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Pixelactive Cityscape 1.8
Pixelactive Cityscape 1.8













That’s not surprising, since you don’t really want an entire city with detailed models. When you get in much closer none of these buildings look very good.There’s nothing like electric lights or glowing signs.In some case they are doubled up, but they don’t even vary in size. The water-towers are exactly the same grey model.The two tall towers in the background are the same model. There are actually just a few basic building models used in this image! The buildings are rotated and positioned randomly, but there are clear duplicates if you look.One the one hand it’s great that I can just purchase something which let’s me create randomized scenes. Here are two images taken from the exact same spot but with different lighting: Scenecity is a commercial add-on coded by a single person and is available at. In case you don’t know, Blender is an open-source 3d modeling program available at. Most of my time was spent wrestling with the Blender interface. It has a some limitations, but does let you create groups of buildings with a few clicks of the mouse. Here are some images I created with SceneCity, a tool for making cities in Blender. It’s pleasant to show off my own creation, but it’s meaningful to let other people share in the creativity. Ideally I want to create a site where people could build their own cities and share them with others. I want to be able to send people to a URL, not tell them to install an app just to view a city I created. Running in a browser has so many advantages over an application which needs to be installed. It might be possible to create a decent sized city with limited vegetation that would run smoothly in a browser. but there’s not much point in working on that if the final product isn’t going to be very good.įortunately 3D models of buildings are mainly big rectangles. The mouse controls in the demo are awkward right now since this is a very simple scene. It’s not easy to learn but there are some nice preset procedural buildings that are very easy to edit. The island was created with a utility called Gaia, and the building is from Archimatix. Even a relatively small world with a simple building takes a minute to load and has a low frame was about the largest scene I could create without slowing everything to a crawl. I was hoping to write an interesting post about how to effectively optimize a natural scene, but the results are rather discouraging. The complexity of the rocks and plants requires large objects and many textures, and when you load them in a browser it tends to slow to a crawl. There are some very interesting WebGL demos ( ) but they don’t try to mimic the natural world. I’ve been experimenting with some WebGL scenes created in the Unity game design engine.















Pixelactive Cityscape 1.8