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City Generator

My city generation pipeline allows users to define parameters for a city they want to build, making their vision a reality. Various controls allow for fine tuning of details such as street density, building height, random variation, and much more.

5km² (3mi²) of generated city.
Using a trimmed-down generation method and removing unnecessary details allows this version to use only 2.3 million tris.

5km² (3mi²) of generated city.
Using a trimmed-down generation method and removing unnecessary details allows this version to use only 2.3 million tris.

The lightweight nature of this project's output means that massive scale can be achieved with a relatively low polycount. A combination of high and low detail buildings allows this entire scene to run at a steady 120 fps and use less than 10 million tris.

Stepping through the houdini pipeline shows the process that leads to a procedurally generated city in Unreal Engine.

Here you can see how combining different contextual parameters allows for a more natural city layout. After the subdivision update, buildings are grouped around the city center and along main roads, leaving smaller structures situated near the outskirts.

Here you can see how combining different contextual parameters allows for a more natural city layout. After the subdivision update, buildings are grouped around the city center and along main roads, leaving smaller structures situated near the outskirts.

The input controls shown here are also accessible directly inside of UE4 using the Houdini Engine plugin.

The input controls shown here are also accessible directly inside of UE4 using the Houdini Engine plugin.