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procedural house


R_cyph

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Hey all,

I'm looking for a procedural house otl/tutorial.A friend of mine is doing some a project that involves creating some variations of a Native long house.I'm trying to help him but I have no experience with procedural modelling. I had a look on orbolt but can't find anything good. If anybody knows where I can get a good generic procedural house tool to purchase or a good tutorial at least I can crack it open and get the ball rolling. Also, the tutorials on the side effects site are more for generic commercial buidlings.

https://www.google.ca/search?q=native+long+house&source=lnms&tbm=isch&sa=X&ei=3T9PUqWfBJP_yQGlk4CgCQ&ved=0CAcQ_AUoAQ&biw=1920&bih=992&dpr=1

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Hi,

the answer to your question depends on how similar the variations are and how detailed they need to be.

To get a very basic start, you could try this:

get a grid in the /obj context. Go inside that node.

Inside, of the grid node, set rows and columns to 2 and use the sizes to get the dimensions you want.

Use tab to select new SOPs that go below that one.

You can start with a polybevel, set to absolute. and change the absolute value.

Add another if you want the corners to be more smooth.

After that you could use a poly extrude and translate the local value by (0,0,x), go to the groups tab of the node and select create output groups.

Add a new poly extrude and select the "extrudeFront" as the group at the top.

translate the local value by (0,0,x) and set the Inset to a negative value to get a roof started.

Hope that helps.

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  • 2 weeks later...

Hi R_cyph,

place and resample horizontal lines accordingly to your buildings boundaries and copy/stamp vertical lines on the points of the horizontal lines. now sweep the vertical lines with a circle for creating poles.

there are commercial tutorials on this topic:

http://cmivfx.com/st...ding Generation

http://cmivfx.com/st...edural Modeling

http://cmivfx.com/st...ocedural Cities

here is an example for building a traditional longhouse

longhouse_example.hipnc

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