Cabin with individual logs/boards, per pixel lighting

Another color here. Gonna make like a hunting lodge with this. It’s based on the grey texture.



http://www.jamtlandoutdoors.se/images/dist/cabin_brown.png

Somewone said something about procedual stuff?

I always found these kinda cool, unfournatly it#s a bit to expensive for me.

@zarch said:
From what I saw in his approach pspeed uses a modular building approach, pretty similar to what I would do for buildings - although I think his are based off a fixed grid (which makes sense in a blockworld but wouldn't work quite so well in a more naturalistic world). Work out the room/corridor plan for the ground floor, then if doing another floor add in a staircase and generate the next floor by taking the lower floor as a base and modifying appropriately. Repeat for further floors as required.


The buildings aren't really based on a fixed grid (beyond the 1 meter one imposed by the block world). It's entirely up to the template. Parts are categorized into types and templates are built specifying which types can fit in a slot. There's slightly more to it than that but that's the general idea.
@EmpirePhoenix said:
Somewone said something about procedual stuff?
I always found these kinda cool, unfournatly it#s a bit to expensive for me.

http://www.esri.com/software/cityengine


Wow. Coolest thing I've seen in a long time.

Kind of weird tho, I saw only two type of videos there. One that showed extremely high poly stuff that could only have been rendered offline, and one with very low poly stuff. Cross quad trees and billboards etc. (editor mode I presume). I'm not too fond of either since I'm not trying to make a CG movie, nor a Redneck Rampage clone. Would be nice to see this in action, like in a game or something.

Also that night scene in the demo vid is just amazing...

Speaking of nice graphics, I saw a half life 2 mod on the Yogscast called “Zombie Survival”. The graphics there looked really good. Some AtoC fail on vegetation and other stuff, but generally it looked great.



Yogscast is some guys checking out new video games and stuff btw, for those who doesn’t know that. Very funny I think.

I promised myself I’d follow up with this link… it’s one of the more interesting papers I’ve read on building generation:

http://web.siat.ac.cn/~vcc/publications/2011/retargetting/



It was actually one of the more interesting papers (to me) of all of the articles in the recent acm Transactions on Graphics from December. But I was still hunting for a solution back then so it piqued my interest.



Probably overkill in this case but maybe someone gets use out of it. In theory it could include interiors as well… which is something the more generative parts of the ESRI stuff cannot, I’m pretty sure.

Looks like the same stuff that is used in the cityengine editor. This must be how the pros go at it.

@androlo said:
Looks like the same stuff that is used in the cityengine editor. This must be how the pros go at it.


I don't know. The first part of that video was very "two dimensional" in that it seemed like just facades loosely "painted" over simpler 3D geometry. The stuff in the sig-graph paper is more advanced... though I have the benefit of having read the whole paper... and I have not had the benefit of seeing ESRI's product in action.

(I should probably also admit to having a long-standing dislike for ESRI products in general.)
@androlo said:
Wow. Coolest thing I've seen in a long time.

Kind of weird tho, I saw only two type of videos there. One that showed extremely high poly stuff that could only have been rendered offline, and one with very low poly stuff. Cross quad trees and billboards etc. (editor mode I presume). I'm not too fond of either since I'm not trying to make a CG movie, nor a Redneck Rampage clone. Would be nice to see this in action, like in a game or something.

Also that night scene in the demo vid is just amazing...


Well actually i had the free trial for 30 days ( couldnt resist when I found that) and it really does work as they show also with high poly. You then could export (with a small self written python script) the meshes batched for blocks, kinda like terrain quads, for the high and the low poly version.to allow lod.

Here are some more videos. From the old website before esri aquired them.
http://www.procedural.com/ce_projects/videos/tutorial_videos.html

This city generator looks quite good, probably not as good as the ESRI one… but a lot cheaper :slight_smile:

http://cgchan.com/suicidator/

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Hmm, interesting paper. I don’t have time to do more than read the intro at the moment but the results look pretty convincing.

@kwando said:
This city generator looks quite good, probably not as good as the ESRI one... but a lot cheaper :)
http://cgchan.com/suicidator/


Gonna have to try this right away hehe.

Got no plans of doing programs with lots of houses in them myself, but it looks very fun.

Was editing this cabin and noticed something weird. The tree foliage has been corrupted in the conversion process.



Anyways, editor works great. I would really like to add grass and flowers and stuff directly in the editor. A brush can be used. It needs to spread out grass when you hold the mouse button, and it should be possible to regulate the jittering radius and the time between applications. Like if you want a dense cover you set a short time period between every time a new grass is placed.



Gonna make a bunch of art when I have fixed the grass stuff. Working with the editor is fun.



http://www.jamtlandoutdoors.se/images/dist/tree_inverted_normals.png

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