Procedural design смотреть последние обновления за сегодня на .
Want to take your 3D designs to the next level? Check out this deep comparison between Procedural and Parametric Modeling, to gain a better understanding of the two processes. 📌ShapeLab: 🤍 Visit our Website ► 🤍 CG Vortex (3D News) ► 🤍 2D Channel ► 🤍 Game dev Channel ► 🤍 Archviz Channel ► 🤍 Facebook page ► 🤍 CHECK OUT THESE AMAZING BLENDER ADDONS ► MODELING► Kit Ops 2 Pro: 🤍 Hard Ops: 🤍 Fluent: 🤍 Box cutter: 🤍 Mesh Machine: 🤍 Cablerator: 🤍 shipwright: 🤍 VEGETATION ► Geo-Scatter: 🤍 Botaniq Tree Addon: 🤍 Tree Vegetation: 🤍 Grassblade: 🤍 Forestation:🤍 Gardner:🤍 MATERIALS & TEXTURING ► Sanctus Library: 🤍 Realtime Materials(Ducky3D): 🤍 Decalmachine: 🤍 Extreme Pbr: 🤍 Fluent Materializer: 🤍 Material Library Materialiq: 🤍 Bpainter: 🤍 Clay Doh: 🤍 Terrain Generation► True Terrain: 🤍 Nodescapes: 🤍 ArchViz & Rendering► Construction Lines:🤍 CityBuilder 3D: 🤍 K-cycles: 🤍 SIMULATIONS & DYNAMICS ► Flip fluids: 🤍 Carl's Physics: 🤍 RBDLab Addon: 🤍 Khaos: 🤍 CLOTH SIMULATION ► Simply Cloth: 🤍 Simply Micro Mesh 🤍 Simply Material: 🤍 RIGGING & ANIMATION ► Human Generator: 🤍 Auto-Rig Pro: 🤍 Faceit: 🤍 Animax: 🤍 voxel heat diffuse skinning: 🤍 Animation Layers: 🤍 X-Muscle System: 🤍 UV UNWRAPPING ► Zen Uv: 🤍 Uv Toolkit: 🤍 Uvpackmaster: 🤍 Clouds & Atmosphere►: Cloudscapes : 🤍 Real Cloud: 🤍 Physical Starlight And Atmosphere: 🤍 Physical celestial Objects True-Sky 2.1 | Beta: 🤍 Pure-Sky Pro: 🤍 Alt Tab Easy Fog: 🤍 Productivity►: Clean Panels 🤍 Memsaver: 🤍 Drag & drop import: 🤍 Auto-Highlight In Outliner: 🤍 Instant Clean: 🤍 Asset Libraries: True Assets: 🤍 Poly Haven: 🤍 Car Transportation: 🤍 Car - Traffiq Library: 🤍 SCULPTING ► Sculpt+Paint Wheel: 🤍 Speed Sculpt: 🤍 RETOPOLOGY ► Retopoflow: 🤍 SCRIPTING ► Serpens 3: 🤍 ►►► Blender Courses ►►► Cinematic lighting in Blender Blender Market: 🤍 Gumroad: 🤍 Toanimate: Blender Animation Course 🤍 PostPro Blender Market: 🤍 Photogrammetry Course Blender Market: 🤍 Gumroad: 🤍 Human: Create realistic Characters Blender Market: 🤍 Alive: Ultimate Character animation Course Blender Market: 🤍 Gumroad: 🤍 The Art of Affective Rigging Blender Market: 🤍 Gumroad: 🤍 Real-time Motion Graphics Blender Market: 🤍 Best Blender Course Creators: Blender Bros ► 🤍 CG Boost ► 🤍 CG Cookie ► 🤍 DISCLAIMER ► Some links here are affiliate links that help us create more content. Thanks in advance for using our links
► Play Atrio - 🤍 ► Discord- 🤍 ► Website - 🤍 ► Twitter - 🤍 Longer Description: We've been making a survival meets automation game called Atrio: The Dark Wild in the Unity Game Engine for the last 3.5 years. It's kind of like factorio meets don't starve, maybe a little bit of Minecraft, and it's finally coming out on Steam this August 10, 2021. And don't forget, if you buy the game on release, you'll get the live laugh love item! Don't miss out. We've introduced a new creatured called the pickerpal that automatically picks up plans for you About: Hey! We're Isto Inc., a three-man team working on our survival meets automation game, Atrio: The Dark Wild. This is our vlog where we show off the progress. We typically try to post once a month, but don't quote me on that Check out my other videos: IstoInc - Atrio: The Dark Wild - Official Launch Trailer (Early Access) 🤍 IstoInc - I'm Being Sued By This Streamer 🤍 IstoInc - 3 Years of Unity Game Development - Atrio 🤍 #devlog #unity #indiegame #madewithunity #unity2d #indiedev #istoinc #gamedev #atrio
hello guys I am back with another video explaining the meaning to design approaches that are the object oriented and procedural design approach by comparing these two so that you can have a great understanding of these concepts......I hope you love this video's and please do like share and subscribe to my channel thank you..... enjoy ☺️
