SceneCity’s documentation

SceneCity 1.3.x
For Blender 2.79
_images/index.jpg

What’s new

v1.3 (November 26, 2018)

This release is mostly about adding non-overlapping buildings and roads layouts. There are a few improvements to the existing nodes also.

New nodes:

  • Grid: the foundation of non-overlapping cities (and more than just cities in future versions).
  • Non-overlapping boxes layout: distributes things, in that case roads and buildings, so that they don’t overlap and fit perfectly together.
  • Grid to blender image: Draws a grid.
  • Objects getter: turns a Blender object into SceneCity objects.
  • Static road portion: creates a road portion from your own objects.
  • Road portions collection: group several road portions together so that they can be all used, and chosen randomly when there are many of the same type.
  • Road portions instancer: places road portions on a grid.
  • Static building: creates a building.
  • Buildings collection: group several buildings together so that they can be all used, and chosen randomly when there are many of the same type.
  • Buildings instancer: places buildings on a grid.
  • Objects add: add SceneCity objects together, useful to group them.
  • Objects instancer: turns SceneCity objects into Blender objects instances in your scene.
  • Map from image: get a map from a Blender image. Useful to control the size of your buildings according to an image, for example.

General changes:

  • The time a node took to complete its job is now displayed on itself a bit more clearly.

Bugs corrected:

  • Removed the dead image links in the library of buildings and roads. When you imported the library in a blend file, then packed all external data into the file, Blender complained about dead image links still present.

v1.2 (October 10, 2018)

Re-design of the city generation process as a node-based workflow. This first iteration brings algorithms for cities mostly meant for distant views. More precise and elaborate algorithms, as well as more utility nodes, will be added version after version.

Meshes nodes:

  • Added a node for using your own meshes (eg buildings).
  • Added a node to create a Blender mesh object from mesh data generated by other nodes.
  • Added a procedural cube mesh node, useful as mesh input for buildings for instance.

Paths & curves nodes:

  • Added a path generator node. Paths are like polylines, they are a sequence of linked points. But unlike graphs, they cannot branch, meaning a point can only have 2 links at most: one before, one after.
  • Added a path to curves converter node. Curves are useful to have smooth transition from one point to another. These are similar in concept to Blender curves, but are not yet Blender curves.
  • Added a curves to Blender curve objects node. With this one you can convert your curves to Blender curves and objects.
  • Added a node to repeat a Blender mesh along Blender curve objects using modifiers.

Textures nodes:

  • Added a node to create a new texture set. A texture set is a collection of images, each one for a different channel in the PBR workflow and other useful maps. Only albedo and emit are supported for now.
  • Added a node that converts Blender images to a texture set. If you have an albedo map and an emit map loaded in Blender, you can use them as a texture set in SceneCity.
  • Added a node that draws random rectangles in a texture set. Useful to add random variations to buildings facade textures for example.
  • Added a node that draws windows, lit or not, in a texture set. Useful to create building facade textures.
  • Added a node that converts a texture set back into Blender images.

Maps nodes: (a map is like a grayscale image, it has only one channel, no color. But unlike an image, it is not a raster, it is continuous.)

  • Added a node to create procedural noise maps, such as Perlin or voronoi noise.
  • Added a node to convert a map into a Blender image.

Layouts nodes: (a layout places city elements, such as buildings and roads)

  • Added a simple layout node. This one places buildings randomly without testing for overlaps. No roads.