Custom Procedural Building Tool
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
York US   26, Mar — 29, Mar
Boston US   28, Mar — 1, Apr
Anaheim US   29, Mar — 1, Apr
RALEIGH US   30, Mar — 1, Apr
Latest comments

This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: https://www.youtube.com/watch?v=CAYgW5JfCQw&lc=UgxtXVCCULAyzrzAwvp4AaABAg.8swLeUjv7Fb8swt1875FAT I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

Custom Procedural Building Tool
21 November, 2017
News

Bertrand Cabrol shared a presentation of a building tool he developed to construct cities and building in a matter of minutes. The developer showed some examples of buildings he created for the project he’s working on. What is more, he demonstrated  the way the tool works with a simple example and the procedural workflow behind it. 

The tool is fully procedural, the idea is that you model windows, doors and stuff, the only things you have to worry about is the naming convention, the scale and to be in the center of the world. You plug them into the tool and it’s all you have to do. You can then use them and make buildings, the building will adapt with the scale of the biggest object.

The tool do the topology of the walls based on the windows you assign to it, means that every windows will have a hole of its size in the walls so you can put interiors too since there is floors.

As you can see here the windows position is done with the numbers, you can choose side, floors, column and then detail (individuals), the priority is general to the detail. Means that sides will be overrides by floors, which will be override by collumn and then by details. You can also delete some with the same rules if you put numbers in the last line. You’re up to 10 different objects by buildings. I thought it was enough but it can be upgrade if needed. 

All the Uvs are procedural too and if you have made the Uvs of your windows it will use it. Uvs are stacked by materials and types with the Mari order (1001 1011 etc).

Bertrand Cabrol 

Bertrand optimized as much as he could and it’s said to be almost real-time. Working with the UV’s is still challenging right now.  

Source: Vimeo
Comments

1
Leave a Reply

avatar
1 Comment threads
0 Thread replies
0 Followers
 
Most reacted comment
Hottest comment thread
1 Comment authors
Duan Nguyen Recent comment authors
Duan Nguyen
Guest
Duan Nguyen

Nice, I want this tool. Will pay for it..