Watch on Udacity: 🤍 Check out the full Advanced Operating Systems course for free at: 🤍 Georgia Tech online Master's program: 🤍
In this devlog, I talk about my experiences using Wave Function Collapse to generate procedural terrain in Unity. Voxel worlds are great, but I'm really enjoying this algorithm. Stick around for more details on using Wave Function Collapse in later videos. For now check out the resources below. Follow me on Twitter: 🤍 Marching Cubes Wikipedia page: 🤍 Sebastian Lague's Marching Cubes video: 🤍 Phantom Brigade: 🤍 Phantom Brigade devlog: 🤍 Townscaper: 🤍 Bad North: 🤍 Maxim Gumin's Wave Function Collapse Github: 🤍 Oskar Stålberg's Wave Function Collapse demo: 🤍 Shezez's video on perspective in Legend of Zelda: Link Between Worlds 🤍 Music: Mario Bava Sleeps In a Little Later Than He Expected To - Chris Zabriskie Unicorn Heads - Drifting at 432 Hz
Faculty: Ashish Sir Subject: Software Engineering 3rd semester Computer science| RTU BTU Topic: Introduction, software life-cycle models,Computer Science Engineering | RTU, BTU | 3rd semester Computer science Engineering All the lectures under the playlist of Software Engineering are based on RTU/BTU 3rd-semester examination pattern of Software Engineering previous year papers, the questions that have been covered in the lectures are frequently asked in RTU semester exam of the 3rd-semester Software Engineering Rattu Tota is an effort to provide online digital resources for the first time for the preparation of engineering semester’s examination various technical universities. The entire lecture contains only important questions, frequently asked in Semester examination. Presently all the lectures are prepared according to RTU (Rajasthan Technical University), BTU (Bikaner Technical university) B.E/B. Tech semester examination pattern. Hopefully, our effort will be fruitful for the students. Happy Learning: You can also download our app Rattu tota 🤍
Full version: 🤍 ArtStation store 🤍 Welcome, in this tutorial you will learn procedural level generation with powerful procedural tools in Houdini for Unreal Engine 4. Obviously the main objective is to give you the techniques you can apply to other procedural level. From start to finish we create a procedural level generation tool in Houdini and deploy the finished asset into Unreal Engine 4 using the powerful Houdini Engine! Possibility to speed up your level creation using Procedural Techniques in Houdini Engine. Offers the possibility to automatically generate multiple variations of the level. Helps you find the perfect design. Develop a consistent visual language. #Houdini #tutorial #leveldesign #procedural #game #unrealengine #ue4proceduralgeneration WHAT'S INSIDE? 11 Video Chapters Houdini Project File HDA Asset Unreal Engine 5 Project + all assets INTRIDUCTION Chapter_1 Size Controls 9 min. Chapter_2 Transfer Scattered Points To Grid 19 min. Chapter_3 Creating Custom Nodes 9 min. Chapter_4 Creating Stairs 24 min. Chapter_5 Creating Base For Level Generation 33 min. Chapter_6 Creating Pavement 22 min. Chapter_7 Creating Columns 20 min. Chapter_8 Creating Walls 34 min. Chapter_9 Creating Borders 24 min. Chapter_10 Creating HDA 9 min. Chapter_11 Import To UE4 26 min. TOOLS: Houdini 17.5 Unreal Engine 4.22 REQUIREMENTS: Intermediate Houdini Knowledge FORMAT: At the beginning of each chapter has an animated illustration that what will happen in the tutorial. With audio commentary at key moments.
