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Old 02-14-2010, 09:16 AM   #31
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Awesome update once again...having everything uve'd and sharing shaders is a major plus imo! Thank you again.

One thing I've been thinking about is it possible to have this script generate from curve footprints? ie drawing an outline with a CV curve then generating a facade from each CV section? Maybe that is a very hard thing to do I don't know but just throwing in some ideas.

Thanks again Ed.
 
Old 02-14-2010, 06:49 PM   #32
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Quote:
Originally Posted by Hamburger
One thing I've been thinking about is it possible to have this script generate from curve footprints? ie drawing an outline with a CV curve then generating a facade from each CV section? Maybe that is a very hard thing to do I don't know but just throwing in some ideas.


Pretty much the entire workflow is based on various types of procedural polygon selections, but there may be a way I could use the CV curve to generate a footprint that would be acceptable for the system.

...

actually, I just played with the concept for a few minutes, and will definitely include a "convert curve to footprint" option in a future update.
 
Old 02-14-2010, 10:12 PM   #33
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wow ... this is getting better and better ... awesome ... looking forward to see those updates !
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Old 02-14-2010, 11:12 PM   #34
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Awesome script!!

Been trying it out its very versatile and seems to work really nice.


Thanks!
 
Old 02-15-2010, 05:48 AM   #35
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It's really kind of you for sharing this awesome script!
Thanks a lot
 
Old 02-17-2010, 01:11 PM   #36
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I got a beginner question in my email about loading the script, I thought I'd put up my reply here for everyone's edification.


The scripts directory is usually in My Documents > Maya > Scripts. All you have to do is copy the EdW_KludgeCity.mel file you downloaded into this directory, so that Maya knows where to look for it.

Once you have the EdW_KludgeCity.mel file in that directory, start maya.

There is a script editor text field at the bottom of the Maya window on the left. Here, you can type in commands in MEL. The MEL command to start up Kludge City is this:

source EdW_KludgeCity; EdW_KludgeCity;

If you type that line of code and hit Enter, the script should bring up the KludgeCity window.

Also remember, you must have mental ray loaded in order for the script to work correctly. To do this, go to window > settings and preferences > plug-in manager and make sure "mayatomr" is loaded.
 
Old 02-17-2010, 01:46 PM   #37
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Quote:
Originally Posted by EdtheHobbit
..
There is a script editor text field at the bottom of the Maya window on the left. Here, you can type in commands in MEL. The MEL command to start up Kludge City is this:

source EdW_KludgeCity; EdW_KludgeCity;

If you type that line of code and hit Enter, the script should bring up the KludgeCity window.
..


Also you need to check if the "MEL" tab on the Script Editor is the active one, otherwise it's the "Python" one which will try to execute it then you will face an error like what happened to me and toke me sometime to figure it out.
Very useful script, thanks a lot for sharing your hard work.
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Old 02-19-2010, 06:56 PM   #38
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i have a idea for a feature that can be cool too have but not necessary, is to have the ability to add more tiers, rather than the 3.
Its just a neat feature not necessarily a major thing.
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Old 02-19-2010, 08:40 PM   #39
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Quote:
Originally Posted by brjig
i have a idea for a feature that can be cool too have but not necessary, is to have the ability to add more tiers, rather than the 3.
Its just a neat feature not necessarily a major thing.


This is in the pipeline, but is unfortunately trickier to achieve than I thought it would be.

New version should be hitting the Internet some time tomorrow or Sunday.
 
Old 02-22-2010, 01:19 AM   #40
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New version! 0.1.4 automatically UVs most of the building's geometry, except for ledges and cornices. That'll be included in a later release, but for now it's a bit too glitchy for the real world. Also, there is a new option called "use generic shaders" that will create a single set of shaders that can be shared across multiple buildings.

Big things are on the way! Next release will have more controls and workflow tools that hopefully will make this script a little more production-friendly.

http://www.whetstonevfx.com/kludgecity.html

 
Old 02-22-2010, 01:38 AM   #41
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Wow, very impressive! At what point/complexity do you run into memory issues? Looks like quite a few polys there.
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Old 02-22-2010, 01:48 AM   #42
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Quote:
Originally Posted by Buexe
Wow, very impressive! At what point/complexity do you run into memory issues? Looks like quite a few polys there.


thanks!

It takes a couple of minutes to build, but the system will create up to about a thousand-floor building on my machine at work (about 3.5 gigs of RAM). The system seems to crap out at about 3 million polys whenever you have "generate UVs" on.
 
Old 02-22-2010, 02:29 AM   #43
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very cool ... man this is getting better and better ... thx!
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Old 02-27-2010, 05:45 PM   #44
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im liking this script alot

wondering if you have seen this building generator script that has been out for 3ds max.
its been out for a while, soo its more advanced that this one. ofcourse kludge is still young and show alot of promise but you can take a look at the 3ds version and get an idea of future releases, like creating neighborhoods or scattering.

http://forums.cgsociety.org/showpos...5&postcount=482
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Old 03-01-2010, 12:37 AM   #45
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Yeah, Tyson's script was one of the major influences that led me to make Kludgecity in the first place. We have a pretty different approach, especially since the tools in Maya and 3ds are so different in their strengths and weaknesses. Thanks for the link!
 
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