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grassynoel
05-16-2008, 02:05 AM
Hi All.


I have started playing with outer city buidongs by dusting off Greeble in max. I first cut the strets out using procutter setting the remaining slices to be quad meshed. This gives you nice quads running parallel to the streets. I them Greebled it all and set each "building" a unique material ID by script. I clipped about 20 or so building tops and sides from a photgraph and mapped them onto the random ID'ed boxes. It needs work but I think it has promise.


http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/cityGreeble.jpg

Glenn

http://www.glennmelenhorst.com

jeremy
05-16-2008, 02:21 AM
This looks quality how long did it take you?

Can you quickly run through the process to a non greeble man? I'm a Maya user myself.

many thanks

jeremy
05-16-2008, 02:27 AM
Glenn,

Just found a load of stuff online - pretty cool - how much control do you
have over the appearance? Would something like z-brush be quicker
and less hit and miss?

thanks

grassynoel
05-16-2008, 02:45 AM
I only spent a few hours on it between meetings today. I hope to polish it up a lot, using google maps to plan out a propper city and add iconic buildings/ bridges etc.

Here's a small workflow tut.

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/01.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/02.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/03.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/04.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/05.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/06.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/07.jpg

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/08.jpg

Glenn

Justin Atkinson
05-16-2008, 03:11 AM
Hi Glen, thats top!

I have been trying the same thing in a way...

Here's something similar that I have been working on too. It's designed only for night shots and includes traffic.

The process is a lot simpler.
Basic geometry and luminance maps for nigh-time only and at this distance.

Cinema 4D

http://www.justinatkinson.co.uk/images/lights.jpg

grassynoel
05-16-2008, 03:16 AM
That's pretty effective. Are you running your cars around as mesh or ilumination maps on the roads?

What I'd like to get to is a fairly parametric result that can be reworked by changing the base road layouts. I've also been talking to our lead TD about controling height and density of buildings by a luminance map.

Fun fun fun

Glenn

Justin Atkinson
05-16-2008, 03:41 AM
Cheers Glenn - with a little extra push in post it works okay, it's still a little WIP

Yep..The cars are luminance maps again animated along the surface of the road poly's. No lights in here at all and just textures and GI.

It's surprising how little structure detail appears on camera at this distance, it's usually just lights and dots. I am working on a more detailed version for the near distance.



I'm now trying to think how I can id the blocks in c4d as you did. It really works well with the textures, in close up my blocks have no details at all just a blinn shader with some random diffusion.

The ideal situation would we to have all this controllable. I'm working on some big wide nightime shots that stretch off into the distance, thats why I made this kit. But placing each tile has to be done by hand so to speak..

jeremy
05-16-2008, 07:26 AM
Thanks for the breakdown Glenn, that's pretty impressive.

Defonten
05-16-2008, 05:13 PM
grassynoel.

Amazing work! Could you please explain how did you textured them all correctly? A short breakdown\tut on this one would be much much appreciated also as I didn't get the part with assigning unique IDs to each box's tops and sides. Of course having this script would be great but even a short breakdown of it would be much appreciated. Thanks in advance and again - awesome work!

grassynoel
05-16-2008, 05:26 PM
grassynoel.

Amazing work! Could you please explain how did you textured them all correctly? A short breakdown\tut on this one would be much much appreciated also as I didn't get the part with assigning unique IDs to each box's tops and sides. Of course having this script would be great but even a short breakdown of it would be much appreciated. Thanks in advance and again - awesome work!

That's the tricky part.
One of the guys (our lead TD here at Iloura) wrote a simple script to do it. I'll check with him to see if he'll share it. Basically, greeble can select the top faces of the boxes it creates. I passed that selection up to an edit poly and Grant's script basically expanded the selection set by one poly which selects the entire box/building. His script then assigned a random ID to the buildings (ID's 1-50) and a separate random ID to the roofs (51-100).

Then I made a multi-sub material using 50 slots for building sides and the next 50 slots for roofs and assigned that one material to the mesh. Setting up the material was a bit manual and tedious but in the end it seems to work okay. I'd like to be able to control the height of the builldings by a greyscale map to create city enters and also control the density with another. I woull also like to scatter water towers and air con etc on top of the buildings too which should be fairly simple to do with scatter.

I'll see if Grant has time to help me out. :)

A variation on the render- daylight~

http://www.glennmelenhorst.com/Mattes%20and%20environmental/stuff/daylight.jpg

Defonten
05-16-2008, 05:59 PM
Then I made a multi-sub material using 50 slots for building sides and the next 50 slots for roofs and assigned that one material to the mesh. Setting up the material was a bit manual and tedious but in the end it seems to work okay. I'd like to be able to control the height of the builldings by a greyscale map to create city enters and also control the density with another. I woull also like to scatter water towers and air con etc on top of the buildings too which should be fairly simple to do with scatter.

I'll see if Grant has time to help me out.

