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General => Image Sharing => Topic started by: Volker Harun on February 08, 2009, 02:10:24 pm

Title: City-Scapes - again (Clip-File attached)
Post by: Volker Harun on February 08, 2009, 02:10:24 pm
I just keep my hands off these city-idea.

I'll keep you informed on improvements.

Volker

Edit (2010_09_01): Updated: http://forums.planetside.co.uk/index.php?topic=5670.msg109827#msg109827
Title: Re: City-Scapes - again
Post by: old_blaggard on February 08, 2009, 10:13:08 pm
Very nice job :). The first one looks like my Coruscant project from a while back, but with better texturing ;).
Title: Re: City-Scapes - again
Post by: rcallicotte on February 08, 2009, 10:58:21 pm
This is interesting.  I'd like to see it with a night shot with lights in the buildings and streets.  Or not.   ;D
Title: Re: City-Scapes - again
Post by: Volker Harun on February 09, 2009, 04:52:04 am
Calico is kidding again  ;D

Old_blaggard ... I missed that one, or it is long ago!?!

Nonetheless, I rearranged the nodes and am able to control the city quite well.

Next step is to get some more organic variations.
Title: Re: City-Scapes - again
Post by: rcallicotte on February 09, 2009, 08:37:22 am
I'm not kidding about the lights.  You could use the Paint Shader with a population of lights...errr, or can we make a population of lights?
Title: Re: City-Scapes - again
Post by: Volker Harun on February 09, 2009, 08:47:44 am
I already hav an idea for placing windows on the buildings - first I have to refine the shader-setup again ... after that I go for time consuming add-ins ,-) ;)
Title: Re: City-Scapes - again
Post by: scott8933 on February 12, 2009, 04:19:45 pm
Nice use of the software! In the current incarnation, it would work great as a backdrop/matte painting or for surface detailing like the old-school modelmakers used to do. What did they call those little doo-dads they'd add to give visual interest and scale to something like the Death Star? Something like Nurnies and Gurbles?

Cool.
Title: Re: City-Scapes - again
Post by: Volker Harun on February 12, 2009, 04:54:17 pm
Nurnies and Greebles ... yes.

Still working on some improvements that not only work on the XZ-Plane but in space ... went a bit off the topic myself, as I got some fascination to functions.
Some decent results soon.
Title: Re: City-Scapes - again
Post by: Volker Harun on February 13, 2009, 09:39:24 am
Just to keep you on track.
A two day old render on some sine and cosine functions.

I am refining now.
Title: Re: City-Scapes - again
Post by: moodflow on February 13, 2009, 03:58:35 pm
Dystopia!  Can't wait to see the final result.
Title: Re: City-Scapes - again
Post by: rcallicotte on February 13, 2009, 05:32:57 pm
How incredibly unique and interesting.  Keep going!
Title: Re: City-Scapes - again
Post by: Volker Harun on February 14, 2009, 11:12:02 am
Okay here is another Sine and Cosine function procedural ...

Next to come is a combination of the last ones with some more interesting distributions. ... Though still have some other variations in mind ...
Title: Re: City-Scapes - again
Post by: Volker Harun on February 15, 2009, 08:18:29 am
Stopping this project right now due to an unresolvable bug ... as soon as possible, I'll return.
Title: Re: City-Scapes - again
Post by: rcallicotte on February 15, 2009, 09:36:30 am
Well, I'm watching.  This is interesting. 
Title: Re: City-Scapes - again
Post by: Mohawk20 on February 15, 2009, 10:05:25 am
What were you trying to do that didn't work?
Title: Re: City-Scapes - again
Post by: Mandrake on February 15, 2009, 08:12:04 pm
Quote from: Volker Harun on February 14, 2009, 11:12:02 am
Okay here is another Sine and Cosine function procedural ...

Next to come is a combination of the last ones with some more interesting distributions. ... Though still have some other variations in mind ...


Wow a replicator planet!
Title: Re: City-Scapes - again
Post by: Volker Harun on February 16, 2009, 03:46:52 am
I keep on going ... the problem is that pure cubic shapes ignore a breakup along the Y-axis.

So while I went dimming into sleep last night I changed my mind to go back to the more organic looking shapes ....
Title: Re: City-Scapes - again
Post by: efflux on February 21, 2009, 10:19:19 am
The last one is looking good. I kind of gave up on this angle due to horrendous render times are problematic vertical faces. My computers aren't that fast.

The first render is very cool because I think striated textures like this could actually be very useful for rocks. Some rocks have patterns like this. Just mess it up a little so it's not so regimented.
Title: Re: City-Scapes - again
Post by: Volker Harun on September 01, 2010, 12:04:10 pm
It has been some while ... and I come up with a newer, faster node-setup ... which is very much influenced by mogn's work over here: LINK (http://forums.planetside.co.uk/index.php?topic=10612.msg109486#msg109486)
His node setup is the clue to provide some very interesting distribution-settings ...

