City-Scapes - again (Clip-File attached)

Started by Volker Harun, February 08, 2009, 02:10:24 PM

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domdib

Wow, looks like a big step forward - impressive work!

Zairyn Arsyn

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.
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Henry Blewer

That is cool. Can this be used with a distribution shader or the shapes shader for controlling the coverage?
http://flickr.com/photos/njeneb/
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Volker Harun

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. ;)

j meyer

And now for procedural cars and people. ;)
Good job!

mogn

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.

Volker Harun

This is a good idea ... using your lowPass is faster than the conditional ... at least on my subjective perception.
Thanks for the advice! :) :)