Micro City Generator is a set of Tools for SideFX Houdini to help generating procedural Buildings and Cities.
Micro City Generator is a set of Tools for SideFX Houdini to help generating procedural Buildings and Cities.
Finalized Tools:
September 2018 - Fixed wrong initial settings config.ini file for .bgeoBrowser
2018/08/08 - Minor Updates and mbConvertToLine SOP.
2018/08/08 - RC3 is now Live with new Widgets
NEW Widgets
Changes
Latest Fixes & Updates: 2018/07/31- .BGEO File Browser RC3
RC3 of .bgeo File Browser uploaded with lots of improvements. Some Highlights:
Latest Fixes & Updates: 2018/07/29 - Added .BGEO File Browser Updates
Latest Fixes & Updates: 2018/07/27 - Added .BGEO File Browser
Needs Update of /scripts /config and /python_panels Folders.
JOURNAL
2018/05/15 - New Module HDAs, Modular Buildings Presentation Hip File
2018/04/05 -
2018/02/08 - Minor Fixes + Textures and new Example Files.
2018/02/01 - RC2 - Coming Soon - February 2018 - 10+ New Modules for Building Generation.
2017/11/02 - New Update/Distribution Manager and Environment Installation
2017/11/02 - New Update/Distribution Manager and Environment Installation
2017/10/30 - Announcement
2017/08/29- Updated HDAs
2017/08/23- Uploaded missing .bgeo files in $MCITY/geo/
2017/08/21 - Added new examples and updated mbBuildingsFromParcelsNurbs.hda
2017/08/21 - Updates in HDA
2017/08/20 - Updated for most .hda
2017/08/17 - NEW HDA Added: mb_SOP-MathExtensions.hda
2017/08/17 - mbExtensionPack.hda Update:
2017/08/16 - General Updates
2017/08/15 - mbStreetGen.hda:
DEV TODOs: Fix Disable All Intersection Option. (Fixed in next Build) Remove or rename Dep Tab to Beta Info Tab, add note for sidewalks and deco alpha, Expose rayprojection algorithm options. Expose Ray to Terrain Distance Options (Currently at 1-2m ?), Generate better Default Textures... UPLOAD EXAMPLE HIP FILE WITH DIFFERENT OPTIONS. Test Decoration options, Street lights, intersection signs, streetwalk decals face the wrong direction now?
2017/05/24 - mbSkyscraper.hda:
2017/05/24 - mbRandomizeWindowTexture.hda:
2017/05/22 - New Version of mbSkyscraper.hda.
List of major updates:
2017/05/18 - Added new HDA mbRandomizeWindowTexture which can randomize textures on windows based on udim or material override and unlimited texture inputs.
2017/05/18 - Updated mbBuildingsFromParcels.hda to output correct uvs which was broken for some reason. Updated example file. Also updated its copy of floors to +1 so all generations will be 1 floor higher and match the zscale better.
2017/05/18 - Updated and finalized first Version of mb DrawTools (mbBuildingLayouter.hda), New H16 Radial Menu for Draw Tools to switch Tools and toggle add remove boolean option, New Shelf scripts for Draw Tools. Added New Options to Autochange Seed per stroke, and Always point normals Upwards (Always reverse Backfacing)
2017/05/16 - mbDecorator: Calc Approx Scale can now calculate instances @scale correct and multi threaded. (only works for placing windows atm.)
2017/05/16 - mbStreetGen: Fixed StreetGen close intersection bugs. (Only works with Disabled corner detection!)
2017/05/15 - mbBuildingsFromParcelsNurbs: Fixed broken code, removed transform sop and replaced with a vex wrangle (Reason is Houdini 16's transform sop failing to cook when a group is not available. Needs to be reported to sidefx.) The custom floor size parameter now works again. Fixed minor bugs.
2017/05/15 - mbBuildingsFromParcels: Fixed Detection of touching sides when the facing polygon hitprim was = 0. Added Example to /examples. Added backwards compatibility
2017/05/15 - Started rewriting Building Generators to make them compatible with Houdini 15.5.
2017/05/15 - Fixed New Instancer in mbDecorator. New @up and @N vector calculations now take 2 perimeters and calculate the average instead of transfering the up Vector like in prior version. The Toggle Invert Dir (Flip XZ rot) is obsolete. Use Vertex Alignment = 1 and Flip N to align your props if needed.
