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>4.24 BP Procedural Building Lot 4.22

Procedural Building Lot
Версия Unreal Engine

The latest system from AmmoboxStudios' Procedural Pack brings you Procedural Building Lot. You can now generate entire row of highly-detailed building with just a few clicks. Using our heavily customizable style-based system. You can create, extend , edit your own styles. Three initial styles are provided ( more for future updates ). Building is tuned towards FPS/TPS level of quality in terms of details. The core of this product is to create a system can could easily be customized to add your own content.

Building not only generate facade , but windows , and roofs are sensibly generated as well. Providing a wholesome generation of a commercial building.

As with all our systems. It is created with usability in mind. A large variety of switches and parameters are exposed to allow a highly data-driven generation.
Here are some examples:

-Each Actor has property that allows you to key in allowed styles / pattern.
-Enter chance for trims/mezzanine to be generated.
-Customize how many additional lots per facade would be generated.
-Easily Enable/Disable static lighting with a single switch. You can even customize for building or window or both.

Need to customize height?
No problem ! you can see min/max height, system will decide how many floors that will be.

Need to customize how long the building stretch to the back ( depth ) ?
Set the depth and amount of percentage variation for each lot.
Technical Details
This system provides:
3 Styles, each style has multiple sections, Ground, Mezzanine, Trim, Window, Roof. Each has its own variation. Some more than others.
4 Window styles are provided. Each style has variations ( up to 8 )
6 pattern profiles are provided. They are used interchangeably with all style. Each facade creates even more variation by using these pattern as 'skins' to the original building facade.

As with all of AmmoboxStudios's system as well. Performance is a high consideration as we are using this for our internal development as well.

Here are some optimizations:
( remember that when it comes to optimization , less means more )
1) All windows are instanced per style, per entire row.
2) Each Facade style is represented by a 1 ( Single ) material iD only. If entire row uses a single style this means it's only using a single 'set' of textures.
3) All Window style used one set of texture. Variation is panned using Per-Instance Data.
4) All styles are equipped with LOD for the individual section meshes.
5) Pattern profile uses 2048 sets that is shared across all style.
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