Announcement

Collapse
No announcement yet.

City Engine to Unreal pipeline tips

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    City Engine to Unreal pipeline tips

    Hi. I am building a virtual city with Maya and City Engine. I plan to start bring it into Unreal to make a virtual world.

    The city is already 10 000 buildings and its still growing..

    So I m thinking about if I can shave of couple of clicks and drags here and there....using smart tools or technique, it will be hours of time I could spend on being creative....

    This is where You come in.

    City Engine can export Python, Collada, 3DS, FBX, Massive, Mental ray and OBJ...

    Can I sneak in shaders with the geometry somehow so that I don't need to do you now....Material Editor, than hooking them Up ...Or perhaps theres a way to get a collision model in?...and all that jazz......

    Hope you have some tips that can help me



    cheers

    http://www.youtube.com/watch?v=2A5gEi6pygo

    #2
    http://www.procedural.com/industries...nt/unreal.html

    Comment


      #3
      I'd use the dynamic LoD system with the geometry more than relying on the materials themselves. You can do a lot more with that

      Comment


        #4
        Hey lubitel, can you tell me if the procedural part of city engine works only with buildings completed as a single mesh, or will it distibute architectural components as well? For example, can you feed it multiple windows, doors, balconies, and various decos and have them evenly and realisticly distributed??

        Comment


          #5
          GL getting a city that size into unreal, maybe more like a small island city..

          Comment


            #6
            you can't do that with a single mesh, it won't even lag, it will just crash your computer.
            you need a mesh for ever building, and a mesh for every window (or you have to make 1 plane for the entire side of the building and make that a window, then place it in the building model)

            Comment


              #7
              Originally posted by billysson View Post
              Hey lubitel, can you tell me if the procedural part of city engine works only with buildings completed as a single mesh, or will it distibute architectural components as well? For example, can you feed it multiple windows, doors, balconies, and various decos and have them evenly and realisticly distributed??
              The shown example uses whole buildings as assets for distribution, although this is not the "normal" modeling approach in CityEngine. The rule-based modeling approach allows to distribute assets in a very generic way, in arbitrary scales: whole building assets, architectural components such as windows, balconies, ornaments, or even individual wall bricks (if your graphics hardware can handle it...). I have plans to prepare a more advanced example for UDK in the future that will use architectural building components.

              If you're interested in what CityEngine can do, consider testing the free trial.
              (http://www.procedural.com/purchase/trial.html)
              In case you have specific requirements or questions, let me know, I'd be happy to clarify what's possible with CityEngine.

              Comment


                #8
                http://www.youtube.com/watch?v=HU2sWkCS600

                Comment

                Working...
                X