The attached image is a view of some quick setups ... after building the (attached) clip, it took about 30 minutes to make the scene and a bit less than 2 hours to render.

More to come (whenever) ,-) ...

Volker
Title: Re: City-Scapes - again
Post by: Mahnmut on September 01, 2010, 12:16:54 pm
Thanks!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Kadri on September 01, 2010, 02:55:13 pm

Good to have you and guys like Mogn here , Volker :)
Title: Re: City-Scapes - again (Clip-File attached)
Post by: domdib on September 01, 2010, 03:19:48 pm
Very creative - thanks for sharing!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: inkydigit on September 01, 2010, 03:20:10 pm
this looks fascinating!
thanks Volker Harun
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Dune on September 02, 2010, 02:56:06 am
That's very clever, Volker. I really like the last one and the 'city after total destruction'. If you can also add some asphalt, it's very convincing!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Zairyn Arsyn on September 02, 2010, 09:09:56 am
this is really cool VH.

thanks a lot for sharing the nodes. :)
Title: Re: City-Scapes - again (Clip-File attached)
Post by: j meyer on September 02, 2010, 11:08:59 am
Hi Volker,
had a quick look at your file,thought i might learn something and indeed
i learned that i still don't know how to read these invisibly connected
nodes/groups.Is there a way to find out which internal group is connected
to which other group? Or in which order?
Please,Grandmaster of the Internal Network,Initiate of the Invisible Connection
enlighten me. ;D
Cheers,J.
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Volker Harun on September 02, 2010, 05:20:52 pm
@all ... thanks for the encouragement
@Dune ... I would love to have a good idea for convincing procedural asphalt ,-)
@j meyer ... well, I learned a lot by the functions you supplied. So the applied TGD is for your eyes only ,-)

(attached a very simple scene with a distribution example. Other than the above clip: There are no internal networks and I killed the Y-axis part, as it rather complicates the distribution)
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Dune on September 03, 2010, 02:48:28 am
Thanks for sharing this, Volker. It may come in handy whenever I have to make a city overpowering an ancient Roman farm site  8)

As for the asphalt; I wouldn't know how to get the 'road plan' in procedurally, but color wise, I simply use a distance shader as base color gradient blended by a mask, to simulate reflection. Or use a real about half reflecting shader over some dark colors.  But Greg Sandor is the asphalt man here!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: j meyer on September 03, 2010, 09:52:20 am
 ;D Thank you very much!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Volker Harun on September 08, 2010, 06:32:14 am
An evolved stage ...

Thanks for viewing ...
Title: Re: City-Scapes - again (Clip-File attached)
Post by: domdib on September 08, 2010, 07:37:36 am
Wow, looks like a big step forward - impressive work!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Zairyn Arsyn on September 08, 2010, 07:50:05 am
its Trantor!!!
Quote from: Volker Harun on September 08, 2010, 06:32:14 am
An evolved stage ...

Thanks for viewing ...

that looks really good, keep us updated with your further progress.
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Henry Blewer on September 08, 2010, 08:35:04 am
That is cool. Can this be used with a distribution shader or the shapes shader for controlling the coverage?
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Volker Harun on September 08, 2010, 09:05:41 am
Quote from: njeneb on September 08, 2010, 08:35:04 am
That is cool. Can this be used with a distribution shader or the shapes shader for controlling the coverage?


Yes - you can use any kind of distribution you like ... the only point to take care of is: The buildings' roof follows the underneath terrain - so the terrain should be very smooth for healthy looking cities. ;)
Title: Re: City-Scapes - again (Clip-File attached)
Post by: j meyer on September 08, 2010, 09:37:48 am
And now for procedural cars and people. ;)
Good job!
Title: Re: City-Scapes - again (Clip-File attached)
Post by: mogn on September 15, 2010, 04:50:09 am
I have looked at your implementation of the perlin distribution. Except for for the conditional for creating a LowPass mask.
I feel kind of stupid using 0 and 1 constants when creating a mask.

The way to implement such a mask is:

LowPass(variable, Upper value) == HardStep(Upper value, variable)
HighPass(variable, Low value) ==   HardStep(variable, Low value)
BandPass(variable, Low value, High value) == product of above.
Title: Re: City-Scapes - again (Clip-File attached)
Post by: Volker Harun on September 15, 2010, 10:24:12 am
This is a good idea ... using your lowPass is faster than the conditional ... at least on my subjective perception.
Thanks for the advice! :) :)