Cities on wheels.

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 From:  PaQ
8029.1 
Hello guys,

Just want to share a little side project I've just finished.
The project was done for a 'vehicle' design contest (Allegorithmic), I'm pretty sure I'm off topic (I hate topics), but I get lot of fun to build this scene :)

Actually it's the first time I use Houdini for a 'complete' project.
The base model was off course build in our lovely MoI. Then the extra paneling/building/and other details are build 'procedurally' in Houdini, using all kind of construction rules.

Both software works really well together. I could even load curves as .igs to create profiles and other fancy stuffs.

Rendering is done in Clarisse, as the polycount of the whole model was insane :)

Cheers.












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 From:  Michael Gibson
8029.2 In reply to 8029.1 
Wow that Houdini detailing is really cool PaQ!

- Michael
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 From:  chippwalters
8029.3 
Yep, that's definitely nurnies on steroids! Fascinating.

I suppose you set up different rules for altitude and slope, sorta like what it done when creating ecoSystems in Vue. Snow on flatter areas, rocky details on more verticals-- with higher snow/rock ratio the higher you go on a mountain.

I'm wondering, do you also create *different* buildings based on some rules?

Thanks for sharing!!!!
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 From:  chippwalters
8029.4 In reply to 8029.3 
About 10 years ago, I was trying to do something similar, but not so successful. The idea was to use fractal distribution patterns to create ultra-greeble detailed models. Hope you don't mind me sharing, here are a few of my attempts:

Using random transparency 'grid patterns' to create transparency in building structure.


Using ecoSystem distribution to combine basic geometries using hyperblobs to create vehicles


Using hypertextures (volumentric fractal solids) to create a vehicle


Using massive ecosytems distributions to create near orbit alien 'thing'
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 From:  TpwUK
8029.5 
There are all kinds of shades of badass in that post PAQ, amazing work buddy.

Martin
(TpwUK)
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 From:  PaQ
8029.6 
Thanks guys,

Hi chipp,

Well that's some really nice results, actually I haven't think about playing with transparency alpha's (I will probably use clip map to speed up the raytracing).

As for the rules, originally building where indeed using a slope angle rule, but I change my mind after few population test and decide to give the exact areas 'by hand', by isolating some poly's.
There is only 'one' type of building, but off course the floors numbers and windows position are based on their height. Finding a good balance between chaos and structure is really tricky.
(I still have many stuff to learn in that area :)).
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 From:  TyRuben
8029.7 In reply to 8029.6 
Very cool and inspiring — ! — thank you for sharing — !
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 From:  chippwalters
8029.8 In reply to 8029.6 
quote:
Finding a good balance between chaos and structure is really tricky.


Yes, that is always the big challenge-- one I don't think I ever solved. Most stuff I did always look too algorithmic. Yours looks much better!

I'm wondering if any of this might be able to be done using Max's node editor inside of MoI?
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 From:  Frenchy Pilou (PILOU)
8029.9 
@PAQ

Very impressive!

I have found this old one!
http://baguenaudes.net/category/mines/

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 From:  Dzeko
8029.10 In reply to 8029.9 
one question about this awesome work

wich software is used for render like that ?
Image Attachments:
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 From:  Frenchy Pilou (PILOU)
8029.11 In reply to 8029.10 
Seems it was writed "Clarisse" ?
---
Pilou
Is beautiful that please without concept!
My Gallery
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