[Released] V3Digitimes Buildings and Skyscrapers Generator, vol 1

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Comments

  • V3DigitimesV3Digitimes Posts: 3,150
    KA1 said:
    This is on my wishlist to buy regardless, with a post apocalyptic add on it would be insta buy!!!

    I agree this is an interesting idea. Presently working on an addon, not specifically post apocalyptic, but I develop "base bricks" which I will be able to use as a base for such an addon (tree, ivy, asphalt, etc, etc).. The post apocayptic addon is planned.

  • KA1KA1 Posts: 1,012
    After revisiting this thread and seeing the pyramid and H building examples again it occurred to me just how flexible (even more than I first thought, and that was a lot!) this tool is. I think it will actually be able to create what I was beginning to think was a holy grail building I'd never find (or not how I wanted it anyway) Time for some testing I think!
  • KA1KA1 Posts: 1,012

    Well, a HUGE thank you to @V3Digitimes

    Genius product, been wanting to find or build a Visual Novel High School style exterior and although still early, it's coming along nicely thanks to this product enabling me to build the main buildings!!

  • ArtiniArtini Posts: 9,466

    Very nice, KA1. It really shows the potential of the product.

     

  • KA1KA1 Posts: 1,012
    Artini said:

    Very nice, KA1. It really shows the potential of the product.

     

    Thank you :) Here's a wider angle shot (shows the scale of the project a bit better) Used a couple of Urban Sprawl 3 blocks as background placeholders (1 to the side for background, 1 to the front for reflections in the windows, though I may look to adjust the uber refelctiveness of the windows at some point) - Still lots of little details to add but wouldn't have even got to this point without this fantastic product to create the main buildings with!

  • V3DigitimesV3Digitimes Posts: 3,150
    edited June 2020

    Thanks a lot for this great feedback, and for sharing your results, I really appreciate!!!

    Post edited by V3Digitimes on
  • CrissieBCrissieB Posts: 195

    Outstanding product, V3Digi!

    My one question: is there any way to change the width of the doors? Right now they're about 2m wide. In practical terms, that would be a massively heavy door and very inconvenient, especially for disabled persons. I've looked through the morphs, and none seems to change the width of the door. Have I missed something?

    Crissie

  • V3DigitimesV3Digitimes Posts: 3,150
    CrissieB said:

    Outstanding product, V3Digi!

    My one question: is there any way to change the width of the doors? Right now they're about 2m wide. In practical terms, that would be a massively heavy door and very inconvenient, especially for disabled persons. I've looked through the morphs, and none seems to change the width of the door. Have I missed something?

    Crissie

    Do you speak about the exterior doors, the ones called the "Building Entrance?" If it is the case, for now, there are no such morphs included. I am still working on addons for the building generator, (but on other projects in parallel so this is a bit long). Even if this is not what I am presently working on concerning the building generator addons, I can have a look at creating new entrance options (using morphs), and new entrance looks, which could provide different available size of entrance doors (knowing that the node "Building Entrance" node must remain the same absolute size, since the rest relies on it, so I have to include more "walls" part and less "doors" parts for this specific node).

  • Marty3DMarty3D Posts: 43
    edited September 2021

    Hi.

    I've just purchased this today. Thanks for all your amazing scripts, I think I have bought most of them now. :D

    I couldn't get it to work initially at all when first starting out, either a LR or HR building.

    I had an issue where I would create ground floor firstly and it would hang and do nothing. I would get a small info window up and it would just hang and I had to ctrl-alt and kill Daz.

    I have succesfully debugged this at my end and I would just like to pass this help on to you and others. 

    I unchecked the automatically frame building and now it works great and it continues as it should. I'm debugging this down to me using a 3D CAD style mouse, a 3Dconnexion Space Mouse Pro. 

    I reckon the 3D mouse takes priority of the screen space viewport and the script can't overwrite this and frame the building.

    Just thought I would let you know and others. I'm really happy to play around with this tool after using Houdini for a while procedurally creating digital assets.

    As a final note and this is a great piece of advice to you and others. I can succesfully report that all of your other scripts like PBR/IRAY manager, pose master etc and others too like Zevs Skin Builder, by having a 3D mouse I can orbit the character and assets with the mouse and even though the script window locks the desktop mouse from being used, the 3D mouse is able to scope and orbit the scene with the script window open. This makes shading and posing so much easier to navigate the scene and use, so I would heartily recommend you look into getting one!! A real must have personally.

    Cheers.

    Post edited by Marty3D on
  • Hi, thanks a lot for this information, and I really appreciate you love my projects :)

    I did not know about this great benefit of the 3D Mouse, I could "almost" reconsider buying one, but I've always been afraid it is not comfortable to use for the wrist and hand position.

    Very interesting feedback anyway. For the "bugs" you encountered, I don't think I am able to access via script if the user has a 3D mouse or not, this is why it will not be possible for me to uncheck this option when this is the case (otherwise I would have patched this). But that's an excellent feedback and information, thank you REALLY much for that, and for letting everybody know that such an issue exists when using 3D Mouses (it could also exist with other "automatically frame" of my other projects such as medina cityscape generator, so that's good to know!).

     

  • V3Digitimes said:

    ..... my other projects such as medina cityscape generator

    Now that is very interesting!

  • ... and especially super old lol : https://www.daz3d.com/medina-cityscape-generator was released several years ago....

  • V3Digitimes said:

    ... and especially super old lol : https://www.daz3d.com/medina-cityscape-generator was released several years ago....

    Hah! Maybe it's time for a modern cityscape generator lol.

  • Well, it could be (initially the building generator was meant to be used with a more general cityscape generator, but it's  super complicated actually, and I was also waiting for the possibility to instance instances, but today I'm not so sure any longer that so many instances in a scene is the best solution....). Plus, with DS5 coming with an unknown result on script usage, maybe it's time to slow down on scripts and see what the future deserves to us in this field. The less scripts, the less scripts to update when it comes out :) I don't know what to answer, I have tons of ideas (this one you mention is in the list, as well as many others often asked by users), but tons of personal and technical worries too... So... One could say I'm a bit lost about long and short term projects.

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