That would be great! That's where I'm stuck the most - to randomly sort IDs for roofs and for buildings along the whole city. Its definitely not the thing to be done by hand.. As I lamely understand it the script

1. Distinguishes top\side geometry based on the normal direction relatively given ground plane.

2. Divides total number of Rooftop and Wall polys by 50 resulting in approximately 30 or 40 same buildings scattered randomly around the city (wall combinations and roofs may vary though).

May sound quite lame but I try to understand the way it works ) Any help would be much appreciated. Thanks!

grassynoel
05-17-2008, 05:12 PM
That would be great! That's where I'm stuck the most - to randomly sort IDs for roofs and for buildings along the whole city. Its definitely not the thing to be done by hand.. As I lamely understand it the script

1. Distinguishes top\side geometry based on the normal direction relatively given ground plane.

2. Divides total number of Rooftop and Wall polys by 50 resulting in approximately 30 or 40 same buildings scattered randomly around the city (wall combinations and roofs may vary though).

May sound quite lame but I try to understand the way it works ) Any help would be much appreciated. Thanks!

Nearly right. Greeble selects the roofs which grant's script saves as a selection set. Then he expands the selection which then includes the walls so the whole building is selected. He then gives each building a unique ID and then re selects just the roof polys and randomly assignes them an ID the result (when face mapped) is 50 random varieties of building with 50 random variety of roof maps.

Glenn.

Defonten
05-19-2008, 12:34 AM
Nearly right. Greeble selects the roofs which grant's script saves as a selection set. Then he expands the selection which then includes the walls so the whole building is selected. He then gives each building a unique ID and then re selects just the roof polys and randomly assignes them an ID the result (when face mapped) is 50 random varieties of building with 50 random variety of roof maps.

Glenn.

Thanks Glenn, let me know if there's any possibility of Grant sharing his super script!

nickmarshallvfx
05-19-2008, 09:25 AM
This is great! Its really cool to see the uses you are putting greeble to, especially as i hear so many people being warned away from it.
I think the results you guys are getting are fantastic, i really look forward to seeing the kind of results you can achieve in shots using this method. Ill definitely keep this technique in mind if any shots like this arise.

Thanks for sharing! Its great to see this forward thinking.

Nick

imothep85
05-19-2008, 12:20 PM
very great tutorial grassynoel, thanks!!

lightwell
05-19-2008, 01:09 PM
Then I made a multi-sub material using 50 slots for building sides and the next 50 slots for roofs and assigned that one material to the mesh.

A 100 slot multi sub object material!!! That must take an age to set up and again to load each time you open the file. How does the script differentiate between roof and wall, is it down to direction of normals and face orientation? (edit: sorry, just read the answer to that in the earlier posts, I promise to pay more attention in future)

Looks amazing, water towers and masts will look great if you do that too. Will we also get to see clouds and a helicopter buzzing past below?

Jim

mrpeculiar
07-01-2008, 04:15 PM
Great process guys
I was wondering if you could give a short rundown of the c4d setup Justin

renderizer
07-14-2008, 03:20 AM
Wow, great job. I really like the results, and to get the basic geometry in place seems to be a rather simple task in Max. Not sure how I'd do it in Maya, though.

But you know what's funny: there are some buildings on the bottom left dangling head down from the edge of the plane. Is that the Australian community (Colonia Antipodia)? ;-)

nickmarshallvfx
07-14-2008, 03:55 PM
This thread made me realise i need to scrub up on my 3d knowledge. Some great info in this thread!

Da_Elf
07-22-2008, 07:51 AM
grassynoel, i havent seen you on vray forum for a while. still using it?

Steve Green
07-24-2008, 11:36 PM
That looks fantastic,

I've tried many times to get my attempts to look that good.

One thought - I wondered if randomly assigning vertex colours to the buildings and using that in the materials could give further variation.

Cheers,

Steve

GordonTarpley
07-26-2008, 04:51 PM
This looks great! I love the greeble plug in but i never considered taking it this far. I may actually use this technique with an idea i just sketched up.
thanks for the inspiration!
gordon

rrische
07-29-2008, 03:58 PM
grassynoel - Damn, that looks nice! A few hours work? I could've used that on "Phantom Menace"....

Rick

Speculart
08-06-2008, 06:26 AM
HI Glenn.
That is getting fantastic results so quickly!. Any update on it? I find it fascinating.
Alex the night time set up looks effective too.
Does anyone have any idea how to do this in Maya? The random UV in particular. This kind of thing would be extremely useful.
I have seen some greeble scripts on highend 3d for maya, anyone had a play?
Thanks for opening this up for discussion Glenn.
Dudley

zeberdee
10-20-2009, 10:42 AM
Hi,

I realise this is probably a long shot, but does anybody happen to have a copy of the images that were in this thread? all of the image links appear to be dead

nickmarshallvfx
10-20-2009, 03:32 PM
I must admit that while this is a pretty old thread now, Id be interested to hear if any of you has honed this technique or uses it regularly now?

N