Procedural Building Generator 2 for Blender!
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- čas přidán 21. 07. 2023
- PBG 2 (Procedural Building Generator 2) is a tool for Blender that lets you create custom buildings quickly. Simply drag-and-drop a preset onto your object and PBG 2 will instantly generate a building from it!
Not only is it quick, it is both non-destructive and interactive! This means that you can use edit mode and change the shape of your building, watching it adapt in real time.
PBG 2 is available on Blender Market and Gumroad:
blendermarket.com/products/pbg-2
coan.gumroad.com/l/pbg-2
Read the documentation here:
docs.google.com/document/d/1f... - Krátké a kreslené filmy
Combined with Interior procedural generation, with this would be game changing!
Very cool, keep pushing this to the extreme!
Looks awesome!! Very good job!!
Holy moly maccaroni! Hats down sir!
wow, great work~!keep it up
This is so cool. More modern styles though please.
I got like a few buildings i recycle everytime.. But this is just so much cooler
Hi, I'm attempting to set colors on my model, but every time I convert it to a mesh for exporting as an FBX file, the colors seem to get lost. Can you suggest a solution to this problem, or offer any advice on a better way to export to FBX while retaining the colors? Thanks!
Can you add skyscrapers to the Addon?
I intend to purchase this add-on, but I need to know how to export models to the Unity engine with textures. Thank you very much.
Procedural Building Generator? More like Profoundly Brilliant Generator
I have been testing your generator. I have not been able to access 'wide walls' when adjusting your 'two part building' or your 'simple building' samples in your Template Style setup. What do I have to do to access these 'template_wide_wall' shapes?
Hello, I just bought this. It couldn't apply texture (it pinked out) after I saved the image texture in the UV editing>deleted materials>tried to replace them with 'image texture' (I also converted it to mesh beforehand (asset browser then 'convert to')). I've tried to open the FBX and obj in new files, but it turned rather transparent. When I tried 'find missing files', the materials weren't complete (only the inner part of the windows and flowers had colors). How to fix this?
Looks so awesome , man.
Is it modular asset based?
Can people change modular 3d assets very easily like buildify or tutorial video is needed?
Thanks! Yep, it’s based on modular assets. The asset types are described in the documentation. I’ll be uploading a tutorial sometime soon, but in the meantime there are instructions in the documentation: docs.google.com/document/d/1fIAmVV5dSMnwPAobCZwd3tdbuMtB7Rh3-zJoVPaR1mU
How are you getting the roof overhang, without the system generating more wall geometry? Is that extrusion, scale? (7 seconds in)
Select the top faces, press Y to separate them, and then scale!
Thank you!@@isakwaltin
I am not too deeply into blender and how the generated stuff works. But would it be possible to export the mesh with texture and bring it into unreal?
Sure. You just need to bake the textures.
Hi! See docs.google.com/document/d/1fIAmVV5dSMnwPAobCZwd3tdbuMtB7Rh3-zJoVPaR1mU/edit#heading=h.96wr21antenb for information on how to convert buildings to export-ready meshes.
Here's a detailed response I wrote to the same question a while ago:
"Hi! I'd recommend doing either of the following:
A: Use the existing material textures. If at all possible, this is what I would recommend. Most of the building styles that come with PBG 2 are set up with optimized textures and most of them have only one texture set. If you want to change the colors, then you might need to bake the textures.
B: Use a tool such as SimpleBake to bake textures, or bake them with Blender's native baker. Here are the steps I would take to do this:
1. Apply the modifier. See the documentation for how to do this.
2. Create a new UV map and unwrap the building.
3. Bake the channels you need. I used SimpleBake with good results, but it required me to convert all materials to use the Principled BSDF."
Is it possible to create new styles using custom assets on that version ? Or sould I use version 1 for that ? I have read both manuals and it says that in version 1 you can bring your own walls and floors to a project or make your own collection of assets and use it. Can I make my own assets and use them procedurally on version 2?
Yep, absolutely! There's a section in the documentation about creating buildings with your own assets, it's called "Create your own style."
Thank you so much. Great tool to work with.@@isakwaltin
Can I take this and export as STL?
Yes, should be possible. Just convert the building to a mesh first, see the documentation.
Can we import it in unreal engine?
Hi! See docs.google.com/document/d/1fIAmVV5dSMnwPAobCZwd3tdbuMtB7Rh3-zJoVPaR1mU/edit#heading=h.96wr21antenb for information on how to convert buildings to export-ready meshes.
How we can bake textures for game purposes??
same question
Hi! I'd recommend doing either of the following:
A: Use the existing material textures. If at all possible, this is what I would recommend. Most of the building styles that come with PBG 2 are set up with optimized textures and most of them have only one texture set. If you want to change the colors, then you might need to bake the textures.
B: Use a tool such as SimpleBake to bake textures, or bake them with Blender's native baker. Here are the steps I would take to do this:
1. Apply the modifier. See the documentation for how to do this.
2. Create a new UV map and unwrap the building.
3. Bake the channels you need. I used SimpleBake with good results, but it required me to convert all materials to use the Principled BSDF.
Very helpfull thank you !!
It just need coverting blende default shader to a texture image it's very clear .
Really nice plugin :)
BUT! It's not making sence to have potted plants on roofs and buildings like this at all hahaha... (It's a example i know!)
SHUT UP AND TAKE MY MONEY