CityEngine Released

Started by cyphyr, May 08, 2008, 11:23:13 AM

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Oshyan

Hello Pascal and welcome! It's always good to see software developers being involved with their broader communities. :)

In regards to pricing, I think the key is not "how much money will you potentially save" but "how much will the market bear". Obviously the two have a close relationship in theory, but they are not quite the same. ;)

Also it's important to note, although your product is in the price range of Maya, it is a much, much narrower problem domain in which it specializes, so it's rather hard to say pricing it similar to Maya is appopriate simply because it is a similarly high-end product. Maya is expensive but it covers so much of a typical production house's overall needs (modeling, animation, even potentially rendering) that it easily justifies that price.

As for Massive, yes it's also very costly, and I think your product is at least as interesting and complex to implement (as you say, likely more so). At the same time I think the things Massive does are more in-demand problems to be solved and more difficult to solve satisfactorily otherwise, without significant effort; for cities you can use tile-based geometry or very simple uniquely modelled geometry with higher resolution textures and most audiences will not notice or care, but repetetive character interactions on a large scale are I think more readily noticed and glaring to audiences. And in cases where city detail really is key, often times a real city will need to be modelled and portrayed realistically anyway, in which case I'm not sure your tool is as much use since it is procedural and will take additional work to mimick real buildings anyway.

All that being said I respect your pricing decision and I wish you great success. It's clear you've put a lot of time, effort, creativity, and intelligence into the product and it is very cool. Great work. :)

- Oshyan

sjefen

I understand it will save a lot of time for many things and for many projects, but I still think the price is a little to stiff.

I think Oshyan has a great point here. With Maya you can create anything you could think of, animate it and render it.
The same goes for 3ds max (which i think you could get for about $3500). Both of these software's has mental ray integrated.
Sure it would take a lot of time to create a city with these two, but it's possible and you can create them exactly as you imagine them.

I'll be sure to check ot the trial version, but personaly.... $7000 is way too much for me and I belive it is for many, many others too.
For $700 I would have bought it and I also belive many, many others would have too.

Don't get me wrong. CityEngine looks like a awesome tool, but you can't create anything with it. It's meant for making buildings and city's.
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cyphyr

I think the main issue here is that City Engine is primarily positioned towards game developers rather than artists like ourselves. Its actually something of a coincidence that it is exactly the sort of tool that we could use in our renders. I know less than nothing about game development but it comes to mind that for a city model to be used sensibly in a game it will need some serious LOD (Level of Detail) optimization to the game engine itself. I assume that this LOD optimization is an included module in CityEngine. This is not something that would be very useful to us but, (clutching at straws) would it not be possible to make two versions of city engine, one for game dev's and one for artists with the LOD optimization removed. You could then sell two versions to a MUCH wider audience at different (hopefully lower) prices. Anyway still looking forward to the demo, hopefully I'll be able to export some city "bits" that I can make a bigger one out off.
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Oshyan

Ah, you know, I hadn't even considered the game dev angle, and you're right it's likely to be a lot more useful there. I suppose the price is more easily justified for level building purposes, just like any high-end procedural art tool; they tend to be much more in-demand in game development I think.

- Oshyan

sjefen

So the trail version is supposed to be available today :)
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lightning

#50
yeah there abit late about the release date they said the 23rd i think.
its the 27th down here ;D

JimB

While a city cab be made in Maya, XSI, et al, you need to bear in mind the practicalities of actually doing it. Remember that WETA had to write their own equivalent to City Engine to create New York for the latest King Kong, and WETA has a lot of resources.
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Nope. Galileo was right for the simpler reason that he was right.

Muied Lumens

Any news on CityEngine?

I have been interested in this for a while buy their site has been down for ages.

lightning

Quote from: Muied Lumens on June 22, 2008, 09:30:43 PM
Any news on CityEngine?

I have been interested in this for a while buy their site has been down for ages.
agree its been a month since they said they would release it ::)

Will

Perhaps they are considering our points.... what, it could happen...
The world is round... so you have to use spherical projection.

sjefen

Quote from: Will on June 23, 2008, 04:06:45 PM
Perhaps they are considering our points.... what, it could happen...

That would be cool, but I doubt it. Take a look at the first movie on this site (CityEngine Preview)
and listen to what he says in the end: http://www.procedural.com/cityengine/movies.html
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gregsandor

We can do a simple version of city generation with TG if it was possible to export an entire population.  I've masked city blocks, set up populations, and created vast cities from accurate models.  All that remains to use it outside of TG is an exporter.

Xpleet

Sorry even 700 is absolutely ridiculous in my eyes. 7000 is a disgrace  :D

latego

Quote from: Xpleet on June 26, 2008, 01:06:46 PM
Sorry even 700 is absolutely ridiculous in my eyes. 7000 is a disgrace  :D

If the product is aimed to the game developer community, remember that these people are accustomed to development teams of 10/20/30 people with development time 2+ years. This means that their budget is appropriate for a few tens to a few hundreds (!) man years effort (which equates to some 1-5 million dollars); spending a few tens of thousands of dollars to speed up development (even by just one month) is a no-brainer.

Bye!!!

Yoda Almighty

tis looks pretty cool. if there is a free demo, I will certainly be downloading it.
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