This course is about creating procedural design in Houdini. Link:🤍 Things we create together: we will create ourselves in cops by creating our own maps. In addition, I teach you to deal with redshift proxys and loop techniques. After that, we create a fabric growth effect that can be customized. At the end of the course, we will design a radial growth that can grow beyond any geometry. Finally, there is a bonus with a Nike breakdown. For this course you need a basic understanding of Houdini and rendering with Redshift. All project files are included. Have a nice day and enjoy the course! Website: 🤍 Tim J
Tooll 3 is an open source software to create realtime motion graphics. Get the latest version from: 🤍 Or join us on discord: 🤍 Also check the FAQ: 🤍
#games #gamedev #level #leveldesign #procedural Today, let's discuss what procedural generation is, and why it can be useful for video games! :)
GameSynth uses the latest advances in procedural audio to help you design high-quality sound effects. It offers many unique features aimed at game, animation, and movie production: - specialized synthesizers for all common types of sound effects - a patching environment with 130+ synthesis modules - a sketch pad for drawing sounds with a mouse or tablet - the automatic generation of sound variations - built-in integrations with the leading industry tools for games and animations - an API to communicate with any other creative tools - the import of animation curves to create perfectly matching sounds - synchronized video playback - the largest collection of procedural patches available - 100+ procedural sound design tutorials and many other resources Even better, GameSynth is available for a one-time fee, with no subscription, and comes with a lifetime of free updates! Check the web page to learn more: 🤍
How we design and play games, two methods; procedural d&d vs narrative adventure design My Podcast (s) Bandit's Keep: 🤍 Monsters and Treasure: 🤍 Thumbnail art is by Phillipe Druillet Support the channel via Patreon 🤍 Discord: 🤍 Random Sword and Sorcery Adventure Generator: 🤍 Great Resources: donjon: 🤍 Kobold Fight Club: 🤍 Tome of Adventure Design: 🤍 My Blog: 🤍 The Hateful Place The Hateful Place PDF - 🤍 In Print - 🤍 Dungeons & Dragons 5e Player's Handbook 🤍 Dungeon Crawl Classics (PDF) 🤍 DCC Rulebook Hardcover: 🤍 Basic Set PDF (BX) 🤍 Expert Set PDF (BX) 🤍 OSE Tome PDF 🤍 Chainmail PDF 🤍 Check out my other channel BANDIT'S KEEP ACTUAL PLAY: 🤍 Where I stream Various TTRPG systems. Follow me on: Twitter 🤍 Instagram 🤍 My podcast can be found here: 🤍 OSR Skills Using Turn Undead as Inspiration #dmtips
[Presented in Japanese only - English subtitles available] Akira-san shares tips and tricks on the Voronoi tool, based on his recent personal project on hard surface design. Akira Saito is the environment lead at Polyphony Digital, giving technical directions, tool writing, and is involving every aspect of course creation of Gran Turismo series - from photo shooting of actual race tracks everywhere in the world, to fine-tuning the final data for released games.
