Procedural generator of random castles 3D model

Procedural generator of random castles 3D model

cgtrader

Houdini 18.0.348 only! This powerful generator empowers you to swiftly create both modest homes and grand castles with ease. A foundation is randomly generated, from which walls, roofs, towers, and more are expertly extruded. The scale (complexity) of the castle is skillfully controlled by the "Module count" parameter. Numerous settings allow for precise influence over the randomness of generating the base form. Controllers are provided for the probability of constructing doors (2 types) and windows (3 types + windows of towers and roofs). Even on less powerful computers, small buildings can be calculated quickly enough to impress. The generator was created and optimized on an Intel i5 8265u processor, with each calculation showcased in real-time video, boasting a remarkable x2 acceleration. For complex structures, a "low/High" switch enables you to swiftly select the desired basic shape and settings without waiting for the creation of each high-poly model. The "Straight probability" parameter affects the straightness of building creation, while the "Turn probability" parameter makes the building twist more to the right or left. Part of the base of the castle can be placed on brick columns (controlled by the "First floor probability" parameter), you can choose the probability of creating towers from the roof (determined by the "Square tower probability" parameter), and adjust the creation of large towers and roofs with the "Union Primitives probability" parameter. Balconies are automatically created where the geometry of the basic shape allows, and their location can be influenced (although these parameters are not displayed prominently in the generator). The location of balconies will change only when the basic shape is altered or the location of doors changes. After selecting locations for doors and balconies, the generator identifies suitable spots for windows and small balconies (Window 1, Window 2, Small balc). The generator itself removes windows and doors where it would not be logical to consider their creation. All roofs are built automatically without user input, although they can be controlled by delving deeper into the generator. Where possible, a triangular roof is created; for towers, various roof options are randomly selected. The generator determines whether to create slopes, and for towers, there's an option to build bridges with specified minimum and maximum bridge lengths, seed, or probability of construction. For all walls (basic form, towers, and protruding balconies), it's possible to generate UV coordinates with adjustable scale settings. Each type of window has its own floor locations (balconies have their own windows), and the parameters for their settings are only accessible within the generator (also applicable to doors). For protruding balconies, rounded corners can be built where feasible. Part of the walls can be used to create stained-glass windows with seed and probability control available above (additional parameters for stained-glass windows can be configured inside the generator). A Brick wall shader (displacement only) is provided in Mat context for wall rendering.

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