still working the idea out.
Makes it easier for folk to pick apart each idea.
Smaller bites are easier to digest.
By davidktimperley - 11 Years Ago
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.

By davidktimperley - 11 Years Ago
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.
By davidktimperley - 11 Years Ago


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
By davidktimperley - 11 Years Ago
What's New in CityEngine 2013

[url=http://youtu.be/hIVVheEV1kk][/url]
By justaviking - 11 Years Ago
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.

By animagic - 11 Years Ago
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.
By prabhatM - 11 Years Ago
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 !
By davidktimperley - 11 Years Ago
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
By prabhatM - 11 Years Ago
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/).
By davidktimperley - 11 Years Ago
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.
By davidktimperley - 11 Years Ago
No mans sky is a game under dev, that generates everything algorithmically ...

A Behind-The-Scenes Tour Of No Man's Sky's Technology
By prabhatM - 11 Years Ago
davidktimperley (12/11/2014)
No mans sky is a game under dev, that generates everything algorithmically ...

A Behind-The-Scenes Tour Of No Man's Sky's Technology


Thanks. That was really cool !
By davidktimperley - 11 Years Ago


Scene City Create realistic 3D cities for Blender easily

Scene City is a city generator:

Cross-platform: available for Windows, Mac and Linux
Easy to get started: download and start making cities, there is no installation and no prerequisite, not even Blender, though you'll need it to open the output cities
Easy to use: export your city to Blender with a mouse click, adjust the camera angle in Blender, then hit F12. Finished!. You can go further if you want of course, but Scene City is built with ease of use in mind
Realtime preview: you can navigate in realtime in the high-fidelity 3D preview, including a first person view where you can drive right inside your city before you decide to export it to Blender
Both Cycles and Blender Internal (BI) are supported: Blender has two official render engines, and both are fully supported. Use the one you prefer.
Large cities are possible: depending on your hardware capability (RAM, CPU and graphics card), you can build very small to large cities, from 320m² up to 1280m²
By davidktimperley - 11 Years Ago

Cities Skylines : World Premiere Gameplay
By davidktimperley - 11 Years Ago
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/).



I've been thinking about this posting.
Is there a prob with 'scale' in iClone.

This is a clip from a new game...


Uncharted 4: A Thief’s End Gameplay Video


Can iClone achieve the sense of scale that this real-time environment achives?
By prabhatM - 11 Years Ago
davidktimperley (12/20/2014)
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/).



I've been thinking about this posting.
Is there a prob with 'scale' in iClone.

This is a clip from a new game...


Uncharted 4: A Thief’s End Gameplay Video


Can iClone achieve the sense of scale that this real-time environment achives?


I know for sure iclone5 was not ready for large scenes. The array management was so poor ! RL admitted in so many posts.

ICLONE6 is a complete overhaul.

Now that they have understood the game of LOD, I am sure they are aware of the "scale" and must have taken their first baby step.

It will be there...it's just a matter of time.

NOTE: if ICLONE does not scale up , then somebody soon will take unreal engine and create a proper cinematic editing timeline like After Effect and will REPLACE THE ICLONE MARKET.

Today ICLONE is getting strong, but quite fragile too....it's on a quick sand.