Steve Green
09-16-2007, 10:52 AM
(I've also posted this on Orbaz.com)
Hi,
I've been trying to use Pflow to create an aerial view of a city, the theory being that it might be less memory hungry than, say Greeble.
I have been trying to use real world mapping co-ordinates on the textures for buildings so that windows stay a consistent size, regardless of the size of the building object.
I'm a little hazy on how real world mapping works, if using that means that unique UVs are store per object (meaning that they are no longer instanced).
Anyway, I don't seem to be able to get Pflow to recognise the real world mapping, so the windows scale in relation to the size of the particles.
I've tried using the mapping object from Box #1 and picking another box with real world mapping applied, but that didn't work. The standard mapping operator doesn't mention real world mapping either.
Of course I could snapshot the resulting particle system, but then that I lose the advantage of instancing.
Any suggestions are welcome.
On a sidenote - has anyone come across any good procedural systems for generating cities? I've seen a couple of Siggraph papers, but nothing commercial seems to have appeared.
I was impressed by the description of Weta's tools which built New York for Kong, using building blocks and rules - I would have thought something that could do half of that would be a big seller.
Thanks,
Steve
Hi,
I've been trying to use Pflow to create an aerial view of a city, the theory being that it might be less memory hungry than, say Greeble.
I have been trying to use real world mapping co-ordinates on the textures for buildings so that windows stay a consistent size, regardless of the size of the building object.
I'm a little hazy on how real world mapping works, if using that means that unique UVs are store per object (meaning that they are no longer instanced).
Anyway, I don't seem to be able to get Pflow to recognise the real world mapping, so the windows scale in relation to the size of the particles.
I've tried using the mapping object from Box #1 and picking another box with real world mapping applied, but that didn't work. The standard mapping operator doesn't mention real world mapping either.
Of course I could snapshot the resulting particle system, but then that I lose the advantage of instancing.
Any suggestions are welcome.
On a sidenote - has anyone come across any good procedural systems for generating cities? I've seen a couple of Siggraph papers, but nothing commercial seems to have appeared.
I was impressed by the description of Weta's tools which built New York for Kong, using building blocks and rules - I would have thought something that could do half of that would be a big seller.
Thanks,
Steve
