![]() What’s more, it lacks the functions for generating roofs and windows, which are both essential in procedural Venice. Another important reason is that the built-in architecture node in Houdini is still in the beta testing phase and only provides very limited parameters. Using the procedural generating method will save a lot of work and cost for quickly testing and iteration the scenarios. In this specific project, most Venetian buildings (except for some landmark buildings such as churches and palaces), can also be automatically generated using the procedural method because from the visual perspective, they share the same construction pattern. Fortunately, industries have come up with several procedural modeling methods to speed up the process and Houdini is one of the most popular tools. However, modeling large three-dimensional environments, such as Venice city, is a very expensive process and can require several years' worth of labor. The creation of compelling models is a crucial task in the development of successful movies and computer games. With all generator tools, we can model and iterate the base low-poly building quickly. Window generator: assembles a single-window by controlling the parameters of arch, window size, shutters, and fences.For a flat roof, arrange the distribution and shape of the handrail. ![]() ![]() Roof generator: calculates the shape of roof of the given type and lay roof tiles accordingly.Building generator: decides the distribution of floors and windows for one building, as well as the top-level settings of the accessories.Footprint generator: interprets the OSM data, which contains the geospatial information of the location of Venice buildings, and randomly creates the rough shapes of buildings. ![]()
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