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~Rijjka:iconRijjka:
Bc Canada!
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~Lady-Elizabeth4242:iconLady-Elizabeth4242:
B.C, Canada
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~zaagmanz:iconzaagmanz:
Holland
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=Krodil:iconKrodil:
Denmark
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~Erhuoal:iconErhuoal:
Really amazing and always beautifull !
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~minieffects:iconminieffects:
Amazing work!
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sweden
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Laval FTW! woot
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~k04sk:iconk04sk:
whoa whoa your programming in python ? I thought most people usually progammed in mel??
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~enduserstudios:iconenduserstudios:
West Virginia. Because I stay on topic! XD
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~Furrylittleproblem12:iconFurrylittleproblem12:
It's been a long time since I Rock & Rolled!
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~C0rine:iconC0rine:
Nice gallery!
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I do not smell funny!
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*Temiree:iconTemiree:
The person posting above me smells funny.
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*kamizuki:iconkamizuki:
:alientwo: i rabu yew! muahaha. :heart:
Mon Oct 22, 2007, 6:47 PM

CyGen - procedural modelling and shading!

Journal Entry: Fri Apr 18, 2008, 7:53 AM
Hi there!

Finally after a week of hard work, my python program (as mentioned in the "back to the roots" journal) is showing some first results!! Wooohooo!
Lots of math and python programming, finally start to pay off.

CyGen is a procedural modeller for Maya, that spits out Buildings and stuff starting from some very simple splines and a polygon plane ...
I've added a bit of a description on my website in the Research Development / CyGen for Maya: [link]

You'll find some test renders from the program as well in the gallery.

I'll be pushing this program quite a bit in future,
that was a small but successful step so far ...
Let me know what you think!

----------------

UPDATE: Added texture and material support!
Shaders are beeing assigned and created dynamically.
Windows are created using gaussian distribution function to cause a natural randomness.
I've included some renderings in my personal 3d gallery on my website: [link]
All renderings are not touched up, nor the shaders have been tweaked.

Best Regards,


Dan
  • Mood: Excited
  • Listening to: Rob Dougan
  • Reading: Python manuals
  • Playing: UT3

Devious Comments

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~arisuonpaa:iconarisuonpaa: Apr 5, 2008, 12:01:43 AM
Whoa, that's a cool idea! I wish there was one for Blender too. Maybe I should do one myself :). Are you planning to sell that for studios? Btw. how many lines of code so far?

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My online portfolio
~technographer:icontechnographer: Apr 5, 2008, 12:30:19 AM
I'm really interested in how this works - what exactly do the splines and poly plane define, and how does the script use these to construct unique buildings?

My brain hungers!
~uAe-Designer:iconuAe-Designer: Apr 5, 2008, 12:51:07 AM Mood: Wow!
wow

great idea .. that gonna help matte painters in city scapes ...

well done man ...

r u gonna sell that for vfx companies?
=thedarkbanditking:iconthedarkbanditking: Apr 5, 2008, 1:33:14 AM
Sounds like a good idea. I just got Maya not too long ago so this could come in handy. ;)

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:crazy: _--> :pirate: <--_ :crazy:
~k04sk:iconk04sk: Apr 5, 2008, 2:49:04 AM
thats cool u made a city gen , i made one too in maya but its in mel , and i highly doubt its as complicated as yours , mine u can only edit how man buildings u want and the size of them and it just keeps adding on
~k04sk:iconk04sk: Apr 5, 2008, 2:52:04 AM
dude i just saw your citygen thats badass mine are just simple cubes , are you gonna release that script to public ne time soon??!!!!!
~zephyris:iconzephyris: Apr 5, 2008, 2:54:56 AM
That is one of my dream features for Blender! As it is python I guess it could be adapted, but that would involve you giving up source code...

--
Roses are red, violets are... er, violet?
`spyroteknik:iconspyroteknik: Apr 5, 2008, 5:11:35 AM
Damn, I wish I knew even basic 3d, looking good, very good
=I-NetGraFX:iconI-NetGraFX: Apr 5, 2008, 7:21:20 AM
For now it's not for sale and it will be first used at Meduzarts and Alpha-Vision as a evolving project . . .

A bit over 1000 lines, but it's not the amount of code that is a criteria for quality. Those are lots of modules that build on eachother
=I-NetGraFX:iconI-NetGraFX: Apr 5, 2008, 7:23:51 AM
It's based on L-Systems:
[link]
I used for example the Koch Edgereplacement for the bases to create all the variations:
[link]