In this 2015 GDC talk, Minor Key Games' David Pittman explains how and why he used procedural level generation while making Eldritch and provides general reasons why procedural algorithms might be embraced by level designers. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter 🤍 Check out our Facebook page for GDC exclusives 🤍 Visit our site: 🤍
👉Subscribe to our new channel:🤍 👉Links for SE notes: 🔗Link-1: 🤍 👨🎓Contributed by: Sourav Bhagat 🔗Link-2: 🤍 👨🎓Contributed by: Hanfa Rana Function Oriented Design : Object Oriented Design : System is designed from a System is viewed as a collection of functional viewpoint. objects(i.e. entities) Top-down decomposition Divide and conquer approach Bottom-up approach DFD is used UML is used ►Software Engineering (Complete Playlist): 🤍 Other subject-wise playlist Links: ►Design and Analysis of algorithms (DAA): 🤍 ►Database Management System: 🤍 ► Theory of Computation 🤍 ►Artificial Intelligence: 🤍 ►Computer Networks (Complete Playlist): 🤍 ►Operating System: 🤍 ►Structured Query Language (SQL): 🤍 ►Discrete Mathematics: 🤍 ►Compiler Design: 🤍 ►Number System: 🤍 ►Cloud Computing & BIG Data: 🤍 ►Programming in C : 🤍 ►Data Structure: 🤍 ►Computer Architecture : 🤍 ►Graph Theory (Complete Playlist): 🤍 ►Digital Logic: 🤍 - Our social media Links: ► Subscribe to us on YouTube: 🤍 ►Subscribe to our new channel: 🤍 ► Like our page on Facebook: 🤍 ► Follow us on Instagram: 🤍 ► Follow us on Instagram: 🤍 ► Follow us on Telegram: 🤍 ► Follow us on Threads: 🤍 ►For Any Query, Suggestion or notes contribution: Email us at: gatesmashers2018🤍gmail.com #softwaredesign #softwareengineering
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Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and loot drops. This random element allows games like Diablo to offer players infinite replayability, since every dungeon run will both look different and yield different results. This approach does have its weaknesses, however. Handcrafted levels will always be better at delivering a powerful experience that's mapped to the game's story pacing. Subscribe for new episodes every Wednesday! 🤍 (-More below) _ Get your Extra Credits gear at the store! 🤍 Play games with us on Extra Play! 🤍 Watch more episodes from this season of Extra Credits! 🤍 Contribute community subtitles to Extra Credits: 🤍 Talk to us on Twitter (🤍ExtraCreditz): 🤍 Follow us on Facebook: 🤍 Get our list of recommended games on Steam: 🤍 _ Would you like James to speak at your school or organization? For info, contact us at: contact🤍extra-credits.net _ ♪ Intro Music: "Penguin Cap" by CarboHydroM 🤍 ♪ Outro Music: "Mechanical Salvation" by Eino Keskitalo, Tuberz McGee 🤍
In this 2018 GDC Level Design Workshop talk, game designer Heather Robertson introduces the concept of procedural regeneration, that is, the concept of dynamically altering the world space of a game to fit the play style of its play. Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
It's been a while since the last video hasn't it? I've made quite a bit of progress since the last update, and since one of the things I worked on was some procedurally animated characters, I decided to make a video about the subject. In particular, this video highlights the entire process from initial motivation, to the technical design, technical analysis, and game design considerations. Codeer's video on procedural animation: 🤍 Twitter thread about rope animation: 🤍 Semi-implicit Newton's Method: 🤍 Verlet Integration: 🤍 Pole-Zero Matching: 🤍 Math animations made using the community-maintained version of manim: 🤍ity/ Timestamps: 0:00 intro 1:43 second order systems 7:03 implementation 8:55 testing 9:50 stability 13:30 conclusion Music: lofi geek - give me lofi geek - souls lofi geek - real lofi geek - two lifes lofi geek - lights #SoME2
Procedural design or generation simply refers to the concept of creating assets or interactions algorithmically as opposed to having a designer author the assets themselves. In other words, procedural design involves creating a procedure which a computer follows in order to design something. In this lecture, we take a look at the concept of parametric procedural design. Full series: 🤍
This video showcases state-of-the-art procedural audio, designed in GameSynth. All the sound effects of a complete action sequence were synthesized from scratch. Not a single sample was used. Tutorial blog: 🤍 More information about GameSynth: 🤍
