Building Generator

DEMO VIDEO

Procedurally generate a single building or a city with a click of a button. Control the shape of the building using a simple spline system then add meshes and let the algorithm handle the rest!
Building Generator is a blueprint-based building generator which can be used to quickly generate buildings. It only requires meshes and then the spline-based algorithm will take care of the rest. Because it is based on splines you have full control over the primary shape of the building. The blueprint is also capable of generating several buildings at once which are based on a grid making it possible to create entire blocks or cities quickly. There is no support for interiors at this point in time.
The buildings are generated from the ground up during each cycle based on the properties given. The generation method is deterministic (seed based) meaning that the exact generation can be regenerated given the same seed and properties. Building length, width and height can be determined prior to generation whilst adding random values. Likewise, the properties of each building can be altered. These properties include, but are not limited to, roof, cornice, curb, gutter, entrances, signs etc. Both Lumen and Nanite are compatible, and collision can either be simple or complex. Generation during runtime is possible. The buildings are game ready in terms of draw calls as they are utilizing Unreal’s HISM (Hierarchical Instanced Static Mesh) which also support LODs. The roofs, curbs, sidewalks and cornices are all generated using procedural meshes.

Features:
All meshes are interchangeable (note, not the procedural meshes – curbs, cornices and roofs).
Single or multiple building generation.
Easy to control spline system that dynamically adjusts to the terrain.
Adjust building height, width and length.
Automatically scale meshes to fit perfectly or utilize the non-scale circle-circle intersection method for non-scaled building meshes.
Custom data on building meshes, signs and socket meshes.
Slanted or flat procedural mesh roofs.
Curb and cornice custom profiles using curves.
Spawn meshes per building mesh based on sockets.
Balconies, gutters, roof meshes, curbs, signs, trees, street meshes and more.
Per building procedural meshes allow for variance in materials.
Bake buildings down to static meshes using Unreal’s merge tool (see bottom of documentation for instructions).

Limitations:
Tri-planar texturing is advised on the procedural meshes due to the UV-unwrapping method (per face).
Slanted roof does not support smooth shading or beveled edges.
There is no support for interiors at this point in time.
Roof tile generation is yet an experimental feature and can produce some wacky results if the buildings angles are not right.

Noteworthy:
When generating large cities, it can be required to increase the “Maximum Loop Iteration Count” in the project settings.
The included meshes are meant as placeholders and are low poly.

Asset version: 5.0

Original_Link_https://unrealengine.com/marketplace/en-US/product/procedural-building-generator-01

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