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Procedural overdose

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Procedural overdose

Unread postby Kramon » Fri Jul 12, 2019 8:52 pm

So new project basically we make whole city collapse procedurally includeing interiors of all buildings..

system:
2 core laptop i5 3210M with 16 gigs of ram and HDD.

What we have so far?
If there are some question how something was done. feel free to ask.

A brick generator that is still not finished.

Zrzut ekranu z 2019-07-12 21-45-32.png


A procedurl building generator. that for now have windows and walls and few details.. and destruction system.. that still needs a lot of work mainly concreate between bricks.

Zrzut ekranu z 2019-07-12 20-39-48.png
Kramon
 
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Re: Procedural overdose

Unread postby Kramon » Fri Jul 19, 2019 3:07 pm

little progress!.. There was a bit of problem with simulation it self mostly flickering of floor tiles as ram usage. but now i kinda fixed that so can move forward :)

stuff to do now:
-procedural door for building (detecting main wall and inserting door there)
-Amount of floors each building have currently u set this manualy. like u type number 2 3 4 etc.. and all buildings are generated like that i want to change it to fully proceudral and random.

- replace windows for proxies.. currently those are low poly windows that are just fractured. i need to replace this to be a pointcloud. (this will save a lot of ram, and data that clarisse have to load and render!

-roof this will be hardest one i think. basically generate procedural roof for buildings.

after all this is done will make new list :)

4.jpg
Kramon
 
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Re: Procedural overdose

Unread postby dboude » Fri Jul 19, 2019 3:18 pm

Nice dude !
Démian
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Technical Artist - Clarisse Specialist
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Re: Procedural overdose

Unread postby Kramon » Sun Jul 21, 2019 12:31 pm

Delated volumentric light and replaced it with procedural one made in compositor from Zdepth and Position.

Zrzut ekranu z 2019-07-20 16-59-01.png

5.jpg


Apart from that i made procedural cobbles briks for the street. generated 10 of them.

Zrzut ekranu z 2019-07-20 18-36-27.png
Zrzut ekranu z 2019-07-20 18-36-27.png (120.99 KiB) Viewed 643 times
Kramon
 
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Re: Procedural overdose

Unread postby Kramon » Mon Jul 29, 2019 11:42 pm

some new updates! on the project.. after reading manuall i discovered that u can use scatter in some pretty neat way. So last days was mostly redoing whole system in houdini and clarisse to optimise whole pipe.!

it all brings to this.. Whole simulation is just box shape... the export shape from houdini is single file alembic. that means only 1 reference node in clarisse... and on top of that whole building is assembled in just 1 scatter useing attribute ID! how awesome that is. That means that for 1 building i have only 2 nodes... this means that i can easly manage my files and import many buildings.. with will bring detail to my city

speaking of detail!! becuse of pointcloud export and box collisions etc... i managed to reduce ram usage to 1 gig for 6 floor building this allowed me to add another wall of bricks so now main walls are made from 2 bricks thick... and not only that it allowed me to fracture each brick in to 2 peaces... this solves the puzzle look that was visible on previous renders..

stuff to do now..

Export windows.. because this is still to do as i need to model some proper windows... and assign ID's for them in scatter
Make walls inside building..
Furnitures....

8.jpg
Kramon
 
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Re: Procedural overdose

Unread postby Kramon » Fri Aug 09, 2019 5:59 pm

Soooo update.. do more often updates on twitter however... last days it was mostly itterations of constrains getting to have that mass of building optymalizations optymalizations etc... . there might be chance to make this even more but now i don't have time have to do it as it requiers a bit of work basically multiple sources instead of 1 as source to dopnet.

i started working on smoke... also this is 2rd or 3rd smoke sim and one of the first renders :D Also i worked a bit on new color managment for this topic.. this will be a bit of secret of mine :D and new lightening. Render is without windows as i still didn't modeled the high poly version of those and i didn't bothered to import low res. xD also cobalt street and sidewalk got turned off to focus on building. and smoke.

There will be problem with smoke as i am currently hitting almost max res my lap can handle.

COMP_V18.jpg
Kramon
 
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