Support me by purchasing the tutorial file - 🤍 Series Playlist - 🤍 Further course on making awesome pavilions (paid) - 🤍 In this new series, we will delve deeper and explore a pavilion with the knowledge learned in the previous two sessions. We will explore generating a buildable pavilion with deformers and modifiers that can be extracted. Support this channel - 💪👉 Gumroad - 🤍 💪👉 Blendermarket - 🤍 💪👉 Patreon- 🤍 👚👕 Merch, exclusive tees more - 🤍 💻 🖱 Amazon storefront with recommended products for tech and design -🤍amazon.co.uk/shop/uhstudio 3d Architecture Assets - Gumroad - 🤍 Blendermarket - 🤍 #blenderarchitecture
The following video is my graduation project demo reel for my procedural death match level generator made with Houdini 12. This tool is designed to create fully playable complex 3D combat arena's for the Unreal Development Kit, with minimal user / designer input. But without taking away control. It allows for rapid iteration and testing, using a user-mediated construction method. With this tool, a level designer becomes a digital director. The generator constructs levels following the death match game-type rule sets of Unreal Tournament 3 and the UDK, discovered during my dissertation ( Specifically "Axon" faction levels). It is capable of creating fully traverse-able, multi-leveled, interior 'white-boxed' maps. Including path nodes, player starts, logically distributed pickups and decorative meshes. The tool is fully procedural, and the results can be exported directly to the UDK using the .OBJ and .T3D file formats. The generator is highly modular and can be expanded and adjusted easily to support other game-types or games. The tool features 3 levels of control, ranging from highly automated to deep manual control. When using only random results and manual overrides, the tool can be used to rapidly browse through and tweak possible level layouts in order to quickly prototype unique levels. While using manual input allows for deep and detailed control over every part of the process. A designer can have as much control over the final result as he/she wishes. The tool uses a user mediated approach to procedural level construction, meaning that it requires a designer to determine the shape and layout of a level he/she wishes to create. The actual construction of said level however is fully automated. How it works: The tool is mainly based on volume conversion (Houdini's Voxels) and constructs a level according to a 3D grid. After the main landmark spaces are generated, corridor profile curves are established between them using a path finding algorithm written specifically for this generator by Leroy Sikkes. Following this, the corridors are assembled from a series of components by analyzing the profile curves. Where corridors interconnect, minor rooms are generated. Finally, the combined level mesh is processed to form an internal grid, which is used to create catwalks and ramps. The final mesh is automatically UV'd to identify different area's and the mesh is optimized. Various objects can be automatically or manually placed throughout the level. These objects by default will always try to ensure the spaces they are placed in remain traverse-able. Place-able objects include: pillars, columns, low cover objects, box stacks & railings. A designer can let the tool create a random pickup loadout for the level, or specify his/her own pickups. Each pickup definition in the loadout menu as well as each pickup archetype has its own placement rules. Based on the pickups placement definitions, the risk grid and hotspots in the level; pickups are logically distributed throughout the level. All a designer has to do to play the level is import the .OBJ and .T3D files into the UDK and build the pathing. This can be done in less than 5 minutes. For more information on the geometry generation of steps 1-6 as seen in the video, see my dissertation: Compressed: 23.5 MB: 🤍 Contact me at: Erwin Heyms Technical & Procedural Level Designer Erwinheyms🤍gmail.com (+31) 644101169 My Linkedin page: 🤍 My Portfolio and CV: 8 MB: 🤍 🤍 With special thanks to: - Nathan Danïels, Elroy Aarts, Jesse Ravenbergen, Richard v. Beersum, Thomas Buijtenweg & Wytze van Balkom: Playtesting & Data capture. - Kim Goossens: My Houdini supervisor. - Ronny Franken: My level design supervisor. - Andrew Paquette: My art Supervisor. - Leroy Sikkes: Pathfinding Algorithm Script. - Jan Pijpers: Creator of the .T3D Houdini to UDK exporter. *Total accumulated cooking time of the demonstrated level inside Houdini took roughly 8 minutes. Construction of this level took in between 2-3 hours. NHTV International Game Architecture and Design The academy of Digital Entertainment Breda University of Applied sciences Music: Linkin Park - Castle of Glass (Instrumental) - Warner Bros. No copyright infringement intended.
