This Asset is used to generate Streets.
It accepts a f@width and i@lanes POINT Attributes. Multiple Lanes will have an effect on Outputting Street Decals or Cars.
First Output and parcel output can be used with the Street Modules to generate Sidewalks or Decals separately.
Note: Not 100% Production Ready.
Quick Setup
Step 1
Create A Polygon Grid with following Settings:
Step 2:
Add a Wrangle Node with following VEXpression:
@width += chf('width');i@lanes += chi('lanes');Click the Icon "Create Spare Parameters" that is next to the VEXpression to create the Input Parameters for width and lanes.
Save this as a preset or gallery item for future use.
We use a width of 5 Meters and 1 Lane as Settings.
Make sure to Run Over Points and not Polygons.
Step 3:
Use the mbStreetGen HDA to generate the Streets from these Curves / Polygons.
Check the "Disable Ray Projection" (New in 2.61) when using a polygonal surface.
When working with high scales set the resample to a high value. Be careful putting it lower than 1. Houdini might lock up.
Set the Intersection Scale to something high like 30.
Use these settings for now:
Your Network will look something like this:
Go to the Decoration Tab and Open the Crosswalk Decals Settings. Change the Shift Decals Value to 10.
This should output a very basic street on Output3.
You can enable sidewalks and test the parameters. be careful changing values too high or low. Always check the preview lines for errors.
UVs might need to be scaled by entering the SOP and adding a UV transform SOP.
Play around with the Decorations to get familiar with the Settings.
Dive inside the SOP to customize your textures, uvs and shaders.
You can now use mbOBB_Subdiv or the Parcel Generators to generate your lots and footprints for buildings from the Parcel Output. (Output2)
The Result should look Similar to the Picture on the right.
You might notice there is a little Error at the corner with our settings we use. We can fix this by Beveling the Corners of the grid.
Once we used a Bevel (Distance: 50m, Shape: Round, Divisions: 16 ) we get a nice clean End.
How to Change Textures?
Double Click the asset or Hit I on your Keyboard while having the mbStreetGen HDA selected in the Network Editor. It will take you into a Subnet where you can Edit Textures in COMP and write your Shaders.
I dont get any output?
Usually this means something has failed with the Generation. It can have different effects such as some wrong Settings or the Resampling simply being too high. If a curve Input has too many points, overlapping lines or ends of lines that face the wrong direction when zoomed in close (fe: Drawn input lines with the Draw Curve Tool from the Shelf)
To fix this check the Output1. if this outputs clean, enable the points and check all intersections for overlapping lines. If you cant isolate the problem please feel free to send the line input as a bgeo file to shell@microbot.ch and I will look at it personally and fix the problem.
Global Scene Scale Parameter?
This can Help fixing Problems with the Polyexpand and acts as a Multiplier for all other parameters. It makes it easier to control the rest of the Parameters as they work in a normalized way. Usually you can keep this at a random higher value between 10 - 50. It comes more into play if you want to work with real scales. If global scene scale is 10 a value of 0.1 is 1 meter for all other parameters.
Global Width (@width) - A Global Width Multiplier controlling the Street Scale.
Resample Line Input - How much detail will be added to the Curve Input. Be careful not setting this too low.
Disable All Intersection Detection - Disables Rounded Intersections
Intersection Scale - How big the Intersections Spreads.
Enable Straight Edges - Use Input as is and dont do any smoothing to the input curves.
Turn 4 Way Intersection to Straight Output - Disables all Rounded 4 Way Intersections but keeps 3 way intersections Rounded.
Output 1 will preview the processed Curve.
Output 2 will generate correct matching Parcels.
Output 3 is the Full Generated Street (This can take a second or 2 depending on the amount of curves and assets/decals to process)
Output 4 Lines for Cars
Output 5 For future Dev
August 2017:
April 2017:
March 2017:
Added Shelf Tool: Bezier Curve, This Tool will drop a Curve set to Bezier and an additional Attribute Wrangle to Setup the @width and @lanes Attributes.
Multilanes Implemented. Input acceptes lanes Integer up to 4 lanes.
Output of Curves for Placing Cars. Implemented Car Placer.
All Geo Decoration Decals for Lanes are now correctly Calculated and output Flat Polygons.
Houdini 16 Adapation
Cleaner Intersection Detection
Cleaned up Polyexpand
Texture Workflow changed to Houdini16 Workflow
Unresolved - COP Textures glitches out in Houdini16 Viewport. Houdini 16 Thumbnails not Working at all in COP Managers. glcache -c Crashes H16. Current Fix: Baked COP Textured to Disk