Andz Posted August 30, 2005 Share Posted August 30, 2005 Hi guys, I'm learning the stamp tool, and this is an ideia that I had. Next step would be to make more complex buildings. 3rd image was just a mistake, but still looks nice i think. Cheers! Quote Link to comment Share on other sites More sharing options...
DaJuice Posted August 30, 2005 Share Posted August 30, 2005 Hey, that's pretty cool so far, reminds me a bit of the 3d max Greeble plugin. It's a good start, I'm sure it could be taken much further, which I'm sure you're working on. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 30, 2005 Share Posted August 30, 2005 Hey there, I'm not sure if you're already doing this, but you can try and experiment with CopyStamping your own hand-rolled assets which can have some intelligence in them. This will let you do some really cool things and it's really fun to build. Check out the image and the zipped .hip file for a look-see. stamped_hda.zip Quote Link to comment Share on other sites More sharing options...
Andz Posted August 30, 2005 Author Share Posted August 30, 2005 You're right DaJuice Greeble was on my mind, also a "city maker" routine I once saw for POVRAY. Jason, CopyStamp is exactly what I'm doing, I guess I didn't explane well up there . Thanks for the file, Now I have somewhere to start for the more complex buildings. Cheers!!! Quote Link to comment Share on other sites More sharing options...
mark Posted August 30, 2005 Share Posted August 30, 2005 Andz some good work getting that result on your own. Jason thanks for the file im still a bit amazed that you can get a result like that with a basic building shape, grid and a handful of expressions. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted August 30, 2005 Share Posted August 30, 2005 Gotta love that procedural power! Quote Link to comment Share on other sites More sharing options...
Jason Posted August 30, 2005 Share Posted August 30, 2005 Yeah, lots of ideas spring to mind.. Like: */ create several SOP assets - 1 for each type of building style: house, mansion, townhouse, office block, mall, ghetto, shantytown, skyscrapers - all with some variable parameters like "number_of_floors". Nest these assets in a City Populator asset that will choose between them based of random attributes and some nicely generated attributes, like "affluence" and "zoning" which could be painted or generated with low-freq procedural noise. */ each building-type asset could be asked to select a random building which would fit into a certain area - the plot to build on. This would ensure buildings never interpenetrate and you can lay roads on the poly edges. Make a nice challenge:) Quote Link to comment Share on other sites More sharing options...
Jason Posted August 30, 2005 Share Posted August 30, 2005 Jason, CopyStamp is exactly what I'm doing, I guess I didn't explane well up there . Thanks for the file, Now I have somewhere to start for the more complex buildings. 20924[/snapback] Excellent. The HDA route is super-powerful I think. I realized in my setup that I have an if() statement that if the the pitch of the roof of the house is too shallow (where it becomes both useless and silly-looking) then I snap the roof height to zero and go with a flat roof. This type of check should be handled by the asset and not by me, the CopyStamp params. Quote Link to comment Share on other sites More sharing options...
Andz Posted August 30, 2005 Author Share Posted August 30, 2005 ...also a "city maker" routine I once saw for POVRAY 20930[/snapback] Hehe, looks like this thing is still around! City - POVRAY And a page full of links on the topic Procedural Builidings Quote Link to comment Share on other sites More sharing options...
michael Posted August 30, 2005 Share Posted August 30, 2005 thanks for the links.... @jason was anything like this used in Time Machine? Quote Link to comment Share on other sites More sharing options...
Jason Posted August 30, 2005 Share Posted August 30, 2005 @jasonwas anything like this used in Time Machine? 20937[/snapback] I wish Time Machine was in the good old Houdini 4 days. I wish HDAs were around back then.. and.. and.. Quote Link to comment Share on other sites More sharing options...
Marc Posted August 30, 2005 Share Posted August 30, 2005 Challenge! Painting the "affluence" parameter onto the ground plane will be the most fun edit: As long as Andz doesn't mind us hijacking his idea, of course Quote Link to comment Share on other sites More sharing options...
Jason Posted August 30, 2005 Share Posted August 30, 2005 Yeah, take cues from Sim City - like the coastal regions will be more affluent - unless industrial, of course Quote Link to comment Share on other sites More sharing options...
George Posted September 1, 2005 Share Posted September 1, 2005 Has anyone tried to do this in Houdini 8.0's PolyExtrude? In 8.0, PolyExtrude has local variables and can extrude different polygons by different amounts in a single SOP. For example you can take a default grid in the Local Translate z, type something like rand($PR). May be quite a bit faster than doing copy stamping. George. Quote Link to comment Share on other sites More sharing options...
Jason Posted September 1, 2005 Share Posted September 1, 2005 Has anyone tried to do this in Houdini 8.0's PolyExtrude? In 8.0, PolyExtrude has local variables and can extrude different polygons by different amounts in a single SOP. For example you can take a default grid in the Local Translate z, type something like rand($PR). May be quite a bit faster than doing copy stamping.George. 21006[/snapback] Ooh - that sounds nice! Thanks George! I guess a Divide>Bricker and a rand($PR) would make a quick and easy Greeble to any model, eh? Quote Link to comment Share on other sites More sharing options...
mark Posted September 1, 2005 Share Posted September 1, 2005 im still so impressed by this... i was going to ask about the different building types but thats been covered too. this is probably a simple question but why cant i edit any sops in the building object in Jason's file? the SOP's have like a net effect over the display and render flags. i extracted them and then put them back in a subnet but it broke the output Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted September 1, 2005 Share Posted September 1, 2005 im still so impressed by this... i was going to ask about the different building types but thats been covered too.this is probably a simple question but why cant i edit any sops in the building object in Jason's file? the SOP's have like a net effect over the display and render flags. i extracted them and then put them back in a subnet but it broke the output 21010[/snapback] Not sure if this is it, but have you tried turning off the Secured Selection..? Alex Quote Link to comment Share on other sites More sharing options...
Jason Posted September 1, 2005 Share Posted September 1, 2005 Not sure if this is it, but have you tried turning off the Secured Selection..?Alex 21021[/snapback] I think its because they're in synchronized (locked) HDA's. RMB on the Buildings node and select "Allow Editing Of Contents", and you should be good to go. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted September 1, 2005 Share Posted September 1, 2005 I think its because they're in synchronized (locked) HDA's. RMB on the Buildings node and select "Allow Editing Of Contents", and you should be good to go. 21022[/snapback] oops... didn't realize it was an HDA. Quote Link to comment Share on other sites More sharing options...
George Posted September 1, 2005 Share Posted September 1, 2005 Ooh - that sounds nice! Thanks George!I guess a Divide>Bricker and a rand($PR) would make a quick and easy Greeble to any model, eh? 21008[/snapback] Yeah -- should do. It was a feature added at old_school's request to make just that. I can't wait to see pretty pictures made with it Take care, George. Quote Link to comment Share on other sites More sharing options...
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