This video will spear head your designing with Object Oriented Approach, giving clarity on when, where and why to apply procedural Vs OO design approach. Pre-requisite: watch following two videos before watching this one 🤍 🤍
I'm developing an open world RPG with manually built maps, but placing every blade of grass is exhausting. So I've developed some tools to automate this process using some procedural generation tricks like Cellular Automata. Howdy, and welcome to the 11th indie game devlog for Zoe and the Cursed Dreamer. A 2D Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your own home! Join Our Community! We look forward to welcoming you. Discord: 🤍 Twitter: 🤍 Become a patron to get exclusive content and support the channel: 🤍 Music: 🤍 Pixelorama: 🤍
When programmers describe code as 'procedural', it's generally not meant as a compliment. There is the belief that we have collectively moved pass such thinking and onto better paradigms. But a paradigm is no more than a pattern language, a family of solutions fit for a context. Change the kind of problem you are solving and you may find a different solution makes sense — even, in these days where pure functions battle it out with classy objects, procedural programming. This talk takes a look at some of the past, present and future of procedural programming, looking at how there's more to it than many first assume, how it still informs language design and how it relates to other paradigms, such as functional and OO. EVENT: Build Stuff 2017 PERMISSIONS: Build Stuff Conference Organizer provided Coding Tech with the permission to republish this video.
Nikola Damjanov, who has been with Nordius, a mobile gaming company in Belgrade, Serbia, for 11 years, talks about how he has delved into procedural work as a means to enhance efficiency and avoid repetitive design and texturing tasks. He initially utilized Substance Designer and later transitioned to Houdini for procedural tasks in game development, enabling him to create environments and effects. Additionally, Nikola developed systems that facilitated rapid feedback and iteration from game designers. Alongside his professional endeavors, he engaged in personal projects involving the generation of texture variations, stylized rendering, and procedural animations employing mathematical functions and layered noises.
Welcome to our comprehensive Software Engineering Masterclass tailored for technical students pursuing B.Tech, BCA, and other related courses! If you're preparing for GATE examinations, job placements, or aiming to excel in your semester exams and sessionals, this playlist is designed to be your ultimate guide. Architectural Design focuses on defining the high-level structure and components of a software system, emphasizing the relationships between different modules and how they interact with each other. On the other hand, Procedural Design emphasizes the step-by-step processes and algorithms to achieve specific tasks or functionalities. Whether you're studying at AKTU Lucknow, RGVP Andhra Pradesh, Osmania University, IITs, NITs, or any other technical institution, our content aligns with your curriculum, empowering you with the knowledge and skills to succeed academically and professionally. Preparing for GATE? We've got you covered with valuable tips and strategies to maximize your preparation and achieve your best performance. Join us on this exciting journey of mastering Software Engineering, and let's pave the path to your academic and career success! Download Notes: 🤍 ►Software Engineering (Complete Playlist): 🤍 Other subject-wise playlist Links: - ►Web Technology(Complete Playlist): ►Big Data(Complete Playlist): ►Computer Networks(Complete Playlist): ►Artificial Intelligence(Complete Playlist): ►Cloud Computing (Complete Playlist): ►Operating System(Complete Playlist): ►Project Management and Entrepreneurship(Complete Playlist): FOLLOW ME ON: 📩 LinkedIn: 🤍 📸 Instagram: 🤍 🐦 Twitter: 🤍 ▶️ YouTube Channel: youtube.com/🤍engineeringinonevideo 🎦 My other YouTube Channels: youtube.com/🤍jamshershekh651 youtube.com/🤍InterviewLover #softwareengineering #eiov #gate
This video is a clip from Webinar 76: Displacement, presented by Esben Oxholm. Watch the full webinar here: 🤍
