Roadmap for 1.x
Features with a good chance to be added in the 1.x development cycle
SceneCity
- roads of different widths: highways down to 1 or 2 lane roads
- much larger but simpler cities
- city growth simulation from simple inputs
- townsfolks and cars
- different zones: industrial, commercial, residential
- better support for night scenes
- easy export for Unity
SceneTerrain
- more natural land-water limits
- more included trees
- use of Blender's microdisplacement
- better-looking ground texturing
- more natural mountain shapes, with hydraulic erosion
- easy export to Unity
- more populations layers options
Long term goals
Features I'm thinking about, but which may or may not be included
- free version for SceneCity and SceneTerrain
- OSM support
- curved roads
- non-destructive and visual generation
- spatial control of any generation parameter
- node-based generation
- railways
SceneSkies 0.9 (May 11, 2016)
Added 4 new skies, including 1 free. These 4 are aerial shots, with the camera high above the ground, and surrounding mountains in the distance. Weather
conditions are clear and hazy, both at noon and dusk. Free sky is clear noon.
Updated for Blender 2.77
SceneCity 1.0 (April 15, 2016)
- New: procedural buildings
- Improvement: buildings can have a rectangular surface now. Read doc...
- Change: the library is imported in one single step instead of roads and buildings separately. Read doc...
- Fix: some library materials and objects were duplicated on import of library
- Updated for Blender 2.77
v0.9 (November 19, 2015)
- allow use of user-made buildings and roads meshes and groups
- allow night time (via user-made models and groups)
- starting point of organic road networks is now randomized, to avoid the restriction to have the center of the terrain flat and emerged
- added option to use dupliverts for buildings and roads placement
- added option to place roads and buildings as single mesh
- allow packing of city in .blend file (eg for rendering on farms)
- additional road placement algorithm: grid
- distribution of buildings possible with distribution textures
- better UI: merged panels, and better layouts
- better console message and progress reporting
v0.8 (July 24, 2015)
- rewritten as a pure Blender addon for the best runtime stability and integration into Blender. So the circle is complete ;)
- separated into three addons: SceneCity, SceneTerrain, SceneSkies
- so it's now possible to use the skies, the terrain generator, and the city generator independently
- terrain mesh resolution setting restored
- free version of SceneSkies available. Full version not available alone, but bundled with SceneCity
- terrain generation improved with shape presets: eroded mountains, eroded craters, mountain chains
- terrain generation can be from a user-defined texture
- terrain can be exported as RAW and standard grayscale image
- more HDR skies added for a total of 10
- cities no longer require the center of the terrain to be flat, generator will try to build where there's space available
- improved water shader for the lakes and seas: looks more realistic
- removed space character from all included textures and models files, for easier support on Linux
v0.7 (December 10, 2014)
- renamed from Scuicidator City Generator to SceneCity
- no free version available anymore (it will be back!)
- no longer a Blender addon, completely rewritten as a standalone app, based on Unity. Cities are exported to Blender from the app
- added HDR skies: 4
- support for night time temporarily removed
- proper buildings and roads for the first time!
- buildings and roads placement improved. Zero overlapping
- the road network and the whole city is now grid-based, that means axis-aligned roads for now
- building generation temporarily removed, buildings are from a hand-made collection, but can be modified or replaced if necessary
- terrain generation improved, whith settings for the textures and the shape. Mesh resolution removed temporarily
- terrain now has several texture layers: underwater, beach, flat area, mountains, urban ground
- terrain has water bodies
- roads and buildings are instances of groups
- first time support for Cycles. BI still supported
v0.6
Canceled due to a very bad design direction.
v0.5 (October 31, 2011)
- first commercial release, it has a free version as well
- Blender addon, but uses java (which causes problems for some) as backend for performance reasons
- added support for terrains and heightmaps
- buildings are still cube based
- advanced buildings are more complex-looking
- materials generated for the terrain, roads and buildings
- road networks can be curved, and display a texture right on the terrain mesh. It's difficult to have satsifying results for large cities though
- buildings overmlap each other, and don't perfectly follow the roads
v0.4 (2009)
Added terrains, and very simple round streets.
v0.3 (2009)
Added high poly buildings.
v0.2 (2009)
I was looking for feedback, so that was the first public release.
v0.1 (2009)
Started as a personal project both for study and generating large cities for a short movie. Never published.