2017/05/03 - added normalize option to Instancer which normalizes the props. Bases its scale attribute on the prop/asset with the prefix 0. So all following props need to have the same scale dimensions.
2017/05/03 - added missing AllBuildingGenerators.hip File to /examples Including example for each building generator.
2017/05/01 - Updated mbDecorator Fixed certain problems. added backwards comp checkbox. Added option for random rotation. Direction and position can now be flipped in all ways XYZ as wished.
2017/04/28 - Added Prop / Geometry Asset Manager as a Python Panel. Allowing to Normalize 1000+ props to 1x1 Houdini Units with one click. Also includes renaming, saving as .bgeo, fitlering, alignment of Props in a grid. Making it very easy to Manage Props.
2017/04/25 - Added New Examples to show how to use the new @prob Attribute.
2017/04/25 - Added New SOP to mbOBBSubdiv.hda which is named mbQUADSubdiv. It is the VEX Based OBB Subdiv Algorithm separated from the others. This way it loads much faster. It also uses @prob incoming attribute to determine the subdivision probability.
2017/04/24 - Updated mbOBBSubdiv.hda to use @prob attribute for Subdivision Probability for the VEX Based Algorithm.
2017/04/22 - Due to Feedback updated mbStreetGen.hda for creating Flat Streets on Y = 0
Content
/otls - All HDAs
/ico - Icons for the HDA
/demo - Recorded Demo Videos
/tex - Baked COP Textures and Decal Atlas Maps
/geo - Baked Modules, Meshes, Assets for Greeble, Atlas Planes for Billboard and Store Commercials
/examples - Example hip Files
/toolbar - Shelf Extensions and Presets.
/gallery - Presets for COP Textures, Modeling Grid Aids, Atlas Plane Preset etc.
/scripts - Scripts for Python Panels
/python_panels - Python Panel loader Scripts
MicroCity - Release #6 It. #170 - March 2017 Release / Update
Based on Feedback we are proud to bring you all these new Updates. This update includes some great new Tools. Highlights are an interactive Painter/Stroke Cacher and new Algorithms for placing Windows. A VEX Based OBB Subdiv Algorithm. These can also be used to place greebles, nurnies, windows etc.
Below you can see a final list of all the main assets. A few have moved since the first releases and you might have to relocate them in your hip. Certain assets work different but should still be compatible with previous setups. With this Update we are also moving to Houdini 16 as its officially released now and for easier future development drop support for versions prios to Houdini.
NEW Environment Variable $MCITY to locate all props, assets, geo, gallery items and shelf.
NEW Asset Change -mbDecorator replaces mbWindowPlacer: An asset that fills polygons with the second input. Used to place windows and greebles etc. This is one of the new core assets replacing the mbWindowPlacer. We now use Subnets or Geo Containers that can hold unlimited amount of geometry. The HDA will count all assets based on user defined filter. This way we dont have to merge massive amounts of modules with an Object Merge. The Object Merge approach to spawn multiple windows based on group is still supported.
ASSET CHANGE: RoadGen 3.0 - (Replacement for StreetGen 2.6)
Complete new Version from Scratch based on the concept of the StreetGen 2.0. Overall more flexible output of Geo. Working on Terrain. More precise placement for Street Lights and Decoration Objects.
Note: The 2.6 Version is still useful and will not be removed as long the RoadGen3.0 does not have all the same features. There is no more plan to make StreetGen 2.6 work on terrains.
StreetGen 2.6 - Updated
Simple Street Generator.
New - Adapted most SOPs to work with Houdini 16.
New - Optimized placement and curve smoothness.
New - Finalized Sidewalk Generation with Placing of StreetLights and Signs
New - Added Lanes Option and Generation of curves for placing cars.
New - Added Option to Place Cars on Street.
New - Fixed Placement of Decoration Objects on street.
New - Fixed COP textures to more simple logic networks
New - New COP preset textures.
NEW - COP Textures are now baked to Disk because there seem to be a few issues displaying COP textures in viewport with Houdini 16 on Windows. Presets can be loaded from a Gallery File. More might be added in the Future.
OBB_Subdiv 1.0 - Updated
3 Different Object Bounding Box Subdivision Algorithms
New - Added VEX Based Quad OBB Algorithm
New - Replaced Street Finding with simpler option.