Get Shadron at: 🤍 Final script: 🤍 This tutorial demonstrates how math and geometry can be used to create regular designs and smooth nice-looking animations. The program used for this is Shadron, the shader-based procedural graphics editor. In the tutorial, we create parametric cogwheels with switchable designs, animate them, and form gear transmissions with other cogwheels. You can use this for example to generate a cool loading animation for your website or anything else. Community subreddit: 🤍 🤍 © Viktor Chlumský 2016
📌[ENGLISH] food4Rhino webinar: Puma – Procedural Design Advancements in Rhino with ArcGIS CityEngine Join us to learn about ArcGIS CityEngine’s rule-based modelling and how it can enhance your design workflows in Rhino and Grasshopper. With the Puma plugin (🤍 users can run ArcGIS CityEngine (🤍 rules directly within Rhino and Grasshopper. This allows you to develop live and dynamic 3D building models, and visualize the resulting models and numbers using your familiar Grasshopper tools. Finally, it also simplifies workflows for importing and exporting 3D data. In this webinar, we will introduce ArcGIS CityEngine and provide a demo of Puma based on real-world use cases. Speakers: Renia Kagkou, Solution Engineer, Esri's Smart Cities Esri Renia Kagkou is a Solution Engineer at Esri's Smart Cities team, where she develops workflows that integrate geospatial analysis, scenario testing, and impact assessment, for decision-making in urban development. She supports urban planning and architecture firms on leveraging these workflows for planning and urban design work. She also drives the Urban Partner Specialty, a network for firms that wish to expand their business and deliver to their customers ArcGIS Urban along with their planning services. She holds a Master of Architecture in Urban Design (MAUD) and a Master of Design Studies in Urbanism, Landscape, and Ecology (MDes ULE) from Harvard GSD (2018), and a Bachelor of Architecture from Pratt Institute, New York (2014). Simon Haegler, Senior Software Developer Esri R&D Center Zurich Simon is a software developer in the field of 3d computer graphics and specialized in procedural modeling of 3d cities for use in M&E (Media and Entertainment) and AEC (Architecture, Engineering, Construction). He has a background in electrical engineering and general software development. His main focus lies in the application of procedural modeling techniques in digital set building and production pipeline tools. Ricardo Cabrera-Nyst, Senior Architect, MAS ETH, Dipl.Ing. Esri R&D Center Zurich Ricardo Cabrera-Nyst is an Architect, Building Engineer and Urban Design specialist at the Esri R&D Center in Zürich. He is currently involved in the development of Esri software with focus on practical applications related to Architecture, Urban Design and Planning.His professional interests are motivated by the elaboration of interconnected specialized tools, that might work together, integrated in a holistic vision of the urban development process within a GIS framework. Before joining Esri, Ricardo accumulated over 15+ years of experience in the AEC field. He developed his professional career internationally, participating in many different projects from design to execution as well as 2D/3D visualization and animation. Download PUMA from food4Rhino: 🤍
Akira Saito will introduce the method and concept of frequency-decomposing hard surface designs for robots and aircraft, and generating them in a procedural workflow using Houdini. He will then breaks down Hard surface Design into frequencies and describes the automatic generation algorithms that are valid for each frequency. Akira Saito joined Namco Corporation (now Namco Bandai Entertainment Inc..) in 1995, mainly involved in arcade game development, technical direction, art direction, and design work. In 2003, he joined Polyphony Digital Inc. in the landscape design team. Working on mainly technical direction and tool development he is involved in all aspects of the course production of the Gran Turismo series.
In this video I look at how we can manipulate randomness to generate coherent and well formed structures on demand, which allows truly vast and complex resources to be created with no effort from a designer Source: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