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SceneCity 1.5 adds Blender 2.80 Support [$]

15

Arnold Couturier writes:

Version 1.5 of SceneCity, the city-creation addon for Blender, is out!

What's new

It's a port for Blender 2.80. There are no new features. A few minor bugs have been fixed. The previous version 1.4 is still available for those who are still on Blender 2.79.

It took me longer than expected, Blender 2.80 is quite different under the hood for addons developers.

What's next

After this compatibility release, it's time to add new features and polish the existing ones. The plan for 1.6 is to start adding the first features for more realistic road networks: not completely random, but not totally axis-aligned either. I'll give you more info as I go.

Have fun and happy city-blending! :)
Arnold

About Author

Arnold Couturier

3D artist. Blender addon and asset developer.

15 Comments

  1. Congratulations on the 1.5 release. Does Blender 2.8 compatibility mean EEVEE compatible materials?

  2. I really like the addon, i would pledge for better generation features rather then assets. Can't wait for the road generation.

  3. Casey R Williams on

    As a customer I follow SceneCity pretty closer. I've not used it yet, I've put off using blender until 2.8 comes out as I found it more daunting than other programs I've used... But anyway...
    I'd like to see perhaps less specific assets as well. I guess in my mind I would model those myself. I think a library of basic urban items is expected, but I'm also thinking of alien and futuristic cities, and mixing future and retro styles. What I'm curious about is user created libraries and using stock content as placeholders to gauge placement and density of those items procedurally. I'd like to be able to work on the layout of and density of the buildings perhaps in one session while replacing the stock items with original assets gradually.
    Also, have you ever thought about natural city zoning? I'd love to see ports and warehouses in industrial zones, downtowns that are distinct from uptowns, with various suburbs across a range of economic classes. Or maybe zones could be user created sets that items could be added to and removed from and each item could have a frequency of use within each zone?

    • >I think a library of basic urban items is expected, but I'm also thinking of alien and futuristic cities, and mixing future and retro styles.
      Noted!

      >What I'm curious about is user created libraries and using stock content as placeholders to gauge placement and density of those items procedurally. I'd like to be able to work on the layout of and density of the buildings perhaps in one session while replacing the stock items with original assets gradually.
      You can do that already yes, no problem.

      >Also, have you ever thought about natural city zoning? I'd love to see ports and warehouses in industrial zones, downtowns that are distinct from uptowns, with various suburbs across a range of economic classes.
      City zoning is already working. But if by natural city zoning you mean zoning derived from a growing city simulation, this is not available yet, but it's on the roadmap.

      >Or maybe zones could be user created sets that items could be added to and removed from and each item could have a frequency of use within each zone?
      This is already possible. Each building can be given a relative probability of appearance compared to other buildings in the same district type. For example, you can specify that a particular building will appear twice as much as the others, in industrial zones. But the zones cannot be directly created (spatially placed) by the user, only procedurally placed with user control. That is on the roadmap.

      Thank you for the feedback, do not hesitate if you have more comments / questions :)

  4. Hi Arnold,

    You'll find in [removed] a link to an unpaid cracked version of your work. Jut want to let you know, hope you can close it, and make some money in peace.

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