New - Lots Setback Option to offset sides, front and back of each lots that is generated.
mbSkyscraper NEW
New Algorithm to generate Skyscraper (Also works for smaller Western Type of Buildings) which works on a tile based approach. It uses modular sets per building. Default it comes with 4 different Sets of windows and doors. Following Modules are used: windowFF_ (Lobby/First Floor Windows), WindowS_ (Standard Windows after First floor). It comes with udim, id and vertex textured Colors fully with UVs. In the example there is a fully textured Version showing Night and Day Version.
mbVertexTexturePaint NEW
A Vertex Texture Painter useful to mix 4 textures based on RGB Channel. Each Channel will be stored on a separate Attribute (red, green, blue) The Textures will only show up at Rendertime.
MB Cacher / Building Layouter NEW
This asset allows to draw rectangles or boxes in the viewport. The Output can then be processed with a Building Generator or anything you need. The end Product of the process will then be Cached in Memory. This way only the last input will be generated. This asset uses the stroke SOP and python caching allowing interactive painting in the viewport. Autocaching can also be turned off to draw multiple overlaping boxes for the new buildingFromBoxes SOP.
Building From Boxes. (included in buildingGenerators.hda) NEW
Powerful Generator that generates Buildings directily from box inputs. This asset includes standard modules for doors, windows, corners etc. It also includes Procedural generated Textures from COP. You can dive inside the asset to edit the modules, textures and shaders. COP Texture presets can be loaded from the Network Editor Gallery. Install the file mb_COP_Presets-Set-1.gal which includes simple presets for bricks, concrete and flooring textures. Similar to a Substance Designer workflow.
ParcelFromSurface 1.0
Parcelling Generators Along Street
BuildingsFromParcels - Update Fix
Parcelling Building Generator from Polygons
Fixed minor Bugs
Cleaned Network
BuildingsFromParcelsNURBS - Update Fix
Parcelling Building Generator.
New - Cleaned Network.
New - New Window Placement with mbDecorator. Slight performance gain. (Note: it is disabled by default for compatibility.)
New - Greeble Option for Flat Roofs added.
New - UV Generation
Building Generators 0.001 - pdated
10 Different Building Generator.
New - Added Vertex UVs, groups by building, ID attribute for each Building. (Note: Still needs some bugfixes. If you get no ID, UVs or groups please report so we can implement them)
New - All Generators have been updated with allowing to place windows and custom modules.
New - Updated certain buildings to a Grid snapped based footprint.
New - 2 new faster algorithms for placing windows have been implemented.
New - First Instancing implemented in BuildingBlock-A Generator. Making this Building Generator update in realtime on general scales.
New - All Generators now come with Standard Window, Door, Roof Greeble Modules.
New - Some generators have now an Implemented algorithm to detect Left/Right and 90 and 270 degree Corners. Allowing to place Corner decoration modules generating modular detailed buildings.
New - Detailed Buildings now come with a Balustrade, Roof Greebler, Cornice Trim and Edge Detection.
New - Example file: AllBuilding_Generators.hip Showing all Building
Extensions Pack Update
Inlcuding Several Extension Assets
mbdeletebyarea: deletes polygons based on their area size.
mbreverse backface: revereses all polygons facing the user defined normal. usually used to correct lots and parcels.
mbsetupareas: Setup color ids for lots or parcels. these can later be identified and used to control which buildings will
be placed.
mbCarve: Exteneded options of the carve sop
mbExtendedCurve: Extends ends of curves. has 2 ways one vex based and one that also can generate point
normals along the curve moDified by a ramp.
mbinsetter: extended extrude inset with fusing of pints and iterations.
mbsplitbyperimeter: Several split options for simple polygons such as splitting by the perimter or all points.
SetupAttrib: Different presets for Setting up scale/height attributes for buildings
Footprint Generator: Tries to generate footprints for buildings.
New Geometry: (/geo) NEW
WindowsS - Standard Window
WindowsS_special - An optional Window with Fan or balcony etc.
DoorsFF - Door at ground (First Floor)
WindowsFF - First Floor WIndows
DoorsFFT - Doors Terrasse
WindowsFFT - Windows Terrasse
Corner90FF - Corner 90 Degree First Floor
Corner 270FF - Corner 270 Degree First Floor
Corner90 - Standard 90 Degree Corner
Corner270 - Standard 270 Degree Corner
Gallery Presets
Shelf Tool: mbCityGenerator-sceneManager.shelf
Shelf Buttons to modify the Houdini C-Plane. Good for snapping curves on a grid. Used for creating roads with bridges for future releases.
New: Shelf Draw Tools