TurboSquid

Procedural generator of random castles
by TurboSquid
Last crawled date: 11 months, 1 week ago
Houdini 18!
This generator allows you to quickly create both simple houses and huge castles. A base is randomly created from which walls, roofs, towers, etc. are extruded. The size (complexity) of the castle is controlled by the Module count parameter. There are many settings for influencing the randomness of generating the base form. There are controllers for the probability of building doors (2 types) and windows (3 types + windows of towers and roofs). Small buildings are calculated quickly enough even on not the fastest computers (all the generator was created and recorded on the Intel i5 8265u, the calculation time of each lock is on video, acceleration from real time x2). For complex buildings, there is a low/High switch with which you can quickly select the desired basic shape and settings and not wait for the creation of each high poly model.
This generator allows you to quickly create both simple houses and huge castles. A base is randomly created from which walls, roofs, towers, etc. are extruded. The size (complexity) of the castle is controlled by the Module count parameter. There are many settings for influencing the randomness of generating the base form. There are controllers for the probability of building doors (2 types) and windows (3 types + windows of towers and roofs). Small buildings are calculated quickly enough even on not the fastest computers (all the generator was created and recorded on the Intel i5 8265u, the calculation time of each lock is on video, acceleration from real time x2). For complex buildings, there is a low/High switch with which you can quickly select the desired basic shape and settings and not wait for the creation of each high poly model.
All roofs are built automatically without providing any parameters for the user (they can be controlled, but you need to go deeper into the generator). Where possible, the generator will create a triangular roof, for the towers there are various roof options, they are randomly selected. The generator itself chooses the possibility of creating slopes. For towers there is the possibility of creating bridges, you can specify the minimum and maximum permissible bridge length, select seed or the probability of construction. For all walls (basic form, towers and protrusion balconies), it is possible to create UV coordinates with the regulation of their scale. Each type of window has its own floors for location (balconies have their own windows), the parameters for their settings are only inside the generator (also for doors). For protrusion balconies, you can build rounded corners where it is possible. Part of the walls can be used to create stained-glass windows, seed and probability are upstairs (you can configure other parameters of the stained-glass windows only inside the generator).
There is a Brick wall shader (displacement only) for wall in Mat context.
This generator allows you to quickly create both simple houses and huge castles. A base is randomly created from which walls, roofs, towers, etc. are extruded. The size (complexity) of the castle is controlled by the Module count parameter. There are many settings for influencing the randomness of generating the base form. There are controllers for the probability of building doors (2 types) and windows (3 types + windows of towers and roofs). Small buildings are calculated quickly enough even on not the fastest computers (all the generator was created and recorded on the Intel i5 8265u, the calculation time of each lock is on video, acceleration from real time x2). For complex buildings, there is a low/High switch with which you can quickly select the desired basic shape and settings and not wait for the creation of each high poly model.
This generator allows you to quickly create both simple houses and huge castles. A base is randomly created from which walls, roofs, towers, etc. are extruded. The size (complexity) of the castle is controlled by the Module count parameter. There are many settings for influencing the randomness of generating the base form. There are controllers for the probability of building doors (2 types) and windows (3 types + windows of towers and roofs). Small buildings are calculated quickly enough even on not the fastest computers (all the generator was created and recorded on the Intel i5 8265u, the calculation time of each lock is on video, acceleration from real time x2). For complex buildings, there is a low/High switch with which you can quickly select the desired basic shape and settings and not wait for the creation of each high poly model.
All roofs are built automatically without providing any parameters for the user (they can be controlled, but you need to go deeper into the generator). Where possible, the generator will create a triangular roof, for the towers there are various roof options, they are randomly selected. The generator itself chooses the possibility of creating slopes. For towers there is the possibility of creating bridges, you can specify the minimum and maximum permissible bridge length, select seed or the probability of construction. For all walls (basic form, towers and protrusion balconies), it is possible to create UV coordinates with the regulation of their scale. Each type of window has its own floors for location (balconies have their own windows), the parameters for their settings are only inside the generator (also for doors). For protrusion balconies, you can build rounded corners where it is possible. Part of the walls can be used to create stained-glass windows, seed and probability are upstairs (you can configure other parameters of the stained-glass windows only inside the generator).
There is a Brick wall shader (displacement only) for wall in Mat context.
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