Thursday, December 31, 2009

0 Download Building Generator v6 & v7 - 3ds Max Plug-in

Building Generator plugin for 3ds max free download

Building Generator is a procedural building generator script for 3d Studio Max.

The script will work in 3d Studio Max 9 and above.

To run the script, click on "Maxscript-->Run Script--->Then click on the file.

Building Generator
Download the script here: Building Generator v.6 Building Generator v.7

NOTE: if you're using Max 9, make sure you have Service Pack 1 installed, or else the script will not work!

If you have feedback or suggestions for the script, don't hesitate to email me.

Also, if you've found a bug, please email me a clear description of the error, as well as the settings you were using when the error occurred.


View an example video on Youtube here: Fly-Through

Building Generator is a procedural building generator script for 3d Studio Max.

The script will work in 3d Studio Max 9 SP1 and above.

To run the script, click on "Maxscript-->Run Script--->Then click on the file.

For more up-to-date changelogs, visit the cgtalk thread.

v0.2 changelog:

-"Quick Build" function for windows. This can be enabled or disabled. Basically, what this does is....instead of re-building windows for every iteration of the script, it builds a few...caches them....and then uses them to construct the rest of the building. You can set a value to determine how many windows are manually generated before the cache is used. The lower the value, the less time it takes to generate a building however...you'll see repeating patterns of similar window configurations on the building. A good value I've found is about 5....and you'll see an overall speed increase of 40-60%.

-"Quick Build" function for path generation: this is really the coolest feature, I think. It's exactly like the quick build function for windows, only it caches and re-uses whole buildings. So....with the quick build function for path generation turned on, you can specify a number of buildings to manually generate and then the rest will simply be cached versions of those chosen at random.

If you have this turned on (combined with the quick build function for windows), this can change the amount of time it takes to generate dozens of buildings along a path from 10-15 minutes to a few seconds. (it's good to keep "redraw views" off when doing this)

For both window and path quick building, the object in the cache that is chosen is random, so if you set the quick build function for path generation to something like 5 or 6, you can instantly populate large areas with a randomized pattern of those 5 or 6 buildings.

-The next addition is the support for shape objects with more than 1 sub-spline. Now you can draw as many subsplines in a shape that you want, and the path tracer will use them all.

-Building elements are now better color-coded

-Building elements are now named properly (wall, ledge, door, etc)

-Buttons added to randomize all values or change them to default

-Adding a checkbox allowing user to specify whether or not to randomize detail checkboxes during path generation (as opposed to simply randomizing values). This way, not all buildings will have the same details

-Progressbar added to keep track of status during path generation

-Balcony and Railing geometry now cached and re-used instead of re-created during each iteration of the sim (this increases sim speed too)

Fixes:

-air conditioner checkbox not enabled when no windows enabled

-fixed cornerpillars protruding through ledges

-fixed scaling issue when "combine meshes" is turned on (this should fix the MR proxy problems)

-fixed bug with the pivot alignment of preview boxes

-fixed size/scaling issue of preview boxes

-preview boxes now overwrite old ones so that when you click preview only one set of preview boxes are generated

-fixed floating roof problem that was occurring sometimes

-fixed bug where railings would get deleted when "combine meshes" was on

-fixed bug where minibuildings would be too large for the roof they were on

-fixed bug where skylights would be placed on roof incorrectly if bevel was set to inverted

Future features:

-UV generation

-Material setup and generation for all building objects

Settings:




Example of a completed building :








Building Generator






Download the script here: Building Generator v.7

NOTE: if you're using Max 9, make sure you have Service Pack 1 installed, or else the script will not work!



If you have feedback or suggestions for the script, don't hesitate to email me.

Also, if you've found a bug, please email me a clear description of the error, as well as the settings you were using when the error occurred.









View an example video on Youtube here: Fly-Through

Building Generator is a procedural building generator script for 3d Studio Max.

The script will work in 3d Studio Max 9 SP1 and above.

To run the script, click on "Maxscript-->Run Script--->Then click on the file.





For more up-to-date changelogs, visit the cgtalk thread.

v0.2 changelog:

-"Quick Build" function for windows. This can be enabled or disabled. Basically, what this does is....instead of re-building windows for every iteration of the script, it builds a few...caches them....and then uses them to construct the rest of the building. You can set a value to determine how many windows are manually generated before the cache is used. The lower the value, the less time it takes to generate a building however...you'll see repeating patterns of similar window configurations on the building. A good value I've found is about 5....and you'll see an overall speed increase of 40-60%.

-"Quick Build" function for path generation: this is really the coolest feature, I think. It's exactly like the quick build function for windows, only it caches and re-uses whole buildings. So....with the quick build function for path generation turned on, you can specify a number of buildings to manually generate and then the rest will simply be cached versions of those chosen at random.

If you have this turned on (combined with the quick build function for windows), this can change the amount of time it takes to generate dozens of buildings along a path from 10-15 minutes to a few seconds. (it's good to keep "redraw views" off when doing this)

For both window and path quick building, the object in the cache that is chosen is random, so if you set the quick build function for path generation to something like 5 or 6, you can instantly populate large areas with a randomized pattern of those 5 or 6 buildings.

-The next addition is the support for shape objects with more than 1 sub-spline. Now you can draw as many subsplines in a shape that you want, and the path tracer will use them all.

-Building elements are now better color-coded

-Building elements are now named properly (wall, ledge, door, etc)

-Buttons added to randomize all values or change them to default

-Adding a checkbox allowing user to specify whether or not to randomize detail checkboxes during path generation (as opposed to simply randomizing values). This way, not all buildings will have the same details

-Progressbar added to keep track of status during path generation

-Balcony and Railing geometry now cached and re-used instead of re-created during each iteration of the sim (this increases sim speed too)

Fixes:

-air conditioner checkbox not enabled when no windows enabled

-fixed cornerpillars protruding through ledges

-fixed scaling issue when "combine meshes" is turned on (this should fix the MR proxy problems)

-fixed bug with the pivot alignment of preview boxes

-fixed size/scaling issue of preview boxes

-preview boxes now overwrite old ones so that when you click preview only one set of preview boxes are generated

-fixed floating roof problem that was occurring sometimes

-fixed bug where railings would get deleted when "combine meshes" was on

-fixed bug where minibuildings would be too large for the roof they were on

-fixed bug where skylights would be placed on roof incorrectly if bevel was set to inverted






Future features:

-UV generation

-Material setup and generation for all building objects






Settings:

Here is what the main UI looks like:


Below is a pictorial outline of how some of the main settings will affect the look of the buildings generated:



















































































































































































Example of a completed building :
Main Structure:
Building Edge Bevel:
Ledges:
Windows:
Extra Design Features:
Path Options:

0 comments:

Post a Comment

 

3D Work Files Copyright © 2011 - |- Template created by O Pregador - |- Powered by Blogger Templates